ivanivanov 2 Опубликовано 31 января, 2012 Скачал/установил геодату. Вопрос: почему после использования скилла мобом перс перестает бить моба и при зажатии снова на атаку не атакует или атакует через оопределенное количество времени? Мб что не так настроил? Вот конфиг гео: --------------------------------------------------------------------------- # Geodata # --------------------------------------------------------------------------- # GeoData options: # 0 = GeoData and PathFinding OFF (По умолчанию) # 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. # По умолчанию: 0 GeoData = 2 # 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. # По умолчанию: 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 # По умолчанию: LowWeight * sqrt(2) DiagonalWeight = 0.707 # Maximum number of LOS postfilter passes, 0 will disable postfilter. # По умолчанию: 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. # По умолчанию: True ForceGeodata = True # This setting controls Client <--> Server Player coordinates synchronization: # -1 - Will synchronize only Z from Client --> Server. По умолчанию 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. # По умолчанию: -1 CoordSynchronize = 2 # Whether movement using keyboard should be disabled DisableCursorKeyMovement = False # ============================================================# # Check if there's a LoS wile casting # # ============================================================# #interval in ms, 0 means disabled LoSCastCheckInterval = 333 Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты
ivanivanov 2 Опубликовано 2 февраля, 2012 Для чего эти команды? CellPathFinding = False PathFindBuffers = 100x6;128x6;192x6;256x4;320x4;384x4;500x2 LowWeight = 0.5 MediumWeight = 2 HighWeight = 3 AdvancedDiagonalStrategy = True DiagonalWeight = 0.707MaxPostfilterPasses = 3 DebugPath = False ForceGeodata = True CoordSynchronize = 2 DisableCursorKeyMovement = False LoSCastCheckInterval = 333 1 Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты