# =================================================================# Geodata# =================================================================# Because of real-time performance we are using geodata files only in# diagonal L2D format now (using filename e.g. 22_16.l2d).# L2D geodata can be obtained by conversion of existing L2J or L2OFF geodata.# Launch "GeoDataConverter.bat/sh" and follow instructions to start the conversion.# Specifies the path to geodata files. For example, when using geodata files located# at different folder/harddrive ("C:/Program Files/Lineage II/system/geodata/"), default: ./data/geodata/GeoDataPath = ./data/geodata/# Player coordinates synchronization, default: 2# 1 - partial synchronization Client --> Server ; don't use it with geodata# 2 - partial synchronization Server --> Client ; use this setting with geodata# -1 - Old system: will synchronize Z onlyCoordSynchronize = 2# =================================================================# Path checking# =================================================================# Line of sight start at X percent of the character height, default: 75PartOfCharacterHeight = 75# Maximum height of an obstacle, which can exceed the line of sight, default: 32MaxObstacleHeight = 32# =================================================================# Path finding# =================================================================# When line of movement check fails, the pathfinding algoritm is performed to look for# an alternative path (e.g. walk around obstacle), default: truePathFinding = true# Pathfinding array buffers configuration, default: 100x6;128x6;192x6;256x4;320x4;384x4;500x2PathFindBuffers = 100x6;128x6;192x6;256x4;320x4;384x4;500x2# Base path weight, when moving from one node to another on axis direction, default: 10BaseWeight = 10# Path weight, when moving from one node to another on diagonal direction, default: BaseWeight * sqrt(2) = 14DiagonalWeight = 14# When movement flags of target node is blocked to any direction, multiply movement weight by this multiplier.# This causes pathfinding algorithm to avoid path construction exactly near an obstacle, default: 10ObstacleMultiplier = 10# Weight of the heuristic algorithm, which is giving estimated cost from node to target, default: 20# For proper function must be higher than BaseWeight and/or DiagonalWeight.HeuristicWeight = 20# Maximum number of generated nodes per one path-finding process, default 3500MaxIterations = 3500# =================================================================# Other# =================================================================# When a character falls, he takes damages.# Default: TrueFallDamage = True# The zones with water are enabled.# Default: TrueAllowWater = True
Geodata is a forever ongoing problem. Try to generate geodata yourself or find some paid geodata.