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:) :) :D ;D

 

geodata.jpg

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48cakvwn4hca21ixv1cax1m.jpg

 

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

 

 

 

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