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// 0 = old
// 1 = new
SHOTMODEL = 1
// 0 = off 1 = movement direction is locked while powering up (and aiming) kick.
POWERUPHEADINGLOCK = 1
//render the player heading
RENDERPLAYERHEADING = 1
// 0 = normal 1 = cpu tries to keep the ball away
// new cpu dribble and keep away mode enabled
CPUKEEPAWAY= 1
// 0 = turn off new cpu shots 1 = turn on new cpu shots
CPUSHOTS = 1
// 0 = turn off cpu dribble 1 = turn on cpu dribble
CPUDRIBBLE = 1
CPUWALLPASS = 1
CPUCLEARANCE = 1
CPUMINDRIBBLETIME = 50
//how much the worst shooter can miss his target by
CPUSHOT_MAXVARIANCE = 22.0
CPUSHOT_ACCURACY= interpolation=CSpline numpoints=5 scalars=[0.0 1.0 0.0 1.0] data=[0.000000 1.000000 0.330000 0.855000 0.655000 0.495000 0.830000 0.170000 1.000000 0.065000]
CPUTARGET = 1
CPURUNOFFSIDE = 0
//How far away the nearest defender must be in yards
BREAKAWAYCAM_NEARESTDIST = 0.5
//how far away the goal has to be. Penalty Spot=576
BREAKAWAYCAM_GOALDIST = 576
//minimum angle to goalie for camera to kick in
BREAKAWAYCAM_ANGLETOGOALIE = 30
//how far the goalie must be in yards
BREAKAWAYCAM_GOALIEDIST = 0.2
//enable wall passes
WALLPASS_ENABLE = 1
// maximum distance players can be apart for a wall pass to occur
WALLPASS_MAX_YARDS = 15.0
// minimum distance players can be apart for a wall pass to occur
WALLPASS_MIN_YARDS = 5.0
// how long the player waits at the offside line after a run (in ticks i.e. 60th of a second)
AFTER_RUN_WAIT_TIME = 45
// 0 = allow CPU dekes
// 1 = no CPU dekes
NOCPUDEKES = 0
BODY_COLLISION_SCALING = 0.3
// 2.5 is original value, larger makes it easier. 0.0 would give NO assistance ever. Keep in mind that player attribute also factors in.
SHOT_ASSISTANCE = 6.0
USE_CROSS_ASSISTANCE = 1
CROSS_ASSISTANCE = 6.5
CROSS_ASSISTANCE_WIDTH = 5
// How much assistance you get on an overpowered shot. Also affected by attributes.
SHOT_ASSISTANCE_OVERPOWERED = 0.65
// Controls how much height CPU lobs will get.
PRETTY_LOB_MAX_Y_VELOCITY = 36.0
// Initial speed of a dropkick
DROPKICK_POWER = 43.5
// Initial angle of a dropkick (in degrees).
DROPKICK_ANGLE = 25
// If we want hitting the player first to be called.
HIT_PLAYER_FIRST = 1
COVER_DIST = 8
NEW_GROUND_TRAPS = 1
PB_COLLISION_MODE = 1
USE_CROSS_RUNS = 1
NEW_AIRPLAY = 1
//0=off, 1=record, 2=playback
SEEKBALL_TEST_MODE = 0
//AGGRESSIVE_TACKLE_BALL_SIZE = 30
AGGRESSIVE_TACKLE_BLIP_DIST = 1
AGGRESSIVE_TACKLE_BLIP_TIME = 40
AGGRESSIVE_TACKLE_CHEAT = 1
AGGRESSIVE_TACKLE_TACKLEE_FOOT_SIZE=24
AGGRESSIVE_TACKLE_FOOT_HEIGHT=8
RENDER_TACKLE_CIRCLES = 0
//Defensive Tuning
MIN_APPROACHDIST = 1
MARKPOS_BLOCKOPP_ANGLERANGE = 30
MAX_MARKPOS_BLOCKOPP_ANGLERANGE = 60
MARKPOS_DANGER_DIST = 10
MIN_MARKWING_EXTRASPACE = 2
MARKBALL_DIST = 6
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