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Tavuhs

Odunlara Vur Vur Vur!
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10 Temmuz 2022
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Minecraft
Aryras

Discord:

Aryras

Merhaba Arkadaşlar Sunucumda Tarla Bölümü Var İnsanlar Orayı Kırarak Puan Kasmalarını Sağlıyoruz Fakat Hızlı Kırınca Oyundan Atıyor Bunu Nasıl Düzeltebiilrim.
Kullandım AntiCheat GrimAc Acil Desteğiniz Gerekiyor.
 
Sunucum SkyBlock
 
Merhaba Arkadaşlar Sunucumda Tarla Bölümü Var İnsanlar Orayı Kırarak Puan Kasmalarını Sağlıyoruz Fakat Hızlı Kırınca Oyundan Atıyor Bunu Nasıl Düzeltebiilrim.
Kullandım AntiCheat GrimAc Acil Desteğiniz Gerekiyor.
Sunucunun log dosyasını ve GrimAnticheatin config.yml dosyasını gönderirseniz inceleyeyim.
 
Tarla bölgenizin wg'sine göre şöyle bir perm vermeyi dener misiniz

Kod:
/lp group default permission set grim.exempt true worldguard:in-region=tarla
 
Tarla bölgenizin wg'sine göre şöyle bir perm vermeyi dener misiniz

Kod:
/lp group default permission set grim.exempt true worldguard:in-region=tarla
Bunu yaparsa o bölgede hileyi istedikleri şekilde kullanabilirler. Ve sunucunun crash korumasını grim sağlıyorsa o bölgeye geçip crash bile atabilirler sunucuya
 
Logu nasıl paylaşcam

YAML:
# GrimAC main configuration

# Source code: https://github.com/MWHunter/Grim

# Copyright 2024 DefineOutside and contributors, Licensed under GPLv3.

# Modified binaries, or plugins with copied grim code, must be private,

# or with full source code available to buyers at no additional cost.

#

#                     Configuration made by:

#                                             ███████╗ ██╗░░██╗ ██╗░░░██╗ ██████╗░ ░█████╗░ ███╗░░██╗

#                                             ██╔════╝ ╚██╗██╔╝ ╚██╗░██╔╝ ██╔══██╗ ██╔══██╗ ████╗░██║

#                                             █████╗░░ ░╚███╔╝░ ░╚████╔╝░ ██████╔╝ ██║░░██║ ██╔██╗██║

#                                             ██╔══╝░░ ░██╔██╗░ ░░╚██╔╝░░ ██╔══██╗ ██║░░██║ ██║╚████║

#                                             ███████╗ ██╔╝╚██╗ ░░░██║░░░ ██║░░██║ ╚█████╔╝ ██║░╚███║

#                                             ╚══════╝ ╚═╝░░╚═╝ ░░░╚═╝░░░ ╚═╝░░╚═╝ ░╚════╝░ ╚═╝░░╚══╝



alerts:

  # In addition to broadcasting alerts to players, should they also be sent to the console?

  print-to-console: false

  # This controls whether/how alerts are shared between servers connected to your proxy.

  # You must have 'bungee-plugin-message-channel' enabled in your Velocity's configuration if Velocity is in use.

  proxy:

    # Should alerts be sent to other servers connected to your proxy?

    send: false

    # Should the alerts received from other servers be announced to this server?

    receive: false



verbose:

  print-to-console: false



client-brand:

  # This means it won't broadcast their brand to operators if the brand matches the following regexes

  ignored-clients:

    - "^vanilla$"

    - "^fabric$"

    - "^lunarclient:v\\d+\\.\\d+\\.\\d+-\\d{4}$"

    - "^Feather Fabric$"



spectators:

  # Hide all spectators with the grim.spectator permission regardless if they are actually actively spectating

  hide-regardless: false

  # Will make spectators hidden only in these worlds, keep blank to allow all worlds

  allowed-worlds:

    - ""



# How long should players have until we kick them for timing out? Default = 60 seconds

max-transaction-time: 60



Simulation:

  # How much should we multiply total advantage by when the player is legit

  # This is what the default config looks like (x axis = seconds, y axis = 1/1000 block): https://www.desmos.com/calculator/d4ufgxrxer

  setback-decay-multiplier: 0.998

  threshold: 0.001

  # How large of a violation in a tick before the player gets immediately setback?

  # -1 to disable

  immediate-setback-threshold: 0.1

  # How large of an advantage over all ticks before we start to setback?

  # -1 to disable

  max-advantage: 1

  # After 50 seconds with default config, the player will go from 4 blocks -> 1 block of advantage

  # This is to stop the player from gathering too many violations and never being able to clear them all

  # Default advantage ceiling (x axis = seconds, y axis = 1/1000 block): https://www.desmos.com/calculator/4lovswdarj

  max-ceiling: 4



# Checks to see if a player entered a block during a movement

Phase:

  setbackvl: 1 # Glitching into blocks can allow wall climbing, plus this check is relatively stable

  decay: 0.005



AirLiquidPlace:

  cancelvl: 1



FabricatedPlace:

  cancelvl: 0



FarPlace:

  cancelvl: 0



PositionPlace:

  cancelvl: 0



RotationPlace:

  cancelvl: 0



# Prediction-based no slow check

# Grim accounts for buggy netcode here... hard to false even when spamming right click and offhand button

# Much more stable than other anticheats, but please report any falses... I have fixed a ton of netcode issues here.

NoSlowA:

  # How much of an offset is "cheating"

  # By default this is lower than other offs

  # Flags by 0.03-0.2 consistently with NoSlow on

  threshold: 0.001

  # Setback fast on the first item to remove any advantage NoSlow gives

  setbackvl: 10

  # Decay's when the player uses an item AND is slowed by it

  decay: 0.05



Knockback:

  # How much should we multiply total advantage by when the player is legit

  setback-decay-multiplier: 0.999

  # How large of an offset from the player's velocity should we create a violation for?

  # Measured in blocks from the possible velocity

  threshold: 0.001

  # How large of a violation in a tick before the player gets immediately setback?

  # -1 to disable

  immediate-setback-threshold: -1

  # How large of an advantage over all ticks before we start to setback?

  # -1 to disable

  max-advantage: -1

  # This is to stop the player from gathering too many violations and never being able to clear them all

  max-ceiling: 4



Explosion:

  threshold: 0.001

  setbackvl: 3



TimerA:

  setbackvl: -1

  # Milliseconds that the player can accumulate for later use when they fall behind

  # Could potentially allow 1.8 fast use/fast heal/fast bow bypasses if set too high, 120 ms seems like a good balance

  drift: 120

  # Ping at which the check will start to limit timer balance, to prevent abuse.

  # Can cause some setbacks for legitimate players but only if they are over this ping threshold.

  # -1 to disable

  ping-abuse-limit-threshold: 1000



NegativeTimer:

  # Number of milliseconds lost while moving before we should start flagging

  drift: 1200



# Same check method as TimerA, but for vehicles

TimerVehicle:

  # Target 1.005 timer

  setbackvl: -1



EntityControl:

  setbackvl: -1



Reach:

  # How much should we expand hitboxes by? 0.0005 should detect 3.0005+ reach

  #

  # There is 0.03 forced expansion with 1.9-1.18.1 (not 1.18.2), or some client/server combinations due to

  # protocol changes and limitations. This check is most powerful with 1.7/1.8 clients on 1.8 servers.

  threshold: 0.0005

  # Should we cancel hits that we know are impossible?

  # 3.00-3.03 hits may go through but still be flagged, due to packet order limitations

  block-impossible-hits: false

  # This will send an additional packet at the end of every tick to increase the likelihood of catching cheats

  # This injects into server's connection list to send a final packet just before the server flushes

  # Enabling this will increase bandwidth usage for all players

  # This will not decrease overall server performance

  # Enabling this will catch more cheaters.

  # Leaving this disabled will still catch cheaters and will not cause false positives

  # Unless you are a 1.8 PvP focused server, this additional packet is not recommended

  enable-post-packet: false



exploit:

  # You can gain high speeds when sprint jumping with an elytra, this prevents the exploit when set to false

  # Mojang screwed up netcode by making elytra start client sided and elytra end server sided

  # Elytras take 0.99 horizontal friction, so constantly adding 0.2 horizontal speeds results in very high speeds.

  allow-sprint-jumping-when-using-elytra: true

  # This option mitigates the player's placement on ghostblocks by resynchronizing the player when it happens

  allow-building-on-ghostblocks: true

  # This setting, influenced by the boolean above defines the distance to check for ghost blocks

  # Its valid range is limited from 2 to 4

  distance-to-check-if-ghostblocks: 2



# Enable logging plugins who have injected into netty on join to debug compatibility issues

debug-pipeline-on-join: false



# Enables experimental checks

experimental-checks: false



# Grim sometimes cancels illegal packets such as with timer, after X packets in a second cancelled, when should

# we simply kick the player? This is required as some packet limiters don't count packets cancelled by grim.

packet-spam-threshold: 10000



# Grim is able to enforce that a player set out of flying state cannot have more than X milliseconds of ping

# This is due to Grim not currently checking flying players

max-ping-out-of-flying: 1000



# Maximum ping when a firework boost is removed from the player.

# This prevents high latency players from being able to use 1 firework boost with an elytra forever.

max-ping-firework-boost: 1000



config-version: 9



Crash gibi saldırılar için EF kullanıyorum
 
Moderatör tarafından düzenlendi:
10k Yaptıktan sonra atma sorunu azaldı
Sunucunun log dosyasını ve GrimAnticheatin config.yml dosyasını gönderirseniz inceleyeyim.
ama haraket ederken bile similasyon hatası logu yolluyor bana
 
Logu nasıl paylaşcam

YAML:
# GrimAC main configuration

# Source code: https://github.com/MWHunter/Grim

# Copyright 2024 DefineOutside and contributors, Licensed under GPLv3.

# Modified binaries, or plugins with copied grim code, must be private,

# or with full source code available to buyers at no additional cost.

#

#                     Configuration made by:

#                                             ███████╗ ██╗░░██╗ ██╗░░░██╗ ██████╗░ ░█████╗░ ███╗░░██╗

#                                             ██╔════╝ ╚██╗██╔╝ ╚██╗░██╔╝ ██╔══██╗ ██╔══██╗ ████╗░██║

#                                             █████╗░░ ░╚███╔╝░ ░╚████╔╝░ ██████╔╝ ██║░░██║ ██╔██╗██║

#                                             ██╔══╝░░ ░██╔██╗░ ░░╚██╔╝░░ ██╔══██╗ ██║░░██║ ██║╚████║

#                                             ███████╗ ██╔╝╚██╗ ░░░██║░░░ ██║░░██║ ╚█████╔╝ ██║░╚███║

#                                             ╚══════╝ ╚═╝░░╚═╝ ░░░╚═╝░░░ ╚═╝░░╚═╝ ░╚════╝░ ╚═╝░░╚══╝



alerts:

  # In addition to broadcasting alerts to players, should they also be sent to the console?

  print-to-console: false

  # This controls whether/how alerts are shared between servers connected to your proxy.

  # You must have 'bungee-plugin-message-channel' enabled in your Velocity's configuration if Velocity is in use.

  proxy:

    # Should alerts be sent to other servers connected to your proxy?

    send: false

    # Should the alerts received from other servers be announced to this server?

    receive: false



verbose:

  print-to-console: false



client-brand:

  # This means it won't broadcast their brand to operators if the brand matches the following regexes

  ignored-clients:

    - "^vanilla$"

    - "^fabric$"

    - "^lunarclient:v\\d+\\.\\d+\\.\\d+-\\d{4}$"

    - "^Feather Fabric$"



spectators:

  # Hide all spectators with the grim.spectator permission regardless if they are actually actively spectating

  hide-regardless: false

  # Will make spectators hidden only in these worlds, keep blank to allow all worlds

  allowed-worlds:

    - ""



# How long should players have until we kick them for timing out? Default = 60 seconds

max-transaction-time: 60



Simulation:

  # How much should we multiply total advantage by when the player is legit

  # This is what the default config looks like (x axis = seconds, y axis = 1/1000 block): https://www.desmos.com/calculator/d4ufgxrxer

  setback-decay-multiplier: 0.998

  threshold: 0.001

  # How large of a violation in a tick before the player gets immediately setback?

  # -1 to disable

  immediate-setback-threshold: 0.1

  # How large of an advantage over all ticks before we start to setback?

  # -1 to disable

  max-advantage: 1

  # After 50 seconds with default config, the player will go from 4 blocks -> 1 block of advantage

  # This is to stop the player from gathering too many violations and never being able to clear them all

  # Default advantage ceiling (x axis = seconds, y axis = 1/1000 block): https://www.desmos.com/calculator/4lovswdarj

  max-ceiling: 4



# Checks to see if a player entered a block during a movement

Phase:

  setbackvl: 1 # Glitching into blocks can allow wall climbing, plus this check is relatively stable

  decay: 0.005



AirLiquidPlace:

  cancelvl: 1



FabricatedPlace:

  cancelvl: 0



FarPlace:

  cancelvl: 0



PositionPlace:

  cancelvl: 0



RotationPlace:

  cancelvl: 0



# Prediction-based no slow check

# Grim accounts for buggy netcode here... hard to false even when spamming right click and offhand button

# Much more stable than other anticheats, but please report any falses... I have fixed a ton of netcode issues here.

NoSlowA:

  # How much of an offset is "cheating"

  # By default this is lower than other offs

  # Flags by 0.03-0.2 consistently with NoSlow on

  threshold: 0.001

  # Setback fast on the first item to remove any advantage NoSlow gives

  setbackvl: 10

  # Decay's when the player uses an item AND is slowed by it

  decay: 0.05



Knockback:

  # How much should we multiply total advantage by when the player is legit

  setback-decay-multiplier: 0.999

  # How large of an offset from the player's velocity should we create a violation for?

  # Measured in blocks from the possible velocity

  threshold: 0.001

  # How large of a violation in a tick before the player gets immediately setback?

  # -1 to disable

  immediate-setback-threshold: -1

  # How large of an advantage over all ticks before we start to setback?

  # -1 to disable

  max-advantage: -1

  # This is to stop the player from gathering too many violations and never being able to clear them all

  max-ceiling: 4



Explosion:

  threshold: 0.001

  setbackvl: 3



TimerA:

  setbackvl: -1

  # Milliseconds that the player can accumulate for later use when they fall behind

  # Could potentially allow 1.8 fast use/fast heal/fast bow bypasses if set too high, 120 ms seems like a good balance

  drift: 120

  # Ping at which the check will start to limit timer balance, to prevent abuse.

  # Can cause some setbacks for legitimate players but only if they are over this ping threshold.

  # -1 to disable

  ping-abuse-limit-threshold: 1000



NegativeTimer:

  # Number of milliseconds lost while moving before we should start flagging

  drift: 1200



# Same check method as TimerA, but for vehicles

TimerVehicle:

  # Target 1.005 timer

  setbackvl: -1



EntityControl:

  setbackvl: -1



Reach:

  # How much should we expand hitboxes by? 0.0005 should detect 3.0005+ reach

  #

  # There is 0.03 forced expansion with 1.9-1.18.1 (not 1.18.2), or some client/server combinations due to

  # protocol changes and limitations. This check is most powerful with 1.7/1.8 clients on 1.8 servers.

  threshold: 0.0005

  # Should we cancel hits that we know are impossible?

  # 3.00-3.03 hits may go through but still be flagged, due to packet order limitations

  block-impossible-hits: false

  # This will send an additional packet at the end of every tick to increase the likelihood of catching cheats

  # This injects into server's connection list to send a final packet just before the server flushes

  # Enabling this will increase bandwidth usage for all players

  # This will not decrease overall server performance

  # Enabling this will catch more cheaters.

  # Leaving this disabled will still catch cheaters and will not cause false positives

  # Unless you are a 1.8 PvP focused server, this additional packet is not recommended

  enable-post-packet: false



exploit:

  # You can gain high speeds when sprint jumping with an elytra, this prevents the exploit when set to false

  # Mojang screwed up netcode by making elytra start client sided and elytra end server sided

  # Elytras take 0.99 horizontal friction, so constantly adding 0.2 horizontal speeds results in very high speeds.

  allow-sprint-jumping-when-using-elytra: true

  # This option mitigates the player's placement on ghostblocks by resynchronizing the player when it happens

  allow-building-on-ghostblocks: true

  # This setting, influenced by the boolean above defines the distance to check for ghost blocks

  # Its valid range is limited from 2 to 4

  distance-to-check-if-ghostblocks: 2



# Enable logging plugins who have injected into netty on join to debug compatibility issues

debug-pipeline-on-join: false



# Enables experimental checks

experimental-checks: false



# Grim sometimes cancels illegal packets such as with timer, after X packets in a second cancelled, when should

# we simply kick the player? This is required as some packet limiters don't count packets cancelled by grim.

packet-spam-threshold: 10000



# Grim is able to enforce that a player set out of flying state cannot have more than X milliseconds of ping

# This is due to Grim not currently checking flying players

max-ping-out-of-flying: 1000



# Maximum ping when a firework boost is removed from the player.

# This prevents high latency players from being able to use 1 firework boost with an elytra forever.

max-ping-firework-boost: 1000



config-version: 9



Crash gibi saldırılar için EF kullanıyorum
Sunucunun ana dosyasında logs/lasest.log dosyasını göndereceksin.
 
Logu nasıl paylaşcam

YAML:
# GrimAC main configuration

# Source code: https://github.com/MWHunter/Grim

# Copyright 2024 DefineOutside and contributors, Licensed under GPLv3.

# Modified binaries, or plugins with copied grim code, must be private,

# or with full source code available to buyers at no additional cost.

#

#                     Configuration made by:

#                                             ███████╗ ██╗░░██╗ ██╗░░░██╗ ██████╗░ ░█████╗░ ███╗░░██╗

#                                             ██╔════╝ ╚██╗██╔╝ ╚██╗░██╔╝ ██╔══██╗ ██╔══██╗ ████╗░██║

#                                             █████╗░░ ░╚███╔╝░ ░╚████╔╝░ ██████╔╝ ██║░░██║ ██╔██╗██║

#                                             ██╔══╝░░ ░██╔██╗░ ░░╚██╔╝░░ ██╔══██╗ ██║░░██║ ██║╚████║

#                                             ███████╗ ██╔╝╚██╗ ░░░██║░░░ ██║░░██║ ╚█████╔╝ ██║░╚███║

#                                             ╚══════╝ ╚═╝░░╚═╝ ░░░╚═╝░░░ ╚═╝░░╚═╝ ░╚════╝░ ╚═╝░░╚══╝



alerts:

  # In addition to broadcasting alerts to players, should they also be sent to the console?

  print-to-console: false

  # This controls whether/how alerts are shared between servers connected to your proxy.

  # You must have 'bungee-plugin-message-channel' enabled in your Velocity's configuration if Velocity is in use.

  proxy:

    # Should alerts be sent to other servers connected to your proxy?

    send: false

    # Should the alerts received from other servers be announced to this server?

    receive: false



verbose:

  print-to-console: false



client-brand:

  # This means it won't broadcast their brand to operators if the brand matches the following regexes

  ignored-clients:

    - "^vanilla$"

    - "^fabric$"

    - "^lunarclient:v\\d+\\.\\d+\\.\\d+-\\d{4}$"

    - "^Feather Fabric$"



spectators:

  # Hide all spectators with the grim.spectator permission regardless if they are actually actively spectating

  hide-regardless: false

  # Will make spectators hidden only in these worlds, keep blank to allow all worlds

  allowed-worlds:

    - ""



# How long should players have until we kick them for timing out? Default = 60 seconds

max-transaction-time: 60



Simulation:

  # How much should we multiply total advantage by when the player is legit

  # This is what the default config looks like (x axis = seconds, y axis = 1/1000 block): https://www.desmos.com/calculator/d4ufgxrxer

  setback-decay-multiplier: 0.998

  threshold: 0.001

  # How large of a violation in a tick before the player gets immediately setback?

  # -1 to disable

  immediate-setback-threshold: 0.1

  # How large of an advantage over all ticks before we start to setback?

  # -1 to disable

  max-advantage: 1

  # After 50 seconds with default config, the player will go from 4 blocks -> 1 block of advantage

  # This is to stop the player from gathering too many violations and never being able to clear them all

  # Default advantage ceiling (x axis = seconds, y axis = 1/1000 block): https://www.desmos.com/calculator/4lovswdarj

  max-ceiling: 4



# Checks to see if a player entered a block during a movement

Phase:

  setbackvl: 1 # Glitching into blocks can allow wall climbing, plus this check is relatively stable

  decay: 0.005



AirLiquidPlace:

  cancelvl: 1



FabricatedPlace:

  cancelvl: 0



FarPlace:

  cancelvl: 0



PositionPlace:

  cancelvl: 0



RotationPlace:

  cancelvl: 0



# Prediction-based no slow check

# Grim accounts for buggy netcode here... hard to false even when spamming right click and offhand button

# Much more stable than other anticheats, but please report any falses... I have fixed a ton of netcode issues here.

NoSlowA:

  # How much of an offset is "cheating"

  # By default this is lower than other offs

  # Flags by 0.03-0.2 consistently with NoSlow on

  threshold: 0.001

  # Setback fast on the first item to remove any advantage NoSlow gives

  setbackvl: 10

  # Decay's when the player uses an item AND is slowed by it

  decay: 0.05



Knockback:

  # How much should we multiply total advantage by when the player is legit

  setback-decay-multiplier: 0.999

  # How large of an offset from the player's velocity should we create a violation for?

  # Measured in blocks from the possible velocity

  threshold: 0.001

  # How large of a violation in a tick before the player gets immediately setback?

  # -1 to disable

  immediate-setback-threshold: -1

  # How large of an advantage over all ticks before we start to setback?

  # -1 to disable

  max-advantage: -1

  # This is to stop the player from gathering too many violations and never being able to clear them all

  max-ceiling: 4



Explosion:

  threshold: 0.001

  setbackvl: 3



TimerA:

  setbackvl: -1

  # Milliseconds that the player can accumulate for later use when they fall behind

  # Could potentially allow 1.8 fast use/fast heal/fast bow bypasses if set too high, 120 ms seems like a good balance

  drift: 120

  # Ping at which the check will start to limit timer balance, to prevent abuse.

  # Can cause some setbacks for legitimate players but only if they are over this ping threshold.

  # -1 to disable

  ping-abuse-limit-threshold: 1000



NegativeTimer:

  # Number of milliseconds lost while moving before we should start flagging

  drift: 1200



# Same check method as TimerA, but for vehicles

TimerVehicle:

  # Target 1.005 timer

  setbackvl: -1



EntityControl:

  setbackvl: -1



Reach:

  # How much should we expand hitboxes by? 0.0005 should detect 3.0005+ reach

  #

  # There is 0.03 forced expansion with 1.9-1.18.1 (not 1.18.2), or some client/server combinations due to

  # protocol changes and limitations. This check is most powerful with 1.7/1.8 clients on 1.8 servers.

  threshold: 0.0005

  # Should we cancel hits that we know are impossible?

  # 3.00-3.03 hits may go through but still be flagged, due to packet order limitations

  block-impossible-hits: false

  # This will send an additional packet at the end of every tick to increase the likelihood of catching cheats

  # This injects into server's connection list to send a final packet just before the server flushes

  # Enabling this will increase bandwidth usage for all players

  # This will not decrease overall server performance

  # Enabling this will catch more cheaters.

  # Leaving this disabled will still catch cheaters and will not cause false positives

  # Unless you are a 1.8 PvP focused server, this additional packet is not recommended

  enable-post-packet: false



exploit:

  # You can gain high speeds when sprint jumping with an elytra, this prevents the exploit when set to false

  # Mojang screwed up netcode by making elytra start client sided and elytra end server sided

  # Elytras take 0.99 horizontal friction, so constantly adding 0.2 horizontal speeds results in very high speeds.

  allow-sprint-jumping-when-using-elytra: true

  # This option mitigates the player's placement on ghostblocks by resynchronizing the player when it happens

  allow-building-on-ghostblocks: true

  # This setting, influenced by the boolean above defines the distance to check for ghost blocks

  # Its valid range is limited from 2 to 4

  distance-to-check-if-ghostblocks: 2



# Enable logging plugins who have injected into netty on join to debug compatibility issues

debug-pipeline-on-join: false



# Enables experimental checks

experimental-checks: false



# Grim sometimes cancels illegal packets such as with timer, after X packets in a second cancelled, when should

# we simply kick the player? This is required as some packet limiters don't count packets cancelled by grim.

packet-spam-threshold: 10000



# Grim is able to enforce that a player set out of flying state cannot have more than X milliseconds of ping

# This is due to Grim not currently checking flying players

max-ping-out-of-flying: 1000



# Maximum ping when a firework boost is removed from the player.

# This prevents high latency players from being able to use 1 firework boost with an elytra forever.

max-ping-firework-boost: 1000



config-version: 9



Crash gibi saldırılar için EF kullanıyorum


Bu configi denermisin:

# GrimAC main configuration
# Source code:
Değerli ziyaretçimiz, içeriği görebilmek için şimdi giriş yapın veya kayıt olun.

# Copyright 2024 DefineOutside and contributors, Licensed under GPLv3.
# Modified binaries, or plugins with copied grim code, must be private,
# or with full source code available to buyers at no additional cost.



#BY TOLUAM



alerts:
# In addition to broadcasting alerts to players, should they also be sent to the console?
print-to-console: false
# This controls whether/how alerts are shared between servers connected to your proxy.
# You must have 'bungee-plugin-message-channel' enabled in your Velocity's configuration if Velocity is in use.
proxy:
# Should alerts be sent to other servers connected to your proxy?
send: false
# Should the alerts received from other servers be announced to this server?
receive: false
verbose:
print-to-console: false
client-brand:
# This means it won't broadcast their brand to operators if the brand matches the following regexes
ignored-clients:
- "^vanilla$"
- "^fabric$"
- "^lunarclient:v\\d+\\.\\d+\\.\\d+-\\d{4}$"
- "^Feather Fabric$"
spectators:
# Hide all spectators with the grim.spectator permission regardless if they are actually actively spectating
hide-regardless: false
# Will make spectators hidden only in these worlds, keep blank to allow all worlds
allowed-worlds:
- ""
# How long should players have until we kick them for timing out? Default = 60 seconds
max-transaction-time: 60
# Should the duplicate movement packet be cancelled?
# Mojang has fixed this issue in 1.21. This was their attempt to fix the "bucket desync".
Değerli ziyaretçimiz, içeriği görebilmek için şimdi giriş yapın veya kayıt olun.

# This setting only applies to 1.17-1.20.5 clients on 1.8 servers.
cancel-duplicate-packet: true
# Whether or not to ignore the rotation in duplicate packets
ignore-duplicate-packet-rotation: false
Simulation:
# How much should we multiply total advantage by when the player is legit
# This is what the default config looks like (x axis = seconds, y axis = 1/1000 block):
Değerli ziyaretçimiz, içeriği görebilmek için şimdi giriş yapın veya kayıt olun.

setback-decay-multiplier: 0.999
# How large of an offset from the player's movement should we create a violation for?
# Measured in blocks from the possible movement
# We account for Optifine by switching trig tables but dropping this to 0.001 will reduce FastMath
# flagging the anticheat if this compensation doesn't work...
threshold: 0.001
# How large of a violation in a tick before the player gets immediately setback?
# -1 to disable
immediate-setback-threshold: 0.1
# How large of an advantage over all ticks before we start to setback?
# -1 to disable
max-advantage: 0.1
# After 50 seconds with default config, the player will go from 4 blocks -> 1 block of advantage
# This is to stop the player from gathering too many violations and never being able to clear them all
# Default advantage ceiling (x axis = seconds, y axis = 1/1000 block):
Değerli ziyaretçimiz, içeriği görebilmek için şimdi giriş yapın veya kayıt olun.

max-ceiling: 0.7
# Checks to see if a player entered a block during a movement
Phase:
setbackvl: 1 # Glitching into blocks can allow wall climbing, plus this check is relatively stable
decay: 0.005
AirLiquidPlace:
cancelvl: 0
FabricatedPlace:
cancelvl: 5
FarPlace:
cancelvl: 5
PositionPlace:
cancelvl: 5
RotationPlace:
cancelvl: 5
# Prediction-based no slow check
# Grim accounts for buggy netcode here... hard to false even when spamming right click and offhand button
# Much more stable than other anticheats, but please report any falses... I have fixed a ton of netcode issues here.
NoSlowA:
# How much of an offset is "cheating"
# By default this is lower than other offs
# Flags by 0.03-0.2 consistently with NoSlow on
threshold: 0.001
# Setback fast on the first item to remove any advantage NoSlow gives
setbackvl: 10
# Decay's when the player uses an item AND is slowed by it
decay: 0.05
Knockback:
# How much should we multiply total advantage by when the player is legit
setback-decay-multiplier: 0.999
# How large of an offset from the player's velocity should we create a violation for?
# Measured in blocks from the possible velocity
threshold: 0.001
# How large of a violation in a tick before the player gets immediately setback?
# -1 to disable
immediate-setback-threshold: 0.1
# How large of an advantage over all ticks before we start to setback?
# -1 to disable
max-advantage: 1
# This is to stop the player from gathering too many violations and never being able to clear them all
max-ceiling: 4
Explosion:
threshold: 0.001
setbackvl: 3
TimerA:
setbackvl: 10
# Milliseconds that the player can accumulate for later use when they fall behind
# Could potentially allow 1.8 fast use/fast heal/fast bow bypasses if set too high, 120 ms seems like a good balance
drift: 120
# Ping at which the check will start to limit timer balance, to prevent abuse.
# Can cause some setbacks for legitimate players but only if they are over this ping threshold.
# -1 to disable
ping-abuse-limit-threshold: 1000
NegativeTimer:
# Number of milliseconds lost while moving before we should start flagging
drift: 1200
# Same check method as TimerA, but for vehicles
TimerVehicle:
# Target 1.005 timer
setbackvl: 10
EntityControl:
setbackvl: 25
Reach:
# How much should we expand hitboxes by? 0.0005 should detect 3.0005+ reach
#
# There is 0.03 forced expansion with 1.9-1.18.1 (not 1.18.2), or some client/server combinations due to
# protocol changes and limitations. This check is most powerful with 1.7/1.8 clients on 1.8 servers.
threshold: 0.0005
# Should we cancel hits that we know are impossible?
# 3.00-3.03 hits may go through but still be flagged, due to packet order limitations
block-impossible-hits: true
# This will send an additional packet at the end of every tick to increase the likelihood of catching cheats
# This injects into server's connection list to send a final packet just before the server flushes
# Enabling this will increase bandwidth usage for all players
# This will not decrease overall server performance
# Enabling this will catch more cheaters.
# Leaving this disabled will still catch cheaters and will not cause false positives
# Unless you are a 1.8 PvP focused server, this additional packet is not recommended
enable-post-packet: true
exploit:
# You can gain high speeds when sprint jumping with an elytra, this prevents the exploit when set to false
# Mojang screwed up netcode by making elytra start client sided and elytra end server sided
# Elytras take 0.99 horizontal friction, so constantly adding 0.2 horizontal speeds results in very high speeds.
allow-sprint-jumping-when-using-elytra: true
# This option mitigates the player's placement on ghostblocks by resynchronizing the player when it happens
allow-building-on-ghostblocks: true
# This setting, influenced by the boolean above defines the distance to check for ghost blocks
# Its valid range is limited from 2 to 4
distance-to-check-if-ghostblocks: 2
# Enable logging plugins who have injected into netty on join to debug compatibility issues
debug-pipeline-on-join: false
# Enables experimental checks
experimental-checks: true
# Grim sometimes cancels illegal packets such as with timer, after X packets in a second cancelled, when should
# we simply kick the player? This is required as some packet limiters don't count packets cancelled by grim.
packet-spam-threshold: 100
# Grim is able to enforce that a player set out of flying state cannot have more than X milliseconds of ping
# This is due to Grim not currently checking flying players
# To disable, use -1
max-ping-out-of-flying: 1000
# Maximum ping when a firework boost is removed from the player.
# This prevents high latency players from being able to use 1 firework boost with an elytra forever.
max-ping-firework-boost: 1000
config-version: 9
 
Logu biliyorum onu sormadım site kabul etmiyor dosyayı log kaydı da fazla link olarak nasıl yollayım bide bu configi kullan derken linkteki configten bashesdiyorsun sanırım
?
 
Dedin -1 yolunu denedim düzelmiyor direkt config i denememi istiyorsan mümkün değil oyuncular var
Test sunucusunda deneyebilirsin.

Logu biliyorum onu sormadım site kabul etmiyor dosyayı log kaydı da fazla link olarak nasıl yollayım bide bu configi kullan derken linkteki configten bashesdiyorsun sanırım
?
Değerli ziyaretçimiz, içeriği görebilmek için şimdi giriş yapın veya kayıt olun.
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