2012-02-01 00:10:14 +01:00
|
|
|
Configuration file description.
|
|
|
|
|
|
|
|
1) Important files, config.yml or "clean up your stuff"
|
|
|
|
|
|
|
|
- The config file for NoCheat is called "config.yml" now.
|
|
|
|
|
|
|
|
- You can have different config files for different worlds.
|
|
|
|
To achieve this, copy the "config.yml" and rename the copy to
|
|
|
|
"worldname_config.yml". Settings 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 implicitely taken from the master "config.yml" file.
|
|
|
|
|
|
|
|
- If you have files ending with "config.txt", "actions.txt" or
|
|
|
|
"default_actions.txt", please delete them. They are no longer
|
|
|
|
used by NoCheat.
|
|
|
|
|
|
|
|
- Never change the amount of whitespaces in front of options in the config file
|
|
|
|
"config.yml". It will break the configuration.
|
|
|
|
|
|
|
|
2) How the "actions" work, how to modify them and how to write your own,
|
|
|
|
|
|
|
|
- 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 your own or modify the existing actions:
|
|
|
|
|
|
|
|
"cancel" = Depends on the check. Usually prevent something from happening
|
|
|
|
"log" = Create and show/log a message
|
|
|
|
"cmd" = Execute a command of Bukkit or another plugin as if it were
|
|
|
|
typed into the console by the admin.
|
|
|
|
"vl>" = Is meant to symbolize "violation level bigger than". 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.
|
|
|
|
|
|
|
|
- "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.
|
|
|
|
|
|
|
|
- "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.
|
|
|
|
"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
|
|
|
|
short timeframe (1 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.
|
|
|
|
"target" = where should the message be logged to? You can use three letters
|
|
|
|
here. "c" means logging to console, "i" means logging to ingame
|
|
|
|
chat and "f" means logging to the log file.
|
|
|
|
|
|
|
|
- "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.
|
|
|
|
"string" = is the command that will be issued in the console.
|
|
|
|
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.
|
|
|
|
|
|
|
|
- "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
|
|
|
|
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 kick
|
|
|
|
players if they reach a certain violation level (vl).
|
|
|
|
|
|
|
|
3) Now that you know the basics, here is the description of all
|
|
|
|
options that are available in the configuration file.
|
|
|
|
|
|
|
|
logging:
|
|
|
|
Anything that has to do with how and where NoCheat shows its messages
|
|
|
|
active:
|
|
|
|
Should messages get logged at all. If you are not interested in messages,
|
|
|
|
set this to false
|
|
|
|
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)
|
|
|
|
filename:
|
|
|
|
The name of the logfile that NoCheat will use to log its messages
|
|
|
|
file:
|
|
|
|
Should the logfile be used at all. Set to false if you don't want to use a logfile
|
|
|
|
console:
|
|
|
|
Should the server console be used to display messages. Set to false if you don't
|
|
|
|
want NoCheat to show messages in the console.
|
|
|
|
ingamechat:
|
|
|
|
Should NoCheat display messages in the ingame chat? Set to false if you don't
|
|
|
|
want NoCheat to show messages ingame.
|
|
|
|
showactivechecks:
|
|
|
|
Should NoCheat display lists of checks that are enabled for each world. Set to true
|
|
|
|
if you are unsure if you setup your configuration correctly.
|
2012-02-03 16:49:03 +01:00
|
|
|
debugmessages:
|
|
|
|
Should some additional messages be displayed in the server console, e.g. about
|
|
|
|
NoCheat encountering lag.
|
2012-02-01 00:10:14 +01:00
|
|
|
|
|
|
|
checks:
|
|
|
|
Anything that has to do with the checks that NoCheat executes
|
|
|
|
|
|
|
|
inventory:
|
|
|
|
All checks that have to do with the player inventory
|
|
|
|
drop:
|
|
|
|
The "inventory.drop" check. It limits how many seperate items a player can drop
|
|
|
|
onto the ground within a specific time. Dropping a lot of seperate items at once
|
|
|
|
can cause lag on the server.
|
|
|
|
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
|
|
|
|
limit:
|
|
|
|
How many items may be dropped in that timeframe. Please consider that dying causes
|
|
|
|
a player to drop up to 36 seperate items. 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.
|
2012-02-08 22:23:13 +01:00
|
|
|
instantbow:
|
|
|
|
Players may attack extremely fast and with a fully charged bow without
|
|
|
|
waiting for it to be fully pulled back.
|
|
|
|
active:
|
|
|
|
Should players be checked for this behaviour.
|
|
|
|
actions:
|
|
|
|
What should happen if the player fails this check. Default is to stop
|
|
|
|
the attack ("cancel" it) and log messages.
|
|
|
|
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 behaviour.
|
|
|
|
actions:
|
|
|
|
What should happen if the player fails this check. Default is to deny
|
|
|
|
them the food level gain ("cancel" it) and log messages. Sadly it's
|
|
|
|
not possible to prevent the food item to get lost anyway.
|
2012-02-01 00:10:14 +01:00
|
|
|
|
|
|
|
moving:
|
|
|
|
All checks that have to do with player movement
|
|
|
|
runfly:
|
|
|
|
This is a combined check for running, flying and "nofall" hacks
|
|
|
|
active:
|
|
|
|
Should players get checked for movement related hacks at all
|
|
|
|
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. RPG plugins tend
|
|
|
|
to do that)
|
|
|
|
actions:
|
|
|
|
What should happen when a player sneaks/swims/walks/runs faster than normally
|
|
|
|
or is flying. Default is to log messages (depending on how severe the cheating
|
|
|
|
is) and teleport the player to a location that he was before ("cancel" the
|
|
|
|
movement)
|
|
|
|
checknofall:
|
|
|
|
Should players be checked for a common type of "nofall" hack, that allows them to
|
|
|
|
avoid taking damage when falling.
|
2012-02-05 21:39:02 +01:00
|
|
|
nofallaggressivemode:
|
|
|
|
Enable improved version of nofall check, that will catch additional types of
|
|
|
|
"nofall" hacks and deal damage to players directly (experimental).
|
2012-02-01 00:10:14 +01:00
|
|
|
nofallactions:
|
|
|
|
What should happen if a player is considered to be using a "nofall" hack. Default
|
|
|
|
is to log a message and encourage Bukkit to deal fall damage anyway ("cancel" the
|
|
|
|
hack).
|
|
|
|
flying:
|
|
|
|
Anything related specifically to players that are allowed to fly, but still should
|
|
|
|
be limited in their flying.
|
|
|
|
allowflyingalways:
|
|
|
|
Should all players be allowed to fly always.
|
|
|
|
allowflyingincreative:
|
|
|
|
Should players that are set to "creative mode" be allowed to fly.
|
|
|
|
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.
|
|
|
|
flyingheightlimit:
|
|
|
|
What is the maximum height (in blocks) that a player may reach by flying.
|
|
|
|
Some servers experience lag when players fly very, very high. The map is
|
|
|
|
usually 128 high, therefore a value of 250 seems reasonable.
|
|
|
|
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 movement)
|
|
|
|
morepackets:
|
|
|
|
The morepackets check is complementary to the "runfly" check. While "runfly"
|
|
|
|
limits the distance a player can move per step, morepackets 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.
|
|
|
|
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).
|
|
|
|
|
|
|
|
blockbreak:
|
|
|
|
Anything related to checking if players cheat while breaking blocks
|
|
|
|
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 get checked for this type of hack
|
|
|
|
actions:
|
|
|
|
What should happen if the player is considered to cheat. Default is to prevent him
|
|
|
|
from breaking the block ("cancel" the breaking) and on repeated offenses to log
|
|
|
|
messages about it.
|
|
|
|
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 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.
|
|
|
|
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).
|
|
|
|
|
|
|
|
blockplace:
|
|
|
|
All checks related to placing blocks.
|
|
|
|
reach:
|
|
|
|
Players may place blocks over a bigger distance than usually possible.
|
|
|
|
active:
|
|
|
|
Should players be checked for this type of hack.
|
|
|
|
actions:
|
|
|
|
What should happen if a player placed blocks at bigger distances than usual.
|
|
|
|
Default is to log a message and stop the block placing ("cancel it).
|
|
|
|
direction:
|
|
|
|
Players may place blocks without looking at where they place them.
|
|
|
|
active:
|
|
|
|
Should players be checked for this type of hack.
|
|
|
|
precision:
|
|
|
|
How strict should NoCheat be when checking if a player is looking in the
|
|
|
|
correct direction. 75 (which means a player may be up to 0.75 blocks off)
|
|
|
|
seems to be an ok value.
|
|
|
|
penaltytime:
|
|
|
|
How long after failing this check should the player be prevented from
|
|
|
|
placing any further blocks. This value is in milliseconds, the default
|
|
|
|
is 100, which means 0.1 seconds. If you don't want to have this penalty
|
|
|
|
time, set it to 0.
|
|
|
|
actions:
|
|
|
|
What should be done if a player places blocks outside of his line of
|
|
|
|
sight. Default is to log a message and prevent ("cancel") the block
|
|
|
|
placing.
|
|
|
|
|
|
|
|
chat:
|
|
|
|
All checks related to sending chat messages.
|
|
|
|
color:
|
|
|
|
Players may use colorcodes 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 colors in messages.
|
|
|
|
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.
|
|
|
|
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 the sending of too many messages.
|
|
|
|
whitelist:
|
|
|
|
A " " (whitespace) seperated list of words. Messages that start with
|
|
|
|
these sequences will not be counted.
|
|
|
|
timeframe:
|
|
|
|
For how many seconds should messages and commands be counted.
|
|
|
|
messagelimit:
|
|
|
|
How many "normal" chat messages may be sent within the timeframe.
|
|
|
|
commandlimit:
|
|
|
|
How many commands may be issued within the timeframe. Some mods (e.g.
|
|
|
|
TooManyItems) send a command on every mouseclick, which may cause
|
|
|
|
problems if this is set too low.
|
|
|
|
actions:
|
|
|
|
What should happen if players send more messages/commands? 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.
|
|
|
|
|
|
|
|
fight:
|
|
|
|
Everything related to fighting
|
|
|
|
direction:
|
|
|
|
Players may attack enemies without looking at them. This check tries to
|
|
|
|
identify such behaviour.
|
|
|
|
active:
|
|
|
|
Should players get checked for such behaviour.
|
|
|
|
precision:
|
|
|
|
How strict should NoCheat be when comparing the line of sight with the
|
|
|
|
position of the target. Default is 75 which means a player may look
|
|
|
|
0.75 blocks past the actual target. Because the target is moving, this
|
|
|
|
value should be relatively high.
|
|
|
|
penaltytime:
|
|
|
|
If a player fails this check, how long should he be prevented from
|
|
|
|
attacking anything in milliseconds. Default is 500 and therefore 0.5
|
|
|
|
seconds. If you don't want to limit the player like this, set this
|
|
|
|
value to 0.
|
|
|
|
actions:
|
|
|
|
What should happen if the player fails this check. Default is to stop
|
|
|
|
the attack ("cancel" it) and log messages, depending on how much the
|
|
|
|
player fails this check.
|
|
|
|
noswing:
|
|
|
|
Players may attack enemies without moving their arm. This may confuse
|
|
|
|
other players as they can't see who is attacking them or monsters.
|
|
|
|
active:
|
|
|
|
Should players be checked for this behaviour.
|
|
|
|
actions:
|
|
|
|
What should happen if the player fails this check. Default is to stop
|
|
|
|
the attack ("cancel" it) and log messages.
|
|
|
|
reach:
|
|
|
|
Players may attack enemies over a greater distance than usual. This is
|
|
|
|
a significant advantage in fights. Normally attacks are only allowed
|
|
|
|
over a ~4 block distance, but these hacks may increase that to 6 blocks.
|
|
|
|
active:
|
|
|
|
Should players be checked for this behaviour.
|
|
|
|
distance:
|
|
|
|
What is the maximum distance that NoCheat should allow attacks for.
|
2012-02-01 15:31:24 +01:00
|
|
|
Default is ~4 blocks (value 400). Setting this even lower will limit
|
|
|
|
the attack distance below the original "legal" distance and cause
|
|
|
|
false positives.
|
2012-02-01 00:10:14 +01:00
|
|
|
penaltytime:
|
|
|
|
If a player fails this check, how long should he be prevented from
|
|
|
|
attacking anything. Default is 0.5 seconds (value 500). If you
|
|
|
|
don't want to limit players like this, set this value to 0.
|
|
|
|
actions:
|
|
|
|
What should happen if the player fails this check. Default is to stop
|
2012-02-01 15:31:24 +01:00
|
|
|
the attack ("cancel" it) and if the player reach a certain vl,
|
|
|
|
log a message.
|
2012-02-01 00:10:14 +01:00
|
|
|
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 behaviour.
|
|
|
|
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.
|
|
|
|
actions:
|
|
|
|
What should happen if the player fails this check. Default is to stop
|
|
|
|
the attack ("cancel" it) and log messages.
|
|
|
|
|
|
|
|
strings:
|
|
|
|
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 placeholders 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.
|
|
|
|
|
|
|
|
4) Other stuff
|
|
|
|
|
|
|
|
- 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.
|