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

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      // For debugging attibutes, we can set all the members of a team to the same values by entering it here.
      // To use set either HOME or AWAY_TEAM_ATTRIB to 1, and then set the attribute values that you would like to use
      // for the team. Any time you want to use a players default values, you can set the attibute to -1.
      // example to test shooting we could do this.
      //
      //Atribute Max is 6 min is 0
      // HOME_TEAM_ATTRIB = 1
      
      // HOME_TEAM_AWARENESS = -1
      // HOME_TEAM_BALL_CONTROL = -1
      // HOME_TEAM_FITNESS = -1
      // HOME_TEAM_HEADING = -1
      // HOME_TEAM_SPEED = -1
      // HOME_TEAM_TACKLING = -1
      // HOME_TEAM_PASSING = -1
      // HOME_TEAM_SHOOTING = 6
      // HOME_TEAM_STRENGTH = -1
      // HOME_TEAM_AGGRESSION = -1
      // HOME_TEAM_POSITIONING = -1
      // HOME_TEAM_SKILLS = -1
      
      HOME_TEAM_ATTRIB = 1
      
      HOME_TEAM_AWARENESS = -1
      HOME_TEAM_BALL_CONTROL = -1
      HOME_TEAM_FITNESS = -1
      HOME_TEAM_HEADING = -1
      HOME_TEAM_SPEED = -1
      HOME_TEAM_TACKLING = -1
      HOME_TEAM_PASSING = -1
      HOME_TEAM_SHOOTING = -1
      HOME_TEAM_STRENGTH = -1
      HOME_TEAM_AGGRESSION = -1
      HOME_TEAM_POSITIONING = -1
      HOME_TEAM_SKILLS = -1
      
      AWAY_TEAM_ATTRIB = 1
      
      AWAY_TEAM_AWARENESS = -1
      AWAY_TEAM_BALL_CONTROL = -1
      AWAY_TEAM_FITNESS = -1
      AWAY_TEAM_HEADING = -1
      AWAY_TEAM_SPEED = -1
      AWAY_TEAM_TACKLING = -1
      AWAY_TEAM_PASSING = -1
      AWAY_TEAM_SHOOTING = -1
      AWAY_TEAM_STRENGTH = -1
      AWAY_TEAM_AGGRESSION = -1
      AWAY_TEAM_POSITIONING = -1
      AWAY_TEAM_SKILLS = -1
      
      // Chance of getting injured/winded in a collision
      INJURY_PERCENTAGE = 25
      
      // chance of getting winded vs getting injured (100 means always winded 0 means always injured).
      INJURY_CHANCE_OF_WINDING = 70
      
      // 0 is the original penalty kick model (point and shoot).
      // 1 is the new penalty kick model (charging up of directions).
      PK_MODEL = 1
      
      // 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.
      PK_HEIGHT_SCALAR = 1.4
      
      // Possible shot width for a penalty kick in terms of netheight. 1.0 == width of net.
      PK_WIDTH_SCALAR = 1.6
      
      // Rate at which penalty kicks power up (and you have time to direct your shot). Reasonable values = 5..20
      PK_POWERUP_RATE = 16
      
      // "extra help" given to goalie when saving a penalty shot. Reasonable values are 0-5.
      PK_BLIP_MULTIPLIER = 3
      
      PK_CPU_SPANX = 1.01
      PK_CPU_SPANY = 1.01
      
      PK_CPU_SPANX = 1.01
      PK_CPU_SPANY = 1.01
      
      // The following is all adboard collision stuff.
      
      //ADBOARD_HEIGHT_SIDE = 80
      //ADBOARD_HEIGHT_END = 48
      //ADBOARD_OFFSETX = 96
      //ADBOARD_OFFSETZ = 130
      //ADBOARD_INSETX = 20
      //ADBOARD_INSETZ = 362
      //ADBOARD_INSETGAPZ = 426
      //ADBOARD_INSETGAPX = 428
      //ADBOARD_NORMAL = 115
      
      TACKLE_ANGLE_1 = 114
      TACKLE_ANGLE_2 = 90
      TACKLE_ANGLE_3 = 45
      
      TACKLE_LENGTH_1 = 4
      TACKLE_LENGTH_2 = 7
      TACKLE_LENGTH_3 = 7
      TACKLE_LENGTH_4 = 4
      
      NEW_TACKLES = 1
      TACKLER_BLIP_TOLERANCE = 4
      TACKLEE_BLIP_TOLERANCE = 5
      TACKLER_MISS_BLIP_TOLERANCE = 1
      TUNE_TACKLES = 1 


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