Sync with L2JServer Jan 9th 2015.
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86
trunk/dist/game/config/GeoData.properties
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86
trunk/dist/game/config/GeoData.properties
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# ---------------------------------------------------------------------------
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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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# Default: 0
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GeoData = 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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# Weight for nodes without obstacles far from walls
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LowWeight = 0.5
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# Weight for nodes near walls
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MediumWeight = 2
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# Weight for nodes with obstacles
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HighWeight = 3
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# Angle paths will be more "smart", but in cost of higher CPU utilization
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AdvancedDiagonalStrategy = True
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# Weight for diagonal movement. Used only with AdvancedDiagonalStrategy = True
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# Default: LowWeight * sqrt(2)
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DiagonalWeight = 0.707
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# Maximum number of LOS postfilter passes, 0 will disable postfilter.
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# Default: 3
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MaxPostfilterPasses = 3
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# Path debug function.
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# Nodes known to pathfinder will be displayed as adena, constructed path as antidots.
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# Number of the items show node cost * 10
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# Potions display path after first stage filter
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# Red potions - actual waypoints. Green potions - nodes removed by LOS postfilter
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# This function FOR DEBUG PURPOSES ONLY, never use it on the live server !
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DebugPath = False
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# True = Loads GeoData buffer's content into physical memory.
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# False = Does not necessarily imply that the GeoData buffer's content is not resident in physical memory.
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# Default: True
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ForceGeoData = True
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# This setting controls Client <--> Server Player coordinates synchronization:
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# -1 - Will synchronize only Z from Client --> Server. Default when no geodata.
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# 1 - Synchronization Client --> Server only. Using this option (without geodata) makes it more difficult for players to bypass obstacles.
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# 2 - Intended for geodata (at least with cell-level pathfinding, otherwise can you try -1).
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# Server sends validation packet if client goes too far from server calculated coordinates.
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# Default: -1
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CoordSynchronize = -1
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# Geodata files folder
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GeoDataPath = ./data/geodata
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# True: Try to load regions not specified below(won't disturb server startup when file does not exist)
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# False: Don't load any regions other than the ones specified with True below
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TryLoadUnspecifiedRegions = True
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# List of regions to be required to load
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# eg.:
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# Both regions required
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# 22_22=True
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# 19_20=true
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# Exclude region from loading
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# 25_26=false
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# True: Region is required for the server to startup
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# False: Region is not considered to be loaded
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