GeoData.properties 2.6 KB

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  1. # ---------------------------------------------------------------------------
  2. # GeoData
  3. # ---------------------------------------------------------------------------
  4. # Pathfinding options:
  5. # 0 = Disabled
  6. # 1 = Enabled using path node files
  7. # 2 = Enabled using geodata cells at runtime
  8. # Default: 0
  9. PathFinding = 0
  10. # Pathnode directory
  11. # Default: data/pathnode
  12. PathnodeDirectory = data/pathnode
  13. # Pathfinding array buffers configuration
  14. PathFindBuffers = 100x6;128x6;192x6;256x4;320x4;384x4;500x2
  15. # Weight for nodes without obstacles far from walls
  16. LowWeight = 0.5
  17. # Weight for nodes near walls
  18. MediumWeight = 2
  19. # Weight for nodes with obstacles
  20. HighWeight = 3
  21. # Angle paths will be more "smart", but in cost of higher CPU utilization
  22. AdvancedDiagonalStrategy = True
  23. # Weight for diagonal movement. Used only with AdvancedDiagonalStrategy = True
  24. # Default: LowWeight * sqrt(2)
  25. DiagonalWeight = 0.707
  26. # Maximum number of LOS postfilter passes, 0 will disable postfilter.
  27. # Default: 3
  28. MaxPostfilterPasses = 3
  29. # Path debug function.
  30. # Nodes known to pathfinder will be displayed as adena, constructed path as antidots.
  31. # Number of the items show node cost * 10
  32. # Potions display path after first stage filter
  33. # Red potions - actual waypoints. Green potions - nodes removed by LOS postfilter
  34. # This function FOR DEBUG PURPOSES ONLY, never use it on the live server !
  35. DebugPath = False
  36. # True = Loads GeoData buffer's content into physical memory.
  37. # False = Does not necessarily imply that the GeoData buffer's content is not resident in physical memory.
  38. # Default: True
  39. ForceGeoData = True
  40. # This setting controls Client <--> Server Player coordinates synchronization:
  41. # -1 - Will synchronize only Z from Client --> Server. Default when no geodata.
  42. # 1 - Synchronization Client --> Server only. Using this option (without geodata) makes it more difficult for players to bypass obstacles.
  43. # 2 - Intended for geodata (at least with cell-level pathfinding, otherwise can you try -1).
  44. # Server sends validation packet if client goes too far from server calculated coordinates.
  45. # Default: -1
  46. CoordSynchronize = -1
  47. # Geodata files folder
  48. GeoDataPath = ./data/geodata
  49. # True: Try to load regions not specified below(won't disturb server startup when file does not exist)
  50. # False: Don't load any regions other than the ones specified with True below
  51. TryLoadUnspecifiedRegions = True
  52. # List of regions to be required to load
  53. # eg.:
  54. # Both regions required
  55. # 22_22=True
  56. # 19_20=true
  57. # Exclude region from loading
  58. # 25_26=false
  59. # True: Region is required for the server to startup
  60. # False: Region is not considered to be loaded