NoxRadarJammer
Nox Radar Jammer
Don't ban the cheaters, prevent the cheating
A simple plugin that will jam out entity radars on hack clients or even minimaps that don't play nice with server permissions.
This plugin will make it completely useless to the hacker as you can see below. It will send fake entities all over they're client. Causing the map to be flooded with entity icons.
Disclaimer
Due to the fact clients can easily develop ways to bypass any update to this plugin. Developing this kind of plugin is more of a back and forth battle between the hack client authors.
The only true way to stop such a thing is to not send the player data at all.
This project was made on the side to learn how to code better.
One fact is just by having access to the source code you can find new ways to bypass this kind of plugin very very easily.
Dependencies
This plugin requires ProtocolLib. See link
Required: ProtocolLib
If you have the latest spigot or a newer build of bukkit, you might need the newest dev build of ProtocolLib
Permissions
Currently the permissions are as follows.
- radarjammer.exempt
- radarjammer.reload
Configuration nodes
This will adjust the radius from the player that the Minimaps / hacked clients will receive fake entities. We recommend 40 as a default
- Radius: [0 - 64]
This will change how far apart the fake entities will be from each other. We recommend 2-6, with 2 being ALOT of entities
- Spread: [2-20]
This is the period in which we will re-render the fake entities around the players being jammed.
- update-period: 4
Should we prevent people with voxel map from using the radar?
- stop-voxelmap-radar: true
Should we prevent people with voxel map form using the cave map?
- stop-voxelmap-cave: true
Suggestions are welcome in the comments
Great plugin! I've worried about radar in multiplayer for such a long time,and u really cheer me up!!!! I'm using MCPC+ and I've got a same problem just like godgodgodgo's It's impolitely to ask when the problem will be sloved, but i really want to know something ,it's improtant to me. Thx again and best wish
Does this work on bungeecord servers (running Spigot)?
@Bbcsto13
Awesome! Thanks so much.
@Bbcsto13
I have just a conflict between Motd and your plugin
Now all is working as intend :)
Many thanks !
@Layania
Odd, working fine on my end. When you log in are you getting the disabling message?
@CommodoreAlpha
Thank you, i think it will get more attention the more stable it is and people realize what it does exactly lol
This is such a great plugin, and one of the first of its kind I've ever seen. With only 400 downloads over a month, I don't know why people aren't breaking down your door to get this awesome plugin. PvP server or not, this plugin has its place on every server, like Orebfuscator, or NoLagg.
I download last version 1.2.7 with ProtocolLib 3.2.0 & bkcommonlib v1.57
Voxel map radar & cave working :/
@gv1222
Whoops...ill fix that
Found one issue, when you reload the console is spammed with errors & the fake entitites seem to dissapear for players screens. Here's the log: http://pastebin.com/XYkTECps
@timgeel
The original reason for the limits is cause it can cause a large cpu usage, I think 2 fps its bad enough to not play
@godgodgodgo
I can see that, I've never it used mcpc, but I can look into the problem and a way around it later
I think this might not be working for me due to this bug with mcpc-plus: https://github.com/MinecraftPortCentral/MCPC-Plus/issues/866
:(
@Layania
Uploaded, should be about a day or less before its approved
@Layania
Sure
I search this kind of plugin since long time !
Thanks from all my players :)
Could you add a cave (allow/disallow) features ?
Theoretically our plugin supports other versions of bukkit. As long as the API version of bkcommonlib work with it. Same with protocol lib. Seems we depend on that more it seems. I just read the latest updates.
Sooo. If you match library versions they might work on lower versions of MC.
@CommodoreAlpha
They are stationary yes, and as far as I can tell it would be very hard to find a way around it. Teleportation packets are sent to move the entitites around the player so they do move..some
The fake entities that spawn are stationary, right? (I haven't tried out the plugin yet, because I've got some updating to do before I can test anything beyond 1.6.) If so, is there a possibility that someone develops a client hack smart enough to distinguish between fake entities and real entities? (e.g. if the fake entities don't move - and not saying that they should to fix the hypothetical problem - then the client hack could put a timer on every player-entity to see if it moves within a certain time frame.)
@Bbcsto13
Awesome, did some testing earlier and this seems to be extremely effective.