Problem with Z coordinate (Can't see)

Issue #154 new
MaGa created an issue

In this point I can't attack this mobs and they won't attack me because we can't see us.

Comments (4)

  1. Former user Account Deleted

    When post stuff related to "See" problems post geodata settings, location, and which one geodata is used.

  2. MaGa 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
    
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