Flex anticheat hack 3.0 download
Should the entity join a team? This will allow you to set certain preferred teams:. Should the entity swap the items it is wearing and using? Should the entity swing items to simulate an attack? Here you can find all options regarding the positioning of the entity:.
How far should the entity at least be away from the player? How much randomized offset should at most be added to entityOffset? Here you can choose the equipment of your entity:. The armor the entities will spawn with:. Other materials that the entity might use:. Tools the entity may use:. The MultiInteraction check prevents the player from moving more than one item per tick. MultiInteraction :. Do you want to use the MultiInteraction check? PacketAnalysis is a general check which aims to detect modifications that are closely linked to interfering with the protocol directly.
PacketAnalysis :. Do you want to use the PacketAnalysis check? Control the different parts of PacketAnalysis:. This parts compares interactions of the client with different packet types to gain insight whether or not the client purposefully delays some packets:. Compare :. Do you want to use the Compare function? How many offset milliseconds are classified as part of naturally fluctuating connections? How many violations Compare will ignore before starting to flag?
The minimum time between two violations to prevent excessive flagging in lag spikes? EqualRotation checks for invalid rotation packets which have the rotation of the last packet as content:. EqualRotation :. Do you want to use the EqualRotation function? This part analyses KeepAlive packets:. KeepAlive :. Ignored checks for KeepAlive packets the client has not responded to which is illegal in the Minecraft protocol:.
Do you want to use the ignored function? Offset analyses the packet order:. Do you want to use the offset function? This injects additional KeepAlive packets in order to improve detection of some modules:. Do you want to use the inject function? This handled illegal position packets which could otherwise be used to bypass parts of the check:.
PositionSpoof :. Do you want to use the PositionSpoof function? The Pingspoof check tries to identify cheaters who try to intentionally increase their ping to bypass AntiCheat-setups. Pingspoof :.
Do you want to use the Pingspoof check? This is the ping-offset? If the measured real-ping of a player is higher than this, he will be ignored? In order to minimize possible false positives with temporarily bad connections a player's ping will be refreshed once this threshold is reached? The Scaffold check detects Scaffold cheats. Do you want to use the Scaffold check? Violation before we starts to cancel the block-places?
Control the different solutions of Scaffold:. This part detects suspicious angles when the player places blocks:. Do you want to use the angle function?
How many suspicious angles should Scaffold count as legit? The main part of Scaffold preventing too fast Scaffolding:. Do you want to use the average function? This delay applies to all straight building techniques? Constants used for building techniques which include sneaking? This delay applies to diagonal building? This part detects suspicious placement positions:. Do you want to use the position function? This part analyzes the rotations of a player while scaffolding:.
Do you want to use the type1 function? Do you want to use the type2 function? Do you want to use the type3 function? How many suspicious rotations should Scaffold count as legit?
Default: 6. This checks for behaviour associated with safe-walk:. How many suspicious positions should Scaffold count as legit? This part detects sprinting between blockplaces:. Do you want to use the sprinting function? How many suspicious sprinting periods should Scaffold count as legit?
Default: 4. Skinblinker :. Do you want to use the Skinblinker check? This check tries to alert you of teamers. Do you want to use the Teaming check? How much delay should be between the check-waves? How far in blocks should players at most be away to count as teaming?
If you only want to allow teams with a certain member-cap you can change this value appropriately? Default: 1. Non-pvp time to count as teaming? This contains all worlds the check should be enabled in:. Here you can define zones in which the check should not be run:.
Make sure to use the support or reports channel. If you want to report multiple significant bugs at a time, I'd prefer a PM Spigot.
Print messages to the console when a player is rubberbanded by AntiAura? ConsoleLogDragbacks : true. ConsoleModifyConfigOnly : false. If AntiAura cannot discern the cause of a teleport, don't do any teleportation accounting. There is a possibility that this may cause rare incompatibilities, which is why this option exists. IgnoreUnknownTeleportCause : true. Do you want to strike a bolt of lightning at a person when they are kicked for hacking?
I mean, it looks cool StrikeLightningOnHackDetection : false. If this is true, AntiAura will be in "test server mode". The intention for test server mode is simply for servers who want to test long PVP fights without needing to install other plugins to make sure they don't die. If enabled, players will have all hunger replenished when they hit an entity, and also have double the health. TestServerMode : false.
Force the 1. All options related to AntiAura's BungeeCord addon. If you are not using the BungeeCord addon, none of these configuration options will matter to you. BungeeCord :. If a person has been detected for hacking this many times, execute these commands. Violations :. The command to be executed when a player is detected for any check. If you specify a kick from the check itself e.
If this is true, all violation commands will be executed. If this is false, only one command will be executed at a time. Setting this to false does NOT disable commands. ExecuteAllCommands : true.
How much do you want to decrease violations per hour? This is only a rough estimate, as if a server is lagging significantly it may take longer due to slower ticking. If you don't want any violations to decrease per hour, set this value to 0. ViolationDecreasePerHour : 1. If a person has been detected for hacks the amount of times as the value below, the command will be executed.
You can add new lines to this too! For example you could copy the line starting with "5", rename it to "10", and you'd have a new command at 10 violations! Please disable your hacks! The SuperThreshold is, basically, a way of trying to cut out false positives.
If a player is detected for hacking, violations will increase. The violations will decrease at the configured time below. And if the violations pass the SuperThreshold, the player is kicked. SuperThreshold :. Enable super thresholds? Enabled : true. The amount of times a player must be detected to be hacking to be kicked. By default, we kick players instantly.
SuperThreshold : 0. How many violations decrease per second. A value of 0. So a value of 0. And a value of 0. Also, a value of 0. Yay for basic mathematics! ViolationDecreasePerSecond : 0. PingAccounting :. Enable the accounting of ping? How much leniency do you want to give the players? Players with a latency higher than their connection speed plus this may get false positives. PingLeniency : Set this to true to silence any warnings you may have.
SilenceWarnings : false. This will use the real ping sent by clients. UseRealPing : false. This is the maximum ping to allow clients. If they have a higher ping than this, it will treat them as if they have this ping. Players with a higher ping than this will be dragged back. MaxPing : Forcefield :. The consistency checks do not work like other killaura checks.
The Consistency checks sample a number of hits and checks if they are too consistent within certain parameters. Consistency :. Enable the consistency check? Do you want to ignore the hit if the hit is cancelled by AntiAura or another plugin, such as in safezones or spawn?
Enabling can prevent false positives in these areas. IgnoreIfHitCancelled : true. The minimum amount of stored hits the player has had to have done before the hits are analyzed.
When testing a value of 8 worked decently, however higher values are less likely to get a good average. MinHitSampleCount : The maximum amount of hits AntiAura will store to analyze for the player. However, the higher it is, the less likely it will dynamically respond to changes in player behavior.
MaxHitSampleCount : Check the consistency of hit positioning? This check is fundamentally different to Position as it checks for consistent hits placed in specific areas, whereas position just calculates the difference per hit. HitPosition :. It is possible for players who are travelling slowly and have a slow head turning speed to be very consistent with their hits. This is especially true if attacking a static entity or on a server with a plugin to remove knockback.
Should we not count the hits if the player has been moving slowly AND not turned their head significantly before the hit? The maximum and minimum values in which player hits are legitimate.
These are not "magic" values. Just adjust them with care! MinValue is very sensitive while MaxValue could probably be increased by 1. If the player's movements are erratic and uncontrolled, the average of their hits will exceed MaxValue. MaxValue : 0. If the player's movements are TOO controlled and consistent, the average of their hits will go below MinValue. It is recommended only adjusting this by 0. MinValue : 0. The command to execute if detected by this check.
HitPositionCommand :. This checks if all hits have similar head movement. This simply checks for consistent head movement. HeadMovementPerHit :. The minimum amount of head movement that the average of all hits should have. Reducing this far could cause false positives as not moving your head and hitting could produce consistent results, of course.
MinAverageMovementToCalculate : 0. The amount that a hit must be near the average of all hits to be counted as a "similar movement" per hit.
This is the main value you want to adjust if you get false positives. If false positives have a higher percent than ConsistentPercentageMax, lowering this will help reduce false positives. SimilarHeadMoveAmount : 0. If more than ConsistentPercentageMax have consistent head movement, player is kicked for hacking. ConsistentPercentageMax : HeadMovementPerHitCommand :. Enable the blockage of clients hitting outside of their field of view?
The distance, in blocks, that the players cursor must be from the target to count the hit as hacking. HackingAngle : 1. If the distance between the cursor and the target is more than HackingAngle multiplied by 2, cancel the hit? BlockImpossibleHits : true. Amount of hacking hits to detect the person as hacking. Threshold : 8. How low should the Threshold be lowered every time a non-hacking hit occurs? SafeHitDecrease : 1. AngleCommand :. Block players hitting entities too far away?
If one player is chasing another player who is running away, it is possible,. From the point of the server, that the hit can be further away. Do you want AntiAura to give extra leniency for this scenario? BackHitAccounting : true. What is the maximum distance players can hit before the hit is canceled? MaxReach : 4. Do you want the Reach check to invisibly cancel the hit if the distance is above MaxReach?
This means that entities and players will still appear to be damaged, however no actual damage or knockback will be received. If you disable this option, no damage animation will appear when a hit is cancelled. SoftCancel : true. Just in case players hit a bit higher than the max reach for example, during lag.
Only reach hacks above the RaiseThresholdReach will raise the threshold. RaiseThresholdReach : 5. The Reach violation level to kick players at. The amount the players' reach violation level should decrease with a hit that isn't over RaiseThresholdReach.
SafeHitDecrease : 0. The command to execute when Reach is detected. Overwrites KickCommand. ReachCommand :. Occlusion :. Block players from hitting entities through other entities or blocks? The amount of times a player must be detected to be hitting a block or entity through walls to be detected.
Threshold : 2. The amount that the amount of times a player has been detected decreases per hit which is not through blocks or entities. Cancel any hits which are detected to be through blocks or entities? BlockOccludingHits : true. Command to execute when Occlusion is detected. OcclusionCommand :. HeadMove :. Enable the blockage of clients attacking during fast rotations? Cancel extremely fast head movement? This can block some forms of the Derp hack. Though unlikely, can be triggered by a player trying to move their head incredibly quickly.
CancelExtremeMovement : true. The amount a player must have turned their head in the past tick to drag their head back to the original position. LagBackThreshold : 5. The amount that a player must have turned their head in the last hit to be considered "turning quickly", raising the threshold. MaxMove : 0. A sub-section of the HeadMove check which cancels unlikely hits. CancelMove :. The amount that a player must have turned their head during recent ticks to have their attacks temporarily cancelled.
CancelMove : 0. If this is true, use the HeadMove threshold to set how much damage is to be blocked. UseHeadMoveThreshold : true. If the Threshold is below or the same as this, CancelMove will not cancel any hits! MinimumBlockThreshold : 2. The time that a player "cannot" attack, and if they do their threshold will be raised. Does not block actual hits. CantAttackTime : 4.
How much should the Threshold decrease per second? DecreasePerSecond : 0. Command to execute when HeadMove is detected. HeadCommand :. Position :. Enable the position check? This checks for hits that are consistently positioned in exactly the same place. Amount of hacking value to detect the person as hacking. Threshold : 7. How much a players' hacking value should go down per each legitimate hit. How much should the Threshold decrease per second of time?
The maximum distance in which hits are counted as in the same place. Decrease this a bit first if legitimate similar-location hits are getting false positives. NearDistance : 0. The minimum amount of recent head movement to take hits into account. Stationary players not moving could easily hit the same position multiple times.
MinHeadMovement : 0. Command to execute when Position is detected. PositionCommand :. Accuracy :. Enable the accuracy check? This checks how many hits are on target. This does NOT check how close the cursor is to the hitbox of the enemy. The angle check does that.
Take a look at the HeadMove check. This is exactly the same. Except that it is the point where the player must have moved their head recently this much to be defined as "Moving their head". If a player has not moved their head much, it means they are hitting a static entity, in which case detecting hacks via accuracy would be impossible.
IsMoving : 0. This is the same as IsMoving, however it will overwrite IsMoving to become the IsMoving value if an opponent is more than 3 blocks away when hit. IsMoving2 : 0. In ticks, How long ago can a player have recently moved their head to be counted as having head movement?
Lowering this value will decrease false positives with small head movement. MovingAttackTime : 4. This will add extra threshold to a hit if it is from a large distance. DistanceAccounting :. Enable the accounting of distance? How far away do you want the hit to be before extra threshold is added to it? For example: If DistanceAmount is 3 and the hit if 4 blocks away, the Threshold will be increased by 1. If hit was 5 blocks away, the Threshold would be increased by 1. DistanceAmount : 3.
The "weight" of distance. Each block of distance is multiplied by the DistanceWeight. Using the above example: If a player was 4 blocks away with a DistanceAmount of 3, the threshold would be raised by 1. If DistanceWeight was at 1. DistanceWeight : 0. Take into account movement on the yaw axis only? This means if a player is swinging their head up and down wildly, they won't be counted as hacking.
YawOnly : true. How high the threshold has to be to detect the player as hacking. How much should the Threshold decrease each time a player interacts without hitting an opponent. ArmSwingDecrease : 0. AccuracyCommand :. Blocks clients that click too fast.
Warning: This will catch and prevent the use of mouse macros and jitter clicking. FastClick :. Enable FastClick blockage? How many seconds they must consistently click above the maximum. Threshold : 5. What is the maximum amount of clicks allowed per second? If players get incorrectly kicked for FastClick, It is recommended to first turn this up rather than disable the feature. MaxClicksPerSecond : 8. If players have frozen, don't count clicks. LagAccounting : false. What command do you want to execute when FastClick is detected?
FastClickCommand :. Default settings can and will be fine for this. This blocks NoSlowdown using bows too. This is blocked as well as detected, so you could leave AutoBowCommand to blank and still have this feature work.
Do you want to enable AutoBow blockage? This will temporarily block someone from using AutoBow until they stop using it. Enable : true. How many times should the person be detected for AutoBow before the command is executed? BowThreshold : 3. Do you want to block the arrow being shot if the player recently moved too quickly? This will block NoSlowdown and speed hacks using bows.
Look at the animation of bows. There are 3 frames where a bow is drawn. This means that, effectively, arrows have low velocity, medium velocity, or high velocity. The below values are the distance a player can have recently moved before shooting an arrow. For example, HighVelocityAllowedSpeed is the speed a player can have been travelling at before shooting a fully drawn bow. LowVelocityAllowedSpeed : 5. MidVelocityAllowedSpeed : 3.
HighVelocityAllowedSpeed : 1. Command to execute when a player reaches the Bow Threshold. AutoBowCommand :. If players are "Bypassing" this, increase SoupTime. This can't be bypassed. Do you want to enable anti-Autosoup? Block players from moving items in their inventory after they are attacked?
BlockAttackedPlayerToo : false. The maximum blocks a player can have recently walked when moving items in their inventory. How long after last hitting someone is the person not allowed to move items in their inventory?
FastBow stops players from shooting arrows too quickly. Do you want to enable the FastBow check? How lenient should AAC be when measuring bow drawback times? Default: 5.
FastUse stops players from consuming items too quickly. Do you want to enable the FastUse check? How long should AAC require item consumption to take? FightSpeed stops players from attacking too quickly. Do you want to enable the FightSpeed check? How many hits per second should AAC limit players to? How many swings per second should AAC limit players to?
Hitbox forces players to look at entities that they want to attack. Do you want to enable the Hitbox check? How much more lenient should AAC be when a player is attacking a mob? Default: 0. How many ticks of network latency should AAC compensate for?
How lenient should AAC be when checking players? What should AAC limit a player's attack reach to? Default: 3. Should AAC check if a player is attacking through a wall? Killaura detects modifications that create an unfair advantage in combat. Do you want to enable the Killaura check? How much should the violation level be increased for each of these methods:. A1 : A4 : A5 : A6 : B1 : B3 : B5 : Default: 6.
D1 : Regen stops players from regenerating health too quickly. Do you want to enable the Regen check? What delay should AAC enforce between regeneration attempts? What delay should AAC enforce if this is the case? Derp detects illegal rotations sent by players.
Do you want to enable the Derp check? Move controls player movement. Should AAC check players asynchronously? Default: false. What's the maximum amount that a single violation should be able to add to a player's VL?
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