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Pathnode in l2jserver high five


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Posted (edited)

I have set my configs as the image shows below, but still there is no  pathnode. I have tried with 3 different geodatas but still pathnode doesn't work. Any ideas?

 

 

geod2.png

 

In case you wanna take a look at the comments of the configs:

 

# ---------------------------------------------------------------------------
# GeoData
# ---------------------------------------------------------------------------

# Pathfinding options:
# 0 = Disabled
# 1 = Enabled using path node files
# 2 = Enabled using geodata cells at runtime
# Default: 0
PathFinding = 2

# Pathnode directory
# Default: data/pathnode
PathnodeDirectory = data/pathnode

# Pathfinding array buffers configuration
PathFindBuffers = 100x6;128x6;192x6;256x4;320x4;384x4;500x2

# Weight for nodes without obstacles far from walls
LowWeight = 0.5

# Weight for nodes near walls
MediumWeight = 2

# Weight for nodes with obstacles
HighWeight = 3

# Angle paths will be more "smart", but in cost of higher CPU utilization
AdvancedDiagonalStrategy = True

# Weight for diagonal movement. Used only with AdvancedDiagonalStrategy = True
# Default: LowWeight * sqrt(2)
DiagonalWeight = 0.707

# Maximum number of LOS postfilter passes, 0 will disable postfilter.
# Default: 3
MaxPostfilterPasses = 3

# Path debug function.
# Nodes known to pathfinder will be displayed as adena, constructed path as antidots.
# Number of the items show node cost * 10
# Potions display path after first stage filter
# Red potions - actual waypoints. Green potions - nodes removed by LOS postfilter
# This function FOR DEBUG PURPOSES ONLY, never use it on the live server !
DebugPath = False

# True = Loads GeoData buffer's content into physical memory.
# False = Does not necessarily imply that the GeoData buffer's content is not resident in physical memory.
# Default: True
ForceGeoData = True

# This setting controls Client <--> Server Player coordinates synchronization:
# -1 - Will synchronize only Z from Client --> Server. Default when no geodata.
# 1 - Synchronization Client --> Server only. Using this option (without geodata) makes it more difficult for players to bypass obstacles.
# 2 - Intended for geodata (at least with cell-level pathfinding, otherwise can you try -1).
# Server sends validation packet if client goes too far from server calculated coordinates.
# Default: -1
CoordSynchronize = 2

# Geodata files folder
GeoDataPath = ./data/geodata

# True: Try to load regions not specified below(won't disturb server startup when file does not exist)
# False: Don't load any regions other than the ones specified with True below
TryLoadUnspecifiedRegions = True

Edited by Solomun

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