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Fight checks improvements/implementations #51

@Lysandr0

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@Lysandr0

(Let me know if you wish me to split everything into different tickets)

  1. Fight.Critical revamp: detect "onGround" critical cheats.

The current implementation is rather ineffective regarding most of the modern critical cheat modules; while it can technically detect onGround variants through the config, by editing "falldistance" to something higher, doing so, the check would spit out so many false positives to the point where you're not even able to distinguish a legit player from an actual cheater. So, having a new check method alongside the "lowjump" one would be nice :p

  1. New (potential) checks (Bringing some of them from the original tracker):
  • "Fight.Impossiblehit" :
    I think this one is one of those checks that has been requested countless of times over the years of NCP's development... :p
    Basically a check that can prevent:
    (Most requested) ->
    -Hitting whilst eating;
    -Hitting whilst blocking with a sword/shield (1.8/1.9+);
    -Hitting whilst being dead (This one is already in place but it could get rearranged in this check);
    (Possibly more) ->
    -Hitting whilst breaking/interacting/placing a block;
    -Hitting while having an open inventory (Although the server doesn't tell us whether an inventory is open or not... Would also fit better in the inventory check section perhaps... :p)

  • "Fight.Visible":
    Prevent cheaters from hitting entities through walls and obstacles (This one has been queued ever since by asofold, I think...)

  • "Fight.Target":
    Heuristic check which would prevent players from hitting entities through other entities' hitbox
    It'd catch a lot of KillAura modules which don't perform any ray-tracing and target(/ignore) only specific entities (Thinking of large crowds of players and/or entities... :p)

More inputs/ideas/suggestions(...) are very much welcome :)

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