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snaiper

Ошибка Gs (гео)

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post-896-1317385852_thumb.jpg

 

Обьясните как исправить

 

 

 

Конфиг GeoData

 

# ---------------------------------------------------------------------------
# Geodata
# ---------------------------------------------------------------------------
# GeoData options:
# 0 = GeoData and PathFinding OFF (default)
# 1 = GeoData is used to check Line Of Sight (LOS) targeting and 
#     L2Playable movement. You need to download files for data/geodata folder.
#     Monsters can pass walls but not aggro (no line of sight) through them.
# 2 = Full GeoData enabled. Includes PathFinding (requires also /data/pathnode 
#     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.
# Default: 0
GeoData = 1

# 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 number of nodes in calculation which can be adjusted in the algorithm if it needs to be faster.
# Default: False
CellPathFinding = False

# 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 = 2

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