足球經(jīng)理2013 教你如何修改游戲的AI
- 作者:皮卡王
- 編輯:ChunTian
// 如果設(shè)置為1,裁判在比賽中就會絕對公正地判罰(不過這樣就不真實了)
REF_PERFECT_GAME_CHANCE = 0
// 最多給牌數(shù)
MAX_CALLS = 3
// 越位的錯判概率
MISS_OFFSIDE = 40
// 進球的錯判概率
MISS_GOAL = 30
// 出界的錯判概率
MISS_BALL_OUT = 30
// 擲界外球的錯判概率(指的是把界外球權(quán)判給另一方)
MISS_THROWIN = 30
// 角球的錯判概率
MISS_CORNER = 30
// 球門球的錯判概率
MISS_GOALKICK = 30
// 犯規(guī)的錯判概率
WRONG_FOUL = 30
WRONG_TEAM_CORNER = 30
WRONG_TEAM_THROWIN = 30
WRONG_TEAM_GOALKICK = 30
// 點球的錯判概率
MISS_PENALTY_KICK = 30
// 帶球的方向
OPTION_VALUE_DRIBBLE_DIRECTION = 115000
// 帶球的成功率
OPTION_VALUE_DRIBBLE_SAFE = 162500
// 最大傳球距離
OPTION_VALUE_PASS_FORWARD_MAX = 180
// 默認傳球距離
OPTION_VALUE_PASS_FORWARD_DEFAULT = 100
// 最小傳球距離
OPTION_VALUE_PASS_FORWARD_MIN = 50
// 長傳成功率
OPTION_VALUE_LOB_PASS_SAFE = 75000
// 門將最多反應(yīng)時間
GK_REACTION_TIME_MAX = 8.0
// 門將最小反應(yīng)時間
GK_REACTION_TIME_MIN = 2.0
// 門將側(cè)移最大速度
GK_SAVE_SPEED_SIDEWAYS_MAX = 5.5
// 門將側(cè)移最小速度
GK_SAVE_SPEED_SIDEWAYS_MIN = 3.0
// 門將最大加速度
GK_SAVE_SPEED_UP_MAX = 8.25
// 門將最小加速度
GK_SAVE_SPEED_UP_MIN = 4.25
// 門將最大減速度
GK_SAVE_SPEED_DOWN_MAX = 8.25
// 門將最小減速度
GK_SAVE_SPEED_DOWN_MIN = 4.25
// 門將最大跑動范圍
GK_SAVE_SPEED_MOVE_MAX = 8.5
// 門將最小跑動范圍
GK_SAVE_SPEED_MOVE_MIN = 7.0
// 門將最大撲球距離
GOALIE_PUNT_DIST_MIN = 35.0
// 門將最小撲球距離
GOALIE_PUNT_DIST_MAX = 60.0
// 門將最小撲球速度
GOALIE_PUNT_SPEED_MIN = 27.0
// 門將平均撲球速度
GOALIE_PUNT_SPEED = 29
// 門將最大撲球速度
GOALIE_PUNT_SPEED_MAX = 30.0
// Height of the camera (meters) - above the field
// 攝像機高度
TCM_CAM_HEIGHT = 37
// Horizontal distance of the camera from the focus-target (meters) - this moves the camera on the X axis in the positive direction
// 攝像機深度
TCM_CAM_DEPTH_DIST = 115
// This is the lens angle of the camera view (degrees)
// 攝像機角度
TCM_CAM_LENSE_ANGLE = 13.5
// This defines how less movement should the camera-position do compared to the camera-target (along the Z axis)
// Example: if this is 1.0 - the camera is moving simultaneously with the focus target along the Z axis (field length)
// Example: if this is 0.5 and the focus target is on the goal - the camera moves to 50% of the field
// 攝像機延Z軸的廣角追蹤距離
TCM_CAM_HORIZONTAL_FOLLOWING = 0
// Boundaries of the camera position along the Z axis (field length) [1.0=field_half_length]
// Example: 1.0 means the camera position doesn't cross the goal-line
// Example: approx 0.7 means the camera position doesn't cross the penalty box line
// 攝像機延Z軸的廣角追蹤范圍
TCM_CAM_HORIZONTAL_BOUNDS = 0.9
// Boundaries of the camera position along the X axis (across the field) [1.0=field_half_width]
// Example: 1.0 would look like there is an imaginary wall on the side-line that the camera doesn't cross
// Example: 2.0 would work like an imaginary wall that is half_field_width out of the field that stops the camera
// 攝像機延Z軸的廣角追蹤景深
TCM_CAM_DEPTH_BOUNDS = 3.5
// Means the distance to the near clipping plane of the camera (meters)
// This can be used to avoid the stadium roof covering the view (it cutts-off anything that is nearer than this plane)
// 攝像機放置建筑遮屏
TCM_CAM_NEAR_CLIP = 86
// This limits the camera focus target position on the field (along the Z axis)
// Example: 1.0 means the target can go up to the goalline
// Example: 0.75 means the target can go approx up to the penalty box line
// This parameter can be used to avoid the camera to show too much of the spectators - if the ball is near the goalline
// 用來防止鏡頭靠近底線時顯示過多的觀眾
TCM_CAM_TARGET_HORIZONTAL_BOUNDS = 1.2
// This limits the camera focus target position on the field (along the X axis)
// Example: 1.0 means the target can go up the the sideline
// This parameter can be used to avoid the camera to show too much of the spectators - if the ball is near the sideline
// 用來防止鏡頭靠近邊線時顯示過多的觀眾
TCM_CAM_TARGET_DEPTH_BOUNDS = 0.37
// 半場時間的長度,默認值是7分鐘
HALF_LENGTH = 7
// Linesmen and Referee (these are enabled in the cfg_pc_*.ini files), in this case referee in medium
// linesmen and referee in high
// 用來設(shè)置是否顯示主裁判和邊裁,如果不顯示則為0
FEATURE_INGAME_REFEREE_ENABLED = 1
FEATURE_INGAME_LINESMEN_ENABLED = 1
// Physical Ftness=100時的受傷概率
INJURY_CHANCE_MIN = 0.15
// Physical Ftness=0時的受傷概率
INJURY_CHANCE_MAX = 0.5
// 傷愈當天上場比賽的受傷概率
INJURY_CHANCE_FITNESS_TEST_MULT= 3.0
// 嚴重受傷的概率
INJURY_CHANCE_OF_SERIOUS = 0.4
// 球員受到?jīng)_撞后所需的恢復(fù)時間
INJURY_KNOCK_HOBBLE_SECONDS = 10
//Defensive Tuning
// 防守時最小接觸距離
MIN_APPROACHDIST = 4
// 防守時卡位的角度
MARKPOS_BLOCKOPP_ANGLERANGE = 30
// 防守時卡位的最大角度
MAX_MARKPOS_BLOCKOPP_ANGLERANGE = 60
// 防守時卡位的距離
MARKPOS_DANGER_DIST = 14
// 防守時的盯人距離
MIN_MARKWING_EXT流氓軟件王PACE = 7
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