Fenixl2 Posted November 12, 2010 Posted November 12, 2010 :) :) :D ;D /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// LINK http://l2misna.ru/load/13-1-0-135 http://depositfiles.com/ru/files/fdda06r13 How to enable GEODATA GameServer/config/General :) LOOK ;D :D # 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 # Pathfinding array buffers configuration # Default: 100x6;128x6;192x6;256x4;320x4;384x4;500x2 PathFindBuffers = 100x6;128x6;192x6;256x4;320x4;384x4;500x2 # Weight for nodes without obstacles far from walls # Default: 0.5 LowWeight = 0.5 # Weight for nodes near walls # Default: 2 MediumWeight = 2 # Weight for nodes with obstacles # Default: 3 HighWeight = 3 # Angle paths will be more "smart", but in cost of higher CPU utilization # Default: True 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 ! # Default: False 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 = -1
HellRanger Posted November 12, 2010 Posted November 12, 2010 Nice one, the good is that you say about how to enable the geodata. You try it or only find and post it here?
Hardstyle Posted November 24, 2010 Posted November 24, 2010 dose any1 have geodata for freya..? i mean geodata+pathnode
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