53 lines
1.6 KiB
INI
53 lines
1.6 KiB
INI
# =================================================================
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# Geodata
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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 (recommended).
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# Default: 2
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PathFinding = 2
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# Geodata file directory.
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GeoDataPath = ./data/geodata/
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# Pathnode file directory.
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# Default: pathnode
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PathnodePath = ./data/pathnode/
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# Geodata editor save directory.
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# Can set to ./data/geodata/ to replace existing files on save.
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GeoEditPath = ./saves/
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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 = False
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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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