[help]перемещение только мышкой
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· 26.03.2009, 17:43
Сборка L2Emu Gracia Part2 rev 1432.
передвижение персонажа в игре возможно только мышкой.
при попытках перемещения с помощью стрелок клавиатуры от клиента к серверу идут пакеты
запрос на передвижение, но сервер на них отвечает пакетом ActionFailed
думаю что гдето в сервере есть ограничение на передвижение клавиатурой, подскажите где и как отключить?
0
· 27.03.2009, 17:32
Ставь геодату и будет работать, без гео ни на одной сборке не будет работать передвижение с клавы.
По крайне мере личный опыт, сколько не тестил не работало.
0
· 27.03.2009, 17:40
-Diman-: Ставь геодату и будет работать, без гео ни на одной сборке не будет работать передвижение с клавы.
По крайне мере личный опыт, сколько не тестил не работало.
гео стоит . вот привожу настроечный файл.
Цитата
# ================== #==================#
# L2Emu Project Pack # GeoData Settings #
# ================== #==================#
AcceptGeoeditorConn = false
# GeoData options: (no recommendations, for each his own)
# 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.
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 nr of nodes in calculation which can
# be adjusted in the algorithm if it needs to be faster.
CellPathFinding = 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.
ForceGeodata = true
# -------------------------------------------------------------
# Z-Axis correction for L2Spawns.
# Possible values: Town, Monster, None, All
# If you have problems with NPCs spawning on town roofs, change to "Monster" or "None"
# If you have problems with dungeon mobs spawning on surface, change to "Town" or "None"
GeoCorrectZ = All
# L2Emu Project Pack # GeoData Settings #
# ================== #==================#
AcceptGeoeditorConn = false
# GeoData options: (no recommendations, for each his own)
# 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.
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 nr of nodes in calculation which can
# be adjusted in the algorithm if it needs to be faster.
CellPathFinding = 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.
ForceGeodata = true
# -------------------------------------------------------------
# Z-Axis correction for L2Spawns.
# Possible values: Town, Monster, None, All
# If you have problems with NPCs spawning on town roofs, change to "Monster" or "None"
# If you have problems with dungeon mobs spawning on surface, change to "Town" or "None"
GeoCorrectZ = All
файлы *.l2j загружаються сервером
и файлы *.pn тоже
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