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    pathnode enable

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    scave

    Posts : 10
    Join date : 2013-07-18

    pathnode enable

    Post  scave on 1st September 2013, 21:35

    Привет, как правильно включить pathnode? Монсты в катакомбах через стену бьют!
    Спасибо!
    Hi, how to enable pathnode? Monsta in the catacombs after hitting the wall!
    Thank you!
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    DnR
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    Posts : 1027
    Join date : 2012-12-03

    Re: pathnode enable

    Post  DnR on 4th September 2013, 15:19

    Here are Geo configurations, located at options.ini

    Code:

    # GeoData options:
    # 0 = GeoData and PathFinding OFF (default)
    # 1 = GeoData used to check Line Of Sight (LOS) targetting and
    #     L2Playable movement. You need to download files for data/geodata folder.
    #     Monsters can pass walls but not aggro through them.
    #     files if CellPathFinding not enabled) and all character moves go through
    #     geodata checks (if a mob passes a wall, pathfinding didn't find a route
    #     but we allow attack and returning home).
    #     Recommended server memory minimum 2 GB, rather 3 GB.
    GeoData = 0

    # Cell-level pathfinding, produces more accurate routes but is (maybe 10x)
    # heavier to calculate. Recommended for small servers at least. If False,
    # pathnode files are used. Uses a max nr of nodes in calculation which can
    # be adjusted in the algorithm if it needs to be faster.
    CellPathFinding = 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.
    ForceGeodata = True

    # This is setting of 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) it is more difficult for players to bypass obstacles
    #   2 - Intended for geodata (at least when cell-level pathfinding, otherwise can try -1 also)!
    #       Server sends validation packet if client goes too far from server calculated coordinates.
    CoordSynchronize = -1
    I hope i helped.

    scave

    Posts : 10
    Join date : 2013-07-18

    Re: pathnode enable

    Post  scave on 5th September 2013, 15:04

    Thank you, but if I put 1. Monsters go through the wall. Geodata PTS and pathnode compile l2j
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    DnR
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    Admin

    Posts : 1027
    Join date : 2012-12-03

    Re: pathnode enable

    Post  DnR on 5th September 2013, 21:18

    scave wrote:Thank you, but if I put 1. Monsters go through the wall. Geodata PTS and pathnode compile l2j
    That depends on monster's intention. If it's returning to spawn point, it's allowed to move wherever it wants.
    That's to prevent mobs from stucking.

    I would also suggest that you try different geo, such as those shared in Contributions section.

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    Re: pathnode enable

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