CompatNoCheatPlus
CompatNoCheatPlus (cncp) provides compatibility between the anti cheat plugin NoCheatPlus and other plugins that add game mechanics different to the vanilla game behavior, such as mcMMO or plugins that add npcs such as Citizens. You need NoCheatPlus for this, NoCheatPlus can not be replaced by this.
This plugin is an add-on for NoCheatPlus: NoCheatPlus on BUKKITDEV
Development builds of this project can be acquired at the provided continuous integration server.
These builds have not been approved by the BukkitDev staff. Use them at your own risk.
Development-builds (Jenkins at ci.md-5.net): CompatNoCheatPlus and NoCheatPlus
Features:
- mcMMO:
- Block breaks by abilities should lead to no or almost no alerts anymore.
- Fighting alerts should be reduced.
- Citizens 2:
- NPCs no longer generate check alerts.
- Generic:
- Cancel all check failures for players that are not real players. This should handle a range of NPC creation techniques in general, as exist with Citizens 1.
(Experts: good bit of it is configurable.) - Block breaking and block placing: Plugins that break or place many blocks "in the name of a player" have a better chance to be made compatible by adapting the configuration. Defaults are set for MachinaCraft.
- Bukkit player speed API: Set the fly/walk speeds globally and let NoCheatPlus deal with the rest. (Needs to be enabled in the configuration.)
- Cancel all check failures for players that are not real players. This should handle a range of NPC creation techniques in general, as exist with Citizens 1.
- For configuration reference: Configuration
(Should not be needed usually, but can be used to disable unused hooks, or enable the set-speed hook. - For details on plugin compatibility, see: Details
Spout users
Spout users might encounter problems (nofall / fly working). Try to disable the player-class hook - but i am afraid there might be further incompatibilities at present.
Contributors:
- Welcome!
- Maybe someone wants to join this project ?
Repository: https://github.com/asofold/CompatNoCheatPlus
API: You can register a hook with cncp, which might or might not spare you some coding, cncp will re-enable NoCheatPlus with a delayed sync task, so you can use the PluginEnableEvent to register hooks that can listen on lowest level and be processed before NoCheatPlus. If you don't need these features then you can directly hook into the NoCheatPlus API (introduced in the lates dev builds of NoCheatPlus 3.7). Adding a hook demands further not to put NoCheatPlus into the depend or softdepend parts, returning the NCP hook and the check types should be the first time to access NCP API actively.
@LordKainzo
I need feedback to fix stuff, since last fix i heard something about something not working but did not receive any specific reports about what alerts there are this time (moving traces can speed up things significantly)...
I want to add Heroes integration :(
@machanicdude
What alerts do you get? You might use TestNCP and add yourself as "tester", to get every violation for a test setup, but after a while alerts should show up anyway.
Great plug-in but it dosn't work still with machina's factory.. made the drills and such work just the only one that dosn't work now is the factory. :T
Great hook plugin.
Please make this compat with this plugin: http://dev.bukkit.org/server-mods/hunger-games/ the plugin dev is working real hard on this and i need anti-hacks no-cheat-plus to prevent cheating players.
Hi can you make compatible with Modern weapons? http://dev.bukkit.org/server-mods/modernweapons/
It seem to block high projectible speed of certain weapons
@asofold
They seem to have moved here: http://forums.spout.org/resources/heroes.2/
Not sure if they added custom events yet.
@WolfClawsKevin
That would be BLOCKPLACE_SPEED to start with. What's the spells name ?
@Sonorpearl
I have not heard of the Heroes devs in a while - i can only provide compatibility if they provide events or some other way to know when a player is using a skill. They were at adding some support but i am not sure what the current state is... versions of CB and plugins keep changing all the time. What checks conflict with CombatTag?
Support for Heroes and any CombatTag (Remove logging out in Combat) Plugin should be supported also ^^
@asofold http://prntscr.com/123iyq
@WolfClawsKevin
That should be possible to configure - by default cncp does nothing for magicspells, because spells are fully configurable.
You have to add the check types from the alerts to the exemption list under the spell name.
Can you show a client log / screenshot with the alerts for a spell use ?
You said on the page NoCheatPlus that is should use this plugin to stop hack messages when using MagicSpells. So, I installed the plugin, but I still have the problem when they are , for example, using the freeze spell (shoot multiple snowballs with one click).
@Tobias2289
Yes: You need cncp to run those skills with NCP on your server!
Any non-vanilla plugin features (such as SuperBreaker) will likely lead to NCP stopping it.
Will this stop the "block lag"? Only when we use mcmmo do we get block lag and we're wandernig if it's because of mcmmo + NCP...
@xion87
Citizens 2 does not recommend to create NPCs that have the same name as a player that plays on your server. At the moment its hard for NC+ to distinguish the NPC with the player which might cause wrong actions against that NPC/Player. Maybe @asofold has an idea but I don't know.
I noticed a bug, when i create a npc with the same name of a player with Cititizens2, sometimes randomly it teleport the playing player to the npc.... and cncp is the cause...
@D3imos
Some things might be possible to configure for other "no yet officially covered" plugins, but it depends on what conflicts and what exactly the other plugin does. We do need more details...
@gamemoe
CommandSigns uses a PlayerProxy object for sign commands, seemingly an npc did something with it and Citizens can not handle the proxies. In fact i think using such proxies is problematic.
You might get around this by activating the player-class hook and set it to exempt the PlayerProxy class too. This might prevent the citizens clash, since the player hook gets processed before the citizens hook, unless i am mistaken. The cost is that people can spam any command with command signs, which is probably not what you want. If however signs can not be made by players but just be used at spawn for instance, then this could get you around the commands alerts, so the chat.commands check could be run with stricter settings again.
@RobbyRP
Depends on what MobArena does there. Can you paste the exact ingame / log messages for that problem?
http://pastebin.com/vxjxJAjJ
@D3imos
Nothing you can do with "settings", CompatNoCheatPlus or mmSupernaturals would need to use the NC+ API to make those things compatible.
@RobbyRP
I would say make a ticket for CompoatNoCheatPlus with every "ability" from MobArena that causes problems for you.