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- # -------------------------------------------------------------------- #
- #
- # Reflex: Advanced Cheat Prevention (~DarksideCode & sinnlosername)
- # The configuration file (config.yml)
- #
- # -------------------------------------------------------------------- #
- #
- # If you are getting false positives, please make sure
- # that the players who getting them aren't actually hackers.
- #
- # If you are 100% sure that some checks have false positives,
- # please contact MeGysssTaa on SpigotMC (PM) with the video
- # proof of false positive and the proof that the player who
- # getting it is completely legit.
- #
- # If you have any questions related to this configuration,
- # please ask those on SpigotMC (PM). Thanks for downloading
- #
- # -------------------------------------------------------------------- #
- # -------------------------------------------------------------------- #
- # MAIN SETTINGS
- # In this section, you can customize
- # main Reflex parts, such as ban waves,
- # updater, and global settings
- # -------------------------------------------------------------------- #
- global:
- # You won't be able to run Reflex unless you accept it's EULA
- # (End User License Agreement) located at the end of the plugin overview page on SpigotMC
- # Replace false with true and restart server if you agree with the license
- accept_eula: true
- # Don't touch this. This is used to auto-reset config if
- # it's extremely out of date and requires massive changes
- config_version: 1
- # Do you want your console get spammed with random letters?
- # Enable this if you are having false positives, and send the
- # messages from the console to the developers, so we can fix them
- verbose_checks: false
- console_verbose: true
- # If set to true, player who have been kicked using /reflexkick will
- # be also killed. Disable this if you with /reflexkick to just kick & broadcast
- kill_on_reflexkick: false
- # Amount of digits after dot in doubles/floats
- # E.g. if it's set to 2, then variable 3.4857835834564 will be simplified with 3.48,
- # if it's set to 5, it will be simplified with 3.48578. Maximal amount is 15
- # Decreasing this will make consistency checks stricter and calculations faster
- strict_mode: 2
- # Required amount of moves that player should hit to be checked by some math checks
- required_moves: 45
- # Should Reflex kick everyone from server when using /reflexreload
- # This may help avoid issues related to multiple Forcefield
- # checking entities per player
- kick_on_reload: true
- # If set to true, Reflex will throw some TNTs out of hacker's
- # ass when he gets kicked using /reflexkick %player% epic <...>
- use_tnt: false
- # The CommandSender instance Reflex should use while acting commands
- # from violation maps in checks. 0 = default Bukkit sender, 1 = custom Reflex sender
- # Enable this if you are having problems/errors with executing commands
- commandsender: 1
- # What should Reflex do if player uses/tab-completes
- # a Reflex command without valid permissions for it?
- hide_policy:
- # 0 = default command response, 1 = no response, 2 = default "Unknown command" message
- command: 2
- # 0 = working tab-complete, 1 = no response when command is included, 2 = filter commands
- tab: 1
- # Set this to 'true' if you want to hide /reflex command from players
- require_permission: true
- # Auto-Updater settings
- updater:
- # Should Reflex check for updates every 15 minutes automatically
- # If set to false, Reflex will check for updates only on enable
- # WARNING: this can LAG your server if it has a slow Internet connection or a lot of players online
- enabled: false
- # Should Reflex disable itself if updater found a new version
- # WARNING: not recommended if your server has a big / average online
- # because you may be not online when plugin will be ready to update,
- # but your server will miss anticheat protection. Use on your own risk
- force_disable: false
- # Ban waves settings
- ban_waves:
- # Enable or disable ban waves
- # Ban waves is a system which bans all players who were kicked for hacking too many times before
- # every *delay* minutes (for example, 30) and notifies all other players about amount of banned hackers
- # Set this to false if you don't want Reflex to ban someone for hackinig
- enabled: false
- # Delay between banwaves (in minutes)
- delay: 30
- # Ban waves bans only players, who's GVL (global violation level) hit this val
- # GVL adds using command /reflexaddgvl (player_name) (amount)
- threshold: 5
- # Should Reflex affect offline players (control their's GVL, ban them in ban waves, etc)
- # WARNING: requires an SSD and an overpowered server (with a lot of free memory)
- # because it will go through all the server files every minute and do some weird calculations
- process_offline_players: false
- # Message which will sent to all players when a ban wave was happened
- # %BannedPlayers% means amount of players who were banned in this wave
- # Reflex won't show this message if there are no players banned
- message: '&7[&eAntiCheat&7] > &f%BannedPlayers%&c players have been banned for &fhacking&r&c just now. Please delete all your illegal modifications to avoid ban'
- # Command which will be dispatched as a ban command
- command: 'ban %Player% &7[&eAntiCheat&7] > Combat hacking'
- # Should Reflex reset GVL of everyone who wasn't banned in ban wave after it happened
- reset_gvl: true
- # -------------------------------------------------------------------- #
- # CHECKS CONFIGURATION
- # Here you can set up which commands are
- # going to be dispatched when player fails
- # certain check multiple times, customize
- # how the checks will act, etc.
- # -------------------------------------------------------------------- #
- # FrontEntity check spawns an invisible entity in fron of
- # the player. Normally he should hit it, but if he is using
- # KillAura, he will hit through this entity and VL will be added
- frontentity:
- # Enable this check?
- enabled: true
- # Player won't be kicked if his ping is higher than this val (milliseconds)
- lag_ping: 235
- # If set to true, then all the front entities will have
- # random names and UUIDs. This will prevent most of nametag
- # plugins from creating a nametag over invisible entity
- # to make it ghost for players, don't use if you have no
- # compatibility issues with nametag plugins
- nametags_compatibility: true
- # If players are too close to each other, the check will be cancelled
- min_cancel_distance: 1.21
- # If players are too far away from each other, the check will be cancelled
- max_cancel_distance: 8.06
- # Prevent FrontEntities from moving/teleporting and make them
- # re-spawn if they are no longer in the line of sight
- # Not recommended
- no_movements: false
- # The check will be cancelled if there are too
- # many entities around the player
- entities_to_cancel:
- # In normal mode (with enabled movements)
- normal: 4
- # In no_movements mode ('no_movements: true' over here)
- no_movements: 3
- # Minimal difference between attacker and his target
- # to begin check. If the distance is less than this val,
- # the check will be cancelled
- min_diff: '2.1387D'
- # Distance between player and front entity
- distance: '1.5143F'
- # When player will do more than this amount of hits (attacks), the FrontEntity check will begin
- hits_to_check: 5
- # Should Reflex cancel hits which cannot happen normally
- cancel_suspicious_combat: false
- # Should Reflex damage player's main target if he will hit FrontEntity
- # This will help keep Reflex ghost in combat as no legit hits will be cancelled
- simulate_damage: true
- # Commands
- actions:
- 5:
- - spartan kick %Player% Вы были кикнуты за использование боевых читов!
- # KillauraCombined combines multiply in-fight behaviour
- # analysis to measure if player is using any kind of combat
- # hack (Killaura/Aimbot/AimAssist/AutoClicker/etc) or
- # any other malicious/unusual combat heuristics
- # »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- # »»» »»» »»» »»» »»» EXPERIMENTAL CHECK »»» »»» »»» »»» »»»
- # »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»
- killauracombined:
- # Enable this check?
- enabled: true
- # Player won't be kicked if his ping is higher than this val (milliseconds)
- lag_ping: 215
- # Should Reflex cancel hits which cannot happen normally
- cancel_suspicious_combat: true
- # Chance of hacking on the Accuracy check to kick (in %)
- # Set the number below to 100 to disable this component
- accuracy_chance: 70
- # Chance of hacking on the Aimbot check to kick (in %)
- # Set the number below to 100 to disable this component
- aimbot_chance: 100
- # Chance of hacking on the Angle check to kick (in %)
- # Set the number below to 100 to disable this component
- angle_chance: 75
- # Chance of hacking on the Killaura check to kick (in %)
- # Set the number below to 100 to disable this component
- killaura_chance: 90
- # Chance of hacking on the Prediction check to kick (in %)
- # Set the number below to 100 to disable this component
- prediction_chance: 95
- # Enabling this will make heuristic checks stricter.
- # It will significantly speed them up, but could
- # make Reflex sometimes kick legit players too
- strict_mode: false
- # What's the maximum amount of clicks players are allowed
- # to do per second? If they do more, they will be kicked
- max_cps: 12
- # If player is clicking at the same speed for
- # this amount of seconds, he will be kicked
- constant_rate_factor: 9
- # Minimal delay that player should wait (in ms) before clicking again
- min_click_delay: 0
- # If player is clicking with low delays for a long period
- # of time (this amount of times in a row), he will be kicked
- low_delay_clicks_to_kick: 999999999
- # Maximal allowed TDelay in attacks
- t_delay: 4600
- # For how long time should player be checked for
- # suspicious clicking rate (1 second = 20 ticks)
- keep_thread_alive_ticks: 200
- # For how long should player be checked for an Aimbot (in ticks)
- aimbot_time_ticks: 95
- # For how long should player be checked for an Accuracy (in ticks)
- accuracy_time_ticks: 90
- # Maximal yaw rate player is allowed to have before attacking
- max_yaw_rate: 32.0
- # Required angle rate to attack
- required_rate: 0.42
- # Maximal angle rate allowed before attacking
- suspicious_rate: 0.68
- # Player's VL will be increased if his
- # move angle before attack seems impossible
- impossible_angle_increase: 2
- # Angle check length (check time in rotations/moves)
- angle_length: 165
- # If player's angle ratio goes over this val, he will be kicked
- angle_ratio: 96
- # Turn check settings
- turn_borders:
- # What's the minimum prediction accuracy
- # should player have to get checked?
- min: 8.99
- # What's the maximum prediction accuracy
- # can player have to get checked?
- max: 10.8
- # Aiming check settings
- aiming:
- # This amount of violations will be
- # added if player did not pass the check
- increase: 4
- # This amount of violations will be
- # removed if player has passed the check
- decrease: 2
- # When player reaches this amount of violations
- # on the check, he will be kicked
- threshold: 19
- # Hitting check settings
- hitting:
- # This amount of violations will be
- # added if player did not pass the check
- increase: 50
- # This amount of violations will be
- # removed if player has passed the check
- decrease: 25
- # When player reaches this amount of violations
- # on the check, he will be kicked
- threshold: 290
- # YawRating check settings
- yaw_rating:
- # This amount of violations will be
- # added if player did not pass the check
- increase: 21
- # This amount of violations will be
- # removed if player has passed the check
- decrease: 17
- # When player reaches this amount of violations
- # on the check, he will be kicked
- threshold: 86
- # Fighting check settings
- fighting:
- # This amount of violations will be
- # added if player did not pass the check
- increase: 5
- # This amount of violations will be
- # removed if player has passed the check
- decrease: 2
- # When player reaches this amount of violations
- # on the check, he will be kicked
- threshold: 8
- # HeadMoving check settings
- head_moving:
- # This amount of violations will be
- # added if player did not pass the check
- increase: 3
- # This amount of violations will be
- # removed if player has passed the check
- decrease: 1
- # When player reaches this amount of violations
- # on the check, he will be kicked
- threshold: 24
- # Yaw rate required to check the player
- # Important thing to fix false positives when
- # not rotating or doing it not quick enough
- yaw_rate_to_check: 2.51
- # If player's yaw rate goes below this val,
- # the attack will be flagged as suspicious
- min_yaw_rate: 4.38
- # Maximal allowed head rotation speed
- rotation_speed: '36000.0F'
- # Commands
- actions:
- 16:
- - spartan kick %Player% Вы были кикнуты за использование боевых читов!
- # Direction check forces player to look his
- # view at the target before attacking it
- direction:
- # Enable this check?
- enabled: false
- # Player won't be kicked if his ping is higher than this val (milliseconds)
- lag_ping: 205
- # Should Reflex cancel hits which cannot happen normally
- cancel_suspicious_combat: true
- # How far away off an entity should player
- # be allowed to look to attack it
- max_offset: 1.3
- # Commands
- actions:
- 30:
- - spartan kick %Player% Вы были кикнуты за использование боевых читов!
- # Fightspeed makes player wait a certain amount of
- # milliseconds before attacking an entity again (prevents InstantKill hacks)
- fightspeed:
- # Enable this check?
- enabled: false
- # Player won't be kicked if his ping is higher than this val (milliseconds)
- lag_ping: 215
- # Minimal delay (ms) before player
- # will be allowed to attack again
- min_delay: 60
- # Commands
- actions:
- 5:
- - spartan kick %Player% Вы бьете слишком быстро! (Clicker, Macros, x2, x3, x4...)
- - bc &6%Player% был кикнут за читерство.
- # Reach check limits the attack distance
- # Prevents players from attacking entities which are too far away
- reach:
- # Enable this check?
- enabled: true
- # Player won't be kicked if his ping is higher than this val (milliseconds)
- lag_ping: 230
- # Should Reflex cancel hits which cannot happen normally
- cancel_suspicious_combat: true
- # How far away should players be allowed to reach
- max_reach: 3.4
- # If player has failed reach only a few times, hit won't be cancelled
- # This is the minimal amount of violations required for Reflex to cancel hits
- violations_to_cancel: 0
- # Commands
- actions:
- 999999999:
- - ?
- # FastSwitch measures the delay between switching targets
- # for stopping players from using MultiAura
- fastswitch:
- # Enable this check?
- enabled: true
- # Player won't be kicked if his ping is higher than this val (milliseconds)
- lag_ping: 240
- # Minimal delay (ms) which player have to
- # wait before switching his target
- min_delay: 20
- # Commands
- actions:
- 10:
- - spartan kick %Player% Вы были кикнуты за использование боевых читов!
- # This check spawns an invisible entities behind the player
- # It becomes visible for some seconds in combat. It's impossible
- # for legit player to hit those entities too many times, but
- # possible to for bad Killauras/Aimbots
- npc:
- # Enable this check?
- enabled: true
- # Player won't be kicked if his ping is higher than this val (milliseconds)
- lag_ping: 245
- # Should NPC move away from player's line of sight if he damaged it
- move_on_damage: true
- # Distance between player and NPC
- distance: '4.0F'
- # Should NPC become for some time if player hits someone
- visible: true
- # For how long time (ms) will NPC stay visible (if it's enabled over here)
- # after player hit an entity. 1 second contains 1000 milliseconds
- visible_timeout: 2750
- # Should Reflex make client believe that NPC is not flying
- # and moving legitimately. Could prevent some bypasses
- fake_on_ground: true
- # Make NPCs wear realistic player names and UUIDs
- # Disable this if you have issues with floating
- # nametags (nametag plugins incompatibility fix)
- real_player_copies: true
- # Should NPCs move (fly, walk, fall down, swing arms, rotate head)
- movements: true
- # Commands
- actions:
- 6:
- - spartan kick %Player% Вы были кикнуты за использование боевых читов!
- # Velocity forces player to move away from attacker
- # when he get knockback (stops player from using AntiKnockback hacks)
- velocity:
- # Enable this check?
- enabled: false
- # Player won't be kicked if his ping is higher than this val (milliseconds)
- lag_ping: 210
- # Player's VL will be multiplied by this val if he will fail VerticalVelocity check
- vertical_multiplier: 20
- # If the difference between player's previous and actual velocities
- # is higher or less than this val, player's VL will be increased
- expected_diff: 5
- # Commands
- actions:
- 60:
- - reflexnotify %Player% could be using AntiKnockback (Ping &7- &f%Ping%&7, &fTPS &7-&f %TPS%)
- 70:
- - reflexaddgvl %Player% 1
- - reflexkick %Player% normal Not taking knockback
- # Criticals prevents players from doing fake critical hits by quickly
- # mini-hopping or sending special packets while they are actually on ground
- criticals:
- # Enable this check?
- enabled: false
- # Player won't be kicked if his ping is higher than this val (milliseconds)
- lag_ping: 235
- # Should Reflex cancel false critical hits
- cancel_suspicious_combat: true
- # Commands
- actions:
- 999999999:
- - ?
- # PingSpoof hacks makes server believe that player is
- # lagging while he does not. Hackers can exploit this to
- # bypass all Reflex checks since they aren't working if
- # player's ping is too high. This check will prevent
- # cheaters from exploiting this by kicking them
- pingspoof:
- # Enable this check?
- enabled: false
- # If player's NMS ping (ms) is less than this val, then
- # he is not lagging/trying to spoof lag, so won't be checked
- lag_ping: 210
- # How often should player be checked for ping spoofing hacks (in seconds)?
- check_delay: 15
- # Commands
- actions:
- 1:
- - kick %Player% &cВы были кикнуты за использование читов изменяющих реальный пинг... -s
- - bc &6%Player% был кикнут за читерство.
- # -------------------------------------------------------------------- #
- # MESSAGES
- # In this one, you can change the look
- # of Reflex completely, aka change it's prefix,
- # message sent by the plugin in different
- # cases, and more
- # -------------------------------------------------------------------- #
- lang:
- # If player tries to perform a Reflex command, but he has no the correct permission
- # for it, he will receive this message
- no_permission: '&7[&eAntiCheat&7] > Insufficient permissions'
- # This message is sent when Reflex is looking for updates
- searching_update: '&7[&eAntiCheat&7] > Looking for updates...'
- # This message is sent when Reflex found a new version
- update_avialable: '&7[&eAntiCheat&7] > &f%NewVersion%&r&c is out (running &f%InstalledVersion%&r&c). Please update as soon as possible'
- # This message is sent when Reflex didn't find any updates
- no_updates_found: '&7[&eAntiCheat&7] > AC is up to date'
- # This message is sent when player tried to perform a command which is console only
- console_only: '&7[&eAntiCheat&7] > That command cannot be executed by players'
- # /reflexnotify notificatins format. %Message% is the message, %Sender% is a nickname of
- # player who sent command. If command was dispatched via console,
- # then '%Sender%' will be replaced with 'CONSOLE'
- notification_format: '&c&lReflex &r&c» &7%Sender%&f %Message%'
- # Format of Invalid syntax message (%s is the command syntax itself)
- syntax_format: "§cInvalid syntax! Use » %s"
- # Player will receive this message if he will dispatch /reflexrunbanwave command
- running_ban_wave: '&7[&eAntiCheat&7] > Forcefully running a ban wave! Expect some lagg..'
- # This message is sent to all online players when someone gets kicked via /reflexkick
- kick_broadcast: '&%Player% &6был кикнут за читерство!'
- # Prefix which will be displayed when player gets kicked using /reflexkick
- prefix: '&7[&6AntiCheat&7] > &6'
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