NoCheat

Thank You!
Thanks to everyone who used and liked this plugin. I've set the plugin to "abandoned" status myself (that's why there is a red box above this text), because it describes best the current status of this plugin. Thanks to everyone that supported me during the year of development, with money, bug reports or simply kind words.
What now?
NoCheat 3.5.0 no longer works with recent CraftBukkit build and you will no longer get any updates or support from me anymore.
If you want to see the original version of this description page for this plugin, you can find a copy of it here: Original plugin description
Replacements for NoCheat
Check out these plugins.
NoCheat+
It is based on NoCheat's code and is therefore similar in how it works. But it also adds a ton of new features. You can find it HERE.
NoCheat Classic
It is the original NoCheat without any modifications beyond what is necessary to make it work on modern CraftBukkit versions. If you like NoCheat exactly the way it is, this may be what you are looking for. You can find it HERE.
AntiCheat
Is a new plugin that's built from scratch. That means it will behave and feel different to NoCheat. I'm sure the developer appreciates new users and bug reports. Get it HERE.
Make your own
Don't like the presented alternatives? You may just create your own plugin instead. The source code for NoCheat is HERE.
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Posted Feb 5, 2012@Gnintendo
Thanks for telling me that. I didn't notice it when testing. I've fixed it now.
NoCheat v 3.1.1:
http://dev.bukkit.org/server-mods/nocheat/pages/changelog-and-downloads/
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Posted Feb 5, 2012latest update (3.1.0) is preventing users from teleporting with teleport plugins
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Posted Feb 5, 2012A detailed explaination of the changes can be found here
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Posted Feb 5, 2012Ok, here we go. NoCheat 3.1.0:
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Posted Feb 5, 2012@asofold
It's per client tick or "move" packet which is normally the same, because the client sends a move packet once per tick, and limits itself to 20 ticks per second. So limit times 20 is the distance per second.
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Posted Feb 5, 2012Can't find it right now: what does the speed limits refer to 1/100 block per tick or per second or per what ?
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Posted Feb 5, 2012Got a new version ready. Just doing some cleaning up and stuff to get everything working. You'll like this version, it has a lot of nice new features. :)
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Posted Feb 5, 2012@Evenprime85
Sounds good, also support for the Jump Boost potion packet? :D
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Posted Feb 5, 2012@LordKainzo
I'll replace the checks that depend on server lag and add support for "BOOST".
@ShakyTom
That video will help me a lot in finding out why that happens. Thanks.
@PublicPerv
No, never.
@XeonG8
Works for me. Maybe people try to fly up too fast? The "limited" flying that people are allowed to do when having "nocheat.checks.moving.flying" permission is limited to 1 block upward movement per step (You can change that limit in the config).
@Zombiemold
I'm not sure how the game even decides how far the string is pulled on bows. So I can't promise anything on that. Also, I've currently other things to work on for NoCheat.
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Posted Feb 5, 2012@Zombiemold
Yeah it does exist I had a play around with it. About time someone made it really, as the old bow was much more fun compared to mojang slowmo bow that takes a day and half to pull back a string, or just have flop arrows. They should have done faster bow firing enchant, still it does work in a hacky way, I'm sure prime already has it to test by now.
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Posted Feb 5, 2012Pretty sure a hacked client just came out, or is in development that allows for rapid fire arrow firing. The arrows have max range and power, and fire very very fast.
I have a couple players on my server that are active hackers (They usually warn me of exploits) and they just came on using this. I haven't gotten details on it, other than that I am seeing them doing it, and they shouldn't be.
Any chance to get NoCheat to block this behavior? catch it before it gets too popular?
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Posted Feb 4, 2012- nocheat.checks.moving.flying
....that doesn't work.
- nocheat.checks.moving.runfly
...that does work.
Just that, I never put any .* on the end as I do know that wouldn't work. Anyway worked before, now doesn't.
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Posted Feb 4, 2012Can you make it compatible with permissions 3.1.6 if it is already then why won't it work with mine please I really hate Pex and don't know how to use the others if any other is pretty much exactly the same i'll try it D:
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Posted Feb 4, 2012@Evenprime85
I seem to of found a little bug with the latest version of NoCheat.
Basically, jumping just before touching water triggers the moving.running.vertical check and this happens whether you are sprinting or not.
This video should show what I mean :)
http://www.youtube.com/watch?v=IB0VdrU9CYI
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Posted Feb 4, 2012@Evenprime85
The packets are already in for them, it's labeled as "Jump Boost" - I actually dont play the game so no clue if they can be brewed or not... It should be recorded server side to my knowledge.... Since it uses the same setup as all other packets.
Also for those servers with 150+ players, we have TPS anywhere from 5 TPS to 15 TPS - is this "Server lag detector" able to be adjusted
I see every few seconds with 130 online [Nocheat] Detected server lag, some checks have been disabled [Nocheat] Server lag seems to have stopped, re-enabling checks
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Posted Feb 4, 2012@LordKainzo
I didn't know that the jump height increasing potions were actually implemented, as afaik they can't be brewed.
As long as the effect is recorded serverside (like with the swiftness potions) it shouldn't be a problem for me to support that potion effect.
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Posted Feb 4, 2012@Evenprime85
It seems that NoCheat isnt checking for Potion packets for "Jump Boost"
After using Potion Master to create a 'buff' that send sthe packets for Jump Boosts with the modifier of 10 - it will send the player crashing back to the ground immediately. If there's a way to monitor the packets being sent, you should whitelist if they have the packet. Just trying to help =)
Also for those servers with 150+ players, we have TPS anywhere from 5 TPS to 15 TPS - is this "Server lag detector" able to be adjusted?
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Posted Feb 4, 2012Thank you prime. I'll put in the changes now and let you know how it goes.
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Posted Feb 4, 2012@HighlifeTTU
You can't prevent getting false positives for that from time to time, simply because the targeted player moves while the "attack" is transmitted from the attacker to the server. If the target moved out of range in that time, the server will only see someone attacking something that's out of reach.
So you probably want to make your "ban" only execute if a player keeps attacking somebody who is out of range. To do that do the following for the "reach" check actions option:
That would mean that, as before, attacks over too big distances get logged and blocked, but in addition when a player gets to a "violation level" of 10 or more (for this check, the violation level represents the summed up "attack distance minus allowed attack distance"), he'll get banned.
That should help differentiate between the players that randomly, due to lag, attack players beyond the set maximum distance and those that constantly try to attack enemies beyond that distance.
The "violation level" gets reduced by 20% for every attack that didn't go beyond the set maximum distance, so it should only get to 10 if players keep trying to attack other players (or monsters) that are too far away.
PS: "ban" should obviously be replaced by whatever you used to define your ban command.
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Posted Feb 4, 2012You are the expert. :)
By the way... I noticed I was getting some false bans from the reach code. Likely due to lag more than anything. If I want to set up the plugin to ban, but give a little wiggle room for lag, what do you recommend? I set reach distance to 500 but I noticed its not catching anything. Would 425 be a better number? My goal with the plugin is to make sure people in player versus player are banned if hacks are enabled. Its the biggest issue in a hardcore server. The speed one is flawless, but since I'm afraid to install an actual hacked client to test reach, I'm at a loss on how to tweak it.