76 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			INI
		
	
	
	
	
	
			
		
		
	
	
			76 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			INI
		
	
	
	
	
	
| # ---------------------------------------------------------------------------
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| # GeoData
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| # ---------------------------------------------------------------------------
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| 
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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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| PathFinding = 0
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| 
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| # Pathnode file directory
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| # Default: pathnode
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| PathnodePath = pathnode
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| 
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| # Pathfinding array buffers configuration
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| PathFindBuffers = 100x6;128x6;192x6;256x4;320x4;384x4;500x2
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| 
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| # Weight for nodes without obstacles far from walls
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| LowWeight = 0.5
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| 
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| # Weight for nodes near walls
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| MediumWeight = 2
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| 
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| # Weight for nodes with obstacles
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| HighWeight = 3
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| # Geodata file directory
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| GeoDataPath = geodata
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| 
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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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| 
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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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