mirror of
https://github.com/NoCheatPlus/NoCheatPlus.git
synced 2024-11-07 11:10:05 +01:00
2feceae9b0
entities at the same time (using a forcefield for example); + [BedFlying] Added a new check to prevent players from flying (and also canceling fall damages) by sending fake bed leaving packets; + [NoPwnage] Added new options in the configuration to change all the displayed messages (message displayed when asking for the completion of a captcha, etc.); = [FastBreak] Added the type of the broken block in the message displayed in the chat/console to reduce the number of false positives; + [WaterWalk] Check completely rewritten to be more accurate; = [General] Fixed configuration not be reloaded correctly; = [NoPwnage] Fixed kicks not being executed properly; = [NoPwnage] Fixed captcha disabling the check forever for a player when he successfully enters it; = [Running] Fixed an issue happening when players where standing on a fence into water (was also happening with the WaterWalk check); = [Running] Fixed an issue happening when players where trying to jump out of a cobweb while still being in the air (false flying warnings).
1460 lines
64 KiB
Plaintext
1460 lines
64 KiB
Plaintext
################################################################################
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# #
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# Important files, config.yml or "clean up your stuff" #
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# #
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################################################################################
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1) The config file for NoCheatPlus is called "config.yml" now.
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2) You can have different config files for different worlds. To achieve this,
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copy the "config.yml" and rename the copy to "worldname_config.yml". Set-
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tings in that file will now only affect the world with the name "worldname".
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You may also delete all settings from that world-specific file that you
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won't use. They'll be implicitly taken from the master "config.yml" file.
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3) If you have files named "config.txt", "default_actions.txt" or "actions.txt"
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please delete them. They are no longer used by NoCheatPlus and serve no
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purpose anymore.
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4) Never change the amount of white-spaces in front of options in the config
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file "config.yml". It will break the configuration.
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################################################################################
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# #
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# How "actions" work, an Overview #
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# #
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################################################################################
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NoCheatPlus 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:
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(read on to learn in detail on how to define/modify actions)
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cancel: The effects of the action "cancel" depend on the check that it is used
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for. Usually it means to prevent something from happening, e.g. stop
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an attack or prevent sending of a chat message.
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log: Create and show/log a message. Log messages can be customized in how
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often, when and where they are registered/shown.
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cmd: Execute a command of Bukkit or another plugin as if it were typed into
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the server console by an admin. Like logging, these can be customized.
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vl>X: Is meant to symbolize "violation level at least X". 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. Violation levels mean different
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things for different checks, e.g. they may describe moved distance
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beyond the limit, number of attacks above the attack limit, sent
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messages beyond the spam limit.
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################################################################################
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# #
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# How to customize your "actions" #
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# #
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################################################################################
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1) The "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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2) The "log" action is a string of the form "log:string:delay:repeat:target".
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log: is simply used to let NoCheatPlus know it is a log action. Don't
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remove it from the action, or NoCheatPlus will not know what it is
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and how to handle it.
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string: is the message that will be logged. Because there is so little space
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here, you only give a name here and define the actual log message in
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the "strings" section of the config file.
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delay: a number declaring how many times that action initially has to be
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executed before it really leads to logging a message. Use this for
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situations where it's common to have false positives in checks and
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you only want the log message to be shown if a player fails the
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check multiple times within a minute.
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repeat: a number declaring how many seconds have to pass after logging the
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message before it will be logged again for that player. This is
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needed to prevent "log-spam". Usually a value of 5 seconds is
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acceptable, for rare events you can use lower values. It is very
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recommended to at least use the value 1 (one second) here.
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target: where should the message be logged to? You can use three letters
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here. The order that you use is not important.
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"c" means logging to console
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"i" means logging to ingame chat and
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"f" means logging to the log file.
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3) The "cmd" action is a string of the form "cmd:string:delay:repeat".
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cmd: is simply used to let NoCheatPlus know it is a command action. Don't
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remove it from the action, or NoCheatPlus will not know what it is
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and how to handle it.
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string: is the command that will be issued. Because there is so little space
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here, you only give a name here and define the actual command in the
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"strings" section of the config file.
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delay: a number declaring how many times that action initially has to be
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executed before it really leads to running the command in the
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console. Use this to create e.g. a 3-strikes-law by setting it to 3.
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Only if a player fails the check 3 times within 1 minute, the
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command will be really run.
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repeat: a number declaring how many seconds have to pass after running the
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command before it can be run again for that player. Because many
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commands are expensive (take time, resources), you may want to limit
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how often they can be called.
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4) The "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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at least the given value. This allows to define layers of actions and handle
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repeated or severe failing of checks different. For example the spam check
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will only kick players if they reach a certain violation level (vl).
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################################################################################
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# #
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# Permissions #
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# #
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################################################################################
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NoCheatPlus only supports "SuperPerms", CraftBukkits official permission
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framework. You'll need to use a permissions plugin that supports "SuperPerms"
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to use it with NoCheatPlus. Here are some I know of:
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- bPermissions;
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- PermissionsEx;
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- Essentials GroupManager.
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I personally recommend bPermissions, but any of them will do just fine.
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By default all these permissions are set to "op", which means players with OP-
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status have all permissions, unless you change it.
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--------------------------------------------------------------------------------
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----------------------- Permissions for ADMINISTRATION -------------------------
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--------------------------------------------------------------------------------
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- nocheatplus.admin.chatlog
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The player will receive log messages that are directed at the "ingame chat"
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as a normal chat message ingame.
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- nocheatplus.admin.commands
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The player gets access to some of the "/nocheatplus" commands.
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- nocheatplus.admin.reload
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In combination with "nocheatplus.admin.commands", the player gets access to
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the "/nocheatplus reload" command, which will cause NoCheatPlus to reread
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its config files.
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- nocheatplus.admin.plugins
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Give this permissions to the players you want to be able to see the plugins
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your server is using.
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--------------------------------------------------------------------------------
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--------------------------- Permissions for CHECKS -----------------------------
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--------------------------------------------------------------------------------
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These permission nodes are grouped the same way as the options in the config
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file, based on the event type they belong to. The logic is, that a player
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having one of these nodes means he will NOT be checked. Players without the
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permission node will be checked.
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Example: A player has permission "nocheatplus.checks.moving.morepackets". That
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means he is allowed to use that hack/cheat because NoCheatPlus won't check/
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stop it.
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-------------------- BLOCKBREAK Permissions for CHECKS -------------------------
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- nocheatplus.checks.blockbreak.fastbreak
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Allows the player to break blocks very quickly.
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- nocheatplus.checks.blockbreak.reach
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Allows the player to break blocks that are further away than usual.
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- nocheatplus.checks.blockbreak.direction
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Don't force players to look at the blocks that they try to destroy.
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- nocheatplus.checks.blockbreak.noswing
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Don't force players to swing their arm when breaking blocks.
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-------------------- BLOCKPLACE Permissions for CHECKS -------------------------
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- nocheatplus.checks.blockplace.fastplace
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Allows the player to place blocks very quickly.
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- nocheatplus.checks.blockplace.reach
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Allows the player to place blocks that are further away than usual.
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- nocheatplus.checks.blockplace.direction
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Don't force players to look at the blocks that they try to place.
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- nocheatplus.checks.blockplace.projectile
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Allows the player to throw projectiles very quickly, like expbottles, eggs,
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monster eggs, eyes of ender, ender pearls. This is usually used by griefers
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to level up very quickly or to crash the server by spawning too much mobs.
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- nocheatplus.checks.blockplace.autosign
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Allows the player to place multiple signs with the same text. This is
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usually used by griefers to place quickly a lot of signs with their
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signature.
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----------------------- CHAT Permissions for CHECKS ----------------------------
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- nocheatplus.checks.chat.nopwnage
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Don't limit the number of messages and commands that a player may send in a
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short timeframe, the delay allowed to join the server again, etc. in short
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everything watched by the NoPwnage check.
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- nocheatplus.checks.chat.arrivalslimit
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Don't limit the number of new players allowed to join in a short timeframe.
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- nocheatplus.checks.chat.color
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Don't filter color codes from messages that get sent by players, allowing
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them to use colors in their messages.
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---------------------- FIGHT Permissions for CHECKS ----------------------------
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- nocheatplus.checks.fight.direction
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Don't force players to look at their targets while fighting.
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- nocheatplus.checks.fight.noswing
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Don't force players to move their arms while fighting.
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- nocheatplus.checks.fight.reach
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Don't limit the distance for fights.
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- nocheatplus.checks.fight.speed
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Don't limit the number of attacks that the player can do per second.
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- nocheatplus.checks.fight.godmode
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Don't prevent the player from keeping the temporary invulnerability that he
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gets when taking damage.
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- nocheatplus.checks.fight.instantheal
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Don't prevent the player from accellerating their health generation by
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food saturation.
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- nocheatplus.checks.fight.knockback
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Don't prevent the player from doing knockbacks when it's not technically
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possible (if he hasn't really run [if he has just sent the packet before
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attacking the entity]).
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- nocheatplus.checks.fight.critical
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Don't prevent the player from doing criticals hits when it's not technically
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possible (if he hasn't really jumped/fallen [if he has just sent a packet
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before attacking the entity]).
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- nocheatplus.checks.fight.angle
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Don't prevent the player from attacking multiple entities at the time (this
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check is mostly triggered when a player is using a forcefield).
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--------------------- INVENTORY Permissions for CHECKS -------------------------
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- nocheatplus.checks.inventory.drop
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Don't limit the number of items that a player may drop within a short time.
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- nocheatplus.checks.inventory.instantbow
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Don't prevent players from shooting their bows instantly without taking the
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usual time to pull the string back.
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- nocheatplus.checks.inventory.instanteat
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Don't prevent players from eating their food instantly without taking the
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usual time to munch on it.
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------------------------ MOVING Permissions for CHECKS -------------------------
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- nocheatplus.checks.moving.runfly
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Allows the player to move freely. It also treats the player as if he has the
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".flying", ".swimming", ".sneaking" and ".nofall" permission too.
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- nocheatplus.checks.moving.flying
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Allows the player to fly, independent of if he is in "creative mode" or not.
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He will be limited in speed by the config settings "flyingspeedvertical" and
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"flyingspeedhorizontal". It also treats the player as if he has the
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".nofall" permission too.
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- nocheatplus.checks.moving.nofall
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Allows the player to avoid fall damage by using hacks. Normally NoCheatPlus
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will keep track of a players movement and try to rectify the fall-damage
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calculations of Minecraft in case they seem to be wrong because of players
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tricking the server.
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- nocheatplus.checks.moving.swimming
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Allows the player to swim as fast as he is allowed to walk. Normally a
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player swims slower than he walks and NoCheatPlus prevents faster movement
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in water.
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- nocheatplus.checks.moving.sneaking
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Allows the player to sneak faster than he is allowed to walk. Normally a
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player sneaks a lot slower than he walks and NoCheatPlus prevents faster
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movement while sneaking.
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- nocheatplus.checks.moving.blocking
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Allows the player to move faster than he is allowed while blocking. Normally
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a player move a lot slower while blocking than when he walks and NoCheatPlus
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prevent faster movement while blocking. Please note this will also allow the
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player to attack an entity while blocking (which is not possible with an un-
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modified client).
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- nocheatplus.checks.moving.cobweb
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Allows the player to move fast than he is allowed while being into cobweb.
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Normally a player more a lot slower than when he wallks and NoCheatPlus will
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try to prevent that kind of behavior.
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- nocheatplus.checks.moving.morepackets
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Allows players to make a lot more movements than normally possible. Doing
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more movements will result in faster overall movement speed and causes the
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server to spend a lot of additional time for processing these movements.
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- nocheatplus.checks.moving.morepacketsvehicle
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Allows players to make a lot more movements (while being in a vehicule) than
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normally possible. Doing more movements will result in faster overall
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movement speed and causes the server to spent a lot of additional time for
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processing these movements.
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- nocheatplus.checks.moving.waterwalk
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Allows players to walk on water (by using a griefing client). This
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functionality is also called Jesus mode.
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- nocheatplus.checks.moving.respawntrick
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Allows player to respawn on top if they are blocked by a gravel or a sand
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block (instead of removing the blocks blocking them). This is usually used
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by players to go quickly to the surface when they are in their mines).
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- nocheatplus.checks.moving.boatonground
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Allows players to place boats on the ground (and not only on the water).
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--------------------------------------------------------------------------------
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---------------------------- Permissions for MODS ------------------------------
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--------------------------------------------------------------------------------
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- nocheatplus.mods.cjb.fly
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Don't prevent the player from using CJB's fly mod.
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- nocheatplus.mods.cjb.xray
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Don't prevent the player from using CJB's xray.
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- nocheatplus.mods.cjb.radar
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Don't prevent the player from using CJB's radar.
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- nocheatplus.mods.minecraftautomap.ores
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Don't prevent the player from using Minecraft AutoMap's ores detector.
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- nocheatplus.mods.minecraftautomap.cave
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Don't prevent the player from using Minecraft AutoMap's cave mode.
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- nocheatplus.mods.minecraftautomap.radar
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Don't prevent the player from using Minecraft AutoMap's radar.
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- nocheatplus.mods.rei.cave
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Don't prevent the player from using Rei's Minimap's cave mode.
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- nocheatplus.mods.rei.radar
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Don't prevent the player from using Rei's Minimap's radar.
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- nocheatplus.mods.smartmoving.climbing
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Don't prevent the player from using Smart Moving's climb.
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- nocheatplus.mods.smartmoving.swimming
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Don't prevent the player from using Smart Moving's swim.
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- nocheatplus.mods.smartmoving.crawling
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Don't prevent the player from using Smart Moving's crawl.
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- nocheatplus.mods.smartmoving.sliding
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Don't prevent the player from using Smart Moving's slide.
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- nocheatplus.mods.smartmoving.jumping
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Don't prevent the player from using Smart Moving's jump.
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- nocheatplus.mods.smartmoving.flying
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Don't prevent the player from using Smart Moving's fly.
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- nocheatplus.mods.zombe.fly
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Don't prevent the player from using Zombe's fly mod.
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- nocheatplus.mods.zombe.xray
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Don't prevent the player from using Zombe's noclip.
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- nocheatplus.mods.zombe.cheat
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Don't prevent the player from using Zombe's cheat.
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--------------------------------------------------------------------------------
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---------------------- Things to know about Permissions ------------------------
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--------------------------------------------------------------------------------
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NoCheatPlus defines "parent" nodes for all permissions already for you. That
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means you can use one of the following:
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- nocheatplus
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- nocheatplus.admin
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- nocheatplus.checks
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- nocheatplus.checks.blockbreak
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- nocheatplus.checks.blockplace
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- nocheatplus.checks.chat
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- nocheatplus.checks.inventory
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- nocheatplus.checks.moving
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- nocheatplus.checks.fight
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- nocheatplus.mods
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- nocheatplus.mods.cjb
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- nocheatplus.mods.minecraftautomap
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- nocheatplus.mods.rei
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- nocheatplus.mods.smartmoving
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- nocheatplus.mods.zombe
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To give a player all the permissions that start with that permission node.
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Especially you don't have to and should not use ".*" anywhere when defining
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NoCheatPlus permissions.
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You can exclude a specific player from getting logged by appending ".silent"
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to the relevant permission node of the specific check. E.g.
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- nocheatplus.checks.moving.nofall.silent
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will prevent NoCheatPlus from recording log messages for that player for the
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"nofall" check, while still executing all other actions as usual. These silent
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permissions won't show up elsewhere, e.g. when using the "nocheatplus permlist"
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command.
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################################################################################
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# #
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# All available config settings #
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# #
|
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################################################################################
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|
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Here you'll find the whole list of settings that you can manipulate in the
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config.yml file. It is further split into logical sections.
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--------------------------------------------------------------------------------
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-------------------------------- LOGGING Section -------------------------------
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--------------------------------------------------------------------------------
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|
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Everything that in general has to do with controlling NoCheatPluss logging can
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be found at this part of the config.yml.
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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 and you'll hear and see (almost) nothing of NoCheatPlus.
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prefix:
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Will be placed in front of many log messages. To get colors, use "&"
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followed by a number (0-9) or a letter (A-F). E.g. "&7NCP&f:" would produce
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the letters NCP in red (&7), followed by black text (&f).
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filename:
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The name of the logfile that NoCheatPlus will use to log its messages. The
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default name is "nocheatplus.log", but you can use a different one if you
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want to.
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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
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the logfile. By default the logfile will be used (true).
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console:
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Should the server console be used to display messages. Set to false if you
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don't want NoCheatPlus to show messages related to checks in the console.
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Error messages may still get displayed there though.
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ingamechat:
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Should NoCheatPlus display messages in the ingame chat? Set to false if you
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don't want NoCheatPlus to show messages ingame. The messages will only be
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seen by players with the permission node "nocheatplus.admin.chatlog" or if
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you don't use a permissions plugin, by players who are OP.
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debugmessages:
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Should some additional messages be displayed in the server console, e.g.
|
|
about NoCheatPlus encountering lag. The displayed messages may change from
|
|
version to version. This is deactivated by default.
|
|
|
|
|
|
--------------------------------------------------------------------------------
|
|
---------------------------- MISCELLANEOUS Section -----------------------------
|
|
--------------------------------------------------------------------------------
|
|
|
|
Everything that in has nothing to do with the other categories
|
|
|
|
allowclientmods:
|
|
|
|
Allow all your players to use all the client mods (Zombe, CJB, Rei's
|
|
Minimap, Minecraft AutoMap and Smart Moving).
|
|
|
|
opbyconsoleonly:
|
|
|
|
Only allow the commands /op and /deop to be executed by the console.
|
|
|
|
protectplugins:
|
|
|
|
Don't not allow your players to access the /plugins, /pl, /? commands by
|
|
default. Of course, the players having the explicit permisssion to use them
|
|
won't be blocked.
|
|
|
|
|
|
--------------------------------------------------------------------------------
|
|
-------------------------------- CHECKS Section --------------------------------
|
|
--------------------------------------------------------------------------------
|
|
|
|
Everything that in has to do with the various checks that NoCheatPlus runs on
|
|
the players. Use these to specify what will be done, how it will be done and
|
|
what happens if somebody fails checks.
|
|
|
|
|
|
---------------------------- BLOCKBREAK Subsection -----------------------------
|
|
|
|
Checks that at least technically have to do with the player breaking blocks.
|
|
|
|
1) FASTBREAK:
|
|
|
|
This check will prevent players from breaking blocks too quickly by
|
|
checking the interval of time elapsed since they've broken their last
|
|
block. This should prevent players from using the features called
|
|
"Smasher", "Click Nuker" and "Creative Nuker" of their griefing client.
|
|
|
|
active:
|
|
Should players be checked for this behaviour.
|
|
|
|
intervalsurvival:
|
|
The regular interval between each block breaks if the player is in
|
|
survival mode.
|
|
|
|
intervalcreative:
|
|
The regular interval between each block breaks if the player is in
|
|
creative mode.
|
|
|
|
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. If the Violation
|
|
Level becomes too hight, the player will be kicked. The Violation Level
|
|
(VL) is the difference between the usual minimum time it takes to break
|
|
two blocks and the real time elapsed. The VL increases with every failed
|
|
attempt to break a block, and decreases with every successful attempt.
|
|
|
|
|
|
2) 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 NoCheatPlus
|
|
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.
|
|
|
|
3) 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 NoCheatPlus 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.
|
|
|
|
4) 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) FASTPLACE:
|
|
|
|
This check will prevent players from placing blocks too quicly by checking
|
|
the interval of time elapsed since they've placed their last block. This
|
|
should prevent players from using the features called "FastPlace" and
|
|
"Build" of their griefing client.
|
|
|
|
active:
|
|
Should players be checked for this behaviour.
|
|
|
|
interval:
|
|
The regular interval between two block places (doesn't depend on the
|
|
player's gamemode).
|
|
|
|
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. If the Violation
|
|
Level becomes too hight, the player will be kicked. The Violation Level
|
|
(VL) is the difference between the usual minimum time it takes to place
|
|
two blocks and the real time elapsed. The VL increases with every failed
|
|
attempt to place a block, and decreases with every successful attempt.
|
|
|
|
2) 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
|
|
NoCheatPlus 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.
|
|
|
|
3) 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 NoCheatPlus 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.
|
|
|
|
4) PROJECTILE
|
|
|
|
Players may throw projectiles (experience bottles, eggs, monster eggs,
|
|
eyes of ender, ender pearls) really quickly in order to crash the server.
|
|
|
|
active:
|
|
Should players get checked for this type of hack.
|
|
|
|
interval:
|
|
The time (in milliseconds) between each thrown projectile. It takes
|
|
more than 150 ms if the player is keeping its right button pressed.
|
|
|
|
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 and kick the player. The Violation Level (VL)
|
|
for this check is the interval elapsed subtracted to the interval
|
|
defined in the configuration's file; It increases with every failure and
|
|
decreases with every successfully thrown projectile.
|
|
|
|
5) FASTSIGN
|
|
|
|
Players using custom clients are able to spam the server with signs
|
|
containing the text they have chosen.
|
|
|
|
active:
|
|
Should players get checked for this type of hack.
|
|
|
|
exclusions:
|
|
If the first line of the sign is included into this list, the sign won't
|
|
be checked.
|
|
|
|
|
|
------------------------------- CHAT Subsection --------------------------------
|
|
|
|
Checks that at least technically have to do with chat or commands.
|
|
|
|
1) NOPWNAGE:
|
|
|
|
The instructions for this check comes directly from NoPwnage's instructions
|
|
file. You can find the project at http://dev.bukkit.org/server-mods/
|
|
nopwnage/.
|
|
|
|
active:
|
|
Should messages be check to see if players are spamming the server?
|
|
|
|
warnplayers:
|
|
Should a player that reaches the "warnLevel" get a text message telling
|
|
him that he is under suspicion of being a bot.
|
|
|
|
warnothers:
|
|
Should all players get warned when a player gets banned for spambot-like
|
|
activity?
|
|
|
|
warnlevel:
|
|
How much suspicion must a message earn to issue a warning for the
|
|
player?
|
|
|
|
warntimeout:
|
|
After what time (in ms) should a player be considered "unwarned" again.
|
|
|
|
banlevel:
|
|
How much suspicion must a message earn to execute the "commands"
|
|
(usually ban the player). If warnings for players are enabled and the
|
|
player hasn't been warned yet, he'll get warned instead.
|
|
|
|
otheractions:
|
|
NoPwnage allows you to decide what should happen when a player reaches
|
|
"banLevel" or relogged too fast. The default is to kick him and ban IP
|
|
and name. You'll also get a log message to console stating how exactly
|
|
he reached the "banLevel" (how much suspicion was added by each check).
|
|
|
|
"[player]" and "[ip]" wildcards will be replaced by the actual data
|
|
during execution.
|
|
|
|
IMPORTANT: Please notice that cancelling the check will not cancel the
|
|
actual message but kick the player (and the kick message defined in the
|
|
configuration will displayed on the player's screen).
|
|
|
|
move.active:
|
|
move.weightbonus:
|
|
move.weightmalus:
|
|
move.timeout:
|
|
NoPwnage will check if a player moved within the "timeout" timeframe. If
|
|
he did move, the suspicion will be reduced by the "weightbonus" value.
|
|
If he did not move, the suspicion will be increased by "weightmalus"
|
|
value.
|
|
Only used if "actived".
|
|
|
|
repeat.active:
|
|
repeat.weight:
|
|
repeat.timeout:
|
|
NoPwnage will check if a player repeats his messages within the
|
|
"timeout" timeframe. Even if the message is a bit different, it will be
|
|
counted as being a repetition. The suspicion is increased by "weight"
|
|
and for each additional repetition by "weight/2". This means that
|
|
multiple repetitions will increase suspicion, but not as much as the
|
|
first repetition.
|
|
Only used if "actived".
|
|
|
|
speed.active:
|
|
speed.weight:
|
|
speed.timeout:
|
|
NoPwnage will check if a player sends messages too fast. If a message is
|
|
sent within "timout" ms after the previous message, increase suspicion
|
|
by "weight". For each additional message that is sent within "timeout",
|
|
the suspicion is increased by "weight/2". This means that multiple
|
|
too fast sent messages in a row will increase suspicion, but not as much
|
|
as the first.
|
|
Only used if "actived".
|
|
|
|
first.active:
|
|
first.weight:
|
|
first.timeout:
|
|
NoPwnage will check if a player sends his first message within "timeout"
|
|
ms after his login. If he does, increase supspicion by "weight".
|
|
Only used if "actived".
|
|
|
|
global.active:
|
|
global.weight:
|
|
global.timeout:
|
|
NoPwnage will check if a player repeats a message that has been sent by
|
|
another player just before, within "timeout". If he does, suspicion will
|
|
be increased by "weight" and for each additional repetition by
|
|
"weight/2", independent of by which player. This means that multiple
|
|
repetitions will increase suspicion, but not as much as the first
|
|
repetition.
|
|
Only used if "actived".
|
|
|
|
banned.active:
|
|
banned.weight:
|
|
banned.timeout:
|
|
NoPwnage will remember the last message that caused someone to get
|
|
banned. If a player repeats that message within "timeout" ms, the
|
|
suspicion will be increased by "weight".
|
|
Only used if "actived".
|
|
|
|
relog.active:
|
|
relog.time:
|
|
relog.warnings:
|
|
relog.timeout:
|
|
NoPwnage will remember the time when a player leaves the server. If he
|
|
returns within "time" ms, he will get warned. If he has been warned
|
|
"warnings" times already, the "commands" will be executed for him.
|
|
Warnings get removed if the time of the last warning was more than
|
|
"timeout" ms ago.
|
|
Only used if "actived".
|
|
|
|
captcha.active:
|
|
Should players that get to "banlevel" be presented with a captcha first
|
|
instead of running the commands immediatly?
|
|
|
|
captcha.tries:
|
|
How many attempts will a player have to give the correct answer. A
|
|
failed attempt will display the question again. Be generous here, as
|
|
players may not be fast enough to read the question the first few times
|
|
or be otherwise distracted.
|
|
|
|
captcha.length:
|
|
How many characters should the captcha have.
|
|
|
|
captcha.characters:
|
|
The characters for the captcha are randomly drawn from this string
|
|
|
|
messages.kick
|
|
messages.captchaquestion
|
|
messages.captchasuccess
|
|
messages.warnplayer
|
|
messages.warnothers
|
|
messages.warnrelog
|
|
You can customize here all the message which are going to be displayed
|
|
by the NoPwnage check (the kick message displayed when a spambot is
|
|
kicked, the message asking for a captcha, the warning messages, etc.).
|
|
|
|
2) ARRIVALSLIMIT:
|
|
|
|
This check limits the number of new players joining every X seconds to
|
|
prevent the usage of softwares like PWN4G3.
|
|
|
|
active:
|
|
Should players get checked for that kind of spam.
|
|
|
|
playerslimit:
|
|
The number of new players allowed to join during the interval defined
|
|
in the configuration.
|
|
|
|
timeframe:
|
|
The interval in milliseconds during which the number of new players
|
|
defined in the configuration are allowed to join.
|
|
|
|
cooldowndelay:
|
|
The number of milliseconds during which new players won't be allowed
|
|
to join if too many new players have been detected.
|
|
|
|
kickmessage:
|
|
The message that will be displayed when a player is kicked by this
|
|
check.
|
|
|
|
newtime:
|
|
The time elsaped since the player's first join to be considered as
|
|
an old/regular player.
|
|
|
|
actions:
|
|
What should happen if the access is denied to the player.
|
|
|
|
3) 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.
|
|
|
|
|
|
------------------------------ 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 NoCheatPlus 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
|
|
NoCheatPlus 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.
|
|
|
|
7) KNOCKBACK:
|
|
|
|
Players may send sprint packets to the server just before attacking an
|
|
entity in order to do a knockback on this entity. This check will try to
|
|
identify players doing this.
|
|
|
|
active:
|
|
Should players be checked for this behavior.
|
|
|
|
interval:
|
|
The minimal interval in milliseconds to enable sprinting before
|
|
attacking an entity (50 milliseconds is a good default value).
|
|
|
|
actions:
|
|
What should happen if the player fails this check. Default is to not
|
|
allow the player to attack the entity ("cancel" the attack) and log
|
|
the event. The Violation Level (VL) for this check is difference between
|
|
the interval defined in the configuration file and the real interval.
|
|
|
|
|
|
8) CRITICAL
|
|
|
|
Players may send jump packets to the server just before attacking an
|
|
entity in order to do a critical hit on this entity. This check will try
|
|
to identify players doing this.
|
|
|
|
active:
|
|
Should players be checked for this behavior.
|
|
|
|
falldistance:
|
|
The distance the players must have fallen for their hit to be considered
|
|
as legit. The default value is around 0.01.
|
|
|
|
velocity:
|
|
The velocity the players must have for their hit to be considered as
|
|
legit. The default value is around 0.1.
|
|
|
|
actions:
|
|
What should happen if the player fails this check. Default is to not
|
|
allow the player to attack the entity ("cancel" the attack) and log
|
|
the event. The Violation Level (VL) for this check is the difference
|
|
between the real values and the values defined in the configuration.
|
|
|
|
9) ANGLE
|
|
|
|
Players may be able to attack accurately multiple entities at the same time
|
|
using a forcefield. This check will try to stop that kind of cheat by check
|
|
for the time, the angle delta and the location of the player between each
|
|
hit. This check has been introduced recently so it's still experimental.
|
|
|
|
active:
|
|
Should players be checked for this behavior.
|
|
|
|
threshold:
|
|
This is the minimum value (percentage) to trigger a violation. This
|
|
percentage is calculated by doing a weighted average of the percentage
|
|
of the time, angle and location checks. I recommand to use a value close
|
|
to 50.
|
|
|
|
actions:
|
|
What should happen if the player fails this check. Default is to not
|
|
allow the player to attack the entity ("cancel" the attack) and log
|
|
the event. The Violation Level (VL) for this check is the difference
|
|
between the real values and the values defined in the configuration.
|
|
|
|
|
|
----------------------------- 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 NoCheatPlus 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 NoCheatPlus 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 NoCheatPlus 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 NoCheatPlus 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 (NoCheatPlus 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 (NoCheatPlus knows when players sprint,
|
|
use Swiftness potions etc and will already adapt the speed based on
|
|
that data).
|
|
|
|
blockspeed:
|
|
How fast should the player be allowed to move while blocking. Default is
|
|
"100" meaning 100% of normal blocking speed. You will not see this
|
|
option in your config.yml file, because normally you shouldn't have to
|
|
change the blocking speed of player at all (NoCheatPlus knows when
|
|
players block, 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 (NoCheatPlus knows when players sprint,
|
|
use Swiftness potions etc and will already adapt the speed based on
|
|
that data).
|
|
|
|
verticalswimspped:
|
|
How fast should the player be allowed to swim (but on the vertical
|
|
axis). Default is "100", meaning 100% of normal swimming speed. You will
|
|
not see this option in our config.yml file, because normally you
|
|
shouldn't have to change the swimming speed of players at all
|
|
(NoCheatPlus 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 (NoCheatPlus knows when players
|
|
sprint, use Swiftness potions etc and will already adapt the speed based
|
|
on that data).
|
|
|
|
cobwebspeed:
|
|
How fast should the player be allowed to move while being into cobweb.
|
|
Default is "100" meaning 100% of normal speed while being into cobweb.
|
|
You will not see this option in your config.yml file, because normally
|
|
you shouldn't have to change the speed while being into cobweb of
|
|
players at all (NoCheatPlus knows when players are in cobweb, 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)
|
|
|
|
allowfastblock:
|
|
Should players blocking be allowed to move as fast as normal players.
|
|
Set this to true if you use plugins that enable players 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 NoCheatPlus can remember for that
|
|
player ("cancel" the movement).
|
|
|
|
NOFALL:
|
|
This is an entire subsection dedicated to the "moving.nofall" check.
|
|
It will be used to check if the player has tried to avoid fall
|
|
damages.
|
|
|
|
active:
|
|
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.
|
|
|
|
aggressivemode:
|
|
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".
|
|
|
|
actions:
|
|
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 NoCheatPlus allowed
|
|
him. The VL increases with every failed check and slowly decreases for
|
|
every passed check.
|
|
|
|
BEDFLYING:
|
|
This is an entire subsection dedicated to the "moving.bedflying" check.
|
|
It will be used instead as a complements of the running check to make
|
|
sure that the player isn't try to fly by sending bed leaving packets.
|
|
This technique can also be used to avoid fall damages.
|
|
|
|
active:
|
|
Should players get checked for this type of movement related hacks at
|
|
all. If deactivated, player may be able to fly (but really slowly).
|
|
|
|
actions:
|
|
What should happen if a player flies but isn't allowed to do so?
|
|
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 NoCheatPlus 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.
|
|
|
|
3) MOREPACKETSVEHICULE:
|
|
|
|
The morepacketsvehicule check is complementary to the "morepackets" check.
|
|
While the "morepacket" check limit the number of player-move packets send
|
|
per second, this "morepacketsvehicle" limit the number of vehicule-move
|
|
packets sent per second. A normal value is 20 packets 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 break
|
|
the boat the player is using. The Violation Level VL is the number of
|
|
packets that the player sent beyond the expected amount.
|
|
|
|
4) WATERWALK:
|
|
|
|
The waterwalk check is used to prevent players from walking on water using
|
|
a client dedicated to griefing (this mode is usually called Jesus mod).
|
|
Firstly, it'll check if the player's move is valid (not only moving the X
|
|
and Z axes but also on the Y axis and, of course, if the player is near the
|
|
surface (most of the griefing client set the player 0.3 blocks under the
|
|
water surface). Secondly, it'll make sure the player is jumping on the
|
|
surface of the water by checking his velocity.
|
|
|
|
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 won't be able to cross
|
|
easily the oceans.
|
|
|
|
actions:
|
|
What should happen if a player is considered to be cheating by walking
|
|
on water. 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 between the player and the surface or how far away
|
|
is his velocity from a regular value. The VL increases with every failed
|
|
check and slowly decreases for every passed check.
|
|
|
|
|
|
--------------------------------------------------------------------------------
|
|
------------------------------- 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 #
|
|
# #
|
|
################################################################################
|
|
|
|
|
|
- NoCheatPlus isn't perfect and won't prevent all forms of cheating. It's a
|
|
best effort approach.
|
|
|
|
- NoCheatPlus may make mistakes. Don't see everything NoCheatPlus says or does
|
|
as indisputable fact that somebody cheated. It's not possible to be 100% sure
|
|
if somebody is cheating or not, NoCheatPlus 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. ;) |