joehot200 / AntiAura

AntiAura GitHub Reports
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Knockback check causes more FP than actual detections #142

Closed personinblack closed 3 years ago

personinblack commented 4 years ago

Even with default settings standing still and getting hit by a zombie gives FP. But it doesn't detect you while you are jumping around your target and abusing AntiKnockback as much as you can.

Try this config vs a zombie:

Knockback:
  #How many ticks after the player has been hit should it be checked if they have moved?
  #There are 20 ticks in 1 second.
  #Advanced config only.
  TicksAfterHitToCheck: 15
  #The AntiKnockback check uses rays to check behind the player, in case there is a wall.
  #By default, 2 rays are used. If you enable MoreRays, AntiAura will use about 10 rays.
  MoreRays: true
  #Ignore rays that collide with ferns (or grass) or dandelions?
  #Note: Does not affect versions 1.14+.
  IgnoreFerns: true
  #Won't check players who are not moving.
  #By enabling AntiKnockback and not moving at all, players will be able to bypass detection if this is enabled.
  #Enable with caution.
  DontCheckLaggyPeople: false
  #If a player is travelling slowly, what is the lowest multiplier to multiply the knockback by, to avoid false positives?
  #This option is mainly for players standing still who then walk forwards, trying to avoid knockback.
  #Advanced config only.
  LowestModifierForLowSpeed: 0.7
  #How much leniency should the check have?
  #1.0 equals no leniency. Values less than 1.0 make the check more lenient.
  #For example, 0.5 would mean a player would only have to move half the distance backwards.
  #Advanced config only.
  KnockbackLeniency: 1.0
  #Bias to direction from 1.0 to -1.0. Lower (negative) values give more leniency for sideways movement (e.g. strafing)
  #-1.0 would mean that all hits were counted as being parallel to direction of travel, +1.0 would mean all hits would be counted as with the direction of travel.
  DirectionBias: -0.0
  #Command to execute when person is detected for AntiKnockback.
  KnockbackCommand: say antiknockback
  #You know how thresholds work by now.
  #If the person is detected for AntiKnockback, the threshold the player has is raised by 1.
  #If the person is not detected for AntiKnockback, lower the value by LowerAmount.
  #If Player's threshold value hits the Threshold, command is executed.
  #It is generally recommended you don't raise this. Raise the LowerAmount variable instead!
  #Advanced config only.
  Threshold: 1
  #How much do you want to lower the threshold when a player is detected as legit?
  #You may wish to consider increasing this if you get too many false positives.
  #Advanced config only.
  LowerAmount: 0.0
  #If a player is sprinting torwards another player, they may travel too far forward after being hit and trigger the detection.
  DontCheckIfPlayerIsSprinting: false

This will spam your chat with antiknockback after almost every hit while you are standing still without cheats. Now try enabling AntiKnockback and start moving around your target, you will see that messages reduce (like one message in 1.5 seconds).

joehot200 commented 3 years ago

Fixed. Feel free to test at endcraft.net to see if you think it's good enough, but I'm quite happy with the result.