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- #### AAC Config
- #
- # NOTE: Most of the values here have been tried and tested to work.
- # It is not recommended that you change them unless you are
- # getting false positives.
- #
- # It would be a good idea to make sure the false positives you're getting aren't actually hackers....
- #
- #
- # The configurable commands will replace "{player}" with the name of the player.
- # You can run multiple commands on a single threshold by creating 2 entries with the same key:
- # thresholds:
- # 10:
- # - "broadcast {player} was kicked for hacking"
- # - "kick {player} hacking"
- #
- # Be sure to check language.yml for configuration regarding staff chat, etc.
- #
- ## If you need any help configuring AAC, or you're getting false positives and you don't know why, feel free to PM me on Spigot.
- # Angle forces players to look at entities they want to attack
- angle:
- # Do you want to enable the angle check
- enabled: true
- # How far off the entity should the player be able to look
- max_diff: 0.30
- # How far off a player should the attacker be able to look?
- max_player_diff: 0.15
- # How close must the players be to bypass the angle check?
- min_dist: 2.0
- # Should AAC cancel false hits
- cancel_false_hits: true
- # Map of violation levels to commands
- thresholds:
- 6: "aacstaffnotify {player} is suspected for Killaura (Angle) (ping = {ping}, tps = {tps})"
- 12: "aackick {player} Impossible angles in attacks"
- # BadPackets prevents players from using packets to exploit the server
- badpackets:
- # Do you want to enable the badpackets check
- enabled: true
- # After how many moves should packets be cancelled?
- # A lower value reduces the possibility of blinking and exploits and improves performance.
- # A higher value will reduce the number of false positives. This should always be above 3.
- cancel_threshold: 14
- # How many moves should a player be able to send in 3 ticks
- # An unmodified client should send 3 moves in 3 ticks. Be sure to think about lag
- # The violation value will be increased by (how many packets the player sends - max_moves) / 10
- max_moves: 50
- # Map of violation levels to commands
- thresholds:
- 30: "aacstaffnotify {player} is suspected for Regen/NoPotion (ping = {ping}, tps = {tps})"
- 70: "aackick {player} Suspicious activity"
- # Criticals prevents players from getting critical hits when it's not possible
- criticals:
- # Do you want to enable the criticals check?
- enabled: true
- # Should a hit be cancelled if it is a critical and the player is on the ground?
- cancel_false_hit: true
- # Map of violation levels to commands
- thresholds:
- 1: "aacstaffnotify {player} is suspected for Criticals (ping = {ping}, tps = {tps})"
- 3: "aackick {player} Criticals hacking is not allowed"
- # Fastbow prevents players from shooting their bow too quickly
- fastbow:
- # Do you want to enable the fastbow check
- enabled: true
- # What is the minimum force of a shot for it to be registered
- # This goes from 0 to 1, 1 being a fully charged bow
- min_force: 0.15
- # How many of these shots should a player be able to fire in 1 second
- # it takes 1.2 seconds to fully draw a bow
- shots_fired_threshold: 3
- # Map of violation levels to commands
- thresholds:
- 3: "aacstaffnotify {player} is suspected for FastBow (ping = {ping}, tps = {tps})"
- 12: "aackick {player} Shooting arrows too quickly"
- # FightSpeed prevents players from attacking too quickly
- fightspeed:
- # Do you want to enable the fightspeed check
- enabled: true
- # How many times should a player be able to attack in 1 second
- # NoCheatPlus's fightspeed check allows 15 hits per second
- max_hits_per_second: 16
- # Map of violation levels to commands
- thresholds:
- 10: "aacstaffnotify {player} is suspected for AutoClicker (FightSpeed) (ping = {ping}, tps = {tps})"
- 20: "aackick {player} Strange click speed. (AutoClicker? Macros?)"
- # NormalMovements stops players from moving unexpectedly
- normalmovements:
- # Do you want to enable the normalmovements check
- enabled: true
- # f:jump:x - Should NormalMovements handle jumping?
- f_jump: true
- # f:step:x - Should NormalMovements handle stepping?
- f_step: true
- # f:float:x - Should NormalMovements handle floating?
- f_float: true
- # f:dy:x - Should NormalMovements attempt to detect client patterns?
- f_dy: true
- # Map of violation levels to commands
- thresholds:
- 20: "aacstaffnotify {player} may be movement hacking (ping = {ping}, tps = {tps})"
- # Fly kicks players who move too high
- fly:
- # Do you want to enable the fly check
- enabled: true
- # Base max jump height. Expected max is 1.3
- max_jump: 1.42
- # If a player's violation level is below 2, he will not be rubberbanded if the violation amount is not more than allow.
- allow: 0.07
- # How high a player will be allowed to jump after bouncing off a slime block
- slime_allow: 60.0
- # Increasing velocity_multiplier will improve compatiblility with jump pads.
- velocity_multiplier: 2.4
- # How high should a player be allowed to jump after taking damage
- knockback_allow: 3.1
- # How high should a player be allowed to move from natural causes (fire, poison, etc)
- natural_allow: 2.1
- # Map of violation levels to commands
- thresholds:
- 15: "aacstaffnotify {player} is suspected for Fly (ping = {ping}, tps = {tps})"
- 30: "aackick {player} Moved unexpectedly"
- # Speed kicks players who move too quickly
- speed:
- # Do you want to enable the speed check
- enabled: true
- # Speed limits per tick
- sprinting_speed: 0.41
- sneaking_speed: 0.21
- # On and under water
- surface_speed: 0.23
- underwater_speed: 0.19
- dive_speed: 0.69
- # Other
- cobweb_speed: 0.10
- item_speed: 0.21
- soul_sand_speed: 0.39
- ice_speed: 0.71
- # Multiplier of the maximum distance if the player is jumping
- jump_multiplier: 1.7
- # Ticks a player should not be checked after entering the water
- dive_period: 20
- # Should AAC use movement counting to prevent clients from bypassing by sending too many moves?
- use_move_counting: true
- # How many moves per second should be assumed as legitimate? (NCP = 22)
- max_moves: 22
- # Custom modifiers for anti-timer, averaging over a longer period of time
- custom:
- # Second line of defense over timer. Slow, but practically unbypassable.
- enabled: true
- # Max moves per second
- max_moves: 21.0
- # Ticks to take an average over
- time: 150
- # Whether this rubberbanding should ignore the vls_to_band anti false positive limitations
- bypass_band: true
- # How many times should a player be allowed to toggle sneak in a second
- max_sneak_toggles: 15
- # How many times should a player be allowed to toggle use in a second
- max_use_toggles: 22
- # Multiplier for speed. Increase if you have false positives.
- speed_multiplier: 0.32
- # Multiplier for slowness. Decrease if you have false positives.
- slow_multiplier: 0.03
- # Every time a player fails the speed check, the band vl will go up by (actualDistance - expectedDistance) * band_multiplier
- # This can be set to 0 to turn off rubberbanding completely.
- band_multiplier: 5.0
- # How many violations before a player will start being rubber-banded
- vls_to_band: 8
- # How long must a player remain clean for band violations to be cleared? (seconds)
- clear_vl_delay: 12
- # Map of violation levels to commands
- thresholds:
- 15: "aacmessage {player} It looks like you might be glitching, please tap sneak and block with your sword"
- 25: "aacstaffnotify {player} is suspected for Speed hacking (ping = {ping}, tps = {tps})"
- 45: "aackick {player} Moved too quickly"
- # HeadRoll stops players being derps :/
- headroll:
- # Do you want to enable the headroll check
- enabled: true
- # Map of violation levels to commands
- thresholds:
- 1: "aacstaffnotify {player} is suspected for Derp hacks (ping = {ping}, tps = {tps})"
- 2: "aackick {player} Illegal position"
- # Forcefield detects combat hacks which hit entities around the player
- forcefield:
- # Do you want to enable the forcefield check
- enabled: true
- # Do you want the player above you to be invisible
- # *HIGHLY* recommended to be kept at false.
- # The majority of hacked clients do not target invisible entities.
- # If you change this to true, killaura detection will be severely slowed down. Best idea would be to ask your players to ignore it.
- head_player_invisible: true
- # You can make the head player invisible when the player isn't fighting
- # With this true, the head player will be invisible when the player isn't fighting
- # If the player isn't fighting or this option is false, AAC will default to head_player_invisible
- # This takes PVP from combat_time, so make sure that's a sensible value
- invisible_outside_pvp: true
- # How high above the player should the headplayer be spawned?
- # Anything under 2.7 could affect hit detection
- # Anything above 4.5 could be out of range of the player
- head_player_height: 3.6
- # Should the head player be moved away if the player looks up?
- # This is to prevent players from creating false positives by hitting the head player (if it is visible)
- no_head_player_looking_up: true
- # Do you want to spawn the side players
- # This spawns players within the users' FOV to confuse click aimbot
- # Side players are invisible, as they are within the user's FOV.
- use_side_players: true
- # Use player names and gameprofiles from past players instead of random profiles
- # This can be extremely useful in preventing bypasses, as the player's details are completely legitimate
- # This setting has no effect if online_player_names is true.
- past_player_names: false
- # Should the head player use profiles of players online right now?
- # If you have nametag plugins that use the scoreboard, keep this disabled
- # Otherwise, turn this on as it patches a massive number of possible bypasses
- online_player_names: false
- # Do you want to keep the head player in the tab list?
- # This can prevent bypasses where the the client checks that the name is in the tablist, before hitting it.
- head_tablist: false
- # Packet level configuration options
- magic:
- random_sprint: true
- equip_armour: true
- equip_held_item: true
- fake_on_ground: true
- send_damaged_animation: true
- # Map of violation levels to commands
- thresholds:
- 8: "aacstaffnotify {player} is suspected for Killaura (NPC check) (ping = {ping}, tps = {tps})"
- 14: "aackick {player} Forcefield is not allowed"
- # Knockback checks if the player moves after he is hit
- knockback:
- # Do you want to enable the knockback check
- enabled: true
- # How long should AAC wait before checking a player
- tick_delay: 9
- # Should AAC compensate for ping?
- add_ping: true
- # What's the maximum ping value AAC should compensate to (pingspoof?)
- max_ping: 500
- # What's the minimum distance a player should be knocked back
- min_knockback_dist: 0.01
- # Minimum time a player should be knocked back for
- min_knockback_time: 2
- # Map of violation levels to commands
- thresholds:
- 9: "aacstaffnotify {player} is suspected for Anti-Knockback (ping = {ping}, tps = {tps})"
- 16: "aackick {player} Not taking knockback"
- # Reach checks if entites the player hits are close enough to the player
- reach:
- # Do you want to enable the reach check
- enabled: true
- # How far should AAC allow the player to reach (vanilla = 3.8)
- max_reach: 4.1
- # How far does bukkit allow players to reach (Don't change this)
- max_bukkit_reach: 9.0
- # How much should AAC compensate for hitbox stretching? Increase this first with false positives.
- move_multiplier: 3.0
- # Map of violation levels to commands
- thresholds:
- 15: "aacstaffnotify {player} is suspected for Reach (ping = {ping}, tps = {tps})"
- 28: "aackick {player} Hitting too far away"
- # NoSwing makes sure players swing their arm when attacking
- noswing:
- # Do you want to enable the noswing check
- enabled: true
- # Map of violation levels to commands
- thresholds:
- 8: "aacstaffnotify {player} is suspected for NoSwing (ping = {ping}, tps = {tps})"
- 22: "aackick {player} Not swinging arm"
- # Regen directly stops players from healing too quickly
- regen:
- # Do you want to enable the regen check
- enabled: true
- # Should AAC cancel regeneration if it happens too quickly?
- cancel_regen: true
- # What delay should AAC force between regeneration?
- min_regen_delay: 3600
- # Map of violation levels to commands
- thresholds:
- 8: "aacstaffnotify {player} is suspected for Regen (ping = {ping}, tps = {tps})"
- 15: "aackick {player} Regenerating health too quickly"
- # Killaura detects combat hacks which give an unfair advantage
- killaura:
- # Do you want to enable the killaura check
- enabled: true
- # Killaura also has a different method of using NPCs. Check_chance to 0 to disable.
- npc:
- # What % of the time should AAC do an NPC check?
- check_chance: 100
- # How long should AAC wait to spawn the NPC
- check_delay: 5
- # Should AAC use a random entity type for the NPC? false = NPC will be the type of entity the player is fighting with.
- random_type: true
- # After spawning the NPC, how long should AAC wait before starting to count hits?
- # check_delay + listen_delay must be less than 9, or hits will be lost.
- listen_delay: 4
- # How far away must 2 players be to be checked?
- min_dist: 2.0
- # How long should the NPC be spawned for?
- ticks_spawned: 9
- # How far along the distance should the NPC be spawned
- percent_distance: 80
- # How much should the NPC check be weighted per hit?
- npc_multiplier: 3
- # How far off should a player be able to look to allow the hit
- max_diff: 0.11
- # How far should the player be allowed to reach through the NPC
- max_reach: 4.5
- # How long should a player be prevented from hitting someone when he fails this check? (ticks)
- suspended_combat_time: 6
- # Heuristic components: These will contribute to the kick threshold when a player has a high likelihood of hacking
- # Requried chance for an Aimbot kick (%). Set to something >= 100 to disable
- aimbot: 80
- # Required chance for a Reach kick (%). Set to something >= 100 to disable
- # EXPERIMENTAL
- reach: 89
- # Required chance for an Accuracy kick (%). Set to something >= 100 to disable
- # EXPERIMENTAL
- accuracy: 84
- # Map of violation levels to commands
- thresholds:
- 9: "aacstaffnotify {player} is suspected for Killaura (Heuristics) (ping = {ping}, tps = {tps})"
- 16: "aackick {player} Suspicious (killaura-like) combat"
- # CombatImpossible cancels hits which cannot happen normally
- combatimpossible:
- # Do you want to enable the CombatImpossible check
- enabled: true
- # Should hits be cancelled if the attacker is dead?
- cancel_dead: true
- # Should hits be cancelled if the attacker is using an item?
- cancel_using_item: true
- # Map of violation levels to commands
- thresholds:
- 12: "aacstaffnotify {player} appears to be hitting illegitimately (ping = {ping}, tps = {tps})"
- # NoFall ensures players take fall damage
- nofall:
- # Do you want to enable the NoFall check
- enabled: true
- # Minimum downwards velocity for NoFall to apply
- required_velocity: -0.2
- # Should AAC deal fall damage to players?
- deal_damage: true
- # Map of violation levels to commands
- thresholds:
- 10: "aacstaffnotify {player} is suspected for NoFall hacks (ping = {ping}, tps = {tps})"
- # Glide ensures players fall at the right speed
- glide:
- # Do you want to enable the Glide check
- enabled: true
- # How strongly should AAC enforce fall speeds (smaller values are more accurate)
- tolerance: 0.3
- # In special cases, how strongly should AAC enforce fall speeds?
- special_tolerance: 0.7
- # Teleport the player down if detected?
- teleport: true
- # Map of violation levels to commands
- thresholds:
- 25: "aacstaffnotify {player} is suspected for Glide hacks (ping = {ping}, tps = {tps})"
- 45: "aacstaffnotify {player} is suspected for Glide hacks #2 (ping = {ping}, tps = {tps})"
- # Climb stops people climbing ladders too quickly
- climb:
- # Do you want to enable the Climb check
- enabled: true
- # How fast should a player be allowed to start a ladder climb
- max_start_speed: 1.5
- # How fast should a player be allowed to climb a ladder
- max_ascent_speed: 0.20
- # Map of violation levels to commands
- thresholds:
- 15: "aacstaffnotify {player} is suspected for FastLadder (ping = {ping}, tps = {tps})"
- # Jesus stops people from walking on water
- jesus:
- # Do you want to enable the Jesus check
- enabled: true
- # Map of violation levels to commands
- thresholds:
- 10: "aacstaffnotify {player} is suspected for Jesus hacks (ping = {ping}, tps = {tps})"
- # Phase stops people glitching through blocks
- phase:
- # Do you want to enable the Phase check
- enabled: true
- # How long should a player be frozen in place after being detected for phase? (ms)
- freeze_time: 200
- # What's the maximum distance AAC should teleport players to ideal locations.
- max_dist: 3.0
- # Should AAC check for vclip
- check_vclip: true
- # Map of violation levels to commands
- thresholds:
- 10: "aacstaffnotify {player} is suspected for Phase (ping = {ping}, tps = {tps})"
- 30: "aacstaffnotify {player} is suspected for Phase #2 (ping = {ping}, tps = {tps})"
- # FastUse stops players consuming items too quickly
- fastuse:
- # Do you want to enable the FastUse check
- enabled: true
- # What delay should AAC enforce for eating an item (ms)
- ms_to_use: 1200
- # Map of violation levels to commands
- thresholds:
- 5: "aacstaffnotify {player} is suspected for FastEat hacks (ping = {ping}, tps = {tps})"
- 9: "aackick {player} Using items too quickly"
- # FastBreak stops players from breaking blocks too quickly
- fastbreak:
- # Do you want to enable the fastbreak check?
- enabled: true
- # How many ticks should fastbreak count as lag, and ignore
- let_ticks: 2
- # Should AAC cancel an illegal block break?
- cancel_break: true
- # Should AAC check for a break delay (i.e. between block breaks)
- check_delay: true
- # Map of violation levels to commands
- thresholds:
- 10: "aacstaffnotify {player} is suspected for FastBreak hacks (ping = {ping}, tps = {tps})"
- 20: "aackick {player} Breaking blocks too fast"
- # FastPlace stops players from placing blocks too quickly
- fastplace:
- # Do you want to enable the fastplace check?
- enabled: true
- # How many ms should fastplace force between block placements?
- min_delay: 100
- # Should AAC cancel an illegal block place?
- cancel_place: true
- # Map of violation levels to commands
- thresholds:
- 10: "aacstaffnotify {player} is suspected for FastPlace hacks (ping = {ping}, tps = {tps})"
- 20: "aackick {player} Placing blocks too fast"
- # Nuker stops players from breaking too many blocks at once
- nuker:
- # Do you want to enable the nuker check?
- enabled: true
- # How many blocks should a player be able to break in 1 second: vl if greater than this value
- max_breaks_per_second: 40
- # The violation will only be recorded if it divides by this number (reduces spam)
- vl_divisor: 30
- # Map of violation levels to commands
- thresholds:
- 5: "aacstaffnotify {player} is suspected for Nuker (ping = {ping}, tps = {tps})"
- 10: "aackick {player} Breaking too many blocks"
- # ImpossibleInteract stops players interacting with blocks they can't
- impossibleinteract:
- # Do you want to enable the impossibleinteract check
- enabled: true
- # Detect interacting with liquids?
- cancel_liquids: true
- # Detect ghosthands?
- cancel_ghosthand: true
- # Map of violation levels to commands
- thresholds:
- 14: "aacstaffnotify {player} is interacting suspiciously (ping = {ping}, tps = {tps})"
- 25: "aacstaffnotify {player} is interacting suspiciously #2 (ping = {ping}, tps = {tps})"
- # PlayerRadar hides players that cannot be seen
- playerradar:
- # Do you want to enable anti-radar? (Experimental)
- enabled: false
- # How far must 2 players be apart to be hidden from each other?
- # Players closer than this will always be able to see each other
- # In games where nametags are not shown, this can be set to 0.
- required_dist: 15
- # This should be set to your entity render distance (Spigot default = 48)
- max_dist: 48
- # Map of violation levels to commands
- thresholds:
- 0: "Unused"
- # Spam prevents players from spamming the server chat
- spam:
- # Do you want to enable the spam check?
- enabled: true
- # What words should not be covered by the anti-spam check?
- # messages less than 3 letters are already ignored
- whitelist:
- - "lol"
- - "hello"
- - "okay"
- # How many messages should a player be able to send in 10 seconds
- message_limit: 4
- # How fast can a player send messages (ticks)
- chat_speed: 10
- # Map of violation levels to commands
- thresholds:
- 10: "aacstaffnotify {player} is probably spamming"
- 15: "aackick {player} Stop spamming, you sad person"
- ### General things
- # How many times must a player be kicked before he is banned (-1 for no autoban)
- ban_threshold: -1
- # What command should be executed when a player is banned (only applies for /aackick)
- ban_command: "aacban {player}"
- # How long after a player is kicked should he be allowed to log in (ticks)
- kick_ticks: 120
- # How long before a player leaves combat after dealing/taking damage
- # Don't set this to 0 or -1, it's crucial for the forcefield and killaura checks. Change kill_loggers only to disable combat logging.
- combat_time: 50
- # Should AAC kill combat loggers (combat_time)
- kill_loggers: false
- # Should AAC log events to a file?
- log_file: true
- # Should AAC log events to the console?
- log_console: true
- # Should /aackick broadcast a message?
- aackick_broadcast: true
- # Should AAC disable/enable checks dynamically? IF YOU HAVE PWP DISABLE
- usetps: true
- # Disable the command /aac? If you really want to ;(
- aac: false
- # Enable verbose logging? This will allow those with the AAC.verbose permission to get spammed.
- # Not recommended.
- verbose: false
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