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[Help] Geodata-mobs glitching


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Posted

Hello guys.

Recently i add geodata and pathnod. to my gracia final pack.

My problem is that when i target some mobs and i hit them for example in hellbound areas,the mobs are glitching or go under the surface or dissapear.

Lol what is the problem?And how i can fix it? :/

 

Here is my config file :

 

 

# ---------------------------------------------------------------------------

# Geodata

# ---------------------------------------------------------------------------

# GeoData options:

# 0 = GeoData and PathFinding OFF (default)

# 1 = GeoData is used to check Line Of Sight (LOS) targeting and

#    L2Playable movement. You need to download files for data/geodata folder.

#    Monsters can pass walls but not aggro (no line of sight) through them.

# 2 = Full GeoData enabled. Includes PathFinding (requires also /data/pathnode

#    files if CellPathFinding not enabled) and all character moves go through

#    geodata checks (if a mob passes a wall, pathfinding didn't find a route

#    but we allow attack and returning home).

#    Recommended server memory minimum 2 GB, rather 3 GB.

# Default: 0

GeoData = 2

 

# 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

 

# 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 = -1

 

13 answers to this question

Recommended Posts

  • 0
Posted

oo thx you very much....

Wtf you call this an answer???????

Give me a solution or dont answer at all...

Come on man....be serious.

I am not a kid,i just try to find a solution.If you dont know how to help me plz don't answer.

  • 0
Posted

I use l2geodata sychronizer which connect with official and update the geodata...i didnt find any better one.

Do you have to post here any better geodata and pathnod.for gracia final??

  • 0
Posted

Only at hellbound? I remember a friend had the same problem on hellbound, players/mobs glitching... The file for hellbound geodata is probably not finished... remove it or add finished one.

  • 0
Posted

and how to know which is the exactly part of hellbound.

I mean for example ,geodata is full of file like this : 16_23.l2j  etc etc.

Which is for hellbound areas...Because only hellbounds areas have problems.

And after all,do you have any link for good geodata?

  • 0
Posted

and how to know which is the exactly part of hellbound.

I mean for example ,geodata is full of file like this : 16_23.l2j  etc etc.

Which is for hellbound areas...Because only hellbounds areas have problems.

And after all,do you have any link for good geodata?

 

search for a geo map on the internet it will show you which file contains the region you need

  • 0
Posted

Damn it i use an other geodata and i have still the same problem..in hellbound areas mobs are glitching :( and i dont know which are the hellbound files to delete them :/

 

 

*Sry for reposting but i cant modify my mesgs.

  • 0
Posted

shit geodata

 

lol spam ??? :D

 

Well the problem is figured out.

I found a better geodata.

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