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足球經(jīng)理2013 教你如何修改游戲的AI

時間:2013-01-04 14:57:38
  • 作者:皮卡王
  • 編輯:ChunTian
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// 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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  • 類型:體育運動
  • 發(fā)行:Electronic Arts
  • 發(fā)售:2012-10-25
  • 開發(fā):Soccer Management
  • 語言:簡中 | 英文
  • 平臺:PC
  • 標簽:足球,燒腦,世嘉游戲

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