Ac checks

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PasteBin Reference:
https://pastebin.com/gQHqn39D

Aim

AimA » Invalid pitch change.
AimB » Invalid yaw change.
AimC » Repeated yaw values.
AimD » Invalid pitch change.
AimE » Invalid yaw change.
AimF » Invalid yaw change.
AimG » Too large yaw change.
AimH » Invalid sensitivity.
AimI » Not constant rotations.
AimK » Not constant rotations.
AimL » Switching directions too quickly.
AimM » Impossible rotation.
AimN » Too small yaw change.
AimO » Too small pitch change.
AimP » Large yaw acceleration.
AimQ » GCD bypass flaw detected.
AimR » Subtle aim assist modifications.
AimS » Subtle aim assist modifications.
AimU » GCD bypass.
AimW » Generic rotation analysis heuristic.
AimX » Generic rotation analysis heuristic.

Auto Block

AutoBlockA » Attacked while sending BlockPlace packet.
AutoBlockB » Attacked while sending BlockDig packet.
AutoBlockC » Attacked while sending BlockDig packet.

Auto Clicker

AutoClickerA » Left clicking too quickly.
AutoClickerB » Too low standard deviation.
AutoClickerC » Rounded CPS values.
AutoClickerD » Too low skewness values.
AutoClickerE » Too low variance.
AutoClickerF » Not enough distinct values.
AutoClickerG » Too low outliers.
AutoClickerH » Similar deviation values.
AutoClickerI » Too low kurtosis.
AutoClickerJ » Impossible consistency.
AutoClickerK » Similar average values.
AutoClickerL » Similar kurtosis values.
AutoClickerM » Similar variance values.
AutoClickerN » Low deviation difference.
AutoClickerO » Impossible spike in CPS.
AutoClickerP » Identical statistical values.
AutoClickerQ » Too low average deviation.
AutoClickerR » Impossible consistency.
AutoClickerS » Checks for amount of distinct delays.
AutoClickerT » Too low kurtosis

Fast Bow

FastBowA » Shooting a bow too quickly

Criticals

CriticalsA » Tried to hit Critical hit on ground.
CriticalsB » Tried to hit Critical hit on ground.

Hit Box

HitboxA » Attacked while not looking at target.
HitboxB » Attacked while not looking at target.

Kill Aura

KillAuraA » Post UseEntity packets.
KillAuraB » Invalid acceleration.
KillAuraC » Invalid acceleration.
KillAuraD » Attacked two entities at once.
KillAuraF » Switching targets too quickly.
KillAuraH » Attacked while opening inventory.
KillAuraJ » Attack frequency.
KillAuraK » Attack pattern.

Reach

ReachA » Hit from too far away.
ReachB » Hit from too far away.

Velocity

VelocityA » Vertical velocity modifications.
VelocityB » Horizontal velocity modifications.
VelocityC » Vertical velocity modifications.

Boat Fly

BoatFlyA » Moving upwards in a boat.
BoatFlyB » Moving too quickly horizontally.
BoatFlyC » Hovering in a boat.

Anti Levitation

AntiLevitationA » Ignored Levitation effect.

No Saddle

NoSaddleA » Controlling an entity without a saddle.

Self Leash

SelfLeashA » Riding an entity while having it leashed.

Entity Speed

EntitySpeedA » Riding an entity too quickly.

Entity Flight

EntityFlightA » Ascending while riding an entity.
EntityFlightB » Hovering while riding an entity.

Ghost Hand

GhostHandA » Invalid bed break.

Elytra

ElytraA » Gliding too quickly on X/Z axis.
ElytraB » Invalid Y-Axis change.
ElytraC » Invalid acceleration.
ElytraF » Sending Elytra packets too quickly.
ElytraG » Invalid acceleration.
ElytraI » Invalid motion.
ElytraJ » Invalid motion.

Fast Climb

FastClimbA » Climbing too quickly

Flight

FlightA » Invalid Y-Axis movement.
FlightB » Invalid Y-Axis movement.
FlightC » Invalid Y-Axis movement.
FlightD » Invalid Y-Axis movement.
FlightE » Invalid Y-Axis movement.

Jesus

JesusA » Walking on water.
JesusB » Invalid Y-change in water.
JesusC » Invalid Y-Change in water.
JesusD » Jumping on/in water.
JesusE » Moving too quickly on water.

Jump

JumpA » Invalid jump motion.
JumpB » Invalid jump motion.

Motion

MotionA » Repeated vertical motions.
MotionB » Repeated vertical motions.
MotionC » Invalid jump motion.
MotionD » Too small Y-axis change.
MotionE » Impossible movement values.
MotionF » Moving too quickly at wrong angle.
MotionG » Took additional velocity.

No Slow

NoSlowA » Placing while digging NoSlowB » Moving too quickly on Soul Sand.
NoSlowC » Moving too quickly in a web.
NoSlowD » Moving too quickly on honey.
NoSlowE » Moving too quickly in a berry bush.

Speed

SpeedA » Invalid friction.
SpeedB » Moving too quickly on the ground.
SpeedC » Moving too quickly in the air.
SpeedD » Moving too quickly on the ground.

Step

StepA » Invalid Step height.
StepB » Invalid Step motion.

Sprint

SprintA » Invalid sprint direction.

Strafe

StrafeA » Moving incorrectly in the air.
StrafeB » Moving incorrectly on the ground.

Wall Climb

WallClimbA » Climbing up a wall.

Crash

CrashA » Invalid position.
CrashB » Book Crasher.
CrashC » WorldEdit crasher.
CrashD » Invalid Creative packets.
CrashE » Send book packets without a book.

Baritone

BaritoneA » Checks for Baritone like rotations.
BaritoneB » Checks for Baritone like rotations.

Bad Packets

BadPackets1 » Sent too many Start Dig packets.
BadPackets2 » Sent too many Stop Dig packets.
BadPackets4 » Sending Elytra packets without an Elytra.

BadPacketsA » Spoofed abilities packets.
BadPacketsB » More than 20 flying packets in a row.
BadPacketsC » Impossible pitch.
BadPacketsD » Spoofed Respawn packet.
BadPacketsE » Interacted with themselves.
BadPacketsF » Invalid Steer Vehicle packet.
BadPacketsG » Invalid HeldItemSlot packet.
BadPacketsH » Invalid attack packet order.
BadPacketsI » Sent EntityAction while attacking.
BadPacketsJ » Sent HeldItemSlot while placing.
BadPacketsK » Sending EntityAction packets too quickly BadPacketsM » Post BlockPlace packets.
BadPacketsN » Post BlockDig packets.
BadPacketsO » Negative HeldItemSlot packet.
BadPacketsP » Post EntityAction packets.
BadPacketsQ » Too big HeldItemSlot packet.
BadPacketsR » Post HeldItemSlot packets.
BadPacketsS » Clicked inventory too quick.
BadPacketsT » Invalid KeepAlive packets.
BadPacketsU » Invalid KeepAlive packets.
BadPacketsV » Spoofed SteerVehicle packets.
BadPacketsW » Post WindowClick packets.
BadPacketsX » Post ArmAnimation packets.
BadPacketsY » NaN X/Y/Z values.
BadPacketsZ » Invalid Spectate Packets.

Fast

FastPlaceA » Placing blocks too quickly.
FastBreakA » Breaking blocks too quickly.
FastUseA » Using items too quickly.

Ground Spoof

GroundSpoofA » Spoofed onGround value.
GroundSpoofB » Spoofed OnGround value.
GroundSpoofC » Spoofed OnGround value.
GroundSpoofD » Impossible onGround value.

Improbable

ImprobableA » Too many combined combat violations.
ImprobableB » Too many combined movement violations.
ImprobableC » Too many combined player violations.
ImprobableD » Too many combined autoclicker violations.
ImprobableE » Too many combined violations.
ImprobableF » Too many combined Scaffold violations.

Invalid

InvalidC » Too large Y-Axis movement.
InvalidD » Large yaw changes without decelerating.
InvalidE » Too large X/Z-Axis movement.
InvalidF » Impossible Y-axis change.
InvalidG » Impossible X/Z change.
InvalidH » Impossible X/Z change.
InvalidI » Impossible Y change.
InvalidJ » Impossible X/Z change.

VClip

VClipA » Large vertical movement.

Inventory

InventoryA » Sprinting while clicking in inventory.
InventoryB » Moved while clicking in inventory.

Scaffhold

ScaffoldA » Interacted with the bottom of block.
ScaffoldB » Invalid interact.
ScaffoldC » Sprinting while bridging.
ScaffoldD » Invalid rotations.
ScaffoldE » Invalid rotations.
ScaffoldG » Bridging too quickly.
ScaffoldH » Invalid rotations.
ScaffoldI » Invalid acceleration.
ScaffoldJ » Invalid pitch change.
ScaffoldK » Bridging too quickly.
ScaffoldM » Invalid block face.

Timer

TimerA » Increased game speed.
TimerD » Increased game speed.

Tower

TowerA » Towering too quickly.

Hacked Client

HackedClientA » Checks for Tab Completion of client modules.
HackedClientB » Checks for spammers of common clients.