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[HELP]i can hit mob with pathnode/geodata


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Posted

απο εδω τα εχω κατεωασει τα αρχεια....

 

# --------------------------------
#  Geo Configuration -
# --------------------------------
# 0 = geodata disabled (default).
# 1 = enabled geodata.
# If ForceGeodata = true, it requires ~ 3 GB
# If ForceGeodata = false, then the required rate of screws 7200
#
# 2 = geodata and patchnod (search path) are included.
# If ForceGeodata, ForcePathNod = true, it requires about 5 GB
# If ForceGeodata, ForcePathNod = false, then the required rate of screws 7200
#
# -1 = Patchnod (search path) enabled.
# If ForcePathNod = true, it requires about 2 GB
# If ForcePathNod = false, then the required rate of screws 7200
# Test function! There may be mistakes! 
GeoData = 2

# Default: False
AcceptGeoeditorConn = False
GeoEditorPort = 9011

# [True] Download geodata in RAM (using about 2 GB).
# [False] Do not download geodata in memory. Read from the hard disk.
ForceGeodata = True

# Cell-level pathfinding, produces more accurate routes but is (maybe 10x) heavier to calculate. Recommended for small servers at least.
# If False, pathnode files are used. Uses a max number of nodes in calculation which can be adjusted in the algorithm if it needs to be faster.
# Default: False
CellPathFinding = False

# -------------------------------------------------------------
# Z-Axis correction for L2Spawns.
# Possible values: Town, Monster, None, All
# If you have problems with NPCs spawning on town roofs, change to "Monster" or "None"
# If you have problems with dungeon mobs spawning on surface, change to "Town" or "None"
GeoCorrectZ = All

# This is setting of experimental Client <--> Server Player coordinates synchronization,
#   0 - no synchronization at all
#   1 - parcial synchronization Client --> Server only * using this option it is difficult for players to bypass obstacles
#   2 - parcial synchronization Server --> Client only
#   3 - full synchronization Client <--> Server
#	4 - new kind of synchronization with geodata
#  -1 - Old system: will synchronize Z only
CoordSynchronize = -1

# Size of the world on axes X, Y and Z
WorldSizeMinX = -131072
WorldSizeMaxX = 228608
WorldSizeMinY = -262144
WorldSizeMaxY = 262144
WorldSizeMinZ = -15000
WorldSizeMaxZ = 15000

FallDamage = True

AllowWater = True

 

 

αποτι δειχνει ειναι ενεργεποιημενη!!

  • 0
Posted

απο εδω τα εχω κατεωασει τα αρχεια....

 

# --------------------------------
#  Geo Configuration -
# --------------------------------
# 0 = geodata disabled (default).
# 1 = enabled geodata.
# If ForceGeodata = true, it requires ~ 3 GB
# If ForceGeodata = false, then the required rate of screws 7200
#
# 2 = geodata and patchnod (search path) are included.
# If ForceGeodata, ForcePathNod = true, it requires about 5 GB
# If ForceGeodata, ForcePathNod = false, then the required rate of screws 7200
#
# -1 = Patchnod (search path) enabled.
# If ForcePathNod = true, it requires about 2 GB
# If ForcePathNod = false, then the required rate of screws 7200
# Test function! There may be mistakes! 
GeoData = 2

# Default: False
AcceptGeoeditorConn = False
GeoEditorPort = 9011

# [True] Download geodata in RAM (using about 2 GB).
# [False] Do not download geodata in memory. Read from the hard disk.
ForceGeodata = True

# Cell-level pathfinding, produces more accurate routes but is (maybe 10x) heavier to calculate. Recommended for small servers at least.
# If False, pathnode files are used. Uses a max number of nodes in calculation which can be adjusted in the algorithm if it needs to be faster.
# Default: False
CellPathFinding = False

# -------------------------------------------------------------
# Z-Axis correction for L2Spawns.
# Possible values: Town, Monster, None, All
# If you have problems with NPCs spawning on town roofs, change to "Monster" or "None"
# If you have problems with dungeon mobs spawning on surface, change to "Town" or "None"
GeoCorrectZ = All

# This is setting of experimental Client <--> Server Player coordinates synchronization,
#   0 - no synchronization at all
#   1 - parcial synchronization Client --> Server only * using this option it is difficult for players to bypass obstacles
#   2 - parcial synchronization Server --> Client only
#   3 - full synchronization Client <--> Server
#	4 - new kind of synchronization with geodata
#  -1 - Old system: will synchronize Z only
CoordSynchronize = -1

# Size of the world on axes X, Y and Z
WorldSizeMinX = -131072
WorldSizeMaxX = 228608
WorldSizeMinY = -262144
WorldSizeMaxY = 262144
WorldSizeMinZ = -15000
WorldSizeMaxZ = 15000

FallDamage = True

AllowWater = True

 

 

αποτι δειχνει ειναι ενεργεποιημενη!!

exeis valei tin geodata sto gameserver\data\geodata?

  • 0
Posted

τα εχω περασει τα αρχει παιδια απλα κανεις aggro πισω απο τον τοιχο κ εσυ το βαρας το Mob ενω αυτο οχι εσενα...:/

  • 0
Posted

τότε δεν έχεις περάσει τα αρχεία της geodata.

 

πρέπει να τα γράψεις και σε ένα .txt file,δεν αρκεί μόνο να τα περάσεις..

  • 0
Posted

τότε δεν έχεις περάσει τα αρχεία της geodata.

 

πρέπει να τα γράψεις και σε ένα .txt file,δεν αρκεί μόνο να τα περάσεις..

 

μμμ τ εννωεις να τα γραψω σε ενα .txt?? εχω περασει τα αρχεια geodat/pathnode στο gameserver/data δεν εκανα κατι αλλο αλλα τα φορτωνει κανονικα και που το δοκιμασα αν βαραει μεσα απο τοιχο..δν βαραει....λεει cannot see target..!!

  • 0
Posted

εκανα ακριβως αυτο που ελεγε αλλα μονο που το pack μου δεν χει gameserver/configs option το εχει στο Gameserver/configs/general κ εχει αυτο το txt k μεσα εχει αυτο

 

# Allow players to use the arrow keys for movement.

# is strongly recommended to include this parameter to the even-enabled geodata,

# as with his players will be able probiratsya through closed doors.

AllowUseCursorForWalk = False

 

να το κανω true εε??

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