# 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.
# 2 = Full GeoData enabled, CURRENTLY FOR TESTING ONLY. Includes PathFinding
# (requires also /data/pathnode files) and all character moves go
# through geodata checks (if a mob passes a wall, pathing is wrong).
GeoData = 2
#[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 = False
# This is setting of experimental Client <--> Server Player coordinates synchronization,
# 0 - no synchronization at all
# 1 - parcial synchronization Client --> Server only * using this option it is difficult for players to bypass obstacles
# 2 - parcial synchronization Server --> Client only
# 3 - full synchronization Client <--> Server
# -1 - Will synchronize Z only. Suggested with geodata.
CoordSynchronize = -1
# Knownlist (the list of things a character sees) update method. Default is currently
# time based updating, which also makes it possible to use config options for guards
# to see moving monsters. Alternatively move based update can be used
# Guards cannot track mobs with that option but otherwise it should
# work well.
MoveBasedKnownlist = False
# Interval (in ms) on which knownlist do full updates. For move based updates its used for intermadiate updates
# WARNING! Useful interval is between 300 - 2000ms, too small value may kill your CPU, too high value
# may not update knownlists properly, the default value is choosen experimentaly
KnownListUpdateInterval = 1250
# GEOEDIT connect
AcceptGeoeditorConn = False