Çözüldü AntiAura - (Premium Anti-Cheat eklentisi)

  • Konuyu Başlatan Konuyu Başlatan FurkanKRLP
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Üzgünüz bu konu cevaplar için kapatılmıştır...

FurkanKRLP

Fırında Isıttığım İlk Taş
Katılım
12 Nisan 2017
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95
Elmaslar
47
Puan
6.460
Minecraft
AyDozer20
Merhaba AntiAura eklentisini aldım ama confingini ayarlayamadım kullanan varsa bana yardım edebilirmisiniz acaba ?
config​
# Setting UseAdvancedConfiguration to true enables you to use every configuration option in config_advanced.yml.
# This option is disabled by default to give an easier, less advanced configuration experience.
# By setting UseAdvancedConfiguration to true, AntiAura ignores all Sensitivity values in this config.yml file and uses the values in config_advanced.yml instead.
# If enabled, all configuration values unreleated to Sensitivity in this config.yml will still be used and you will still have to enable/disable checks in this file.
UseAdvancedConfiguration: false
# To use config_advanced.yml for specific checks, you can set the Sensitivity most checks use to -1 and the check will then use the advanced values.
# Example: Setting FastClick Sensitivity to -1 in config.yml allows you to modify MaxClicksPerSecond in config_advanced.yml.


# AntiAura executes the following commands if it detects someone hacking.
# Please visit the following page for more information:
Değerli ziyaretçimiz, içeriği görebilmek için şimdi giriş yapın veya kayıt olun.

Violations:
# KickCommand is the command executed when a player fails any check.
# The command below is used if, for example, no other command is specified for AngleCommand in config_advanced.yml.
# If a command is specified, for example, for AngleCommand in config_advanced.yml, then that command is used instead.
# You can use # to execute multiple commands, for example: kick %PLAYER% Hacking#broadcast %PLAYER% has been kicked for hacking!
# For information on placeholders, check config_advanced.yml.
KickCommand: kick %PLAYER% You were kicked for failing %CHECKNAME%#aamodnotify &dPlayer &c%PLAYER% &dwas kicked for using &b%HACKNAME% &dhacks!#aamodnotify &3Use &6'/areplay %PLAYER%' &3to view a replay of the kick.
# If ExecuteAllCommands is enabled, all violation commands will be executed.
# For example, if a player failed a check 6 times, all commands before 6th one will also be ran.
# Whereas if ExecuteAllCommands is disabled, only one command will be ran at a time. Setting this to false does NOT disable commands.
ExecuteAllCommands: false
# This specifies how much you want to decrease violations per hour. Setting this to 2 would make one violation decrease every half hour.
# This is only a rough estimate because if the server were to lag, it would take longer due to slower ticking.
# To disable this option, set it to 0.
ViolationDecreasePerHour: 1
# These are the violation commands.
# If a player fails a check the amount of times specified below, the command will be executed.
# You can add as many lines as you want to this, just make sure not to remove 1 as it could cause some errors (but you can still customize it!)
1: #
#5: ban %PLAYER% Banned for failing %HACKNAME% %HACKAMOUNT% times


# All KillAura checks and settings are contained in this section of the config.
# "Forcefield" is an old term for KillAura.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
Forcefield:
# The Consistency checks sample a number of hits and checks if they are too consistent or not within certain parameters.
Consistency:
# Enables the consistency checks.
Enabled: true
# HitPosition checks the consistency of hits placed in specific areas.
HitPosition:
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 6
# HeadMovementPerHit checks if hits have similar head movement.
HeadMovementPerHit:
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 6

# The Angle check blocks hits that are outside of a player's hitbox.
Angle:
# Enables the angle check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 6

# The Reach check blocks hits that are too far away from the player.
Reach:
# Enables the reach check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 6

# The Occlusion check blocks hits made through walls.
Occlusion:
# Enables the occlusion check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 5

# The HeadMove checks block clients from hitting during unusual head movement from hacks like KillAura and Aimbot.
# The HeadMove checks are different from the HeadMovementPerHit check as HeadMovementPerHit checks for consistent head movement and HeadMove checks if they have TOO MUCH head movement.
HeadMove:
# Enables the HeadMove checks.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 5
# The CancelMove check is a sub-section of the HeadMove check which cancels unlikely hits.
CancelMove:
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 5

# The Position check detects unlikely positioning of hits from hacks like KillAura and Aimbot.
# This check is different from the HitPosition check as HitPosition checks for consistent hits placed in specific areas and Position calculates the difference per hit.
Position:
# Enables the Position check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 5

# The Accuracy check detects actions that are excessively accurate like KillAura and Aimbot.
# This does NOT check how close a hit is to the hitbox of the enemy as the Angle check does that. It only checks for hits/misses.
Accuracy:
# Enables the Accuracy check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 4


# VelocityAccounting does what it says in the name, it accounts for velocities for things like launchpads and in pvp, ect.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
VelocityAccounting:
# Sensitivity of velocity accounting
# 0 = Very lenient, 9 = Very strict
Sensitivity: 5


# The FastClick check blocks clients that click too fast.
# This may cause false positives if a player butterfly/jitter clicks or uses mouse macros.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
FastClick:
# Enables the FastClick check.
Enabled: true
# Sensitivity of the check
# 0 = 20CPS, 4 = 12CPS, 5 = 10CPS, 6 = 8CPS and 9 = 6CPS
Sensitivity: 4


# The AutoBow check blocks AutoBow/FastBow and NoSlowdown hacks when using bows.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
AutoBow:
# Enables the AutoBow check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 5


# The Soup check blocks AutoSoup hacks where, as it says in the name, automatically eats soup and moves it soup into their hotbar if they have it.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
Soup:
#Enables the Soup check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 6


# The Map checks block map hacks like Tracers, ESP and Minimaps.
# The advanced configuration is recommended for these checks as it has more options to help performance and leniency.
# The Map checks could cause small amount of lag.
# 9 Sensitivity is the most strict and may come with the most performance hits but will hide entities very well (could cause false positives).
# 0 Sensitivity is the least strict and won't hide entities as well as something higher.
Map:
# Enables the Map checks.
Enabled: true
# Execute entity hiding code async? HIGHLY RECOMMENDED YOU ENABLE FOR BETTER PERFORMANCE IF YOU HAVE MULTIPLE CPU CORES
UseAsync: true
# Automatically reduces checking distance if lag is being caused on your server by entity hiding.
AutoLagAccounting: true
#LagAccountingMaxTime: 20
# Higher values (e.g. 9) will hide entities further away.
# Using the advanced config for Map is highly recommended!!
Sensitivity: 6
# Rays figure out which entities need to be hidden.
# The RayMode option will also be used for TileESP.
# RayMode 0 casts a single ray that checks all blocks around a location.
# RayMode 1 casts a single ray that checks blocks around in non-diagonal locations.
# RayMode 2 casts a single ray that will check multiple blocks around the ray's path. If any of those blocks are air (or transparent, like barriers), the ray will continue.
# RayMode 3 & 4 are more lenient versions of RayMode 2.
# RayMode 5 casts multiple rays that stop as soon as they hit a solid block. If any of these rays pass through, the entity will be visible.
# RayMode 6 & 7 are more lenient versions of RayMode 5.
RayMode: 3
# This blocks ESP for tile entities such as Chests and Hoppers.
TileESP:
# Enables the TileESP check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 6
#You can find AntiAura's own X-Ray blockage in config_advanced.yml.
#If you run something like PaperSpigot, I would recommend using it's own built-in Anti-Xray.
#XRay:


# The Knockback check blocks Anti-Knockback hacks.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
Knockback:
# Enables the Knockback check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 6


# The Criticals check blocks Criticals hacks which do MORE criticals than normal clients and try to FAKE criticals.
# This won't block clients that simply jump up and down to do criticals.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
Criticals:
# Enables the Criticals check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 6


# The FastEat check blocks players from eating foot faster than normal.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
FastEat:
# Enables the FastEat check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 5


# The Step check blocks Step hacks which make players instantly climb up blocks without jumping.
# This will also help other checks block Flight, HighJump and block Spider hacks.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
Step:
# Enables the Step check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 5


# The Spider check blocks any unexpected Y movement.
# If a player goes upward unexpectedly without any blocks underneath them, this will drag them down.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
Spider:
# Enables the Spider check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 6


# The Jump check measures the distance of the block the player jumped to from the block they are on now.
# If that distance is too far, they are dragged back.
# The Jump check will NOT flag players with a walking speed of 0.21 of above.
# If you use the Essentials speed command, note that the speed values are not the same as Minecraft's built-in values.
# For example, /speed 10 in Essentials will set the player's walking speed to 1.0 and /speed 1 will set the player's walking speed to 0.2
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
Jump:
# Enables the Jump check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 6


# The Flight check blocks flight hacks.
# The Flight check also helps block Jesus hacks.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
Flight:
# Enables the Flight check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 5


# The Speed check blocks players from moving faster than normal and also helps blocks Jesus and Sneak hacks.
# The Speed check passes information to other checks like the Reach and Knockback checks.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
Speed:
# Enables the Speed check.
# WARNING: Disabling the Speed check will make checks like Reach and Knockback less effective.
Enabled: true
# Check Duration, if longer, allows players to travel a longer distance in a longer time making it useful for laggy players.
# For refrence, setting CheckDuration to Normal allows players to travel ~11 blocks in ~2 seconds.
# There are has 5 durations: Short, Normal, Long, VeryLong and ExtremelyLong.
CheckDuration: Long
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 6


# The Teleport check blocks teleportation hacks.
# These type of hacks are a bit like speed hacks, but trigger REAL TELEPORT EVENTS on the server meaning Speed cannot block them.
Teleport:
# Enables the Teleport check.
Enabled: true
# There is no Sensitivity option for this check in this config. Go to config_advanced.yml for more options.


# The NoFall check blocks hacks where players take no fall damage.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
NoFall:
# Enables the NoFall check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 5


# The Phase check blocks players from moving through blocks.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
Phase:
# Enable the Phase check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 6


# The FastPlace check blocks players from placing blocks too fast.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
FastPlace:
# Enables the FastPlace check.
Enabled: True
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 6


# The GhostHand check prevents players from breaking blocks through each other/
# This should also block Nuker hacks, but this depends on the hacked client.
# The GhostHand check should also block players from breaking blocks if they are using a "Derp" hack.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
GhostHand:
# Enables the FastBreak check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 6


# The UnlikelyInteract check blocks players from opening inventories like chests through walls.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
UnlikelyInteract:
# Enables the UnlikelyInteract check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 6


# The NoSwing check blocks hacks that make it look like player's aren't swinging their sword.
# This can NOT block client-side NoSwing hacks as they are simply visable to the player hacking and make no difference to others.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
NoSwing:
# Enables the NoSwing check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 6


# The Regen hack blocks clients from regenerating health faster than usual.
# The MorePackets check should take care of this, but in case it doesn't, the Regen check does NOT use packets and works by looking at the actual health of a player.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
Regen:
# Enables the Regen check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 6


# The MorePackets check looks for packets used in hacks like AntiFire, AntiPotion and Regen.
# The MorePackets check only looks for specific packets.
MorePackets:
# Enables the MorePackets check.
Enabled: true
# There is no Sensitivity option for this check in this config. Go to config_advanced.yml for more options.


# The PotionSaver hack makes a good potion (like Speed I) stand still, making the timer of the potion not go down.
# The PotionSaver check blocks this and forces the Potion go down if a packet isn't sent each second.
# 9 Sensitivity is the most strict and will most likely false flag everyone.
# 0 Sensitivity is the least strict and will barely ever flag anyone.
PotionSaver:
# Enables the PotionSaver check.
Enabled: true
# Sensitivity of the check
# 0 = Very lenient, 9 = Very strict
Sensitivity: 6


# The Elytra checks blocks hacks like ElytraFly and Elytra+.
Elytra:
# Enables the HeightBlockage check that blocks hacks from making players using Elytra fly higher than usual.
HeightBlockage: true
# Enables the SpeedBlockage check that blocks hacks from making players using Elytra move faster than usual.
SpeedBlockage: true
# There is no Sensitivity option for this check in this config. Go to config_advanced.yml for more options.


# The BowAimbot "blocks" manual BowAimbot. There's no way properly detect it, hence no way to kick a player for it.
BowAimbot:
# ArrowVelocity changes the velocity of arrows that are shot from bows.
# For example, a value of 1.1 would make arrows shoot faster than usual on a normal server.
# Giving the arrow a different velocity than the hacked client expects, makes the aiming marker useless and will hopefully block manual BowAimbot.
ArrowVelocity: 1.05


# The IllegalItem check blocks items with certain illegal parameters.
# Items with illegal paramerters will be removed from a players' inventory.
IllegalItem:
# Enables the IllegalItem check.
Enabled: true
# There is no Sensitivity option for this check in this config. Go to config_advanced.yml for more options.​
config_advanced.yml​
#In cases of config options existing in both config.yml and config_advanced.yml,
#CONFIG.YML TAKES PRIORITY.
#
#Options with "#Check Sensitivity must be at -1 for this option to take effect." above them can only be modified if Sensitivity is set to -1 for that check in the config.yml. Otherwise, changes will not take effect.
#Or, if UseAdvancedConfiguration is true.



#Some useful information when configuring AntiAura:
#
#Don't forget to use /aconfig (or /aconfiga) ingame! It can be faster than modifying the file.
#
#There are 20 ticks in 1 second.
#DON'T use decimals in values that are whole numbers! If the default value ends in a decimal, you can probably use decimals in it.
#
#Placeholders: %PLAYER% is the name of the hacker, %HACKNAME% is the name of the hack, %HACKAMOUNT% is the amount of times they have been caught for hacking previously.
#%CHECKNAME% is the check that detected the player for hacking (this can sometimes be the same as HACKNAME but can be different too).
#%NOTES% is the notes for each hack when detected. For example the CPS if caught for FastClick.
#
#Safe interaction means a player did something legitimately. Example: Actually taking damage from fire will lower the AntiFire threshold by the safe interaction.
#SafeHitDecrease, ArmSwingDecrease, LowerAmount, fetc, are basically all "how much you want the violation level to lower when a legitimate action occurs".
#They only have different names because "Safe HIT decrease" doesn't make sense for checks such as FastEat or Speed.
#

#Print messages to the console when a player is rubberbanded by AntiAura?
ConsoleLogDragbacks: true
#Make it so that only the console has access to /aconfig?
ConsoleModifyConfigOnly: false
#Do you want to strike a bolt of lightning at a person when they are detected 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 1.12 block checking even when on >1.12.
Use1.12BlockChecking: false

#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.
#Using FORWARD only works on servers in the network that have at least 1 player online. This is a BungeeCord limitation.
BungeeCord:
#Set ForwardOrExecute to EXECUTE if you wish to execute the command on the BungeeCord server.
#Set ForwardOrExecute to FORWARD if you wish to forward the command to be executed by all servers bukkit in the network.
#Set ForwardOrExecute to BOTH if you wish commands to execute on BungeeCord AND be forwarded to the other bukkit servers!
ForwardOrExecute: EXECUTE

#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: 0.0
#How many violations decrease per second.
#A value of 0.01 means it decreases by 0.6 per minute.
#So a value of 0.015 would decrease by 0.9 per minute.
#And a value of 0.02 would decrease 1.2 per minute.
#Also, a value of 0.005 would decrease 0.3 per minute.
#Yay for basic mathematics!
ViolationDecreasePerSecond: 0.005


#All killaura checks are contained in this section.
#"Forcefield" is an old term for killaura.
Forcefield:

#The Consistency checks sample a number of hits and checks if they are too consistent within certain parameters.
Consistency:
#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.
#This means if the player has done less than MinHitSampleCount hits after they joined the server, they CANNOT be detected.
#When testing a value of 8 worked decently, however higher values are more likely to get a good average.
MinHitSampleCount: 12
#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.
#FOR EXAMPLE: If MaxHitSampleCount was 50 and the player did 40 legit hits without hacking, the player would have to do at least 30 more hacking hits to get detected.
MaxHitSampleCount: 15
#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?
IgnoreHitsFromSlowMovingPlayers: true
#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 1.0 or 2.0 without seeing a significant difference.
#If the player's movements are erratic and uncontrolled, the average of their hits will exceed MaxValue.
#Value only used if UseAdvancedConfiguration is true.
MaxValue: 0.45
#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 0.001 or less at a time.
#Value only used if UseAdvancedConfiguration is true.
MinValue: 0.003
#The command to execute if detected by this check.
HitPositionCommand: #
#This checks if all hits have similar head movement.
#This is fundamentally different than the HeadMove check, as HeadMove checks if they have TOO MUCH 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: 0.2
#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.
#Value only used if UseAdvancedConfiguration is true.
SimilarHeadMoveAmount: 0.11
#If more than ConsistentPercentageMax have consistent head movement, player is kicked for hacking.
#Value only used if UseAdvancedConfiguration is true.
ConsistentPercentageMax: 85
#The command to execute if detected by this check.
HeadMovementPerHitCommand: #

#Blocks hits that are too far in angle from the head rotation of the player.
Angle:
#The distance, in blocks, that the players cursor must be from the target to count the hit as hacking.
#Value only used if UseAdvancedConfiguration is true.
HackingAngle: 1.9
#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.
#Value only used if UseAdvancedConfiguration is true.
Threshold: 8
#How low should the Threshold be lowered every time a non-hacking hit occurs?
#Value only used if UseAdvancedConfiguration is true.
SafeHitDecrease: 1.2
AngleCommand: #

#Blocks hits that are too far away,
Reach:
#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?
#Value only used if UseAdvancedConfiguration is true.
MaxReach: 4.5
#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.
#Value only used if UseAdvancedConfiguration is true.
RaiseThresholdReach: 5.0
#The Reach violation level to kick players at.
#Value only used if UseAdvancedConfiguration is true.
Threshold: 8
#The amount the players' reach violation level should decrease with a hit that isn't over RaiseThresholdReach.
#Value only used if UseAdvancedConfiguration is true.
SafeHitDecrease: 0.5
#The command to execute when Reach is detected. Overwrites KickCommand.
ReachCommand: #

#Blocks hits through walls.
Occlusion:
#If this is true, mobs spawned from mob spawners will not be checked by Occlusion.
DontCheckMobSpawners: false
#The amount of times a player must be detected to be hitting a block or entity through walls to be detected.
#Value only used if UseAdvancedConfiguration is true.
Threshold: 2
#The amount that the amount of times a player has been detected decreases per hit which is not through blocks or entities.
#Value only used if UseAdvancedConfiguration is true.
SafeHitDecrease: 0.25
#Cancel any hits which are detected to be through blocks or entities?
BlockOccludingHits: true
#Command to execute when Occlusion is detected.
OcclusionCommand: #

#Checks for unusual head movement from hacks such as killaura/aimbot.
HeadMove:
#Max amount added to a violation if player is holding a weapon.
#(Makes AntiAura stricter on weapons)
WeaponIncrease: 0.4
#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. This will ONLY work if CancelExtremeMovement is ENABLED.
#Value only used if UseAdvancedConfiguration is true.
LagBackThreshold: 5.0
#The amount that a player must have turned their head in the last hit to be considered "turning quickly", raising the threshold.
#Value only used if UseAdvancedConfiguration is true.
MaxMove: 0.18
#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: 0.26
#If this is true, use the HeadMove threshold to set how much damage is to be blocked.
#For example if the Threshold is 8, and the player has a Threshold of 4, block 50% of the damage.
#If this is false, 100% of damage will always be blocked if the player violates the CancelMove.
#Value only used if UseAdvancedConfiguration is true.
UseHeadMoveThreshold: true
#The minimum Threshold a player must have hit for the HeadMove checks to cancel ANY damage from CancelMove.
#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.
#Check Sensitivity must be at -1 for this option to take effect.
CantAttackTime: 3
#Amount of hacking hits to detect the person as hacking.
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 7
#How low should the Threshold be lowered every time a non-hacking hit occurs?
#Check Sensitivity must be at -1 for this option to take effect.
SafeHitDecrease: 0.9
#How much should the Threshold decrease per second?
#Check Sensitivity must be at -1 for this option to take effect.
DecreasePerSecond: 0.4
#Command to execute when HeadMove is detected.
HeadCommand: #

#Detects for unlikely positioning of hits from hacks such as killaura/aimbot.
Position:
#Max amount added to a violation if player is holding a weapon.
#(Makes AntiAura stricter on weapons)
WeaponIncrease: 0.2
#Amount of hacking value to detect the person as hacking.
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 7
#How much a players' hacking value should go down per each legitimate hit.
#Check Sensitivity must be at -1 for this option to take effect.
SafeHitDecrease: 1.0
#How much should the Threshold decrease per second of time?
#Check Sensitivity must be at -1 for this option to take effect.
DecreasePerSecond: 0.1
#The maximum distance in which hits are counted as duplicates.
#Decrease this a bit first if legitimate similar-location hits are getting false positives.
#Check Sensitivity must be at -1 for this option to take effect.
NearDistance: 0.45
#The minimum distance in which hits are counted as erratic.
#Increasing this will make it more lenient by requiring hits to be 'further' away.
#Check Sensitivity must be at -1 for this option to take effect.
FarDistance: 1.95
#The minimum amount of recent head movement to take hits into account.
#Stationary players not moving could easily hit the same position multiple times.
#Check Sensitivity must be at -1 for this option to take effect.
MinHeadMovement: 0.03
#Command to execute when Position is detected.
PositionCommand: #

#Detects actions that are excessively accurate with hacks such as killaura/aimbot.
Accuracy:
#Max amount added to a violation if player is holding a weapon.
#(Makes AntiAura stricter on weapons)
WeaponIncrease: -0.15
#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.
#Check Sensitivity must be at -1 for this option to take effect.
IsMoving: 0.0075
#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.
#Check Sensitivity must be at -1 for this option to take effect.
IsMoving2: 0.0045
#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.
#Check Sensitivity must be at -1 for this option to take effect.
MovingAttackTime: 6
#This will add extra threshold to a hit if it is from a large distance.
DistanceAccounting:
#Enable the accounting of distance?
Enabled: true
#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 1.3, not 1.
#If hit was 5 blocks away, the Threshold would be increased by 1.6.
DistanceAmount: 3.5
#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 1.3.
#If DistanceWeight was at 1.0, it would be raised by 2.0 instead of 1.3.
DistanceWeight: 0.50
#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.
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 7
#How much should the Threshold decrease each time a player interacts without hitting an opponent.
#Check Sensitivity must be at -1 for this option to take effect.
ArmSwingDecrease: 0.45
#How much should the Threshold decrease per second of time?
#Check Sensitivity must be at -1 for this option to take effect.
DecreasePerSecond: 0.20
AccuracyCommand: #



#Blocks clients that click too fast.
#Warning: This will catch and prevent the use of mouse macros and jitter clicking.
FastClick:
#How many seconds they must consistently click above the maximum.
#Check Sensitivity must be at -1 for this option to take effect.
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.
#Check Sensitivity must be at -1 for this option to take effect.
MaxClicksPerSecond: 8
#If players have frozen, don't count clicks
LagAccounting: false
#What command do you want to execute when FastClick is detected?
FastClickCommand: #


#Block AutoBow/FastBow. Default settings can and should be fine for this.
#This blocks NoSlowdown using bows too.
AutoBow:
#How many times should the person be detected for AutoBow before the command is executed?
#It goes up and down by 1 - I don't see a reason for a SafeHitDecrease/LowerAmount variable for this one.
#Check Sensitivity must be at -1 for this option to take effect.
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.
BlockArrowsIfSpeedTooHigh: true
#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.
#Check Sensitivity must be at -1 for this option to take effect.
LowVelocityAllowedSpeed: 5.5
MidVelocityAllowedSpeed: 3.0
HighVelocityAllowedSpeed: 1.5 #2.7?
#Command to execute when a player reaches the Bow Threshold.
AutoBowCommand: #


#Blocks AutoSoup.
Soup:
#Block players from moving items in their inventory after they are attacked?
#Note that players can legitimately move items in their inventory while BEING attacked.
BlockAttackedPlayerToo: false
#The maximum blocks a player can have recently walked when moving items in their inventory.
#Check Sensitivity must be at -1 for this option to take effect.
MaxSpeedWhenMovingInventoryItems: 1.0
#How long after last hitting someone is the person not allowed to move items in their inventory?
#The value is in seconds, so 1 = one second, 2.5 = two and a half seconds, etc.
#Check Sensitivity must be at -1 for this option to take effect.
SoupTime: 1.5
#How many times the player must be detected to be AutoSouping to be kicked.
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 5
#Command to execute when AutoSoup is detected.
SoupCommand: #


#Blocks map and tracer hacks. May cause a small amount of lag.
Map:
#RELATED TO CHUNK STORING (after editing these, restart your server for it to take effect):
#
#How many chunk snapshots to store per ChunkStoreInterval maximum?
MaxChunksPerInterval: 1
#How far away should AntiAura store chunks?
ChunkDistance: 5
#In ticks, how often to store chunk snapshots
ChunkStoreInterval: 5
#
#RELATED TO Map, TileESP and X-Ray:
#
#In ticks, How often do you want players to be checked?
#Checking more often can take up more CPU power.
#Check Sensitivity must be at -1 for this option to take effect.
HowOften: 12
#Enabling this costs double the CPU for the entity checking. This CPU usage is async.
#This will cast rays from where the camera is in F5 mode, and entities visible from that camera will remain visible to the player.
RaysFromF5Mode: true
#Enabling this costs double the CPU for the entity checking. This CPU usage is async.
#This will cast rays from 2 block above players head. Hopes to stop sudden reveals.
RaysFromAbove: false
#If player has blindness, hide all entities further than 5 blocks away?
BlockBlindness: true
#
#RELATED TO HIDING ENTITIES ONLY:
#
#How far up/down do you want to check for entities, per player?
#Check Sensitivity must be at -1 for this option to take effect.
DisCheckedY: 30
#How far away on the X/Z plane should you check entities and players near the player to hide/unhide them?
#Check Sensitivity must be at -1 for this option to take effect.
DistanceChecked: 50
#If an entity or player is closer than this, they will be visible regardless of if you can actually see them.
MinDistance: 6
#If AntiAura cannot find chunk data (e.g. has not gathered it yet), hide the entity anyway?
HideByDefault: true
#Enabling this will ONLY hide players, and not entities (such as zombies, etc).
#Enabling significantly improves perfoamance but at the cost that not all entities will be checked.
HideOnlyPlayers: false
#Hide the entity immediately upon chunk loading?
#Note this may cause visible entities to flicker momentarily after loading
HideEntityWhenLoaded: false
#This will hide entities from you if you cannot see them!
#This will hide their nametags too!
HidePlayersThroughBlocks: true
#Do you want to hide players and entities if they are behind the persons' field of view.
#This will cause Double-F5 mode to not be able to see entities behind you further away than MinDistance.
#However, it is great at helping to block tracers and not let hackers know if someone sneaks up on them.
HidePlayersBehind: false
#This blocks ESP for tile entities, such as Chests (ChestESP) and hoppers.
TileESP:
#Set block data as well as block type?
#Note - Set automatically by AntiAura if errors occur.
#Change manually if you wish - AntiAura will automatically change it back if you set it incorrectly.
SetDataToo: true
#Another thing that automatically disables if it needs to.
UseBlockData: true
#By default, the TileESP check hides: Chest, Furnace, Ender_Chest, Hopper, Trapped_Chest, Dropper, End_Portal and Ender_Chest
#If you enable HideAllTiles, ANY tile entity will be hidden.
#Please note that some data specific to individual blocks (e.g. sign text) may not appear on tile entities after they are unhidden.
#
Değerli ziyaretçimiz, içeriği görebilmek için şimdi giriş yapın veya kayıt olun.

HideAllTiles: false
#Hide mob spawners? Unfortunately when unhidden, they show as pig spawners until they spawn an entity.
HideSpawners: false
#If the distance from the player to the tile is less than this, show the tile even if therre is no line of sight.
ShowDistance: 5
#If the distance from the player to the tile is less than this, do a line-of-sight check to see if the player can see the tile.
#If the player can see the tile, it is shown. Otherwise, it is hidden.
#If the distance is greater than TracerDistance, the tile is automatically hidden even with a line of sight to the tile.
#Check Sensitivity must be at -1 for this option to take effect.
TracerDistance: 60
#Hide tiles instantly when the chunk loads?
#This hides tiles instantly when chunks load, letting the 'regular' tileESP check uncover them if visible later.
HideEntityWhenLoaded: true
#The TileESP task is done every (HowOften * IntervalMult). IntervalMult cannot be less than 1.
#Increasing this will make the task take less performance but may cause noticeable stone-to-tile changes.
#Increasing this to 2 will double the time, 4 will quadruple it, etc.
IntervalMult: 1
#Work exactly the same way as the LeniencyDistance above.
#Defaults to higher values to show tiles sooner, however this is ultimately your choice.
LeniencyDistanceXZ: 0.5
LeniencyDistanceY: 1.0
#When a tile entity is hidden, which block would you like to replace it?
#Name must be exact - for example, AIR, STONE, DIRT, FIRE, QUARTZ_BLOCK, JUNGLE_STAIRS, HEAVY_WEIGHTED_PRESSURE_PLATE, CAVE_AIR, NETHERRACK, END_STONE - that's enough examples I believe.
#Might be fun on a hungergames server to have FIRE come out of every block where there is a chest until a player got close...
HideTilesAs: AIR
HideTilesAs_Nether: AIR
HideTilesAs_End: AIR
#X-Ray will block the X-Ray hack by hiding ores as stone.
#Note, that AntiAura's method is less efficient than, say, PaperSpigot's X-Ray blockage.
#Also, AntiAura can only hide blocks once they come into view, meaning they may be visible for a short moment upon chunk loading.
#You have been warned! :)
XRay:
#Enable the blockage of X-Ray?
#Disabled by default.
Enabled: false
#MaxChunksPerIntervalMult is the amount of chunks per tick that are hidden.
#Set to -1 for it to be infinite chunks.
MaxChunksPerIntervalMult: -1
#How far away in chunks should the X-Ray check look for blocks to hide?
#Decreasing this slightly improves performance, but decreases range in which blocks are hidden.
#Setting this value to below 0 will set this to your server's view distance -1 .
ChunkDistance: -1
#When a block is hidden, which block would you like to replace it?
#Name must be exact - for example, AIR, STONE, DIRT, FIRE, QUARTZ_BLOCK, JUNGLE_STAIRS, HEAVY_WEIGHTED_PRESSURE_PLATE, CAVE_AIR, NETHERRACK, END_STONE - that's enough examples I believe.
#Block names may differ with different minecraft versions. For example, ENDER_STONE for <1.14.
HideBlocksAs: STONE
#Defaults to netherrack when left blank.
HideBlocksAs_Nether:
#Defaults to ender stone (1.13) or end stone (1.14).
HideBlocksAs_End:


#The Anti-Knockback check.
Knockback:
#How many ticks after the player has been hit should it be checked if they have moved?
#There are 20 ticks in 1 second.
#Check Sensitivity must be at -1 for this option to take effect.
TicksAfterHitToCheck: 15
#The AntiKnockback check uses rays to check behind the player, in case there is a wall.
#By default, 2 rays are used. If you enable MoreRays, AntiAura will use about 10 rays.
MoreRays: true
#Ignore rays that collide with ferns (or grass) or dandelions?
#Note: Does not affect versions 1.14+.
IgnoreFerns: true
#Won't check players who are not moving.
#By enabling AntiKnockback and not moving at all, players will be able to bypass detection if this is enabled.
#Enable with caution.
DontCheckLaggyPeople: false
#If a player is travelling slowly, what is the lowest multiplier to multiply the knockback by, to avoid false positives?
#This option is mainly for players standing still who then walk forwards, trying to avoid knockback.
#Check Sensitivity must be at -1 for this option to take effect.
LowestModifierForLowSpeed: 0.7
#How much leniency should the check have?
#1.0 equals no leniency. Values less than 1.0 make the check more lenient.
#For example, 0.5 would mean a player would only have to move half the distance backwards.
#Check Sensitivity must be at -1 for this option to take effect.
KnockbackLeniency: 1.0
#Bias to direction from 1.0 to -1.0. Lower (negative) values give more leniency for sideways movement (e.g. strafing)
#-1.0 would mean that all hits were counted as being parallel to direction of travel, +1.0 would mean all hits would be counted as with the direction of travel.
DirectionBias: -0.0
#Command to execute when person is detected for AntiKnockback.
KnockbackCommand: #
#You know how thresholds work by now.
#If the person is detected for AntiKnockback, the threshold the player has is raised by 1.
#If the person is not detected for AntiKnockback, lower the value by LowerAmount.
#If Player's threshold value hits the Threshold, command is executed.
#It is generally recommended you don't raise this. Raise the LowerAmount variable instead!
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 6
#How close to the intended knockback direction will you allow the player to be knocked back?
#-1.0 = exactly the knockback direction given. 1.0 = all directions. 0.0 = Can be knocked any direction that isn't forward.
#The default of -0.2 is designed to be generally quite lenient.
IntendedDirection: -0.2
#What violation level to drag players to the believed knockback position? Set to higher than Threshold to disable.
DragBackThreshold: 3
#How much do you want to lower the threshold when a player is detected as legit?
#You may wish to consider increasing this if you get too many false positives.
#Check Sensitivity must be at -1 for this option to take effect.
LowerAmount: 0.6
#If a player is sprinting torwards another player, they may travel too far forward after being hit and trigger the detection.
DontCheckIfPlayerIsSprinting: false


#Some things about the plugin itself that are'nt related to any specific detection.
Specifics:
#Register AntiAura commands?
#This affects the client's autocomplete on 1.9+
#Setting this to false can help hide AntiAura's existence from hackers.
RegisterCommands: true
#Time after using a CrackShot weapon a person should not be checked for forcefield.
#The value is in ticks: 20 ticks is 1 second.
#This is useless if you do not have the CrackShot plugin.
CrackShotCompatibilityTime: 80
#Don't change this. It will reset your whole config if you do.
version: 42
#Do you want to call a FAKE LEAVE EVENT to the server that tells OTHER PLUGINS that the player has "LEFT" when he is actually kicked?
#Good for plugins like CombatLog, to punish a player as if he left willingly during PVP.
#If you have this enabled, you MUST have a kicking command in ALL the hack checks, or the plugin will not function correctly!
CallFakeLeaveEvent: false
#If the person says invalid chat, execute this command.
#This for clients that send invalid messages to the server to kick themselves during PVP and not be detected by current plugins.
InvalidChatCommand: kick %PLAYER% You have been kicked for invalid chat used for PVP Logging!#tempban %PLAYER% 30m You have been temporarily banned for invalid chat used for PVP Logging!
#Blocks the "World downloader" mod. Please note this does not block all world downloaders, it only blocks one popular world downloader mod.
#Set the command to be blank to disable.
WorldDownloaderCommand: kick %PLAYER% World downloaders are not allowed on this server!#tempban %PLAYER% 30m You have been temporarily banned for trying to use a world downloader on this server!
#Do you want to show debug messages?
#This will tell you exactly what kicked the player and what value to change if the person was not kicked correctly.
#You may want to disable it to reduce unnecessary spam on a server that has already managed to configure the plugin successfully.
ShowDebug: true
#Enabling this will use the Player#getTargetBlock() method in the Spigot API, Instead of my own code, to get the block a player is looking at.
EnableTargetblockChecking: false
#Teleport all players to the ground on join?
JoinTeleport: false
#Amount of TICKS (20 ticks = 1 second) to freeze players for on join.
#Lag will not be accounted for.
JoinFreezeTime: 0
#Allow bypass perms?
EnablePermissions: false


#Please keep in mind that the "criticals hack" on most clients simply jumps up and down to cause criticals like on a vanilla client.
#This check aims to stop Criticals hacks which do MORE criticals than a normal client, and which try to FAKE criticals.
#This isn't going to block clients which simply jump up and down.
Criticals:
#Block the damage event where the player claims to be off the ground when they are not?
#This generally only blocks hits from "Packet" critical hack types on free clients such as Wurst.
#May not work on certain types of blocks (e.g. PVP on fences) due to ground checking difficulties.
BlockPacketCriticalHits: false
#Increase the threshold with a definite packet critical?
#If set to false it will only increase the threshold with likely criticals.
#Note that enabling this may cause the player to be detected twice with an attempted critical and a packet critical, causing a player to be detected much faster.
IncreaseThresholdWithPacketCriticals: true
#The decrease amount on a legitimate hit.
#Check Sensitivity must be at -1 for this option to take effect.
SafeHitDecrease: 2.0
#How many times should the player consistently attempt criticals before being detected?
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 8
#Command to execute when criticals is detected.
CriticalsCommand: #


#Blocks players from eating food faster than normal.
FastEat:
#The time, in seconds, that a player can consume food after last having consumed food.
Time: 1.5
#Block the player from eating if they are travelling at too high a speed (using NoSlowdown) while eating?
BlockIfSpeedTooHigh: true
#Value to divide expected speed by.
#Note: This value now influences the SPEED check after food was eaten recently.
MaxEatingTravelSpeed: 1.5
#Check Sensitivity must be at -1 for this option to take effect.
#How many times can a player attempt to use FastEat before being detected?
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 3
#How much the Threshold should decrease for each legitimate eating attempt.
#Check Sensitivity must be at -1 for this option to take effect.
SafeEatDecrease: 1.0
#Command to execute when FastEat is detected.
FastEatCommand: #


#This will work fine on the default.
Spambots:
#This is a basic spambot-blockage thing to block spambots from running around on cracked servers.
#Feel free to disable.
Captcha:
#Do you want to enable typing of the CAPTCHA Only when the server is detected to be under a spam attack?
#This is detected by checking the amount of joins and seeing if there are more joins than usual.
EnabledOnlyWhenSpammed: true
#Do you want to apply the CAPTCHA to ONLY new players? Existing players won't be asked for a CAPTCHA.
#Warning: According to Bukkit's API, logging in and then re-logging in 5 seconds later counts as an "Existing player".
NewPlayersOnly: true
#Command to execute when detected.
CaptchaCommand: kick %PLAYER% You failed the captcha!
#Message to send to players. CAPTCHA is replaced with the CAPTCHA.
Message: Please type CAPTCHA to move and type commands!
MessageDisabling:
#This will stop all chat from a player until he/she has moved.
#Will only stop simple spambots.
StopChatBeforeMovement: true
#Do you want to disable join and leave messages under an attack?
#This will only disable the messages if the server is detected to be under a bot attack.
DisableJoinAndLeaveMessages: true


#Legacy option that will likely be removed in future versions. Do not disable.
#If you have NoCheatPlus anything below here is possibly blocked by that.
EnableNormalChecks: true


#Blocks the step hack, where players instantly climb up blocks without jumping.
#Should also block flight if they move up too fast, should also block HighJump, should also block spider.
Step:
#How often do you want to check if the person has moved too much?
#This value is in ticks. 20 ticks 1 second.
#Adjusting this value will require you to modify the two optioms below.
TimePerCheck: 6
#In the TimePerCheck, what is the maximum distance a player can move upwards?
#Check Sensitivity must be at -1 for this option to take effect.
MaxDistanceMovedUpwards: 2.8
#In the TimePerCheck, what is the maximum distance a player can move downwards?
#Check Sensitivity must be at -1 for this option to take effect.
MaxDistanceMovedDownwards: 25
#If a person is dragged back for hacking, do you want to force them to the ground as opposed to their last location?
ForceUserToGround: true
#How many times must a user be detected for Step to kick the user?
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 5
#Command to execute when Step is detected?
StepCommand: #


#Options to do with accounting for velocities (e.g. launchpads, pvp).
VelocityAccounting:
#If this is enabled, AntiAura will account for velocity for players who hit themselves with bows to launch themselves in directions.
#Enabling this MAY create MINOR (probably useless) speed bypasses if the hacker shoots themselves with a bow to give themselves a velocity.
AllowBowBoosting: true
#If a player gets a velocity twice, enabling this will double the height they can go.
#For example, being launched twice from a launch pad would make AntiAura allow players to go up twice the height, even if they never got that much velocity.
#Enabling this may be exploited by clients, allowing them to fly if they have not yet touched the ground.
AllowMultipleVelocities: true
#Give extra leniency for multiple velocities on the X/Z axis.
#This, surprisingly, actually gives quite a lot of leniency. If you want strict velocity checks in PVP, you may wish to disable this.
MultipleXZVelocities: true
#The the multiplier to the velocity for the amount the player can move.
#Check Sensitivity must be at -1 for this option to take effect.
XZVelocityMul: 25
#Calculate velocity from the clients' velocity, and NOT the event's velocity?
#WARNING: Clients can fake their own velocity! This may be bypassed by some very advanced clients (I doubt it will happen though).
UsePlayerVelocity: false
#The leniency on the Y axis of all non-combat velocities (e.g. launch pads).
#Check Sensitivity must be at -1 for this option to take effect.
NormalVelocityLeniency: 1.1
#The leniency on the Y axis of combat velocities where the player takes a hit (e.g. zombies, PVP, etc).
#Check Sensitivity must be at -1 for this option to take effect.
CombatVelocityLeniency: 2.0
#The leniency that is given to players who are in combat with other players.
#Please note that unlike other leniency values, PlayerCombatVelocityLeniency affects all axis.
#Check Sensitivity must be at -1 for this option to take effect.
PlayerCombatVelocityLeniency: 1.8
#Do you want AntiAura to manually calculate the velocity of a player if hit by another player?
#AntiAura does this because *some* spigot servers don't seem to calculate it themselves.
#So on some servers, you're safe to disable this. On others, it causes huge problems.
CalculatePlayerVelocity: true
#NormalVelocityLeniency and CombatVelocityLeniency are a PERCENTAGE leniency.
#So for example if the player was launched up 1.0 blocks with a CombatVelocityLeniency of 2.0, CombatVelocityLeniency would allow them to be launched 2.0 blocks.
#FlatLeniencyInBlocks is simply a simple leniency in blocks.
#If FlatLeniencyInBlocks is 0.7 and the player is launched up 10 blocks, FlatLeniencyInBlocks will allow them to go 10.7 blocks.
#Check Sensitivity must be at -1 for this option to take effect.
FlatLeniencyInBlocks: 0.1
#How long should the velocity last?
#Velocities last the time calculated by AntiAura, multiplied by VelocityTime.
#For non-PVP velocities:
#Check Sensitivity must be at -1 for this option to take effect.
NormalVelocityTime: 2.0
#For PVP velocities:
#Check Sensitivity must be at -1 for this option to take effect.
CombatVelocityTime: 3.0


#This blocks any unexpected Y movement.
#If a player goes upward unexpectedly without any blocks underneath them, this drags them down.
Spider:
#Height to drag players down for Spider?
#A player standing normally on the ground has a value of "1" here.
#A value of 1.5 may not stop players spidering up slabs.
#Check Sensitivity must be at -1 for this option to take effect.
MaxHeightOffGround: 1.3
#Maximum height when on climbable objects such as ladders or vines.
#Check Sensitivity must be at -1 for this option to take effect.
MaxHeightOnLadders: 1.3
#What the threshold must be at to drag a player back.
#Defaults to 0, to ALWAYS drag players back.
DragBackThreshold: 0
#Damages the player by the amount of blocks dragged back.
DamagePlayer: true
#The user is teleported to the last legitimate position.
#The last legitimate position is USUALLY the ground.
#Enable this to actually cast a ray under the player and teleport them to the block below them on a Spider drag-back.
ForceUserToGround: true
#How many times must a person be detected for Spider to be kicked?
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 5
#Command to be executed when a player is detected as hacking?
SpiderCommand: #


#Checks the distance of player jumps.
#When a player lands on a block, it checks the distance from the block the player jumped on to the block they are on now.
#If it is too far, they are dragged back.
Jump:
#How much further than the maximum distance should AntiAura allow players to jump?
#Useful for providing leniency in cases of lag.
#Check Sensitivity must be at -1 for this option to take effect.
LeniencyInBlocks: 0.5
#How much the players' Jump violation level goes down after a legitimate jump.
#Check Sensitivity must be at -1 for this option to take effect.
SafeJumpDecrease: 0.5
#The threshold the players' Jump violation level must reach for them to be detected for Jump.
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 8
#How far a player has to be off the ground until they are not considered to be on the ground any more
DistDown: 0.5
#If the threshold is above the DragBackThreshold, players are dragged back when jumping too far.
#Setting this higher than 0 can, of course, allow players to jump illigitimately far until they reach the DragBackThreshold.
DragBackThreshold: 0
#Command to execute when Jump is detected.
JumpCommand: #


#Block flight hacks?
Flight:
#Use client ground data to make flight detection more strict?
#IT IS HIGHLY RECOMMENDED YOU ENABLE THIS FOR SERVERS LIKE SKYWARS, PARKOUR, ETC.
StrictMode: false
#How many times must the person be detected as flying to be detected?
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 5
#How many times must the person be detected as flying to be dragged back?
#Increasing this above 0 will allow players to fly illegitimately for a short amount of time.
DragBackThreshold: 0
#When the player is detected to be doing legitimate activities, how much should the Threshold be lowered?
#Check Sensitivity must be at -1 for this option to take effect.
LowerAmount: 1.0
#This value is automatically added onto the MaxDistancePerSecond of a player if he has a jump potion.
#If this was at 2, the jump height for a player with Jump II would be 6 blocks off the ground.
ValuePerPotionLevel: 2
#The maximum height a player can be off the ground to be counted as in the air?
#Check Sensitivity must be at -1 for this option to take effect.
MaxHeightOffGround: 0.1
#How long should the player be allowed to not be standing on a block without going down significantly?
#This value is in TICKS: 20 ticks equal one second.
#Check Sensitivity must be at -1 for this option to take effect.
TimeInTheAir: 12
#Damage the player depending on how high they are?
#This shops players using the Flight check to prevent fall damage.
DamagePlayer: true
#What command do you want to execute when someone is detected for flying?
FlightCommand: #
#If TeleportDownOnly is set to false, players are dragged back to where they were before they tried to fly.
#If TeleportDownOnly is true, players are dragged to the ground from the current location where they are flying.
#It is recommended to enable TeleportDownOnly on Skywars servers and the like.
TeleportDownOnly: false
#Enabling DetectJesus will make the Flight check believe the ground is lower if a player is on water.
#This means any player standing on top of the water for an extended period of time will be dragged into it.
DetectJesus: true


#If the player is teleported further than this distance, all flight and speed checks will be cancelled.
#New checks are initiated as soon as the player moves.
CancelChecksIfPlayerIsTeleportedDistance: 1
#Time to not check a player for any movement hacks after teleportation. Value is in ticks, 100 ticks = 5 seconds.
DontCheckTime: 1


#This check blocks players from moving faster than normal and it also blocks Jesus and Sneak hacks (note that Jesus is also blocked by the Flight check).
#The Speed check also passes information to the Reach check to allow Reach to block TP-Aura.
#Disabling the Speed check will mean that TP-Aura will no longer be blocked by the Reach check.
Speed:
#This speed is automatically added onto the normal speed of a player if he has a potion.
#If players get dragged back when using speed potions, increase this.
ValuePerPotionLevel: 2
#Do you want to make this check more efficient, at the cost of worse detection (e.g. bunnyhopping not detected)?
#You may need to increase MaxSpeed a little bit for more leniency if you do this.
EfficientCheck: false
#Exempt players from this check if they have been given an upward velocity?
ExemptWhenUsingVelocity: false
#Do you want to block players from sprinting while stationary?
#This stops clients trying to fake more knockback by pretending to sprint all the time.
BlockStationarySprinting: false
#Maximum speed a player can travel in 1.5 seconds.
#Check Sensitivity must be at -1 for this option to take effect.
MaxSpeed: 11.5
#What leniency most a player be at to be FORCED to be dragged back, even if below the DragBackThreshold?
#1.0 for no leniency. 2.0 for double normal speed.
#Check Sensitivity must be at -1 for this option to take effect.
ForceDragbackSpeed: 2.0
#How many times must the player be detected for speed hacks to be kicked?
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 16
#If the Threshold is higher than this, drag the player back for speed hacking.
#Note: If you wish to use it, set it at a high value like 10 or more.
#If players are not dragged back, threshold increases much faster than if they are.
#Set to 0 to disable.
#Please note that a higher-than-zero DragBackThreshold value on OTHER checks in AntiAura will introduce unnecessary bypasses.
#However, the DragBackThreshold for the Speed check is important to reducing false positives, especially with laggy players.
#And, it does not introduce significant bypasses due to the ForceDragbackSpeed option.
#Check Sensitivity must be at -1 for this option to take effect.
DragBackThreshold: 13
#Attempts to slow legit players down by setting their velocity. Occurs when violation level is (DragBackThreshold - SlowDownAttempts).
#May appear as a small 'lag' to a player, but less jarring than actually being dragged back
SlowDownAttempts: 0
#When the player is detected to be doing legitimate activities, how much should the violation level be lowered?
#Check Sensitivity must be at -1 for this option to take effect.
LowerAmount: 2
#What command do you want to execute when someone is detected for flying?
SpeedCommand: #
#Setting this to true will make players detected for hacks keep looking in the same direction they were looking at when dragged back.
#Keeping this to false will make players look the same direction they were with their last non-violating movement.
#This does NOT affect the location the player is teleported - Only the direction they are looking when teleported.
KeepDirection: true
#Maximum speed while sneaking.
#Increase this if you get rubber-banded while sneaking.
#Check Sensitivity must be at -1 for this option to take effect.
MaxSneakingSpeed: 1.25
#Enable accounting for water? This will set players max speed to be slower if only water is below them.
Water: true
#How much faster when swimming as opposed to walking in water?
SwimMult: 3.1
#Max speed in Webs.
WebSpeed: 1.0
#How much damage should the player take when dragged back?
#Great for killing players who try and spam-TP exploits.
#Use 0.5 for half-hearts. 0.0 for no damage.
DamageHearts: 0.0


#This blocks teleportation hacks.
#These are a bit like speed hacks, but trigger teleport events on the server.
Teleport:
Enable: true
#Command to run when teleport hacks are detected?
TeleportCommand: #
#This will kick the player even if you do not kick them in the teleport command.
ForceKick: true
#Attempt to block the teleportations?
#Note that Speed should block this.
BlockTeleport: false
#The minimum distance a player must teleport to be detected?
#A teleport is counted as the distance attempted to move in a single tick.
#Check Sensitivity must be at -1 for this option to take effect.
MinTeleportDistance: 20
#Threshold
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 5


#Blocks FastPlace, a hack where players place blocks too fast.
FastPlace:
#How many times must the person be detected to be kicked?
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 5
#How many blocks should a person be allowed to place per second to be detected?
#Check Sensitivity must be at -1 for this option to take effect.
MaxBlocksAllowedPerSecond: 6
#If the player has moved their head a lot and has placed more than two blocks, stop the block being placed?
#Great for blocking ScaffoldWalk better.
BlockPlacingWithHeadMovement: true
#Block placing with fast head movement only if the placed block is below the players feet.
OnlyWithBelowFeet: true
#Block the tower hack? This will block players from placing blocks around their feet too quickly.
BlockTower: true
#The distance the block below the player must be from the players' foot location to be cancelled if placing multiple blocks.
#A value of "1" will almost certainly have no false positives. A value of "2" will almost certainly block ALL tower hacks. Adjust wisely!
#Check Sensitivity must be at -1 for this option to take effect.
TowerDistance: 1.5
#Maximum blocks that can be placed below the player when towering per second.
#Check Sensitivity must be at -1 for this option to take effect.
MaxTowerPerSec: 2
#Command to execute when FastPlace is detected?
FastPlaceCommand: #


#Prevents blocks from being broken too quickly.
BreakSpeed:
#How many times must the person be detected to be kicked?
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 8
#Command to execute when FastPlace is detected?
BreakSpeedCommand: #


#Blocks NoFall, a hack where players take no fall damage.
#DistanceSpoof is also part of the NoFall check.
NoFall:
#The threshold to not give players velocity leniencies after taking fall damage.
MaxThresholdToAplyLeniency: 1
#How many times must the person be detected to be kicked?
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 15
#How long, in ticks, do you want to allow the person to be falling but still be "on the ground" before detecting them?
#If you have a SkyBlock server or similar, set this to 1 or more.
#Set this to 0 for more instant detection.
#Check Sensitivity must be at -1 for this option to take effect.
LeniencyTime: 4
#Do you want to force the player to be dragged to the ground from the air?
#Setting this to false will suspend the player in the air until they disable NoFall or die.
DragToGround: true
#Do you want to damage the player when they are detected for NoFall?
#May kill players if you don't drag them to the ground and they don't disable NoFall quick enough.
DamagePlayer: true
#Command to execute when NoFall is detected?
NoFallCommand: #


#Blocks players from moving through blocks.
Phase:
#Do you want to stop players from travelling between two solid blocks?
ThroughBlockBlocking: true
#Prevent teleporting to open spaces with solid blocks inbetween?
BlockTeleportingThroughBlocks: true
#The maximum distance between two locations that a player can teleport before being dragged back.
#Check Sensitivity must be at -1 for this option to take effect.
MaxTeleportDistance: 1.0
#Threshold for how many times user must be detected as hacking before the command executing.
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 5
#Command to execute when Phase is detected?
PhaseCommand: #


#Blocks players placing blocks through stuff.
#Should block nuker, but it depends on the client.
#Will also prevent players breaking blocks if using the "derp" hack.
GhostHand:
#Force kicks, even for OPs, if the blocks broken in a second is double the maximum?
#Prevents people with bypass permission crashing the server with Nuker.
ForceKicks: true
#Accuracy-based detection is ALWAYS enabled in Survival mode.
#Should accuracy-based FastBreak detection be enabled in Creative?
AccuracyCreative: false
#If this block can be broken in under this time, ignore FastBreak checks?
#Time is in milliseconds. 500 = half a second.
#Check Sensitivity must be at -1 for this option to take effect.
BreakSpeedIgnore: 500
#Threshold for how many times user must be detected as hacking before the command executing.
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 5
#How much should the threshold of a player go down if the block broken was counted as legitimate?
#Check Sensitivity must be at -1 for this option to take effect.
SafeHitDecrease: 0.4
#Max blocks allowed to be broken in survival per second. Keep in mind that players could have highly-enchanted tools.
#THIS WILL NOT BE DISABLED IF YOU HAVE THE CHECK DISABLED. THE ONLY WAY TO "DISABLE" THIS IS TO RAISE THIS VALUE.
#Check Sensitivity must be at -1 for this option to take effect.
MaxSurvivalBlocksPerSecond: 20
#Reset the amount of blocks broken upon teleport?
#This can reduce false positives in specific scenarios, but can also be exploited by hackers.
ResetUponTeleport: false
#Max blocks allowed to be broken in creative per second.
#THIS WILL NOT BE DISABLED IF YOU HAVE THE CHECK DISABLED. THE ONLY WAY TO "DISABLE" THIS IS TO RAISE THIS VALUE.
#Check Sensitivity must be at -1 for this option to take effect.
MaxCreativeBlocksPerSecond: 40
#Disable FastBreak when breaking tree logs?
#Great for compatibility with plugins like ChopTree or similar.
DisableFastBreakOnWood: false
#Command to execute when FastBreak is detected?
GhostHandCommand: #


#Blocks unlikely or impossible interactions.
#This includes impossible inventory opens and block placements on faces that cannot be seen.
UnlikelyInteract:
#Detect if a player attempts to open an inventory (e.g. a chest) through a wall.
DetectImpossibleInventory: true
#Maximum legitimate distance from the target object (e.g. a chest) to the players' line of sight ray.
#Higher values are more lenient, but may allow bypasses through 1-block walls if set too high.
#Check Sensitivity must be at -1 for this option to take effect.
MaxInventoryDistance: 1.0
#If DetectImpossibleInventory is true, block the player from opening inventories through walls.
BlockImpossibleInventory: true
#Detect block placements on block faces that cannot be seen?
DetectImpossiblePlacements: true
#If DetectImpossiblePlacements, prevent illegitimate block placements.
BlockImpossiblePlacements: true
#Amount of hacking attempts to detect player
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 8
#Violation decrease if a player interacts legitimately
#Check Sensitivity must be at -1 for this option to take effect.
SafeInteractDecrease: 1
#Command to execute when UnlikelyInteract is detected.
UnlikelyInteractCommand: #


#Blocks the NoSwing hack.
NoSwing:
#Amount of times person must be detected to be kicked.
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 5
#Decrease of the threshold with a safe interaction.
#Check Sensitivity must be at -1 for this option to take effect.
SafeInteractDecrease: 0.5
#In ticks, how long after the person has done an action as to when they place something.
#For example, if they place a block, but then swing 1 tick later, they won't detected.
#Check Sensitivity must be at -1 for this option to take effect.
SwingLeniency: 3
#Command to execute when NoSwing is detected.
NoSwingCommand: #


#Block regeneration hack? This blocks clients from regenerating health really fast, and so being unkillable.
#Please note that this now, as-such, is a backup check for the MorePackets check.
#This check does not use packets, and so works by looking at the actual player health.
Regen:
#What is the maximum amount of half-hearts allowed for each regeneration? A value of 2 equals one heart.
#Check Sensitivity must be at -1 for this option to take effect.
MaxHalfHeartsPerRegen: 1
#Maximum half-hearts that a player can regen per second?
#Default vanilla on a localhost server can regen 4.0 hearts per second. You may want to increase to 5.0 because possible lag may affect this.
#Check Sensitivity must be at -1 for this option to take effect.
MaxHeartsPerSecond: 4.0
#Command to execute when regen is detected.
RegenCommand: #
#Threshold for when players are kicked.
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 5


#This is the MorePackets check. It checks for packets used for hacks such as AntiFire, AntiPotion, and Regen!
#Please note that this check only checks for one specific packet.
#When I say "packets the client can send per second", I am referring to the amount of this specific packet type, not the amount of all packets.
MorePackets:
#What is the maximum amount of packets the client can send per second?
MaxPacketsPerSecond: 10
#If more packets have been sent in a second than MaxPacktsPerSecond, do you want to block the packets?
#There is a short amount of time between the player being detected and being kicked.
#This means that a player with a poison potion in survival could use AntiPotion, get kicked, and rejoin with their poison potion gone.
#If the packet is blocked, this means that the player will not be able to successfully use the hack for a short time.
BlockPackets: true
#The command to execute when MorePackets is detected.-
MorePacketsCommand: #


#PotionSaver is a hack where, if a client has a positive potion (such as Speed) and stands still, the timer on the potion does not go down.
#In short, this checks if the "Make potion go down" packet is not sent each second.
PotionSaver:
#The violation level (in seconds) that the player has to reach by not sending potion decrease information to be detected.
#Check Sensitivity must be at -1 for this option to take effect.
Threshold: 4
#How much the violation level decreases with each seconds' legitimate potion decrease.
#Check Sensitivity must be at -1 for this option to take effect.
SafeSecondDecrease: 0.25
#If a player is not sending any KeepAlive packets, do you want to not detect players for PotionSaver?
#Note that it's impossible for players to not send any KeepAlive packets, or else they will time out.
DisableWhenNotSendingKeepAlive: true
#Command to execute when PotionSaver is detected.
PotionSaverCommand: #


#Block hacks using the Elytra?
Elytra:
#The max speed on the X+Z axis that a player can travel using an Elytra.
#The max speed of 40 can only be achieved by jumping off really high (like 200 blocks), diving down, and levelling out.
#So servers with specific maps that cannot be built upon may wish to lower this.
#Check Sensitivity must be at -1 for this option to take effect.
MaxSpeedUsingElytra: 40
#When using rockets, the max possible speed addition per rocket.
#Check Sensitivity must be at -1 for this option to take effect.
SpeedPerRocket: 25
#When using rockets, the max possible height addition per rocket.
#Check Sensitivity must be at -1 for this option to take effect.
HeightPerRocket: 25
#The ElytraHeight check, checks if players decend too slowly when using Elytra
ElytraHeight:
#How much height to add for leniency when player activates elytra?
#Players can have elytra activated and go up for approximately 2 blocks
#Check Sensitivity must be at -1 for this option to take effect.
DefaultHeightAdd: 3.0
#Maximum violations to detect
Threshold: 4
#The ElytraSpeed check, checks if players are moving too quick with Elytra
ElytraSpeed:
#Maximum violations to detect
Threshold: 8
#Maximum violations to drag back
#2 is a little lenient but ensures less false positives
DragBackThreshold: 2
#Leniency compared to believed speed and actual travelled speed
#In testing 11 was the ideal value
ElytraLeniency: 11
#Distance to force dragback even if below the drag back threshold.
#A bit more lenient than is required by default.
ForceDragbackLeniency: 24
#ElytraCommand is executed both for ElytraHeight and ElytraSpeed
ElytraCommand: #


#This "Blocks" manual BowAimbot. There's no way to "detect" it, and hence no way to kick the player for it.
BowAimbot:
#Change velocity ONLY for arrows?
#This means that velocity of other projectiles (e.g. snowballs) will remain unchanged.
ArrowsOnly: false


#The IllegalItem check blocks items with certain illegal parameters.
#Items with disallowed parameters will be removed from the players' inventory.
IllegalItem:
#If you enable BlockEvenIfOP, all illegal items will be blocked,
#even if you are an OP and have bypass permission for AntiAura.
#Useful for stopping administrators abusing power.
BlockEvenIfOP: false
#What is the maximum enchantment level allowed?
#Set to -1 to remove limits of enchantment.
MaxEnchantLevel: 6
#What is the maximum potion amplifier allowed?
#Set to -1 to remove limits of potion amplifier.
MaxPotionAmplifier: 2


Compatibility:
#Compatibility with Geyser/Floodgate
#0 - Treat Bedrock players the same as Java players (not recommended).
#1 - Exempt Bedrock players from movement checks.
#2 - Make AntiAura compatible with Bedrock clients (recommended).
FloodgateAction: 2
#Bedrock players don't need a prefix if Floodgate is on the Spigot server.
#If a player's name starts with the value of BedrockPrefix, treat this player as a Bedrock client.
BedrockPrefix: '*'
#Compatibility with QualityArmoury guns.
#Amount of ticks to exempt a player for after shooting a gun. 20 ticks = 1 second.
FireExemptionTime: 5

#You can ignore anything down here. It's pretty much stuff you won't ever want to change, but is there just in case.

All:
#If server TPS goes below this Threshold, don't kick anyone.
MinTPS: 10
#Takes special measures to stop crashes. May cause slight memory leaks, but nothing serious.
#Really, only enable this if I tell you to.
StopCrashes: false
#Force dependency download?
ForceDependencyDownload: false
Discord adresim : RipleyNetwork.Com`ຮ#2021​
 
Kullanmadım, ilk kez duyuyorum fakat size en sağlıklı bilgiyi verecek kişiyi tahmin edebiliyorum, bu kişi eklenti yapımcısıdır size en iyi ayarlamayı ve düzenlemeyi verecektir eğer satın aldıysanız.
 
Kullanmadım, ilk kez duyuyorum fakat size en sağlıklı bilgiyi verecek kişiyi tahmin edebiliyorum, bu kişi eklenti yapımcısıdır size en iyi ayarlamayı ve düzenlemeyi verecektir eğer satın aldıysanız.
Satıcının ilgisi hiç yok mesajlara bakmıyor ?
 
Satıcının ilgisi hiç yok mesajlara bakmıyor ?
O zaman almanız hata olmuş almadan önce satıcıyla konuşup bilgi almanız gerekirdi antiaura zamanında çok linçlenen bir eklenti olmuştu pek başaralı spigot yorumlarıda göremiyorum ama sana tavsiye edebileceğim anticheat eklentilerini sıralayım

- Angelx
- Matrix
- Vulcan
- GodsEye - Favorim
 
O zaman almanız hata olmuş almadan önce satıcıyla konuşup bilgi almanız gerekirdi antiaura zamanında çok linçlenen bir eklenti olmuştu pek başaralı spigot yorumlarıda göremiyorum ama sana tavsiye edebileceğim anticheat eklentilerini sıralayım

- Angelx
- Matrix
- Vulcan
- GodsEye - Favorim
Tamamdır hocam teşekkür ederim
 
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