Advertisement
Guest User

Untitled

a guest
Feb 12th, 2016
81
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 22.64 KB | None | 0 0
  1. #### AAC Config
  2. #
  3. # NOTE: Most of the values here have been tried and tested to work.
  4. # It is not recommended that you change them unless you are
  5. # getting false positives.
  6. #
  7. # It would be a good idea to make sure the false positives you're getting aren't actually hackers....
  8. #
  9. #
  10. # The configurable commands will replace "{player}" with the name of the player.
  11. # You can run multiple commands on a single threshold by creating 2 entries with the same key:
  12. # thresholds:
  13. # 10:
  14. # - "broadcast {player} was kicked for hacking"
  15. # - "kick {player} hacking"
  16. #
  17. # Be sure to check language.yml for configuration regarding staff chat, etc.
  18. #
  19. ## 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.
  20.  
  21. # Angle forces players to look at entities they want to attack
  22. angle:
  23. # Do you want to enable the angle check
  24. enabled: true
  25.  
  26. # How far off the entity should the player be able to look
  27. max_diff: 0.40
  28.  
  29. # How far off a player should the attacker be able to look?
  30. max_player_diff: 0.50
  31.  
  32. # How close must the players be to bypass the angle check?
  33. min_dist: 2.5
  34.  
  35. # Should AAC cancel false hits
  36. cancel_false_hits: true
  37.  
  38. # Map of violation levels to commands
  39. thresholds:
  40. 6: "aacstaffnotify {player} is suspected for Killaura (Angle) (ping = {ping}, tps = {tps})"
  41. 12: "aackick {player} Impossible angles in attacks"
  42.  
  43. # BadPackets prevents players from using packets to exploit the server
  44. badpackets:
  45. # Do you want to enable the badpackets check
  46. enabled: true
  47.  
  48. # After how many moves should packets be cancelled?
  49. # A lower value reduces the possibility of blinking and exploits and improves performance.
  50. # A higher value will reduce the number of false positives. This should always be above 3.
  51. cancel_threshold: 15
  52.  
  53. # How many moves should a player be able to send in 3 ticks
  54. # An unmodified client should send 3 moves in 3 ticks. Be sure to think about lag
  55. # The violation value will be increased by (how many packets the player sends - max_moves) / 10
  56. max_moves: 75
  57.  
  58. # Map of violation levels to commands
  59. thresholds:
  60. 30: "aacstaffnotify {player} is suspected for Regen/NoPotion (ping = {ping}, tps = {tps})"
  61. 70: "aackick {player} Suspicious activity"
  62.  
  63. # Criticals prevents players from getting critical hits when it's not possible
  64. criticals:
  65. # Do you want to enable the criticals check?
  66. enabled: true
  67.  
  68. # Should a hit be cancelled if it is a critical and the player is on the ground?
  69. cancel_false_hit: true
  70.  
  71. # Map of violation levels to commands
  72. thresholds:
  73. 1: "aacstaffnotify {player} is suspected for Criticals (ping = {ping}, tps = {tps})"
  74. 3: "aackick {player} Criticals hacking is not allowed"
  75.  
  76. # Fastbow prevents players from shooting their bow too quickly
  77. fastbow:
  78. # Do you want to enable the fastbow check
  79. enabled: true
  80.  
  81. # What is the minimum force of a shot for it to be registered
  82. # This goes from 0 to 1, 1 being a fully charged bow
  83. min_force: 0.15
  84.  
  85. # How many of these shots should a player be able to fire in 1 second
  86. # it takes 1.2 seconds to fully draw a bow
  87. shots_fired_threshold: 3
  88.  
  89. # Map of violation levels to commands
  90. thresholds:
  91. 3: "aacstaffnotify {player} is suspected for FastBow (ping = {ping}, tps = {tps})"
  92. 12: "aackick {player} Shooting arrows too quickly"
  93.  
  94. # FightSpeed prevents players from attacking too quickly
  95. fightspeed:
  96. # Do you want to enable the fightspeed check
  97. enabled: true
  98.  
  99. # How many times should a player be able to attack in 1 second
  100. # NoCheatPlus's fightspeed check allows 15 hits per second
  101. max_hits_per_second: 16
  102.  
  103. # Map of violation levels to commands
  104. thresholds:
  105. 10: "aacstaffnotify {player} is suspected for AutoClicker (FightSpeed) (ping = {ping}, tps = {tps})"
  106. 20: "aackick {player} Strange click speed. (AutoClicker? Macros?)"
  107.  
  108. # NormalMovements stops players from moving unexpectedly
  109. normalmovements:
  110. # Do you want to enable the normalmovements check
  111. enabled: true
  112.  
  113. # f:jump:x - Should NormalMovements handle jumping?
  114. f_jump: true
  115.  
  116. # f:step:x - Should NormalMovements handle stepping?
  117. f_step: true
  118.  
  119. # f:float:x - Should NormalMovements handle floating?
  120. f_float: true
  121.  
  122. # f:dy:x - Should NormalMovements attempt to detect client patterns?
  123. f_dy: true
  124.  
  125. # Map of violation levels to commands
  126. thresholds:
  127. 20: "aacstaffnotify {player} may be movement hacking (ping = {ping}, tps = {tps})"
  128.  
  129. # Fly kicks players who move too high
  130. fly:
  131. # Do you want to enable the fly check
  132. enabled: true
  133.  
  134. # Base max jump height. Expected max is 1.3
  135. max_jump: 1.49
  136.  
  137. # If a player's violation level is below 2, he will not be rubberbanded if the violation amount is not more than allow.
  138. allow: 0.07
  139.  
  140. # How high a player will be allowed to jump after bouncing off a slime block
  141. slime_allow: 90.0
  142.  
  143. # Increasing velocity_multiplier will improve compatiblility with jump pads.
  144. velocity_multiplier: 2.4
  145.  
  146. # How high should a player be allowed to jump after taking damage
  147. knockback_allow: 3.8
  148.  
  149. # How high should a player be allowed to move from natural causes (fire, poison, etc)
  150. natural_allow: 2.3
  151.  
  152. # Map of violation levels to commands
  153. thresholds:
  154. 15: "aacstaffnotify {player} is suspected for Fly (ping = {ping}, tps = {tps})"
  155. 30: "aackick {player} Moved unexpectedly"
  156.  
  157. # Speed kicks players who move too quickly
  158. speed:
  159. # Do you want to enable the speed check
  160. enabled: true
  161.  
  162. # Speed limits per tick
  163. sprinting_speed: 0.70
  164. sneaking_speed: 0.28
  165.  
  166. # On and under water
  167. surface_speed: 0.29
  168. underwater_speed: 0.25
  169. dive_speed: 0.75
  170.  
  171. # Other
  172. cobweb_speed: 0.10
  173. item_speed: 0.21
  174. soul_sand_speed: 0.39
  175. ice_speed: 0.71
  176.  
  177. # Multiplier of the maximum distance if the player is jumping
  178. jump_multiplier: 3.6
  179.  
  180. # Ticks a player should not be checked after entering the water
  181. dive_period: 20
  182.  
  183. # Should AAC use movement counting to prevent clients from bypassing by sending too many moves?
  184. use_move_counting: true
  185.  
  186. # How many moves per second should be assumed as legitimate? (NCP = 22)
  187. max_moves: 27
  188.  
  189. # Custom modifiers for anti-timer, averaging over a longer period of time
  190. custom:
  191. # Second line of defense over timer. Slow, but practically unbypassable.
  192. enabled: true
  193. # Max moves per second
  194. max_moves: 27.0
  195. # Ticks to take an average over
  196. time: 150
  197. # Whether this rubberbanding should ignore the vls_to_band anti false positive limitations
  198. bypass_band: true
  199.  
  200. # How many times should a player be allowed to toggle sneak in a second (flare hacked client)
  201. max_sneak_toggles: 20
  202.  
  203. # How many times should a player be allowed to toggle use in a second (flare hacked client)
  204. max_use_toggles: 20
  205.  
  206. # Multiplier for speed. Increase if you have false positives.
  207. speed_multiplier: 1.0
  208.  
  209. # Multiplier for slowness. Decrease if you have false positives.
  210. slow_multiplier: 0.02
  211.  
  212. # Every time a player fails the speed check, the band vl will go up by (actualDistance - expectedDistance) * band_multiplier
  213. # This can be set to 0 to turn off rubberbanding completely.
  214. band_multiplier: 5.0
  215.  
  216. # How many violations before a player will start being rubber-banded
  217. vls_to_band: 8
  218.  
  219. # How long must a player remain clean for band violations to be cleared? (seconds)
  220. clear_vl_delay: 12
  221.  
  222. # Map of violation levels to commands
  223. thresholds:
  224. 15: "aacmessage {player} It looks like you might be glitching, please tap sneak and block with your sword"
  225. 25: "aacstaffnotify {player} is suspected for Speed hacking (ping = {ping}, tps = {tps})"
  226. 45: "aackick {player} Moved too quickly"
  227.  
  228. # HeadRoll stops players being derps :/
  229. headroll:
  230. # Do you want to enable the headroll check
  231. enabled: false
  232.  
  233. # Map of violation levels to commands
  234. thresholds:
  235. 1: "aacstaffnotify {player} is suspected for Derp hacks (ping = {ping}, tps = {tps})"
  236. 2: "aackick {player} Illegal position"
  237.  
  238. # Forcefield detects combat hacks which hit entities around the player
  239. forcefield:
  240. # Do you want to enable the forcefield check
  241. enabled: true
  242.  
  243. # Do you want the player above you to be invisible
  244. # *HIGHLY* recommended to be kept at false.
  245. # The majority of hacked clients do not target invisible entities.
  246. # If you change this to true, killaura detection will be severely slowed down. Best idea would be to ask your players to ignore it.
  247. head_player_invisible: true
  248.  
  249. # You can make the head player invisible when the player isn't fighting
  250. # With this true, the head player will be invisible when the player isn't fighting
  251. # If the player isn't fighting or this option is false, AAC will default to head_player_invisible
  252. # This takes PVP from combat_time, so make sure that's a sensible value
  253. invisible_outside_pvp: true
  254.  
  255. # How high above the player should the headplayer be spawned?
  256. # Anything under 2.7 could affect hit detection
  257. # Anything above 4.5 could be out of range of the player
  258. head_player_height: 3.6
  259.  
  260. # Should the head player be moved away if the player looks up?
  261. # This is to prevent players from creating false positives by hitting the head player (if it is visible)
  262. no_head_player_looking_up: true
  263.  
  264. # Do you want to spawn the side players
  265. # This spawns players within the users' FOV to confuse click aimbot
  266. # Side players are invisible, as they are within the user's FOV.
  267. use_side_players: true
  268.  
  269. # Use player names and gameprofiles from past players instead of random profiles
  270. # This can be extremely useful in preventing bypasses, as the player's details are completely legitimate
  271. # This setting has no effect if online_player_names is true.
  272. past_player_names: false
  273.  
  274. # Should the head player use profiles of players online right now?
  275. # If you have nametag plugins that use the scoreboard, keep this disabled
  276. # Otherwise, turn this on as it patches a massive number of possible bypasses
  277. online_player_names: false
  278.  
  279. # Do you want to keep the head player in the tab list?
  280. # This can prevent bypasses where the the client checks that the name is in the tablist, before hitting it.
  281. head_tablist: false
  282.  
  283. # Map of violation levels to commands
  284. thresholds:
  285. 8: "aacstaffnotify {player} is suspected for Killaura (NPC check) (ping = {ping}, tps = {tps})"
  286. 14: "aackick {player} Forcefield is not allowed"
  287.  
  288. # Knockback checks if the player moves after he is hit
  289. knockback:
  290. # Do you want to enable the knockback check
  291. enabled: true
  292.  
  293. # How long should AAC wait before checking a player
  294. tick_delay: 9
  295.  
  296. # Should AAC compensate for ping?
  297. add_ping: true
  298.  
  299. # What's the maximum ping value AAC should compensate to (pingspoof?)
  300. max_ping: 500
  301.  
  302. # What's the minimum distance a player should be knocked back
  303. min_knockback_dist: 0.01
  304.  
  305. # Minimum time a player should be knocked back for
  306. min_knockback_time: 2
  307.  
  308. # Map of violation levels to commands
  309. thresholds:
  310. 9: "aacstaffnotify {player} is suspected for Anti-Knockback (ping = {ping}, tps = {tps})"
  311. 16: "aackick {player} Not taking knockback"
  312.  
  313. # Reach checks if entites the player hits are close enough to the player
  314. reach:
  315. # Do you want to enable the reach check
  316. enabled: true
  317.  
  318. # How far should AAC allow the player to reach (vanilla = 3.8)
  319. max_reach: 4.3
  320.  
  321. # How far does bukkit allow players to reach (Don't change this)
  322. max_bukkit_reach: 9.0
  323.  
  324. # How much should AAC compensate for hitbox stretching? Increase this first with false positives.
  325. move_multiplier: 3.4
  326.  
  327. # Map of violation levels to commands
  328. thresholds:
  329. 15: "aacstaffnotify {player} is suspected for Reach (ping = {ping}, tps = {tps})"
  330. 28: "aackick {player} Hitting too far away"
  331.  
  332. # NoSwing makes sure players swing their arm when attacking
  333. noswing:
  334. # Do you want to enable the noswing check
  335. enabled: true
  336.  
  337. # Map of violation levels to commands
  338. thresholds:
  339. 8: "aacstaffnotify {player} is suspected for NoSwing (ping = {ping}, tps = {tps})"
  340. 22: "aackick {player} Not swinging arm"
  341.  
  342. # Regen directly stops players from healing too quickly
  343. regen:
  344. # Do you want to enable the regen check
  345. enabled: true
  346.  
  347. # Should AAC cancel regeneration if it happens too quickly?
  348. cancel_regen: true
  349.  
  350. # What delay should AAC force between regeneration?
  351. min_regen_delay: 3600
  352.  
  353. # Map of violation levels to commands
  354. thresholds:
  355. 8: "aacstaffnotify {player} is suspected for Regen (ping = {ping}, tps = {tps})"
  356. 15: "aackick {player} Regenerating health too quickly"
  357.  
  358. # Killaura detects combat hacks which give an unfair advantage
  359. killaura:
  360. # Do you want to enable the killaura check
  361. enabled: true
  362.  
  363. # Killaura also has a different method of using NPCs. Check_chance to 0 to disable.
  364. npc:
  365. # What % of the time should AAC do an NPC check?
  366. check_chance: 100
  367.  
  368. # How long should AAC wait to spawn the NPC
  369. check_delay: 5
  370.  
  371. # Should AAC use a random entity type for the NPC? false = NPC will be the type of entity the player is fighting with.
  372. random_type: true
  373.  
  374. # After spawning the NPC, how long should AAC wait before starting to count hits?
  375. # check_delay + listen_delay must be less than 9, or hits will be lost.
  376. listen_delay: 4
  377.  
  378. # How far away must 2 players be to be checked?
  379. min_dist: 2.0
  380.  
  381. # How long should the NPC be spawned for?
  382. ticks_spawned: 9
  383.  
  384. # How far along the distance should the NPC be spawned
  385. percent_distance: 80
  386.  
  387. # How much should the NPC check be weighted per hit?
  388. npc_multiplier: 3
  389.  
  390. # How far off should a player be able to look to allow the hit
  391. max_diff: 0.11
  392.  
  393. # How far should the player be allowed to reach through the NPC
  394. max_reach: 4.5
  395.  
  396. # How long should a player be prevented from hitting someone when he fails this check? (ticks)
  397. suspended_combat_time: 6
  398.  
  399. # Heuristic components: These will contribute to the kick threshold when a player has a high likelihood of hacking
  400.  
  401. # Requried chance for an Aimbot kick (%). Set to something >= 100 to disable
  402. aimbot: 80
  403.  
  404. # Required chance for a Reach kick (%). Set to something >= 100 to disable
  405. # EXPERIMENTAL
  406. reach: 89
  407.  
  408. # Required chance for an Accuracy kick (%). Set to something >= 100 to disable
  409. # EXPERIMENTAL
  410. accuracy: 84
  411.  
  412. # Map of violation levels to commands
  413. thresholds:
  414. 9: "aacstaffnotify {player} is suspected for Killaura (Heuristics) (ping = {ping}, tps = {tps})"
  415. 16: "aackick {player} Suspicious (killaura-like) combat"
  416.  
  417. # CombatImpossible cancels hits which cannot happen normally
  418. combatimpossible:
  419. # Do you want to enable the CombatImpossible check
  420. enabled: true
  421.  
  422. # Should hits be cancelled if the attacker is dead?
  423. cancel_dead: true
  424.  
  425. # Should hits be cancelled if the attacker is using an item?
  426. cancel_using_item: true
  427.  
  428. # Map of violation levels to commands
  429. thresholds:
  430. 12: "aacstaffnotify {player} appears to be hitting illegitimately (ping = {ping}, tps = {tps})"
  431.  
  432. # NoFall ensures players take fall damage
  433. nofall:
  434. # Do you want to enable the NoFall check
  435. enabled: true
  436.  
  437. # Minimum downwards velocity for NoFall to apply
  438. required_velocity: -0.2
  439.  
  440. # Should AAC deal fall damage to players?
  441. deal_damage: true
  442.  
  443. # Map of violation levels to commands
  444. thresholds:
  445. 10: "aacstaffnotify {player} is suspected for NoFall hacks (ping = {ping}, tps = {tps})"
  446.  
  447. # Glide ensures players fall at the right speed
  448. glide:
  449. # Do you want to enable the Glide check
  450. enabled: true
  451.  
  452. # How strongly should AAC enforce fall speeds (smaller values are more accurate)
  453. tolerance: 0.3
  454.  
  455. # In special cases, how strongly should AAC enforce fall speeds?
  456. special_tolerance: 0.7
  457.  
  458. # Teleport the player down if detected?
  459. teleport: true
  460.  
  461. # Map of violation levels to commands
  462. thresholds:
  463. 25: "aacstaffnotify {player} is suspected for Glide hacks (ping = {ping}, tps = {tps})"
  464. 45: "aacstaffnotify {player} is suspected for Glide hacks #2 (ping = {ping}, tps = {tps})"
  465.  
  466. # Climb stops people climbing ladders too quickly
  467. climb:
  468. # Do you want to enable the Climb check
  469. enabled: true
  470.  
  471. # How fast should a player be allowed to start a ladder climb
  472. max_start_speed: 1.5
  473.  
  474. # How fast should a player be allowed to climb a ladder
  475. max_ascent_speed: 0.20
  476.  
  477. # Map of violation levels to commands
  478. thresholds:
  479. 15: "aacstaffnotify {player} is suspected for FastLadder (ping = {ping}, tps = {tps})"
  480.  
  481. # Jesus stops people from walking on water
  482. jesus:
  483. # Do you want to enable the Jesus check
  484. enabled: true
  485.  
  486. # Map of violation levels to commands
  487. thresholds:
  488. 10: "aacstaffnotify {player} is suspected for Jesus hacks (ping = {ping}, tps = {tps})"
  489.  
  490. # Phase stops people glitching through blocks
  491. phase:
  492. # Do you want to enable the Phase check
  493. enabled: true
  494.  
  495. # How long should a player be frozen in place after being detected for phase? (ms)
  496. freeze_time: 200
  497.  
  498. # What's the maximum distance AAC should teleport players to ideal locations.
  499. max_dist: 3.0
  500.  
  501. # Should AAC check for vclip
  502. check_vclip: true
  503.  
  504. # Map of violation levels to commands
  505. thresholds:
  506. 10: "aacstaffnotify {player} is suspected for Phase (ping = {ping}, tps = {tps})"
  507. 30: "aacstaffnotify {player} is suspected for Phase #2 (ping = {ping}, tps = {tps})"
  508.  
  509. # FastUse stops players consuming items too quickly
  510. fastuse:
  511. # Do you want to enable the FastUse check
  512. enabled: true
  513.  
  514. # What delay should AAC enforce for eating an item (ms)
  515. ms_to_use: 1200
  516.  
  517. # Map of violation levels to commands
  518. thresholds:
  519. 5: "aacstaffnotify {player} is suspected for FastEat hacks (ping = {ping}, tps = {tps})"
  520. 9: "aackick {player} Using items too quickly"
  521.  
  522. # FastBreak stops players from breaking blocks too quickly
  523. fastbreak:
  524. # Do you want to enable the fastbreak check?
  525. enabled: true
  526.  
  527. # How many ticks should fastbreak count as lag, and ignore
  528. let_ticks: 5
  529.  
  530. # Should AAC cancel an illegal block break?
  531. cancel_break: true
  532.  
  533. # Should AAC check for a break delay (i.e. between block breaks)
  534. check_delay: true
  535.  
  536. # Map of violation levels to commands
  537. thresholds:
  538. 10: "aacstaffnotify {player} is suspected for FastBreak hacks (ping = {ping}, tps = {tps})"
  539. 20: "aackick {player} Breaking blocks too fast"
  540.  
  541. # FastPlace stops players from placing blocks too quickly
  542. fastplace:
  543. # Do you want to enable the fastplace check?
  544. enabled: true
  545.  
  546. # How many ms should fastplace force between block placements?
  547. min_delay: 70
  548.  
  549. # Should AAC cancel an illegal block place?
  550. cancel_place: true
  551.  
  552. # Map of violation levels to commands
  553. thresholds:
  554. 10: "aacstaffnotify {player} is suspected for FastPlace hacks (ping = {ping}, tps = {tps})"
  555. 20: "aackick {player} Placing blocks too fast"
  556.  
  557. # Nuker stops players from breaking too many blocks at once
  558. nuker:
  559. # Do you want to enable the nuker check?
  560. enabled: true
  561.  
  562. # How many blocks should a player be able to break in 1 second: vl if greater than this value
  563. max_breaks_per_second: 40
  564.  
  565. # The violation will only be recorded if it divides by this number (reduces spam)
  566. vl_divisor: 30
  567.  
  568. # Map of violation levels to commands
  569. thresholds:
  570. 5: "aacstaffnotify {player} is suspected for Nuker (ping = {ping}, tps = {tps})"
  571. 10: "aackick {player} Breaking too many blocks"
  572.  
  573. # ImpossibleInteract stops players interacting with blocks they can't
  574. impossibleinteract:
  575. # Do you want to enable the impossibleinteract check
  576. enabled: true
  577.  
  578. # Detect interacting with liquids?
  579. cancel_liquids: true
  580.  
  581. # Detect ghosthands?
  582. cancel_ghosthand: true
  583.  
  584. # Map of violation levels to commands
  585. thresholds:
  586. 14: "aacstaffnotify {player} is interacting suspiciously (ping = {ping}, tps = {tps})"
  587. 25: "aacstaffnotify {player} is interacting suspiciously #2 (ping = {ping}, tps = {tps})"
  588.  
  589. # PlayerRadar hides players that cannot be seen
  590. playerradar:
  591. # Do you want to enable anti-radar? (Experimental)
  592. enabled: false
  593.  
  594. # How far must 2 players be apart to be hidden from each other?
  595. # Players closer than this will always be able to see each other
  596. # In games where nametags are not shown, this can be set to 0.
  597. required_dist: 15
  598.  
  599. # This should be set to your entity render distance (Spigot default = 48)
  600. max_dist: 48
  601.  
  602. # Map of violation levels to commands
  603. thresholds:
  604. 0: "Unused"
  605.  
  606. # Spam prevents players from spamming the server chat
  607. spam:
  608. # Do you want to enable the spam check?
  609. enabled: false
  610.  
  611. # What words should not be covered by the anti-spam check?
  612. # messages less than 3 letters are already ignored
  613. whitelist:
  614. - "lol"
  615. - "hello"
  616. - "okay"
  617.  
  618. # How many messages should a player be able to send in 10 seconds
  619. message_limit: 4
  620.  
  621. # How fast can a player send messages (ticks)
  622. chat_speed: 10
  623.  
  624. # Map of violation levels to commands
  625. thresholds:
  626. 10: "aacstaffnotify {player} is probably spamming"
  627. 15: "aackick {player} Stop spamming, you sad person"
  628.  
  629. ### General things
  630.  
  631. # How many times must a player be kicked before he is banned (-1 for no autoban)
  632. ban_threshold: -1
  633.  
  634. # What command should be executed when a player is banned (only applies for /aackick)
  635. ban_command: "aacban {player}"
  636.  
  637. # How long after a player is kicked should he be allowed to log in (ticks)
  638. kick_ticks: 3
  639.  
  640. # How long before a player leaves combat after dealing/taking damage
  641. # 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.
  642. combat_time: 50
  643.  
  644. # Should AAC kill combat loggers (combat_time)
  645. kill_loggers: false
  646.  
  647. # Should AAC log events to a file?
  648. log_file: true
  649.  
  650. # Should AAC log events to the console?
  651. log_console: true
  652.  
  653. # Should /aackick broadcast a message?
  654. aackick_broadcast: true
  655.  
  656. # Should AAC disable/enable checks dynamically? IF YOU HAVE PWP DISABLE
  657. usetps: true
  658.  
  659. # Disable the command /aac? If you really want to ;(
  660. aac: true
  661.  
  662. # Enable verbose logging? This will allow those with the AAC.verbose permission to get spammed.
  663. # Not recommended.
  664. verbose: false
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement