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足球经理2013 教你如何修改游戏的AI

栏目: 单机图文攻略 / 发布于: / 人气:7.36K

3D比赛总是充满了不确定性,一会儿黄牌满天飞,一会儿到处人仰马翻而裁

足球经理2013 教你如何修改游戏的AI

判却舍不得摸摸口袋。这一切都是AI的作用,是AI参数是的比赛变得富有悬念,是AI参数让人又恨又爱。今天我就来告诉大家如何

修改AI文件,从而让3D比赛变得更加符合玩家的个性。

修改AI文件的方法是,在游戏的安装目录下面手动新建一个名为的文件,然后把你想要改动的AI参数写在这个文件

里。所以关键就在于你要知道这些参数的意义,下面我就来为大家介绍主要的一些AI参数及其含义。注意,凡是开头有双斜杠

“//”的,说明这一行的文字是注释说明,不会被游戏所采用;而在注释下面的等式右边的数字才是我们要修改的内容。另外,千

万不要尝试修改文件,一旦此文件被修改,游戏就进不去了,哪怕你再改回来也进不去,必须使用原始的文

件去覆盖它才能恢复正常!

// The dimensions of the field. The units are 16ths of a foot.

// FIFA: 6450.0 x 4300.0 = 134.4Y x 89.6Y

// TCM: 5482.5 x 3655.0 = 114.2Y x 76.1Y (85% of FIFA)

// 这里设置球场的长和宽,注意游戏中的长宽比例默认设定为国际足联标准的85%。

FIELD_LENGTH = 5482.0

FIELD_WIDTH = 3654.0

// 60 is the original default value. Values from 40 to 80 are "reasonable".

// 这里设置游戏的速度,默认值是60,数值越高,游戏速度越慢,有效数值在40—80之间。

GAME_SPEED = 60

//There are three setting for ref Strictness

// 0 = normal

// 1 = DEBUG EASY (no carding)

// 2 = DEBUG STRICT

// 这里设置比赛中裁判的判罚尺度,0是正常,1是宽松(不会出牌),2是严厉

REFEREE_STRICTNESS = 0

// 0 = no crazy CPU through passes 1 = crazy CPU through passes

// 如果设置为0,电脑就不会疯狂地传身后球,但是这样你会失去大部分比赛的乐趣

CPUTHROUGHPASSES = 1

// 0 = turn off new cpu shots 1 = turn on new cpu shots

// 如果设置为0,电脑就不会射门了(那还有什么意思啊?)

CPUSHOTS = 1

// 0 = turn off cpu dribble 1 = turn on cpu dribble

// 如果设置为0,电脑就不会带球了(那还有什么意思啊?)

CPUDRIBBLE = 1

// 如果设置为0,电脑就不会使用撞墙式过人了(那还有什么意思啊?)

CPUWALLPASS = 1

// 如果设置为0,电脑就不会大脚解围了(那还有什么意思啊?)

CPUCLEARANCE = 1

// 如果设置为0,电脑就不会长传冲吊了(那还有什么意思啊?)

CPULOBPASS = 1

// 如果设置为0,电脑就不会传中了了(那还有什么意思啊?)

CPUCROSS = 1

// 0 = allow CPU dekes

// 1 = no CPU dekes

// 如果设置为0,电脑就不会做假动作了(那还有什么意思啊?)

NOCPUDEKES = 0

// ranges for attributes

// 球员比赛时的态度

// 一般

ATTRIBUTE_AVG = 60

// 好

ATTRIBUTE_GOOD = 90

// 极好

ATTRIBUTE_EX = 95

//Min and Max Sprint speed used in speed attribute tuning, please tell Paul if your gonna change these

// 这里设置冲刺速度的差异

// 差

SPRINT_SPEED_POOR = 8.3

// 一般

SPRINT_SPEED_AVG = 8.5

// 好

SPRINT_SPEED_GOOD = 8.7

// 极好

SPRINT_SPEED_EX = 9.0

// 带球时的速度损失

DRIBBLE_SPEED_PENALTY = 0.3

// 这里设置带球偏移量的差异

// 差

DRIBBLE_OFFSET_POOR = 30

// 一般

DRIBBLE_OFFSET_AVG = 10

// 好

DRIBBLE_OFFSET_GOOD = 5

// 极好

DRIBBLE_OFFSET_EX = 0

// 造越位时的距离差异

TRAP_DIST_POOR = 32

TRAP_DIST_AVG = 16

TRAP_DIST_GOOD = 8

TRAP_DIST_EX = 0

// 造越位的失败概率

TRAP_FAIL_RATE_POOR = 0.10

TRAP_FAIL_RATE_AVG = 0.05

TRAP_FAIL_RATE_GOOD = 0

TRAP_FAIL_RATE_EX = 0

// 降低数值减少球员协防概率

FBI_SECOND_MARKER_THRESHOLD = 75.0

// 降低数值减少球员协防概率

FBI_SECOND_MARKER_DIFF_THRESHOLD = 37.5

// 降低数值使防守球员持续压制带球队员

FBI_HYSTERESIS_SECONDS = 0.1

// Chance of getting injured/winded in a collision

// 比赛中发生冲撞时球员的受伤概率

INJURY_PERCENTAGE = 15

// Possible shot height for a penalty kick in terms of netheight. 1.0 == height of net.

// NOTE: if you actually use 1.0, using full power won't score, it will hit crossbar.

// 这里设置罚点球时的最高高度,1.0代表球门的高度,如果你设置为1.0,那么当球员满力罚球时,球会打在横梁上

PK_HEIGHT_SCALAR = 1.4

// Possible shot width for a penalty kick in terms of netheight. 1.0 == width of net.

// 这里设置罚点球时的最高宽度,1.0代表球门的宽度,如果你设置为1.0,那么当球员满力罚球时,球会打在立柱上

PK_WIDTH_SCALAR = 1.6

//CPU do tactic sub or not

// 如果设置为0,电脑在比赛中途就不会采用战术换人了

DO_CPU_SUB = 1

// 这里设置直接任意球的最大距离

MAX_FREEKICK_DIST = 160

// 如果设置为1,裁判就不会向球员出示第二张黄牌

NO_SECOND_YELLOW = 0

// 如果设置为1,裁判就不会直接出示红牌将球员罚下

NO_IMMEDIATE_RED_CARDS = 0

// 差的背后铲球犯规概率

POOR_TACKLING_FOUL_BEHIND_CHANCE=100

// 差的侧面铲球犯规概率

POOR_TACKLING_FOUL_SIDE_CHANCE=70

AVERAGE_TACKLING_FOUL_BEHIND_CHANCE=80

AVERAGE_TACKLING_FOUL_SIDE_CHANCE=60

GOOD_TACKLING_FOUL_BEHIND_CHANCE=60

GOOD_TACKLING_FOUL_SIDE_CHANCE=40

VERY_GOOD_TACKLING_FOUL_BEHIND_CHANCE=40

VERY_GOOD_TACKLING_FOUL_SIDE_CHANCE=30

// 如果设置为1,裁判在比赛中就会绝对公正地判罚(不过这样就不真实了)

REF_PERFECT_GAME_CHANCE = 0

// 最多给牌数

MAX_CALLS = 3

// 越位的错判概率

MISS_OFFSIDE = 40

// 进球的错判概率

MISS_GOAL = 30

// 出界的错判概率

MISS_BALL_OUT = 30

// 掷界外球的错判概率(指的是把界外球权判给另一方)

MISS_THROWIN = 30

// 角球的错判概率

MISS_CORNER = 30

// 球门球的错判概率

MISS_GOALKICK = 30

// 犯规的错判概率

WRONG_FOUL = 30

WRONG_TEAM_CORNER = 30

WRONG_TEAM_THROWIN = 30

WRONG_TEAM_GOALKICK = 30

// 点球的错判概率

MISS_PENALTY_KICK = 30

// 带球的方向

OPTION_VALUE_DRIBBLE_DIRECTION = 115000

// 带球的成功率

OPTION_VALUE_DRIBBLE_SAFE = 162500

// 最大传球距离

OPTION_VALUE_PASS_FORWARD_MAX = 180

// 默认传球距离

OPTION_VALUE_PASS_FORWARD_DEFAULT = 100

// 最小传球距离

OPTION_VALUE_PASS_FORWARD_MIN = 50

// 长传成功率

OPTION_VALUE_LOB_PASS_SAFE = 75000

// 门将最多反应时间

GK_REACTION_TIME_MAX = 8.0

// 门将最小反应时间

GK_REACTION_TIME_MIN = 2.0

// 门将侧移最大速度

GK_SAVE_SPEED_SIDEWAYS_MAX = 5.5

// 门将侧移最小速度

GK_SAVE_SPEED_SIDEWAYS_MIN = 3.0

// 门将最大加速度

GK_SAVE_SPEED_UP_MAX = 8.25

// 门将最小加速度

GK_SAVE_SPEED_UP_MIN = 4.25

// 门将最大减速度

GK_SAVE_SPEED_DOWN_MAX = 8.25

// 门将最小减速度

GK_SAVE_SPEED_DOWN_MIN = 4.25

// 门将最大跑动范围

GK_SAVE_SPEED_MOVE_MAX = 8.5

// 门将最小跑动范围

GK_SAVE_SPEED_MOVE_MIN = 7.0

// 门将最大扑球距离

GOALIE_PUNT_DIST_MIN = 35.0

// 门将最小扑球距离

GOALIE_PUNT_DIST_MAX = 60.0

// 门将最小扑球速度

GOALIE_PUNT_SPEED_MIN = 27.0

// 门将平均扑球速度

GOALIE_PUNT_SPEED = 29

// 门将最大扑球速度

GOALIE_PUNT_SPEED_MAX = 30.0

// Height of the camera (meters) - above the field

// 摄像机高度

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

// 摄像机深度

TCM_CAM_DEPTH_DIST = 115

// This is the lens angle of the camera view (degrees)

// 摄像机角度

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

// 摄像机延Z轴的广角追踪距离

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

// 摄像机延Z轴的广角追踪范围

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

// 摄像机延Z轴的广角追踪景深

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)

// 摄像机放置建筑遮屏

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

// 用来防止镜头靠近底线时显示过多的观众

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

// 用来防止镜头靠近边线时显示过多的观众

TCM_CAM_TARGET_DEPTH_BOUNDS = 0.37

// 半场时间的长度,默认值是7分钟

HALF_LENGTH = 7

// Linesmen and Referee (these are enabled in the cfg_pc_* files), in this case referee in medium

// linesmen and referee in high

// 用来设置是否显示主裁判和边裁,如果不显示则为0

FEATURE_INGAME_REFEREE_ENABLED = 1

FEATURE_INGAME_LINESMEN_ENABLED = 1

// Physical Ftness=100时的受伤概率

INJURY_CHANCE_MIN = 0.15

// Physical Ftness=0时的受伤概率

INJURY_CHANCE_MAX = 0.5

// 伤愈当天上场比赛的受伤概率

INJURY_CHANCE_FITNESS_TEST_MULT= 3.0

// 严重受伤的概率

INJURY_CHANCE_OF_SERIOUS = 0.4

// 球员受到冲撞后所需的恢复时间

INJURY_KNOCK_HOBBLE_SECONDS = 10

//Defensive Tuning

// 防守时最小接触距离

MIN_APPROACHDIST = 4

// 防守时卡位的角度

MARKPOS_BLOCKOPP_ANGLERANGE = 30

// 防守时卡位的最大角度

MAX_MARKPOS_BLOCKOPP_ANGLERANGE = 60

// 防守时卡位的距离

MARKPOS_DANGER_DIST = 14

// 防守时的盯人距离

MIN_MARKWING_EXT流氓软件王PACE = 7