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It doesn't say that anywhere.
https://acis.i-live.eu/index.php?topic=30.0
check it from source java file names
example in 367 ->
https://acis.i-live.eu/index.php?topic=30.255 l2bufferinstance renamed to schemebuffer | l2pcinstance renamed to player
check changeset 367 to understand
Question
MeVsYou
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
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