GeoData.properties 3.5 KB

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  1. # ---------------------------------------------------------------------------
  2. # GeoData
  3. # ---------------------------------------------------------------------------
  4. # GeoData options:
  5. # 0 = GeoData and PathFinding OFF (default)
  6. # 1 = GeoData is used to check Line Of Sight (LOS) targeting and
  7. # L2Playable movement. You need to download files for data/geodata folder.
  8. # Monsters can pass walls but not aggro (no line of sight) through them.
  9. # 2 = Full GeoData enabled. Includes PathFinding (requires also /data/pathnode
  10. # files if CellPathFinding not enabled) and all character moves go through
  11. # geodata checks (if a mob passes a wall, pathfinding didn't find a route
  12. # but we allow attack and returning home).
  13. # Recommended server memory minimum 2 GB, rather 3 GB.
  14. # Default: 0
  15. GeoData = 0
  16. # Pathnode directory
  17. # Default: data/pathnode
  18. PathnodeDirectory = data/pathnode
  19. # Cell-level pathfinding, produces more accurate routes but is (maybe 10x) heavier to calculate. Recommended for small servers at least.
  20. # If False, pathnode files are used. Uses a max number of nodes in calculation which can be adjusted in the algorithm if it needs to be faster.
  21. # Default: False
  22. CellPathFinding = False
  23. # Pathfinding array buffers configuration
  24. PathFindBuffers = 100x6;128x6;192x6;256x4;320x4;384x4;500x2
  25. # Weight for nodes without obstacles far from walls
  26. LowWeight = 0.5
  27. # Weight for nodes near walls
  28. MediumWeight = 2
  29. # Weight for nodes with obstacles
  30. HighWeight = 3
  31. # Angle paths will be more "smart", but in cost of higher CPU utilization
  32. AdvancedDiagonalStrategy = True
  33. # Weight for diagonal movement. Used only with AdvancedDiagonalStrategy = True
  34. # Default: LowWeight * sqrt(2)
  35. DiagonalWeight = 0.707
  36. # Maximum number of LOS postfilter passes, 0 will disable postfilter.
  37. # Default: 3
  38. MaxPostfilterPasses = 3
  39. # Path debug function.
  40. # Nodes known to pathfinder will be displayed as adena, constructed path as antidots.
  41. # Number of the items show node cost * 10
  42. # Potions display path after first stage filter
  43. # Red potions - actual waypoints. Green potions - nodes removed by LOS postfilter
  44. # This function FOR DEBUG PURPOSES ONLY, never use it on the live server !
  45. DebugPath = False
  46. # True = Loads GeoData buffer's content into physical memory.
  47. # False = Does not necessarily imply that the GeoData buffer's content is not resident in physical memory.
  48. # Default: True
  49. ForceGeoData = True
  50. # This setting controls Client <--> Server Player coordinates synchronization:
  51. # -1 - Will synchronize only Z from Client --> Server. Default when no geodata.
  52. # 1 - Synchronization Client --> Server only. Using this option (without geodata) makes it more difficult for players to bypass obstacles.
  53. # 2 - Intended for geodata (at least with cell-level pathfinding, otherwise can you try -1).
  54. # Server sends validation packet if client goes too far from server calculated coordinates.
  55. # Default: -1
  56. CoordSynchronize = -1
  57. # Geodata files folder
  58. GeoDataPath = ./data/geodata
  59. # True: Try to load regions not specified below(won't disturb server startup when file does not exist)
  60. # False: Don't load any regions other than the ones specified with True below
  61. TryLoadUnspecifiedRegions = True
  62. # List of regions to be required to load
  63. # eg.:
  64. # Both regions required
  65. # 22_22=True
  66. # 19_20=true
  67. # Exclude region from loading
  68. # 25_26=false
  69. # True: Region is required for the server to startup
  70. # False: Region is not considered to be loaded