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- #### AAC Config (Generated by AAC 4.0.0)
- #
- # Hey there,
- # Welcome to AAC's configuration file.
- # I've commented the entire thing heavily so every option is easy to understand.
- # If you want a simple place to start, feel free to check out the "Common changes" section below.
- # Feel free to read through the descriptions of checks and options and change them to suit your server.
- # I hope that AAC will perform well and live up to your expectations.
- # ~ konsolas
- #
- # How violations work:
- # - When a player fails a check in AAC, it generates a "violation" which describes what went wrong, and what was
- # expected.
- # - Details about this violation, along with player data, server tps, etc. are saved to a log file in plugins/AAC/logs,
- # with a millisecond-precision timestamp.
- # - The check then generates a number based on options in this config and the details of what happened. If the
- # violation was more severe, the check will generate a bigger number.
- # - This number is added onto a player's "violation level", or "VL". A player's VL also decays over time when they
- # play without failing checks in AAC. A player has a separate VL for each check.
- #
- # How mitigation works:
- # - Many checks in AAC can not only detect a cheater, but also mitigate their actions.
- # - For example, AAC can teleport a flying player down, restore blocks broken too quickly, block attacks which are
- # suspicious, and temporarily block bow use, to name a few.
- # - Mitigation can be disabled by setting "mitigation.enabled" to false. AAC will continue checking, and will also
- # continue performing threshold actions, but the check will stop influencing the player's gameplay.
- # - Mitigation can be configured to only start after a certain VL is reached. This is set by the "min_vl" option, and
- # is useful to prevent random lag from significantly affecting gameplay.
- #
- # How decay works:
- # - The decay option in every check allows you to decide how fast violations should go down for each check.
- # - The "interval" option is the time in ticks between VL reductions.
- # - The "delay" option is the time in ticks that AAC waits after a violation before starting to reduce the VL.
- # - The "amount" option is the amount that AAC reduces the VL after each interval passes.
- #
- # How thresholds work:
- # - Each check has a section labelled "thresholds". This consists of a list of "threshold actions", each of which is a
- # number paired with a command or list of commands.
- # - When a player's VL (see above) for a check goes above the number, or "threshold" for a threshold action, the
- # threshold action is triggered and the command is executed.
- # - The command won't be executed again until the player's VL decays below that number, and then rises above it again.
- # - If there are multiple commands in the same threshold action, they are all executed in the order they appear.
- #
- # Common changes:
- # - Changing messages:
- # -> All messages sent by AAC are part of a threshold action (see above) tied to an "aac notify" command.
- # -> You can localise these messages by changing the relevant command.
- # - Reducing teleports or setbacks:
- # -> Move and Timer are the main checks which set back for movement.
- # -> Change move.mitigation.min_vl or timer.mitigation.min_vl to a higher value, or increase the decay.
- # -> By default, Move employs "strict" and "direction" checking.
- # -> "strict" checking permits AAC to check if players move too slowly.
- # -> "direction" checking permits AAC to compare a movement with the direction the player is facing.
- # -> These can be disabled for specific scenarios, e.g. only on elytras, or only in water.
- # -> Timer can be affected by severe network lag.
- # -> You can increase timer.max_extra, but cheaters will be able to fake lag (e.g. with Blink) for longer.
- # - Improving hit detection:
- # -> Hitbox sometimes cancels hits if a player is laggy.
- # -> You can increase hitbox.max_reach to reduce reach violations for laggy players.
- # -> You can increase hitbox.mitigation.min_vl so players are less likely to have their hits cancelled.
- # -> For serious PVP servers, the killaura check could affect PVP because it very slightly changes entity hitboxes.
- # -> You may need to set killaura.normal -> -1 to disable the hitbox adjustment feature if this is a problem.
- # -> You can also disable mitigation for both killaura and hitbox for AAC to detect cheaters silently.
- # - Changing kicks:
- # -> Kicks are caused by a threshold action tied to a /kick command.
- # -> You can remove the threshold action with a /kick command for a check to disable kicking.
- # -> You can increase the threshold for the threshold action to make kicking more lenient.
- # -> You can reduce the threshold for the threshold action to make kicking more strict.
- # - Other:
- # -> Look in the logs for a timestamp that matches a problem that you've experienced.
- # -> Find out which check was failed.
- # -> Locate that check in this config file.
- # -> Look for a relevant option, and change it as described by the comment.
- # -> If you can't solve the issue, please check out the issue tracker or discord server for support.
- #
- # The "Move" check:
- # - As of AAC 4, Fly, Speed, Elytra and Vehicles have all been merged together into Move.
- # - Detection is performed by comparing a player's movement with simulations of a legitimate client's movement:
- # -> Move is able to detect some cheats which don't appear movement related at first:
- # -> Many killauras will fail Move if "direction" and "strict" are turned on, as a result of silent aim.
- # -> Velocity reduction cheats may fail move. (the Velocity check will still detect 0 velocity)
- # -> Move uses a robust setback system which aims to correct movement rather than block it entirely.
- #
- # The configurable commands will replace {player}, {ping}, {tps}, {world} and {server} with their in-game values.
- # You can run multiple commands on a single threshold by creating 2 (or more) entries with the same key:
- # thresholds:
- # 10:
- # - "broadcast {player} was kicked for cheating"
- # - "kick {player} cheating"
- #
- # The configuration file follows:
- # Criticals stops players from performing critical hits whilst on the ground
- criticals:
- enabled: true
- # Should AAC detect clients that perform minijumps to get critical hits?
- check_minijump: true
- # Control how the violation level decays over time
- decay:
- interval: 100
- delay: 100
- amount: 1
- # Control how AAC mitigates a cheater's actions
- mitigation:
- enabled: true
- min_vl: 0
- # Control actions taken upon reaching certain violation levels
- thresholds:
- 0: "eac {player} uzyskuje niemożliwe trafienia krytyczne. (ping {ping}, tps {tps})"
- 1: "kick {player} Zostałeś wyrzucony przez nasz antycheat."
- # FastBow stops players from shooting arrows too quickly
- fastbow:
- enabled: true
- # How lenient should AAC be when measuring bow drawback times? (milliseconds)
- lenience: 200
- # Control how the violation level decays over time
- decay:
- interval: 100
- delay: 100
- amount: 1
- # Control how AAC mitigates a cheater's actions
- mitigation:
- enabled: true
- min_vl: 5
- # Control actions taken upon reaching certain violation levels
- thresholds:
- 3: "eac {player} strzela za szybko. (ping {ping}, tps {tps})"
- 10: "kick {player} Zostałeś wyrzucony przez nasz antycheat."
- # FastUse stops players from consuming items too quickly
- fastuse:
- enabled: true
- # How long should AAC require item consumption to take? (milliseconds)
- min_consumption_time: 1200
- # Control how the violation level decays over time
- decay:
- interval: 100
- delay: 100
- amount: 1
- # Control how AAC mitigates a cheater's actions
- mitigation:
- enabled: true
- min_vl: 5
- # Control actions taken upon reaching certain violation levels
- thresholds:
- 3: "eac {player} je za szybko. (ping {ping}, tps {tps})"
- 10: "kick {player} Zostałeś wyrzucony przez nasz antycheat."
- # FightSpeed stops players from attacking too quickly
- fightspeed:
- enabled: true
- # How many hits per second should AAC limit players to?
- max_hit: 11
- # How many swings per second should AAC limit players to?
- max_swing: 35
- # Should AAC check for players that are attacking too consistently?
- check_consistency: true
- # How consistent do attacks need to be for AAC to consider them suspicious? (milliseconds)
- consistency_threshold: 30
- # Control how the violation level decays over time
- decay:
- interval: 100
- delay: 100
- amount: 1
- # FightSpeed does not support mitigation
- # Control actions taken upon reaching certain violation levels
- thresholds:
- 3: "eac {player} atakuje za szybko. (ping {ping}, tps {tps})"
- 10: "kick {player} Zostałeś wyrzucony przez nasz antycheat."
- # Hitbox forces players to look at entities that they want to attack
- hitbox:
- enabled: true
- # How much more lenient should AAC be when a player is attacking a mob? (blocks)
- mob_lenience: 0.65
- # What should AAC limit a player's attack reach to? (blocks)
- max_reach: 3.0
- # Control how the violation level decays over time
- decay:
- interval: 50
- delay: 20
- amount: 1
- # Control how AAC mitigates a cheater's actions
- mitigation:
- enabled: true
- min_vl: 30
- # Control actions taken upon reaching certain violation levels
- thresholds:
- 20: "eac {player} jest podejrzany o posiadanie reach/killaury. (Hitbox) (ping {ping}, tps {tps})"
- 50: "kick {player} Zostałeś wyrzucony przez nasz antycheat."
- # Killaura detects modifications that create an unfair advantage in combat
- killaura:
- enabled: true
- # AAC has a few different methods of detecting Killaura.
- # How much should the violation level be increased for each of these methods?
- modules:
- natural: 2
- round: 4
- split: 9
- sporadic: 4
- stable: 3
- switch: 2
- angle: 0
- click: 4
- miss: 3
- tick: 6
- yaw: 2
- normal: 1
- action: 5
- look: 8
- timing: 5
- accel: 3
- accuracy: 10
- pattern: 6
- # Control how the violation level decays over time
- decay:
- interval: 20
- delay: 20
- amount: 1
- # Control how AAC mitigates a cheater's actions
- mitigation:
- enabled: true
- min_vl: 30
- # Control actions taken upon reaching certain violation levels
- thresholds:
- 20: "eac {player} jest podejrzany o posiadanie killaury. (Heuristics) (ping {ping}, tps {tps})"
- 50: "kick {player} Zostałeś wyrzucony przez nasz antycheat."
- # Regen stops players from regenerating health too quickly
- regen:
- enabled: true
- # What delay should AAC enforce between regeneration attempts? (milliseconds)
- min_regen_delay: 3600
- # Players can regenerate faster on MC 1.9+ if they are fully satiated.
- # What delay should AAC enforce if this is the case? (milliseconds)
- min_satiated_delay: 450
- # Control how the violation level decays over time
- decay:
- interval: 20
- delay: 100
- amount: 1
- # Control how AAC mitigates a cheater's actions
- mitigation:
- enabled: true
- min_vl: 1
- # Control actions taken upon reaching certain violation levels
- thresholds:
- 2: "eac {player} regeneruje życie za szybko. (ping {ping}, tps {tps})"
- # Derp detects illegal rotations sent by players
- derp:
- enabled: false
- # Control how the violation level decays over time
- decay:
- interval: 20
- delay: 20
- amount: 1
- # Derp does not support mitigation
- # Control actions taken upon reaching certain violation levels
- thresholds:
- 0: "kick {player} Zostałeś wyrzucony przez nasz antycheat."
- # Move controls player movement
- # NOTE: The strict setting also allows Move to detect a number of different combat cheats.
- move:
- enabled: false
- # Which client versions should AAC account for the possibility of?
- # For example, players can swim faster in MC 1.13+.
- # It is usually sufficient to just select 1.8 and 1.13, as movement between 1.9-1.12 is sufficiently similar to 1.8
- # If you don't use ProtocolSupport or ViaVersion, specifying only your server version here will improve performance.
- simulate_versions:
- - "1.8"
- - "1.13"
- # Control how AAC checks movements in general.
- normal:
- # Control how AAC checks movement along the horizontal axes.
- xz:
- # Should AAC check that players are moving in the right direction?
- direction: true
- # Should AAC stop players from moving too slowly? Setting this to false also disables direction checking.
- strict: true
- # How lenient should AAC be when checking?
- tolerance: 0.001
- # Control how AAC checks movement along the vertical axis.
- y:
- # Strict/Direction checking cannot be disabled for vertical movement as this would trivially allow flight.
- # How lenient should AAC be when checking?
- tolerance: 0.001
- # Control how AAC checks movements in water.
- water:
- # Control how AAC checks movement along the horizontal axes.
- xz:
- # Should AAC check that players are moving in the right direction?
- direction: true
- # Should AAC stop players from moving too slowly? Setting this to false also disables direction checking.
- strict: true
- # How lenient should AAC be when checking?
- tolerance: 0.001
- # How much should AAC allow flowing water to accelerate a player?
- flowing: 0.1
- # Control how AAC checks movement along the vertical axis.
- y:
- # Should AAC check that players are moving in the right direction?
- direction: true
- # Should AAC stop players from moving too slowly? Setting this to false also disables direction checking.
- strict: true
- # How lenient should AAC be when checking?
- tolerance: 0.001
- # How much should AAC allow bubble columns to accelerate a player?
- bubble_column: 1.8
- # Control how AAC checks movements while using the elytra.
- elytra:
- # Control how AAC checks movement along the horizontal axes.
- xz:
- # Should AAC check that players are moving in the right direction?
- direction: true
- # Should AAC stop players from moving too slowly? Setting this to false also disables direction checking.
- strict: true
- # How lenient should AAC be when checking?
- tolerance: 0.001
- # Control how AAC checks movement along the vertical axis.
- y:
- # Should AAC check that players are moving in the right direction?
- direction: true
- # Should AAC stop players from moving too slowly? Setting this to false also disables direction checking.
- strict: true
- # How lenient should AAC be when checking?
- tolerance: 0.001
- # Control how AAC checks movements when on a vehicle
- vehicle:
- xz:
- # Direction checking and strict checking cannot be enabled for vehicles along the x/z axes
- # How lenient should AAC be when checking?
- tolerance: 0.01
- y:
- # Strict checking cannot be enabled for vehicles along the y axis
- # Should AAC check that players are moving in the right direction?
- direction: true
- # How lenient should AAC be when checking?
- tolerance: 0.01
- # Control how AAC checks small movements.
- # AAC disables both strict and direction checking briefly if a player slows down significantly or comes to a stop.
- small:
- # How small does a movement need to be to be counted as a significant slowdown? (blocks)
- threshold: 0.0625
- # How much faster should a player be able to move after an initial small movement?
- multiplier: 1.0
- # How lenient should AAC be when checking?
- tolerance: 0.001
- # Control how AAC checks movement when velocity is applied
- velocity:
- # AAC can check for players which attempt to ignore velocity entirely, rather than just reducing it
- anti:
- # Should AAC check for anti-velocity (Move will still check for velocity reduction with this turned off)
- enabled: true
- # How long should AAC wait for a player to send the correct velocity? (milliseconds)
- wait_time: 10000
- # How far should AAC send a player back if mitigation is enabled? (ticks)
- setback_ticks: 20.0
- # Control how the violation level decays over time
- decay:
- interval: 1
- delay: 20
- amount: 1
- # Control how AAC mitigates a cheater's actions
- mitigation:
- enabled: true
- min_vl: 100
- # Control actions taken upon reaching certain violation levels
- thresholds:
- 100: "eac {player} wydaje się poruszać nieprawidłowo. (ping {ping}, tps {tps})"
- 2000: "kick {player} Zostałeś wyrzucony przez nasz antycheat."
- # NoFall stops players from avoiding fall damage
- nofall:
- enabled: true
- # Control how the violation level decays over time
- decay:
- interval: 25
- delay: 50
- amount: 1
- # Control how AAC mitigates a cheater's actions
- mitigation:
- enabled: true
- min_vl: 0
- # Control actions taken upon reaching certain violation levels
- thresholds:
- 10: "eac {player} może próbować uniknąć obrażeń od upadku. (ping {ping}, tps {tps})"
- 50: "kick {player} Zostałeś wyrzucony przez nasz antycheat."
- # Phase stops players from moving through solid walls
- phase:
- enabled: true
- # Which blocks should AAC treat as air? This can be used to allow cross-version compatibility.
- exclude:
- # Incorrect hitboxes on 1.8 servers
- - "ANVIL"
- - "CHEST"
- - "ENDER_CHEST"
- - "TRAPPED_CHEST"
- - "SOIL"
- - "HUGE_MUSHROOM_1"
- - "STAINED_CLAY"
- # Entity hitboxes
- - "AIR"
- - "STATIONARY_WATER"
- - "WATER"
- - "STATIONARY_LAVA"
- - "LAVA"
- # Protocol hack hitboxes
- - "WATER_LILY"
- - "LILY_PAD"
- # Moving pistons
- - "PISTON_MOVING_PIECE"
- # Control how the violation level decays over time
- decay:
- interval: 20
- delay: 20
- amount: 1
- # Control how AAC mitigates a cheater's actions
- mitigation:
- enabled: true
- min_vl: 0
- # Control actions taken upon reaching certain violation levels
- thresholds:
- 50: "eac {player} może próbować przechodzić przez ściany. (ping {ping}, tps {tps})"
- # Timer stops players from performing actions too quickly by speeding up time
- timer:
- enabled: false
- # How much lag should AAC compensate for when checking? (ticks)
- min_balance: -20
- # How many extra packets should AAC limit a player to?
- max_extra: 15
- # Control how the violation level decays over time
- decay:
- interval: 20
- delay: 20
- amount: 1
- # Control how AAC mitigates a cheater's actions
- mitigation:
- enabled: true
- min_vl: 5
- # Control actions taken upon reaching certain violation levels
- thresholds:
- 100: "eac {player} próbuje przyspieszyć czas. (ping {ping}, tps {tps})"
- 1000: "kick {player} Zostałeś wyrzucony przez nasz antycheat."
- # BadPackets checks for invalid packets
- badpackets:
- enabled: false
- # Should AAC check for player ability packets
- check_abilities: true
- # How many times should a player be allowed to toggle use item in one second?
- max_use_toggle: 20
- # How many times should a player be allowed to toggle sneak in one second?
- max_sneak_toggle: 10
- # Control how the violation level decays over time
- decay:
- interval: 20
- delay: 20
- amount: 1
- # BadPackets does not support mitigation
- # Control actions taken upon reaching certain violation levels
- thresholds:
- 50: "eac {player} wysyła nieprawidłowe pakiety. (ping {ping}, tps {tps})"
- 100: "kick {player} Zostałeś wyrzucony przez nasz antycheat."
- # FastBreak stops players from breaking blocks too quickly
- fastbreak:
- enabled: true
- # Should AAC check for a delay between successive block break attempts?
- check_delay: true
- # How lenient should AAC be when checking? (ticks)
- tolerance: 4
- # Control how the violation level decays over time
- decay:
- interval: 20
- delay: 20
- amount: 1
- # Control how AAC mitigates a cheater's actions
- mitigation:
- enabled: true
- min_vl: 5
- # Control actions taken upon reaching certain violation levels
- thresholds:
- 5: "eac {player} zbyt szybko niszczy bloki. (ping {ping}, tps {tps})"
- 20: "kick {player} Zostałeś wyrzucony przez nasz antycheat."
- # FastPlace stops players from placing blocks too quickly
- fastplace:
- enabled: true
- # What should AAC limit block placement to?
- max_place_per_second: 12
- # Control how the violation level decays over time
- decay:
- interval: 20
- delay: 20
- amount: 1
- # Control how AAC mitigates a cheater's actions
- mitigation:
- enabled: true
- min_vl: 5
- # Control actions taken upon reaching certain violation levels
- thresholds:
- 5: "eac {player} zbyt szybko niszczy bloki. (ping {ping}, tps {tps})"
- 20: "kick {player} Zostałeś wyrzucony przez nasz antycheat."
- # Interact detects a number of impossible actions that a hacked client could perform.
- interact:
- enabled: true
- # Should AAC detect suspicious block placements?
- check_suspicious_block: true
- # Should AAC check if a player interacts with a block out of their line of sight?
- check_interact: true
- # Should AAC check if a player interacts whilst dead?
- check_dead: true
- # Should AAC check if a player breaks a block out of their line of sight?
- check_break: true
- # Should AAC check if a player incorrectly interacts with a liquid?
- check_liquids: true
- # Should AAC check if a player places a block out of their line of sight?
- check_place: true
- # Should AAC check if a player opens an inventory out of their line of sight?
- check_inventory: true
- # Should AAC check if a player attacks an entity behind a wall?
- check_attack: true
- # Should AAC check if a player attacks while using an item?
- check_item_attack: true
- # Control how the violation level decays over time
- decay:
- interval: 20
- delay: 10
- amount: 1
- # Control how AAC mitigates a cheater's actions
- mitigation:
- enabled: true
- min_vl: 10
- # Control actions taken upon reaching certain violation levels
- thresholds:
- 10: "eac {player} wykonuje podejrzane interakcje."
- # Should AAC use a log file?
- log_file: true
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