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diff --git a/EssentialsAntiCheat/Instructions.txt b/EssentialsAntiCheat/Instructions.txt deleted file mode 100644 index e7dd42630..000000000 --- a/EssentialsAntiCheat/Instructions.txt +++ /dev/null @@ -1,939 +0,0 @@ - -################################################################################ -# # -# Important files, config.yml or "clean up your stuff" # -# # -################################################################################ - - 1) The config file for NoCheat is called "config.yml" now. - - 2) You can have different config files for different worlds. To achieve this, - copy the "config.yml" and rename the copy to "worldname_config.yml". Set- - tings in that file will now only affect the world with the name "worldname". - You may also delete all settings from that world-specific file that you - won't use. They'll be implicitly taken from the master "config.yml" file. - - 3) If you have files named "config.txt", "default_actions.txt" or "actions.txt" - please delete them. They are no longer used by NoCheat and serve no purpose - anymore. - - 4) Never change the amount of white-spaces in front of options in the config - file "config.yml". It will break the configuration. - - -################################################################################ -# # -# How "actions" work, an Overview # -# # -################################################################################ - - NoCheat allows to define in detail what should happen when a player fails a - check in form of "actions". There are 4 possible things that may be done. - (read on to learn in detail on how to define/modify actions): - - cancel: The effects of the action "cancel" depend on the check that it is - used for. Usually it means to prevent something from happening, - e.g. stop an attack or prevent sending of a chat message. - - log: Create and show/log a message. Log messages can be customized in - how often, when and where they are registered/shown. - - cmd: Execute a command of Bukkit or another plugin as if it were typed - into the server console by an admin. Like logging, these can be - customized. - - vl>X: Is meant to symbolize "violation level at least X". Used to define - actions that will be executed only if players reached a certain - violation level. Failing a check usually increases their "vl", not - failing checks reduces it over time. Violation levels mean different - things for different checks, e.g. they may describe moved distance - beyond the limit, number of attacks above the attack limit, sent - messages beyond the spam limit. - - -################################################################################ -# # -# How to customize your "actions" # -# # -################################################################################ - - 1) The "cancel" action is just the word "cancel". Read in the detailed option - description to find out what it does depending on the check that it is - assigned to. - - 2) The "log" action is a string of the form "log:string:delay:repeat:target". - - log: is simply used to let NoCheat know it is a log action. Don't remove - it from the action, or NoCheat will not know what it is and how to - handle it. - - string: is the message that will be logged. Because there is so little - space here, you only give a name here and define the actual - log message in the "strings" section of the config file. - - delay: a number declaring how many times that action initially has to be - executed before it really leads to logging a message. Use this for - situations where it's common to have false positives in checks and - you only want the log message to be shown if a player fails the - check multiple times within a minute. - - repeat: a number declaring how many seconds have to pass after logging the - message before it will be logged again for that player. This is - needed to prevent "log-spam". Usually a value of 5 seconds is - acceptable, for rare events you can use lower values. It is very - recommended to at least use the value 1 (one second) here. - - target: where should the message be logged to? You can use three letters - here. The order that you use is not important. - "c" means logging to console - "i" means logging to ingame chat and - "f" means logging to the log file. - - 3) The "cmd" action is a string of the form "cmd:string:delay:repeat". - - cmd: is simply used to let NoCheat know it is a command action. Don't - remove it from the action, or NoCheat will not know what it is and - how to handle it. - - string: is the command that will be issued. Because there is so little space - here, you only give a name here and define the actual command in the - "strings" section of the config file. - - delay: a number declaring how many times that action initially has to be - executed before it really leads to running the command in the - console. Use this to create e.g. a 3-strikes-law by setting it to 3. - Only if a player fails the check 3 times within 1 minute, the - command will be really run. - - repeat: a number declaring how many seconds have to pass after running the - command before it can be run again for that player. Because many - commands are expensive (take time, resources), you may want to limit - how often they can be called. - - 4) The "vl>" isn't really an action. It limits all actions that are written - afterwards to be only executed if the players violation level has reached - at least the given value. This allows to define layers of actions and - handle repeated or severe failing of checks different. For example the spam - check will only kick players if they reach a certain violation level (vl). - - -################################################################################ -# # -# Permissions # -# # -################################################################################ - - - NoCheat only supports "SuperPerms", CraftBukkits official permission framework. - You'll need to use a permissions plugin that supports "SuperPerms" to use it - with NoCheat. Here are some I know of: - - - bPermissions - - PermissionsEx - - Essentials GroupManager - - I personally recommend bPermissions, but any of them will do just fine. - - By default all these permissions are set to "op", which means players with - OP-status have all permissions, unless you change it. - --------------------------------------------------------------------------------- ---------------------------- Permissions for CHECKS ----------------------------- --------------------------------------------------------------------------------- - - These permission nodes are grouped the same way as the options in the config - file, based on the event type they belong to. The logic is, that a player - having one of these nodes means he will NOT be checked. Players without the - permission node will be checked. - - Example: A player has permission "nocheat.checks.moving.morepackets". That - means he is allowed to use that hack/cheat because NoCheat won't check/stop it. - - ------------------------- MOVING Permissions for CHECKS ------------------------- - - - nocheat.checks.moving.runfly - Allows the player to move freely. It also treats the player as if he has - the ".flying", ".swimming", ".sneaking" and ".nofall" permission too. - - - nocheat.checks.moving.flying - Allows the player to fly, independent of if he is in "creative mode" or not. - He will be limited in speed by the config settings "flyingspeedvertical" - and "flyingspeedhorizontal". It also treats the player as if he has the - ".nofall" permission too. - - - nocheat.checks.moving.swimming - Allows the player to swim as fast as he is allowed to walk. Normally a - player swims slower than he walks and NoCheat prevents faster movement in - water. - - - nocheat.checks.moving.sneaking - Allows the player to sneak faster than he is allowed to walk. Normally a - player sneaks a lot slower than he walks and NoCheat prevents faster - movement while sneaking. - - - nocheat.checks.moving.nofall - Allows the player to avoid fall damage by using hacks. Normally NoCheat - will keep track of a players movement and try to rectify the fall-damage - calculations of Minecraft in case they seem to be wrong because of players - tricking the server. - - - nocheat.checks.moving.morepackets - Allows players to make a lot more movements than normally possible. Doing - more movements will result in faster overall movement speed and causes the - server to spend a lot of additional time for processing these movements. - - --------------------- BLOCKBREAK Permissions for CHECKS ------------------------- - - - nocheat.checks.blockbreak.reach - Allows the player to break blocks that are further away than usual. - - - nocheat.checks.blockbreak.direction - Don't force players to look at the blocks that they try to destroy. - - - nocheat.checks.blockbreak.noswing - Don't force players to swing their arm when breaking blocks. - - --------------------- BLOCKPLACE Permissions for CHECKS ------------------------- - - - nocheat.checks.blockplace.reach - Allows the player to place blocks that are further away than usual. - - - nocheat.checks.blockplace.direction - Don't force players to look at the blocks that they try to place. - - ---------------------- INVENTORY Permissions for CHECKS ------------------------- - - - nocheat.checks.inventory.drop - Don't limit the number of items that a player may drop within a short time - - - nocheat.checks.inventory.instantbow - Don't prevent players from shooting their bows instantly without taking the - usual time to pull the string back - - - nocheat.checks.inventory.instanteat - Don't prevent players from eating their food instantly without taking the - usual time to munch on it - - ------------------------ CHAT Permissions for CHECKS ---------------------------- - - - nocheat.checks.chat.spam - Don't limit the number of messages and commands that a player may send in a - short timeframe - - - nocheat.checks.chat.color - Don't filter color codes from messages that get sent by players, allowing - them to use colors in their messages. - - ----------------------- FIGHT Permissions for CHECKS ---------------------------- - - - nocheat.checks.fight.direction - Don't force players to look at their targets while fighting - - - nocheat.checks.fight.noswing - Don't force players to move their arms while fighting - - - nocheat.checks.fight.reach - Don't limit the distance for fights - - - nocheat.checks.fight.speed - Don't limit the number of attacks that the player can do per second - - - nocheat.checks.fight.godmode - Don't prevent the player from keeping the temporary invulnerability that he - gets when taking damage - - - nocheat.checks.fight.instantheal - Don't prevent the player from accellerating their health generation by - food saturation - - --------------------------------------------------------------------------------- ------------------------ Permissions for ADMINISTRATION ------------------------- --------------------------------------------------------------------------------- - - - nocheat.admin.chatlog - The player will receive log messages that are directed at the "ingame chat" - as a normal chat message ingame. - - - nocheat.admin.commands - The player gets access to some of the "/nocheat" commands - - - nocheat.admin.reload - In combination with "nocheat.admin.commands", the player gets access to the - "/nocheat reload" command, which will cause NoCheat to reread its config - files. - - --------------------------------------------------------------------------------- ----------------------- Things to know about Permissions ------------------------ --------------------------------------------------------------------------------- - - NoCheat defines "parent" nodes for all permissions already for you. That means - you can use one of the following: - - - nocheat - - nocheat.admin - - nocheat.checks - - nocheat.checks.moving - - nocheat.checks.blockbreak - - nocheat.checks.blockplace - - nocheat.checks.inventory - - nocheat.checks.chat - - nocheat.checks.fight - - To give a player all the permissions that start with that permission node. - - Especially you don't have to and should not use ".*" anywhere when defining - NoCheat permissions. - - - You can exclude a specific player from getting logged by appending ".silent" - to the relevant permission node of the specific check. E.g. - - - nocheat.checks.moving.nofall.silent - - will prevent NoCheat from recording log messages for that player for the - "nofall" check, while still executing all other actions as usual. These silent - permissions won't show up elsewhere, e.g. when using the "nocheat permlist" - command. - - -################################################################################ -# # -# All available config settings # -# # -################################################################################ - - Here you'll find the whole list of settings that you can manipulate in the - config.yml file. It is further split into logical sections - - --------------------------------------------------------------------------------- --------------------------------- LOGGING Section ------------------------------- --------------------------------------------------------------------------------- - - Everything that in general has to do with controlling NoCheats logging can be - found at this part of the config.yml - - active: - - Should messages get logged at all. If you are not interested in messages, - set this to false and you'll hear and see (almost) nothing of NoCheat. - - prefix: - - Will be placed in front of many log messages. To get colors, use "&" - followed by a number (0-9) or a letter (A-F). E.g. "&7NC&f:" would produce - the letters NC in red (&7), followed by black text (&f). - - filename: - - The name of the logfile that NoCheat will use to log its messages. The - default name is "nocheat.log", but you can use a different one if you want - to. - - file: - - Should the logfile be used at all. Set to false if you don't want to use - the logfile. By default the logfile will be used (true). - - console: - - Should the server console be used to display messages. Set to false if you - don't want NoCheat to show messages related to checks in the console. Error - messages may still get displayed there though. - - ingamechat: - - Should NoCheat display messages in the ingame chat? Set to false if you - don't want NoCheat to show messages ingame. The messages will only be seen - by players with the permission node "nocheat.admin.chatlog" or if you don't - use a permissions plugin, by players who are OP. - - showactivechecks: - - Should NoCheat display lists of checks that are enabled for each world. Set - to true if you are unsure that your (multiworld) setup of the config files - is done correctly. - - debugmessages: - - Should some additional messages be displayed in the server console, e.g. - about NoCheat encountering lag. The displayed messages may change from - version to version. This is deactivated by default. - - --------------------------------------------------------------------------------- --------------------------------- CHECKS Section -------------------------------- --------------------------------------------------------------------------------- - - Everything that in has to do with the various checks that NoCheat runs on the - players. Use these to specify what will be done, how it will be done and what - happens if somebody fails checks. - - ------------------------------ INVENTORY Subsection ----------------------------- - - Checks that at least technically have to do with the inventory or usage of - items can be found here. - - 1) DROP: - - The "inventory.drop" check. It limits how many separate items a player can - drop onto the ground within a specific time. Dropping a lot of separate - items at once can cause lag on the server, therefore this check exists. - - active: - Should the check be enabled. Set to false if you are not interested in - this at all - - time: - Over how many seconds should dropped items be counted, before the - counter gets reset and starts at zero again. - - limit: - How many items may be dropped in the timeframe that is specified by - the "time" setting. Please consider that dying causes a player to drop - up to 36 separate items (stacks). Therefore this value shouldn't be - set below ~50. - - actions: - What should happen when a player goes beyond the set limit. Default - settings log a message and kick the player from the server. The VL of - the drop check symbolizes how many items a player dropped beyond the - set limit. If the limit is 100 and he tried to drop 130, he will have a - Violation Level of 130 - 100 = 30. - - 2) INSTANTBOW: - - Players may attack extremely fast and with a fully charged bow without - waiting for it to be fully pulled back. This is a significant advantage in - PvP and PvE combat. - - active: - Should players be checked for this behavior. Set to false if you don't - care about players using bows faster than normally possible. - - actions: - What should happen if the player fails this check. Default is to stop - the attack ("cancel" it) and log messages. The Violation Level (VL) for - this check the time difference between how long it took the player to - fire an arrow and how long NoCheat thinks he should have taken, in - 1/10 seconds. Therefore a VL of 10 would mean that the player shot an - arrow 1 second faster than NoCheat expected. The VL gets increased with - every failed check and slowly decreased for every passed check. - - 3) INSTANTEAT: - - Players may eat various kinds of food instantly instead of waiting the - usual time munching on the item. - - active: - Should players be checked for this behavior. Set to false if you don't - care about players eating their food faster than normally possible. - - actions: - What should happen if the player fails this check. Default is to stop - the eating ("cancel" it) and log messages. The Violation Level (VL) for - this check the time difference between how long it took the player to - eat his food and how long NoCheat thinks he should have taken, in - 1/10 seconds. Therefore a VL of 10 would mean that the player ate his - food 1 second faster than NoCheat expected. The VL gets increased with - every failed check and slowly decreased for every passed check. - - ------------------------------- MOVING Subsection ------------------------------- - - Checks that at least technically have to do with the player moving around or - impacting the world with his movement can be found here. - - 1) RUNFLY: - - Players may move in illegal ways (flying, running too fast) or try to - trick the server into thinking that they are not falling/flying by - cleverly manipulating the data that they send to the server. - - active: - Should players get checked for this type of movement related hacks at - all. If deactivated, player may freely move around on the server, fly - or run really fast. - - walkspeed: - How fast should the player be allowed to walk. Default is "100", - meaning 100% of normal walking speed. You will not see this option in - your config.yml file, because normally you shouldn't have to change the - walking speed of players at all (NoCheat knows when players sprint, use - Swiftness potions etc and will already adapt the speed based on that - data). - - sprintspeed: - How fast should the player be allowed to sprint. Default is "100", - meaning 100% of normal sprinting speed. You will not see this option in - your config.yml file, because normally you shouldn't have to change the - sprinting speed of players at all (NoCheat knows when players sprint, - use Swiftness potions etc and will already adapt the speed based on - that data). - - sneakspeed: - How fast should the player be allowed to sneak. Default is "100", - meaning 100% of normal sneaking speed. You will not see this option in - your config.yml file, because normally you shouldn't have to change the - sneaking speed of players at all (NoCheat knows when players sprint, - use Swiftness potions etc and will already adapt the speed based on - that data). - - swimspeed: - How fast should the player be allowed to swim. Default is "100", - meaning 100% of normal swimming speed. You will not see this option in - your config.yml file, because normally you shouldn't have to change the - swimming speed of players at all (NoCheat knows when players sprint, - use Swiftness potions etc and will already adapt the speed based on - that data). - - allowfastsneaking: - Should sneaking players be allowed to move as fast as normal players. - Set this to true, if you use plugins that enable players to do that - (e.g. the "Heroes" plugin or other RPG plugins tend to do that) - - actions: - What should happen when a player sneaks/swims/walks/runs faster than - normally allowed or is flying. Default is to log messages (depending on - how severe the cheating is) and teleport the player to the last known - legitimate location on ground that NoCheat can remember for that player - ("cancel" the movement) - - checknofall: - Should players be checked for a common type of "nofall" hack, that - allows them to avoid taking damage when falling. If you don't care - about fall damage, you can deactivate this. It gets deactivated if a - player is allowed to fly (see some lines below), because it doesn't - make sense to allow flying and then hurt players when they land. - - nofallaggressivemode: - Enable an improved version of nofall check, that will catch additional - types of "nofall" hacks and deal damage to players directly. This is - usually safe to activate. It will only work if the "checknofall" is - also set to "true". - - nofallactions: - What should happen if a player is considered to be using a "nofall" - hack. Default reaction is to log a message and encourage Bukkit to deal - fall damage anyway ("cancel" the hack). The Violation Level is the - fall distance in blocks that the player tried to avoid. It gets - increased every time that the player fails the check, and decreased - over time if the player doesn't fail the check. - - FLYING: - This is an entire subsection dedicated to the "moving.flying" check. - It will be used instead of the "runfly" check whenever a player has - the right to fly. - - allowflyingalways: - Should all players be allowed to fly always. - - allowflyingincreative: - Should players that are set to "creative mode" be allowed to fly. If - they are already allowed because of "allowflyingalways" to fly, this - setting gets ignored. - - flyingspeedlimithorizontal: - How many 1/100 blocks may a player fly horizontal within one "step". - The official "creative mode" flying reaches speeds of about 0.6 - blocks which means a value of 60 here. - - flyingspeedlimitvertical: - How many 1/100 blocks may a player fly vertically up within one - "step". A value of 100 which means 1 block seems reasonable for most - cases. - - flyingheightlimit: - What is the maximum height (in blocks) that a player may reach by - flying, relative to the max world height he is in. Some servers - experience lag when players fly very, very high. This value is how - far above the map height a player may fly. - - actions: - What should happen if a player flies faster/higher than defined here? - Default is to log messages and to prevent the player from moving - ("cancel" his last movement). The Violation Level (VL) of this check - is the distance that the player went beyond what NoCheat allowed him. - The VL increases with every failed check and slowly decreases for - every passed check. - - 2) MOREPACKETS: - - The morepackets check is complementary to the "runfly" check. While the - "runfly" check(s) limit the distance a player can move per step, this - "morepackets" check limits the number of "steps" a player may take per - second. A normal value is 20 steps per second. - - active: - Should players be checked for this kind of cheating. If you are not - interested in players that cheat that way, set this to false. It is a - good idea to have this active, because players that cheat by sending - more packets than normally allowed may lag the server (each of those - packets has to be processed, after all). - - actions: - What should happen if a player is considered to be cheating by taking - more steps per second than normal. Default is to log messages and - teleport the player back to a location where he was ~1 second before - ("cancel" his movement). The Violation Level VL is the number of - packets that the player sent beyond the expected amount - - ----------------------------- BLOCKBREAK Subsection ----------------------------- - - Checks that at least technically have to do with the player breaking blocks. - - 1) REACH: - - Players may slightly increase the distance at which they can break - blocks. This check will try to identify that by comparing player and - block location. - - active: - Should players be checked for this behaviour. - - actions: - What should happen if the player is considered to cheat this way. The - default is to prevent him from breaking the block ("cancel" breaking) - and on repeated offenses to log messages about it. The Violation Level - (VL) is the distance in Blocks between the reach distance that NoCheat - allowed and what the player actually tried to use. The VL increases - with every failed attempt to break a block out of reach, and decreases - with every successful attempt. - - 2) DIRECTION: - - Players may break blocks without really looking at them. This is often - combined with breaking a lot of blocks surrounding the player at the same - time. - - active: - Should players get checked for this type of hack - - precision: - How strict should NoCheat be when comparing the players line of view - with the broken block location. The value represents (roughly) the - amount of 1/100 blocks that the player is allowed to look past the to - be broken block. 50 (0.5 blocks) seems a good default value. - - penaltytime: - If a player fails this check, how long should he be prevented from - breaking blocks afterwards, in milliseconds. This is intended to make - automated destruction of blocks harder. 0.3 seconds (value 300) is the - default. Set to 0, if you don't want to limit players at all after - failing this check. - - actions: - What should happen if a player fails this check. Default is to prevent - the breaking of the block ("cancel" it) and after repeated/more severe - offenses to log a message. The Violation Level (VL) for this check is - the distance in Blocks between the line of view of the player and the - block. It increases with every failure and decreases with every - successful block break. - - 3) NOSWING: - - Players may break blocks without moving their arm. This is confusing for - nearby players, as they won't see who broke the blocks. - - active: - Should players get checked for this type of hack - - actions: - What should happen if the player didn't swing his arm first? Default is - to log a message and prevent the breaking of the block ("cancel" it). - The Violation Level (VL) is the number of block-break attempts without - first swinging the arm. It increases with every failed attempt by 1 and - decreases with every successful attempt slowly. - - ----------------------------- BLOCKPLACE Subsection ----------------------------- - - Checks that at least technically have to do with the player placing blocks. - - 1) REACH: - - Players may slightly increase the distance at which they can place - blocks. This check will try to identify that by comparing player and - block location. - - active: - Should players be checked for this behaviour. - - actions: - What should happen if the player is considered to cheat this way. The - default is to prevent him from placing the block ("cancel" placing) - and on repeated offenses to log messages about it. The Violation Level - (VL) is the distance in Blocks between the reach distance that NoCheat - allowed and what the player actually tried to use. The VL increases - with every failed attempt to place a block out of reach, and decreases - with every successful attempt. - - 2) DIRECTION: - - Players may place blocks without really looking at them. This is often - combined with placing a lot of blocks in a certain shape. - - active: - Should players get checked for this type of hack - - precision: - How strict should NoCheat be when comparing the players line of view - with the placed block location. The value represents (roughly) the - amount of 1/100 blocks that the player is allowed to look past the to - be placed block. 75 (0.75 blocks) seems a good default value. - - penaltytime: - If a player fails this check, how long should he be prevented from - placing blocks afterwards, in milliseconds. This is intended to make - automated placing of blocks harder. 0.1 second (value 100) is the - default. Set to 0, if you don't want to limit players at all after - failing this check. - - actions: - What should happen if a player fails this check. Default is to prevent - the placing of the block ("cancel" it) and after repeated/more severe - offenses to log a message. The Violation Level (VL) for this check is - the distance in Blocks between the line of view of the player and the - block. It increases with every failure and decreases with every - successful block placement. - - -------------------------------- CHAT Subsection -------------------------------- - - Checks that at least technically have to do with chat or commands. - - 1) COLOR: - - Players may use color-codes to send colored messages. This may be used - to fool other players into believing they are admins or similar. - - active: - Should player messages get checked for the use of color codes. - - actions: - What should be done if a player sends messages with color codes. - Default is to log a message and prevent ("cancel") the use of the - color codes, by filtering them from the message. The message itself - will still be transmitted. The Violation Level (VL) for this check is - the number of messages that contained color codes. It increases with - each color-code message by 1 and decreases slowly with colorless - messages. - - 2) SPAM: - - Players may send a ton of messages/commands in a short time to cause - lag or even crash a server. - - active: - Should player messages get checked for sending of too many messages. - - whitelist: - A " " (whitespace) separated list of words. Messages that start with - these sequences will not be counted. This is ideal to exempt commands - from getting filtered, by e.g. adding "/help" to the list. - - timeframe: - For how many seconds should messages and commands be counted, before - the counters get reset and counting starts at zero again. - - messagelimit: - How many "normal" chat messages may be sent within the timeframe. All - messages that don't start with "/" are considered "normal". - - commandlimit: - How many commands may be issued within the timeframe. Some mods (e.g. - TooManyItems) send a command on every mouse-click, which may cause - problems if this is set too low. So choose wisely. Every message that - starts with "/" is considered a command, even if the command doesn't - exist. - - actions: - What should happen if players send more messages/commands than declared - by the above limits? Default is to prevent the message/command from - being processed ("cancel" them) and for severe cases where players send - a lot of messages/commands, kick them. The Violation Level (VL) is the - number of messages/commands that were sent beyond the specified limits. - It gets increased for every message/command by 1 and reset to zero when - the "timeframe" has passed. - - ------------------------------- FIGHT Subsection -------------------------------- - - Checks that at least technically have to do with direct combat. - - 1) DIRECTION: - - Players may attack other players and creatures without really looking at - them. This is often combined with automatically attacking every living - thing within reach ("kill-aura"). This check will check if the attacker - looks at his target. - - active: - Should players get checked for this type of hack - - precision: - How strict should NoCheat be when comparing the players line of view - with the his target's location. The value represents (roughly) the - amount of 1/100 blocks that the player is allowed to look past the to - be attacked entity. 75 (0.75 blocks) seems a good default value. - - penaltytime: - If a player fails this check, how long should he be prevented from - attacking stuff afterwards, in milliseconds. This is intended to make - automated attacking of enemies harder. 0.5 second (value 500) is the - default. Set to 0, if you don't want to limit players at all after - failing this check. - - actions: - What should happen if a player fails this check. Default is to prevent - the attack from happening ("cancel" it) and after repeated/more severe - offenses to log a message. The Violation Level (VL) for this check is - the distance in Blocks between the line of view of the player and the - target. It increases with every failure and decreases with every - successful attack. - - 2) NOSWING: - - Players may attack entities without moving their arm. This is confusing - for nearby players, as they won't see who is attacking them or the nearby - creatures. - - active: - Should players get checked for this type of hack - - actions: - What should happen if the player didn't swing his arm first? Default is - to log a message and prevent the attack from happening ("cancel" it). - The Violation Level (VL) is the number of attacking attempts without - first swinging the arm. It increases with every failed attempt by 1 and - decreases with every successful attempt slowly. - - 3) REACH: - - Players may slightly increase the distance at which they can attack enemy - creatures/players. This check will try to identify that by comparing - player and target location. - - active: - Should players be checked for this behaviour. - - distance: - How far can the enemy be away from the attacker, in 1/100 Blocks. The - default value of 400, which is 4.00 blocks seems to work fine most of - the time. Increase if you get to many false positives to e.g. 425 or - 450. - - penaltytime: - If a player fails this check, how long should he be prevented from - attacking stuff afterwards, in milliseconds. This is intended to make - automated attacking of enemies harder. 0.5 second (value 500) is the - default. Set to 0, if you don't want to limit players at all after - failing this check. - - actions: - What should happen if the player is considered to cheat this way. The - default is to prevent him from attacking the target ("cancel" attack) - and on repeated offenses to log messages about it. The Violation Level - (VL) is the distance in Blocks between the reach distance that NoCheat - allowed and what the player actually tried to use. The VL increases - with every failed attempt to attack enemies out of reach, and decreases - with every successful attempt. - - 4) SPEED: - - Players may be attacking extremely fast within a short time by using - automated clicking or hacks. This is an advantage in many situations. - - active: - Should players be checked for this behavior. - - attacklimit: - How many attacks may a player start within 1 second. Consider setting - this to a value that's close to how fast you believe players can click - their mouse. The default is 15 per second. - - actions: - What should happen if the player fails this check. Default is to stop - the attack ("cancel" it) and log messages. The Violation Level (VL) is - the number of attacks beyond the set limit. For each failed check it - is increased by 1 and it gets decreased for every successful attack. - - 5) GODMODE: - - Players may trick Bukkit into not dealing them damage when they get - attacked. This will try to identify and correct that behavior. - - active: - Should players be checked for this behavior. - - actions: - What should happen if the player fails this check. Default is to make - him vulnerable to the attack ("cancel" his "godmode") and log messages. - The Violation Level (VL) for this check is the number of ticks that the - player seemingly tried to stay invulnerable. A second has 20 ticks. - Every time the player fails the check, the VL gets increased by the - amount of ticks (but at most 15 per failed check), and everytime the - player didn't avoid taking damage it gets reduced slowly. - - 6) INSTANTHEAL: - - Players may trick Bukkit into regenerating their health faster when they - are satiated (full food bar) than normally possible. This will try to - identify and correct that behaviour. - - active: - Should players be checked for this behavior. - - actions: - What should happen if the player fails this check. Default is to not - allow the health regeneration ("cancel" the regeneration) and log a - message. The Violation LEvel (VL) for this check is the number of - seconds that the player tried to skip while regenerating health. It - gets reduced whenever the player regenerates health while obeying the - normal regeneration times. - - --------------------------------------------------------------------------------- -------------------------------- STRINGS Section -------------------------------- --------------------------------------------------------------------------------- - - This is the section that defines various strings for "log" or "cmd" actions. - Each has a name (the part in front of ":") and a definition (the part behind - the ":"). Whenever you use a "log" or "cmd" action in one of the "actions: " - options of this config file, the string will be taken from this section. - Arbitrary many additional strings may be defined here, or existing strings - may be changed. - - Most messages/commands use place-holders in [ ], which will be replaced at - runtime with relevant information. Some of these may only be available in - certain circumstances, only "[player]" can be used everywhere, especially - in "cmd" actions. - - -################################################################################ -# # -# Other noteworthy stuff, DONATIONS # -# # -################################################################################ - - -- NoCheat isn't perfect and won't prevent all forms of cheating. It's a best - effort approach. - -- NoCheat may make mistakes. Don't see everything NoCheat says or does as - indisputable fact that somebody cheated. It's not possible to be 100% sure - if somebody is cheating or not, NoCheat will try to be right most of the - time. - -Thank you for reading this file. It took hours to write it, so it's nice that -people actually take a look at it. ;) |