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- # ---------------------------------------------------------------------------
- # GeoData
- # ---------------------------------------------------------------------------
- # Pathfinding options:
- # 0 = Disabled
- # 1 = Enabled using path node files
- # 2 = Enabled using geodata cells at runtime
- # Default: 0
- PathFinding = 0
- # Pathnode directory
- # Default: data/pathnode
- PathnodeDirectory = 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
- # True = Loads GeoData buffer's content into physical memory.
- # False = Does not necessarily imply that the GeoData buffer's content is not resident in physical memory.
- # Default: True
- ForceGeoData = True
- # This setting controls Client <--> Server Player coordinates synchronization:
- # -1 - Will synchronize only Z from Client --> Server. Default when no geodata.
- # 1 - Synchronization Client --> Server only. Using this option (without geodata) makes it more difficult for players to bypass obstacles.
- # 2 - Intended for geodata (at least with cell-level pathfinding, otherwise can you try -1).
- # Server sends validation packet if client goes too far from server calculated coordinates.
- # Default: -1
- CoordSynchronize = -1
- # Geodata files folder
- GeoDataPath = ./data/geodata
- # True: Try to load regions not specified below(won't disturb server startup when file does not exist)
- # False: Don't load any regions other than the ones specified with True below
- TryLoadUnspecifiedRegions = True
- # List of regions to be required to load
- # eg.:
- # Both regions required
- # 22_22=True
- # 19_20=true
- # Exclude region from loading
- # 25_26=false
- # True: Region is required for the server to startup
- # False: Region is not considered to be loaded
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