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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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