2012-02-01 00:10:14 +01:00
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Configuration file description.
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1) Important files, config.yml or "clean up your stuff"
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- The config file for NoCheat is called "config.yml" now.
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- You can have different config files for different worlds.
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To achieve this, copy the "config.yml" and rename the copy to
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"worldname_config.yml". Settings in that file will now only
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affect the world with the name "worldname". You may also delete
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all settings from that world-specific file that you won't use.
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They'll be implicitely taken from the master "config.yml" file.
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- If you have files ending with "config.txt", "actions.txt" or
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"default_actions.txt", please delete them. They are no longer
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used by NoCheat.
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- Never change the amount of whitespaces in front of options in the config file
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"config.yml". It will break the configuration.
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2) How the "actions" work, how to modify them and how to write your own,
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- NoCheat allows to define in detail what should happen when a player fails a
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check in form of "actions". There are 4 possible things that may be done, read
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on to learn in detail on how to define your own or modify the existing actions:
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"cancel" = Depends on the check. Usually prevent something from happening
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"log" = Create and show/log a message
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"cmd" = Execute a command of Bukkit or another plugin as if it were
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typed into the console by the admin.
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"vl>" = Is meant to symbolize "violation level bigger than". Used to define
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actions that will be executed only if players reached a certain
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violation level. Failing a check usually increases their vl, not
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failing checks reduces it over time.
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- "cancel" action is just the word "cancel". Read in the detailed option
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description to find out what it does depending on the check that it is
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assigned to.
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- "log" action is a string of the form "log:string:delay:repeat:target".
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"log" = is simply used to let NoCheat know it is a log action.
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"string" = is the message that will be logged. Because there is so little
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space here, you only give a name here and define the actual
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log message in the "strings" section of the config file.
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"delay" = a number declaring how many times that action initially has
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to be executed before it really leads to logging a message.
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Use this for situations where it's common to have false
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positives in checks and you only want the log message to be
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shown if a player fails the check multiple times within a
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short timeframe (1 minute)
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"repeat" = a number declaring how many seconds have to pass after logging
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the message before it will be logged again for that player.
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This is needed to prevent "log-spam". Usually a value of 5
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seconds is acceptable.
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"target" = where should the message be logged to? You can use three letters
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here. "c" means logging to console, "i" means logging to ingame
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chat and "f" means logging to the log file.
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- "cmd" action is a string of the form "cmd:string:delay:repeat"
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"cmd" = is simply used to let NoCheat know it is a command action.
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"string" = is the command that will be issued in the console.
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Because there is so little space here, you only give a
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name here and define the actual command in the "strings"
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section of the config file.
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"delay" = a number declaring how many times that action initially has
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to be executed before it really leads to running the command
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in the console. Use this to create e.g. a 3-strikes-law by
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setting it to 3. Only if a player fails the check 3 times
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within 1 minute, the command will be really run.
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"repeat" = a number declaring how many seconds have to pass after running
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the command before it can be run again for that player.
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Because many commands are expensive (take time, resources), you
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may want to limit how often they can be called.
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- "vl>" isn't really an action. It limits all actions that are written
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afterwards to be only executed if the players violation level has reached
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the given value. This allows to define layers of actions and handle repeated
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or severe failing of checks different. For example the spam check will kick
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players if they reach a certain violation level (vl).
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3) Now that you know the basics, here is the description of all
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options that are available in the configuration file.
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logging:
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Anything that has to do with how and where NoCheat shows its messages
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active:
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Should messages get logged at all. If you are not interested in messages,
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set this to false
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prefix:
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Will be placed in front of many log messages. To get colors, use "&" followed by
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a number (0-9) or a letter (A-F)
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filename:
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The name of the logfile that NoCheat will use to log its messages
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file:
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Should the logfile be used at all. Set to false if you don't want to use a logfile
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console:
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Should the server console be used to display messages. Set to false if you don't
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want NoCheat to show messages in the console.
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ingamechat:
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Should NoCheat display messages in the ingame chat? Set to false if you don't
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want NoCheat to show messages ingame.
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showactivechecks:
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Should NoCheat display lists of checks that are enabled for each world. Set to true
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if you are unsure if you setup your configuration correctly.
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2012-02-03 16:49:03 +01:00
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debugmessages:
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Should some additional messages be displayed in the server console, e.g. about
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NoCheat encountering lag.
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2012-02-01 00:10:14 +01:00
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checks:
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Anything that has to do with the checks that NoCheat executes
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inventory:
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All checks that have to do with the player inventory
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drop:
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The "inventory.drop" check. It limits how many seperate items a player can drop
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onto the ground within a specific time. Dropping a lot of seperate items at once
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can cause lag on the server.
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active:
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Should the check be enabled. Set to false if you are not interested in this at all
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time:
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Over how many seconds should dropped items be counted
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limit:
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How many items may be dropped in that timeframe. Please consider that dying causes
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a player to drop up to 36 seperate items. Therefore this value shouldn't be set
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below ~50.
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actions:
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What should happen when a player goes beyond the set limit. Default settings log
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a message and kick the player from the server.
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moving:
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All checks that have to do with player movement
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runfly:
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This is a combined check for running, flying and "nofall" hacks
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active:
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Should players get checked for movement related hacks at all
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allowfastsneaking:
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Should sneaking players be allowed to move as fast as normal players. Set this to
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true, if you use plugins that enable players to do that (e.g. RPG plugins tend
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to do that)
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actions:
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What should happen when a player sneaks/swims/walks/runs faster than normally
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or is flying. Default is to log messages (depending on how severe the cheating
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is) and teleport the player to a location that he was before ("cancel" the
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movement)
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checknofall:
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Should players be checked for a common type of "nofall" hack, that allows them to
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avoid taking damage when falling.
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2012-02-05 21:39:02 +01:00
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nofallaggressivemode:
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Enable improved version of nofall check, that will catch additional types of
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"nofall" hacks and deal damage to players directly (experimental).
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2012-02-01 00:10:14 +01:00
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nofallactions:
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What should happen if a player is considered to be using a "nofall" hack. Default
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is to log a message and encourage Bukkit to deal fall damage anyway ("cancel" the
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hack).
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flying:
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Anything related specifically to players that are allowed to fly, but still should
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be limited in their flying.
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allowflyingalways:
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Should all players be allowed to fly always.
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allowflyingincreative:
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Should players that are set to "creative mode" be allowed to fly.
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flyingspeedlimithorizontal:
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How many 1/100 blocks may a player fly horizontal within one "step". The
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official "creative mode" flying reaches speeds of about 0.6 blocks
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which means a value of 60 here.
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flyingspeedlimitvertical:
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How many 1/100 blocks may a player fly vertically up within one "step".
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A value of 100 which means 1 block seems reasonable.
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flyingheightlimit:
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What is the maximum height (in blocks) that a player may reach by flying.
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Some servers experience lag when players fly very, very high. The map is
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usually 128 high, therefore a value of 250 seems reasonable.
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actions:
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What should happen if a player flies faster/higher than defined here?
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Default is to log messages and to prevent the player from moving ("cancel"
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his movement)
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morepackets:
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The morepackets check is complementary to the "runfly" check. While "runfly"
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limits the distance a player can move per step, morepackets limits the number
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of "steps" a player may take per second. A normal value is 20 steps per second.
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active:
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Should players be checked for this kind of cheating. If you are not interested
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in players that cheat that way, set this to false.
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actions:
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What should happen if a player is considered to be cheating by taking more steps
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per second than normal. Default is to log messages and teleport the player back
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to a location where he was ~1 second before ("cancel" his movement).
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blockbreak:
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Anything related to checking if players cheat while breaking blocks
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reach:
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Players may slightly increase the distance at which they can break blocks. This check
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will try to identify that by comparing player and block location.
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active:
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Should players get checked for this type of hack
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actions:
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What should happen if the player is considered to cheat. Default is to prevent him
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from breaking the block ("cancel" the breaking) and on repeated offenses to log
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messages about it.
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direction:
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Players may break blocks without really looking at them. This is often combined with
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breaking a lot of blocks surrounding the player at the same time.
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active:
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Should players get checked for this type of hack
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precision:
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How strict should NoCheat be when comparing the players line of view with the broken
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block location. The value represents (roughly) the amount of 1/100 blocks that the
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player is allowed to look past the broken block. 50 (0.5 blocks) seems a good
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default value.
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penaltytime:
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If a player fails this check, how long should he be prevented from breaking blocks
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afterwards. In milliseconds. This is intended to make automated destruction of
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blocks harder. 0.3 seconds, value 300 is the default. Set to 0, if you don't want
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to limit players at all after failing this check.
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actions:
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What should happen if a player fails this check. Default is to prevent the breaking
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of the block ("cancel" it) and after repeated/more severe offenses to log a message.
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noswing:
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Players may break blocks without moving their arm. This is confusing for nearby players,
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as they won't see who broke the blocks.
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active:
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Should players get checked for this type of hack
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actions:
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What should happen if the player didn't swing his arm first? Default is to log a
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message and prevent the breaking of the block ("cancel" it).
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blockplace:
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All checks related to placing blocks.
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reach:
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Players may place blocks over a bigger distance than usually possible.
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active:
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Should players be checked for this type of hack.
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actions:
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What should happen if a player placed blocks at bigger distances than usual.
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Default is to log a message and stop the block placing ("cancel it).
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direction:
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Players may place blocks without looking at where they place them.
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active:
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Should players be checked for this type of hack.
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precision:
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How strict should NoCheat be when checking if a player is looking in the
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correct direction. 75 (which means a player may be up to 0.75 blocks off)
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seems to be an ok value.
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penaltytime:
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How long after failing this check should the player be prevented from
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placing any further blocks. This value is in milliseconds, the default
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is 100, which means 0.1 seconds. If you don't want to have this penalty
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time, set it to 0.
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actions:
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What should be done if a player places blocks outside of his line of
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sight. Default is to log a message and prevent ("cancel") the block
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placing.
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chat:
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All checks related to sending chat messages.
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color:
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Players may use colorcodes to send colored messages. This may be used
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to fool other players into believing they are admins or similar.
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active:
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Should player messages get checked for the use of colors in messages.
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actions:
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What should be done if a player sends messages with color codes.
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Default is to log a message and prevent ("cancel") the use of the
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color codes, by filtering them from the message.
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spam:
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Players may send a ton of messages/commands in a short time to cause
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lag or even crash a server.
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active:
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Should player messages get checked for the sending of too many messages.
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whitelist:
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A " " (whitespace) seperated list of words. Messages that start with
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these sequences will not be counted.
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timeframe:
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For how many seconds should messages and commands be counted.
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messagelimit:
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How many "normal" chat messages may be sent within the timeframe.
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commandlimit:
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How many commands may be issued within the timeframe. Some mods (e.g.
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TooManyItems) send a command on every mouseclick, which may cause
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problems if this is set too low.
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actions:
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What should happen if players send more messages/commands? Default is
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to prevent the message/command from being processed ("cancel" them)
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and for severe cases where players send a lot of messages/commands,
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kick them.
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fight:
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Everything related to fighting
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direction:
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Players may attack enemies without looking at them. This check tries to
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identify such behaviour.
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active:
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Should players get checked for such behaviour.
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precision:
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How strict should NoCheat be when comparing the line of sight with the
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position of the target. Default is 75 which means a player may look
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0.75 blocks past the actual target. Because the target is moving, this
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value should be relatively high.
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penaltytime:
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If a player fails this check, how long should he be prevented from
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attacking anything in milliseconds. Default is 500 and therefore 0.5
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seconds. If you don't want to limit the player like this, set this
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value to 0.
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actions:
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What should happen if the player fails this check. Default is to stop
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the attack ("cancel" it) and log messages, depending on how much the
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player fails this check.
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noswing:
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Players may attack enemies without moving their arm. This may confuse
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other players as they can't see who is attacking them or monsters.
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active:
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Should players be checked for this behaviour.
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actions:
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What should happen if the player fails this check. Default is to stop
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the attack ("cancel" it) and log messages.
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reach:
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Players may attack enemies over a greater distance than usual. This is
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a significant advantage in fights. Normally attacks are only allowed
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over a ~4 block distance, but these hacks may increase that to 6 blocks.
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active:
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Should players be checked for this behaviour.
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distance:
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What is the maximum distance that NoCheat should allow attacks for.
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2012-02-01 15:31:24 +01:00
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Default is ~4 blocks (value 400). Setting this even lower will limit
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the attack distance below the original "legal" distance and cause
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false positives.
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2012-02-01 00:10:14 +01:00
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penaltytime:
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If a player fails this check, how long should he be prevented from
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attacking anything. Default is 0.5 seconds (value 500). If you
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don't want to limit players like this, set this value to 0.
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actions:
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What should happen if the player fails this check. Default is to stop
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2012-02-01 15:31:24 +01:00
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the attack ("cancel" it) and if the player reach a certain vl,
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log a message.
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2012-02-01 00:10:14 +01:00
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speed:
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Players may be attacking extremely fast within a short time by using
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automated clicking or hacks. This is an advantage in many situations.
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active:
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Should players be checked for this behaviour.
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attacklimit:
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How many attacks may a player start within 1 second. Consider setting
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this to a value that's close to how fast you believe players can click
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their mouse.
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actions:
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What should happen if the player fails this check. Default is to stop
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the attack ("cancel" it) and log messages.
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strings:
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This is the section that defines various strings for "log" or "cmd" actions.
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Each has a name (the part in front of ":") and a definition (the part
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behind the ":"). Whenever you use a "log" or "cmd" action in one of the
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"actions: " options of this config file, the string will be taken from
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this section. Arbitrary many additional strings may be defined here, or
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existing strings may be changed.
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Most messages/commands use placeholders in [ ], which will be replaced at
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runtime with relevant information. Some of these may only be available in
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certain circumstances, only "[player]" can be used everywhere, especially
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in "cmd" actions.
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4) Other stuff
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- NoCheat isn't perfect and won't prevent all forms of cheating. It's a best
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effort approach.
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- NoCheat may make mistakes. Don't see everything NoCheat says or does as
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indisputable fact that somebody cheated. It's not possible to be 100% sure
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if somebody is cheating or not, NoCheat will try to be right most of the
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time.
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