Problem with Z coordinate (Can't see)
Issue #154
new
In this point I can't attack this mobs and they won't attack me because we can't see us.
Comments (4)
-
Account Deleted -
reporter Ok, well...
The screenshot location is Seed of Destruction but, this happen in all locations with this Z type (height) and this happen with ALL geodatas
# --------------------------------------------------------------------------- # GeoData # --------------------------------------------------------------------------- # Pathfinding options: # 0 = Disabled # 1 = Enabled using path node files # 2 = Enabled using geodata cells at runtime (Recommended) # Default: 0 PathFinding = 2 # Pathnode directory # Default: data/pathnode PathnodeDirectory = data/pathnode # 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 = -1 # Geodata files folder GeoDataPath = ./data/geodata # True: Try to load regions not specified below(won't disturb server startup when file does not exist) # False: Don't load any regions other than the ones specified with True below TryLoadUnspecifiedRegions = True # List of regions to be required to load # eg.: # Both regions required # 22_22=True # 19_20=true # Exclude region from loading # 25_26=false # True: Region is required for the server to startup # False: Region is not considered to be loaded
-
Confirm.
-
- removed responsible
- Log in to comment
When post stuff related to "See" problems post geodata settings, location, and which one geodata is used.