Sync with L2JServer Jan 24th 2015.
This commit is contained in:
21
trunk/dist/game/config/GeoData.properties
vendored
21
trunk/dist/game/config/GeoData.properties
vendored
@@ -2,28 +2,17 @@
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# GeoData
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# ---------------------------------------------------------------------------
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# GeoData options:
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# 0 = GeoData and PathFinding OFF (default)
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# 1 = GeoData is used to check Line Of Sight (LOS) targeting and
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# L2Playable movement. You need to download files for data/geodata folder.
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# Monsters can pass walls but not aggro (no line of sight) through them.
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# 2 = Full GeoData enabled. Includes PathFinding (requires also /data/pathnode
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# files if CellPathFinding not enabled) and all character moves go through
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# geodata checks (if a mob passes a wall, pathfinding didn't find a route
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# but we allow attack and returning home).
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# Recommended server memory minimum 2 GB, rather 3 GB.
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# Pathfinding options:
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# 0 = Disabled
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# 1 = Enabled using path node files
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# 2 = Enabled using geodata cells at runtime
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# Default: 0
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GeoData = 0
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PathFinding = 0
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# Pathnode directory
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# Default: data/pathnode
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PathnodeDirectory = data/pathnode
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# Cell-level pathfinding, produces more accurate routes but is (maybe 10x) heavier to calculate. Recommended for small servers at least.
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# 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.
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# Default: False
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CellPathFinding = False
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# Pathfinding array buffers configuration
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PathFindBuffers = 100x6;128x6;192x6;256x4;320x4;384x4;500x2
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