Combat Checks
Combat checks detect killaura, reach hacks, and other combat-related cheats.
Reach
Detects attacking from impossible distances.
reach.attack
Attack reach beyond vanilla limits.
Detection:
- Calculate distance between attacker and victim positions
- Account for latency and position interpolation
- Flag attacks beyond maximum reach
Vanilla Limits:
| Mode | Max Reach |
|---|---|
| Survival | 3.0 blocks |
| Creative | 5.0 blocks |
Example Finding:
{
"detector_name": "combat_core_reach_attack",
"severity": "high",
"title": "Reach: 4.2 blocks",
"description": "Attack distance exceeded maximum allowed reach",
"evidence_json": {
"distance": 4.2,
"max_allowed": 3.0,
"attacker_pos": {"x": 100, "y": 64, "z": 200},
"victim_pos": {"x": 104.2, "y": 64, "z": 200}
}
}reach.block
Interacting with blocks from too far away.
Detection:
- Calculate distance to targeted block
- Maximum vanilla reach is 4.5 blocks
- Flag interactions beyond limit
Killaura
Detects automated combat targeting.
killaura.pattern
Unnatural attack patterns.
Detection:
- Analyze attack timing consistency
- Track target switching speed
- Detect multi-target attacks in single tick
Example Finding:
{
"detector_name": "combat_core_killaura_pattern",
"severity": "critical",
"title": "Killaura: 18.5 APS, 5 targets",
"description": "Detected automated attack pattern with rapid target switching",
"evidence_json": {
"attacks_per_second": 18.5,
"target_switches": 5,
"average_interval_ms": 54
}
}killaura.angle
Attacking without proper aim.
Detection:
- Compare player look direction to attack target
- Track rotation changes around attacks
- Flag attacks with impossible aim angles
killaura.timing
Perfect attack timing detection.
Detection:
- Analyze time between attacks
- Detect inhuman consistency
- Flag patterns matching known hacks
Velocity
Detects knockback modification.
velocity.horizontal
Horizontal knockback reduction/cancellation.
Detection:
- Track player movement after receiving damage
- Compare to expected knockback physics
- Flag insufficient horizontal movement
Example Finding:
{
"detector_name": "combat_advanced_velocity_horizontal",
"severity": "high",
"title": "Velocity: 87.5% reduction",
"description": "Horizontal knockback significantly reduced",
"evidence_json": {
"expected_kb": 0.4,
"actual_kb": 0.05,
"reduction_percent": 87.5
}
}velocity.vertical
Vertical knockback modification.
Detection:
- Track Y velocity after hits
- Compare to expected upward movement
- Flag missing vertical knockback
AutoClicker
Detects automated clicking.
autoclicker.cps
Clicks per second analysis.
Detection:
- Count arm swing packets per second
- Track consistency over time
- Flag inhuman CPS or patterns
Typical Limits:
| Type | CPS Range |
|---|---|
| Normal | 6-12 |
| Jitter | 12-16 |
| Butterfly | 15-25 |
| Macro/Auto | 20+ consistent |
Example Finding:
{
"detector_name": "combat_advanced_autoclicker_cps",
"severity": "high",
"title": "AutoClicker: 22.5 CPS",
"description": "Click rate exceeds human capability with low variance",
"evidence_json": {
"cps": 22.5,
"variance": 0.3,
"sample_duration_ms": 5000
}
}autoclicker.pattern
Click pattern analysis.
Detection:
- Analyze interval between clicks
- Detect regular patterns (auto-clicker signatures)
- Compare variance to human clicking
Configuration
Example combat check configuration:
{
"combat": {
"reach": {
"enabled": true,
"max_reach": 3.1,
"latency_compensation_ms": 150
},
"killaura": {
"enabled": true,
"min_attacks_for_pattern": 10,
"max_target_switch_speed_ms": 50
},
"velocity": {
"enabled": true,
"min_horizontal_ratio": 0.75,
"min_vertical_ratio": 0.75
},
"autoclicker": {
"enabled": true,
"max_cps": 20,
"min_variance": 0.5
}
}
}Notes
Latency Consideration
Combat checks must account for network latency:
- Position data may be delayed
- Hit registration happens server-side
- Use historical positions for reach calculations
False Positives
Common causes of false positives:
- High ping players
- Server lag spikes
- Legitimate fast clicking (jitter/butterfly)
- Entity interpolation issues
Recommend setting conservative thresholds and reviewing flagged players manually.