# ================================================================= # Geodata # ================================================================= # Pathfinding options: # 0 = Disabled # 1 = Enabled using path node files. # 2 = Enabled using geodata cells at runtime. # Default: 0 PathFinding = 2 # Geodata file directory. GeoDataPath = ./data/geodata/ # Pathnode file directory. # Default: pathnode PathnodePath = ./data/pathnode/ # Pathfinding array buffers configuration. PathFindBuffers = 100x6;128x6;192x6;256x4;320x4;384x4;500x2 # Weight for nodes without obstacles far from walls. LowWeight = 0.5 # Weight for nodes near walls. MediumWeight = 2 # Weight for nodes with obstacles. HighWeight = 3 # Angle paths will be more "smart", but in cost of higher CPU utilization. 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! DebugPath = False