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关于wc2002抢断的再次修改
meilin10303 2002年05月20日 14


      我曾经写过一篇关于把断球改容易一点的文章,我看点击率还是比较高的(证明大家有和我一样的苦衷),所以经过一段时间的实践,做了一些修改,同时我把我的ai.ini的全部内容都贴出来,在这几天的游戏过程中,我觉得改得还是比较合理的,至于大家怎么想,可以慢慢体会一下。
      大多数人都说P级太难了,而且疯抢,这哪像是足球呀(高手除外),我改完之后,个人认为和电脑还是可以打出流畅的配合的,但提前说一点就是必须把pass改成assist,这是我的ai.ini:
      
      //
      // AI Prototyping configuration
      //
      // These are variables to play with to tune the gameplay or try alternative designs.
      //
      
      // The length of the field. The units are 16ths of a foot.
      FIELD_LENGTH = 5760
      
      // The width of the field the units are 16th of a foot.
      FIELD_WIDTH = 3840
      
      // 0 is the original pass model (auto targeting to players).
      // 1 is the new prototype pass model (powered and directed passing).
      // 2 is the new passing model with wall passes on L3...
      // 3 is the new assisted pass model with wall passes on L3...
      PASS_MODEL = 1
      
      DIGITAL_SNAPTOANGLE = 46
      
      // 0 is the original sprint model (rapid press to sprint, frequency dependent).
      // 1 is the new prototype pass model (hold to sprint)
      HOLD_SPRINT = 1
      
      // 0 is the original functionality of the L2 and R2 buttons (dekes)
      // 1 is the new prototype functionality of the L2 and R2 buttons (curving passes)
      L2R2 = 0
      
      // 60 is the original default value. Values from 40 to 80 are "reasonable".
      GAME_SPEED = 50
      
      // 19 is the original default value. Values from 10 to 25 are "reasonable".
      POWERUP_RATE = 19
      
      // Setting this to 1 will mean that powerup does not take into account the intensity of the button press (ie. Dualshock2 buttons will be treated as non-analog)
      FLAT_POWERUP = 0
      
      // Defensive tactics on L2&R2 (attacking press and offside trap), 0=disabled 1=enabled
      DEFENSIVE_TACTICS = 1
      
      // If this is turned off then you will have more control over your player when the ball is loose instead of being automatically drawn to it.
      AUTOSEEK = 1
      
      // Button remapping. WARNING: use this at your own risk. If you fail to assign a button, or assign something twice, then the controls won't work properly.
      // Remapping a button switches ALL functionality for that button, so for example, changing LOB and SHOOT will also reverse SLIDE TACKLE and TACKLE.
      // SPELLING COUNTS! If you need help remapping buttons ask Jason.
      
      // pretty much just sprint (and icon passing)
      BUTTON_SPRINT = TRIANGLE
      // shooting and tackling
      BUTTON_SHOOT = CIRCLE
      // pass and switch player, also powerup on free kicks.
      BUTTON_PASS = CROSS
      // lob and slide tackle
      BUTTON_LOB = SQUARE
      // through pass (triggered run with new pass model), goalie charge and goalie drop ball.
      BUTTON_PASS2 = L1
      // shielding and professional foul
      BUTTON_SHIELD = R1
      // dekes (or curve) and defensive tactics
      BUTTON_AUX1 = L2
      // dekes (or curve) and defensive tactics
      BUTTON_AUX2 = R2
      
      //There are three setting for ref Strictness
      // 0 = normal
      // 1 = DEBUG EASY (no carding)
      // 2 = DEBUG STRICT
      
      REFEREE_STRICTNESS = 0
      
      // 0 = none
      // 1 = R1
      // 2 = idle (no dpad movement)
      
      SHIELDING = 1


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