56 lines
2.6 KiB
INI
56 lines
2.6 KiB
INI
# =================================================================
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# Geodata
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# =================================================================
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# Because of real-time performance we are using geodata files only in
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# diagonal L2D format now (using filename e.g. 22_16.l2d).
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# L2D geodata can be obtained by conversion of existing L2J or L2OFF geodata.
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# Launch "GeoDataConverter.bat/sh" and follow instructions to start the conversion.
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# Specifies the path to geodata files. For example, when using geodata files located
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# at different folder/harddrive ("C:/Program Files/Lineage II/system/geodata/"), default: ./data/geodata/
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GeoDataPath = ./data/geodata/
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# Player coordinates synchronization, default: 2
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# 1 - partial synchronization Client --> Server ; don't use it with geodata
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# 2 - partial synchronization Server --> Client ; use this setting with geodata
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# -1 - Old system: will synchronize Z only
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CoordSynchronize = 2
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# =================================================================
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# Path checking
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# =================================================================
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# Line of sight start at X percent of the character height, default: 75
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PartOfCharacterHeight = 75
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# Maximum height of an obstacle, which can exceed the line of sight, default: 32
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MaxObstacleHeight = 32
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# =================================================================
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# Path finding
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# =================================================================
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# When line of movement check fails, the pathfinding algoritm is performed to look for
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# an alternative path (e.g. walk around obstacle), default: true
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PathFinding = true
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# Pathfinding array buffers configuration, default: 100x6;128x6;192x6;256x4;320x4;384x4;500x2
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PathFindBuffers = 100x6;128x6;192x6;256x4;320x4;384x4;500x2
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# Base path weight, when moving from one node to another on axis direction, default: 10
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BaseWeight = 10
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# Path weight, when moving from one node to another on diagonal direction, default: BaseWeight * sqrt(2) = 14
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DiagonalWeight = 14
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# When movement flags of target node is blocked to any direction, multiply movement weight by this multiplier.
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# This causes pathfinding algorithm to avoid path construction exactly near an obstacle, default: 10
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ObstacleMultiplier = 10
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# Weight of the heuristic algorithm, which is giving estimated cost from node to target, default: 20
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# For proper function must be higher than BaseWeight and/or DiagonalWeight.
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HeuristicWeight = 20
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# Maximum number of generated nodes per one path-finding process, default 3500
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MaxIterations = 3500
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