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FAQ
Table of Contents
- Why is aimbot/killaura not detected by NoCheatPlus?
- Why does NoCheatPlus not detect NoKnockback?
- Why use NoCheatPlus instead of plugin X?
- NoCheatPlus does not block any hacks on my server, I can login with any hack client and grief as much as I want without getting blocked?
- I gave my friend permissions for a mod but he stills get blocked by NoCheatPlus?
- Will NoCheatPlus support plugins like mcMMO and Citizens out of the box?
- Why isn't cncp (CompatNoCheatPlus) already integrated in NoCheatPlus?
- Can i use NoCheatPlus with another anti-hack plugin?
- Why do you have commands like /ncp ban, /ncp kick and other?
- Is banning based on check alerts encouraged?
- Where is the "donate" button?
NoCheatPlus covers a large potion of pvp (player versus player) and pve (player vs enviorment) cheats (see Features) but there are invisible problems now.
Client sided: Since NoCheatPlus can only use the ressources which are controled and available on the server we are in that case limited to what we can detect. Aimbot for example is besically a hack that just looks at another player/entity and hits it, so there is no way telling if that action was done by a real player with his mouse or by an aimbot. Most up to date aimbots are actually really smart and do random "errors" or even a view motion (do not turn around too quickly) to simulate a real computer mouse.
Over advertising: Some hack clients have a GUIs which over advertise the clients hacks by doing big, flashy, red, large buttons and a description such as "This hack bypasses NoCheatPlus and lets you win every game!". However what such hack clients mostly do is just look at the player and hit him with a reasonable hit speed that just stays under the radar of NC+ (If we would increase that limit there would be more false positives).
Weak points of NC+: To detect the attacking frequency properly, we need ProtocolLib for all CraftBukkit/Spigot versions, roughly since Minecraft 1.7 (possibly on 1.7.2 fight.speed still works). Detections need to be made more striking still.
Key issues are that the client side decides on responding to velocity, the latency between client and server makes workarounds complicated for the general case, given that the players path can be blocked. We don't deem it impossible to detect simple to check or extreme cases.
It is up to you! NoCheatPlus puts emphasis on configurability allowing you to choose when to kick, ban, log, do anything at all, also allowing to adjust a lot of parameters to tweak checks for your needs. Other plugins may put emphasis on simplicity of configuration. All plugins strive to work fine "out of the box" without need to adapt much. Of course every plugin might have strengths and weaknesses on different fields, also consider that NoCheatPlus is both free and open source - we suggest you match your needs against the features of the plugins, and ask if in doubt.
NoCheatPlus does not block any hacks on my server, I can login with any hack client and grief as much as I want without getting blocked?
You probably have OP or permissions (administrator or owner rank) on your server which let you bypass all the NoCheatPlus checks. So if you want to test then deop yourself and set your rank to default. Also make sure your Minecraft version matches the version NoCheatPlus has been compiled for, it can be seen on the download pages of BukkitDev or simply using /version NoCheatPlus or /nocheatplus version
After giving permissions to a player, he/she has to relog to activate their mods they got permissions for. Be warned: nocheatplus.mods.zombe.fly
for example only gives the permission to enable zombes fly mod, you will also need the nocheatplus.checks.moving.survivalfly
permission to make it work right.
NoCheatPlus does not have any special plugin dependencies built in, because they delay the update process of our plugin. Instead we provide you with a compatibility bridge called CompatNoCheatPlus.
CompatNoCheatPlus simply connects NoCheatPlus (reason why it needs to be installed alongside CNCP also) with other plugins such as mcMMO, Citizens and others using the powerful NoCheatPlus API to make them compatible together.
If you would like to suggest or implement another plugin compatibility in CompatNoCheatPlus then contact @asofold for additional support.
Because it would slow down the development of NoCheatPlus, we would always have to keep up with the other plugins if those get changed, also changes to NoCheatPlus might break compatibility with other plugins, so we would have to fix those too or remove the broken hooks. Also the testing for those components takes a lot of time and can't really be done by us. We might at some point build in a couple of generic things that will help with some compatibility issues without endangering us of getting stuck with compatibility issues.
Two plugins usually are not better than one. Just activate the few checks of the other plugin that you assume to be useful, disable the rest. Don't have both plugins check for the same things. The typical problems are that checks or the the whole plugins... a) become less effective, because one plugin won't even register actions that a player did, due to the other plugin having cancelled the action already, which can happen to both plugins, due to differing limits... b) that the same kind of checks conflict in taking back players actions, leading to unpleasant emergent effects, such as allowing flying with multiple fly checks being activated (also thinkable with built-in the vanilla fly check, thus let a plugin check for flying, setting allow-flight to true).
Why are commands like 'ncp ban ...', or 'ncp kick ...' used in the configuration instead of the default commands?
Those are auxiliary commands used for actions, at some point in history the default commands had been lacking some functionality or we wanted to both kick and ban at once.
We don't encourage banning in general, because checks can have false positives and nowadays cheat clients adapt pretty well to the boundaries set by NoCheatPlus, so the "good ones" won't even create many violations. It does depend on the individual check, how it is affected by latency or lag or randomness, though. With the right choices, temp-banning could make sense for combinations of checks+alert-levels, if they are not too much influenced by random events or lag or latency.
It has been removed for the time being. We might re-add it once we are in need of donations.
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