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足球經理2013,教你如何修改遊戲的AI

3D比賽總是充滿了不確定性,一會兒黃牌滿天飛,一會兒到處人仰馬翻而裁

足球經理2013 教你如何修改遊戲的AI

判卻捨不得摸摸口袋。這一切都是AI的作用,是AI參數是的比賽變得富有懸念,是AI參數讓人又恨又愛。今天我就來告訴大家如何

修改AI檔案,從而讓3D比賽變得更加符合玩家的個性。

修改AI檔案的方法是,在遊戲的安裝目錄下面手動新建一個名爲的檔案,然後把你想要改動的AI參數寫在這個檔案

裏。所以關鍵就在於你要知道這些參數的意義,下面我就來爲大家介紹主要的一些AI參數及其含義。注意,凡是開頭有雙斜槓

“//”的,說明這一行的文字是註釋說明,不會被遊戲所採用;而在註釋下面的等式右邊的數字纔是我們要修改的內容。另外,千

萬不要嘗試修改檔案,一旦此檔案被修改,遊戲就進不去了,哪怕你再改回來也進不去,必須使用原始的文

件去覆蓋它才能恢復正常!

// 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)

// 這裏設定球場的長和寬,注意遊戲中的長寬比例默認設定爲國際足聯標準的85%。

FIELD_LENGTH = 5482.0

FIELD_WIDTH = 3654.0

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

// 這裏設定遊戲的速度,默認值是60,數值越高,遊戲速度越慢,有效數值在40—80之間。

GAME_SPEED = 60

//There are three setting for ref Strictness

// 0 = normal

// 1 = DEBUG EASY (no carding)

// 2 = DEBUG STRICT

// 這裏設定比賽中裁判的判罰尺度,0是正常,1是寬鬆(不會出牌),2是嚴厲

REFEREE_STRICTNESS = 0

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

// 如果設定爲0,電腦就不會瘋狂地傳身後球,但是這樣你會失去大部分比賽的樂趣

CPUTHROUGHPASSES = 1

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

// 如果設定爲0,電腦就不會射門了(那還有什麼意思啊?)

CPUSHOTS = 1

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

// 如果設定爲0,電腦就不會帶球了(那還有什麼意思啊?)

CPUDRIBBLE = 1

// 如果設定爲0,電腦就不會使用撞牆式過人了(那還有什麼意思啊?)

CPUWALLPASS = 1

// 如果設定爲0,電腦就不會大腳解圍了(那還有什麼意思啊?)

CPUCLEARANCE = 1

// 如果設定爲0,電腦就不會長傳衝吊了(那還有什麼意思啊?)

CPULOBPASS = 1

// 如果設定爲0,電腦就不會傳中了了(那還有什麼意思啊?)

CPUCROSS = 1

// 0 = allow CPU dekes

// 1 = no CPU dekes

// 如果設定爲0,電腦就不會做假動作了(那還有什麼意思啊?)

NOCPUDEKES = 0

// ranges for attributes

// 球員比賽時的態度

// 一般

ATTRIBUTE_AVG = 60

// 好

ATTRIBUTE_GOOD = 90

// 極好

ATTRIBUTE_EX = 95

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

// 這裏設定衝刺速度的差異

// 差

SPRINT_SPEED_POOR = 8.3

// 一般

SPRINT_SPEED_AVG = 8.5

// 好

SPRINT_SPEED_GOOD = 8.7

// 極好

SPRINT_SPEED_EX = 9.0

// 帶球時的速度損失

DRIBBLE_SPEED_PENALTY = 0.3

// 這裏設定帶球偏移量的差異

// 差

DRIBBLE_OFFSET_POOR = 30

// 一般

DRIBBLE_OFFSET_AVG = 10

// 好

DRIBBLE_OFFSET_GOOD = 5

// 極好

DRIBBLE_OFFSET_EX = 0

// 造越位時的距離差異

TRAP_DIST_POOR = 32

TRAP_DIST_AVG = 16

TRAP_DIST_GOOD = 8

TRAP_DIST_EX = 0

// 造越位的失敗概率

TRAP_FAIL_RATE_POOR = 0.10

TRAP_FAIL_RATE_AVG = 0.05

TRAP_FAIL_RATE_GOOD = 0

TRAP_FAIL_RATE_EX = 0

// 降低數值減少球員協防概率

FBI_SECOND_MARKER_THRESHOLD = 75.0

// 降低數值減少球員協防概率

FBI_SECOND_MARKER_DIFF_THRESHOLD = 37.5

// 降低數值使防守球員持續壓制帶球隊員

FBI_HYSTERESIS_SECONDS = 0.1

// Chance of getting injured/winded in a collision

// 比賽中發生衝撞時球員的受傷概率

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.

// 這裏設定罰點球時的最高高度,1.0代表球門的高度,如果你設定爲1.0,那麼當球員滿力罰球時,球會打在橫樑上

PK_HEIGHT_SCALAR = 1.4

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

// 這裏設定罰點球時的最高寬度,1.0代表球門的寬度,如果你設定爲1.0,那麼當球員滿力罰球時,球會打在立柱上

PK_WIDTH_SCALAR = 1.6

//CPU do tactic sub or not

// 如果設定爲0,電腦在比賽中途就不會採用戰術換人了

DO_CPU_SUB = 1

// 這裏設定直接任意球的最大距離

MAX_FREEKICK_DIST = 160

// 如果設定爲1,裁判就不會向球員出示第二張黃牌

NO_SECOND_YELLOW = 0

// 如果設定爲1,裁判就不會直接出示紅牌將球員罰下

NO_IMMEDIATE_RED_CARDS = 0

// 差的背後剷球犯規概率

POOR_TACKLING_FOUL_BEHIND_CHANCE=100

// 差的側面剷球犯規概率

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

// 如果設定爲1,裁判在比賽中就會絕對公正地判罰(不過這樣就不真實了)

REF_PERFECT_GAME_CHANCE = 0

// 最多給牌數

MAX_CALLS = 3

// 越位的錯判概率

MISS_OFFSIDE = 40

// 進球的錯判概率

MISS_GOAL = 30

// 出界的錯判概率

MISS_BALL_OUT = 30

// 擲界外球的錯判概率(指的是把界外球權判給另一方)

MISS_THROWIN = 30

// 角球的錯判概率

MISS_CORNER = 30

// 球門球的錯判概率

MISS_GOALKICK = 30

// 犯規的錯判概率

WRONG_FOUL = 30

WRONG_TEAM_CORNER = 30

WRONG_TEAM_THROWIN = 30

WRONG_TEAM_GOALKICK = 30

// 點球的錯判概率

MISS_PENALTY_KICK = 30

// 帶球的方向

OPTION_VALUE_DRIBBLE_DIRECTION = 115000

// 帶球的成功率

OPTION_VALUE_DRIBBLE_SAFE = 162500

// 最大傳球距離

OPTION_VALUE_PASS_FORWARD_MAX = 180

// 默認傳球距離

OPTION_VALUE_PASS_FORWARD_DEFAULT = 100

// 最小傳球距離

OPTION_VALUE_PASS_FORWARD_MIN = 50

// 長傳成功率

OPTION_VALUE_LOB_PASS_SAFE = 75000

// 門將最多反應時間

GK_REACTION_TIME_MAX = 8.0

// 門將最小反應時間

GK_REACTION_TIME_MIN = 2.0

// 門將側移最大速度

GK_SAVE_SPEED_SIDEWAYS_MAX = 5.5

// 門將側移最小速度

GK_SAVE_SPEED_SIDEWAYS_MIN = 3.0

// 門將最大加速度

GK_SAVE_SPEED_UP_MAX = 8.25

// 門將最小加速度

GK_SAVE_SPEED_UP_MIN = 4.25

// 門將最大減速度

GK_SAVE_SPEED_DOWN_MAX = 8.25

// 門將最小減速度

GK_SAVE_SPEED_DOWN_MIN = 4.25

// 門將最大跑動範圍

GK_SAVE_SPEED_MOVE_MAX = 8.5

// 門將最小跑動範圍

GK_SAVE_SPEED_MOVE_MIN = 7.0

// 門將最大撲球距離

GOALIE_PUNT_DIST_MIN = 35.0

// 門將最小撲球距離

GOALIE_PUNT_DIST_MAX = 60.0

// 門將最小撲球速度

GOALIE_PUNT_SPEED_MIN = 27.0

// 門將平均撲球速度

GOALIE_PUNT_SPEED = 29

// 門將最大撲球速度

GOALIE_PUNT_SPEED_MAX = 30.0

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

// 攝像機高度

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

// 攝像機深度

TCM_CAM_DEPTH_DIST = 115

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

// 攝像機角度

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

// 攝像機延Z軸的廣角追蹤距離

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

// 攝像機延Z軸的廣角追蹤範圍

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

// 攝像機延Z軸的廣角追蹤景深

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)

// 攝像機放置建築遮屏

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

// 用來防止鏡頭靠近底線時顯示過多的觀衆

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

// 用來防止鏡頭靠近邊線時顯示過多的觀衆

TCM_CAM_TARGET_DEPTH_BOUNDS = 0.37

// 半場時間的長度,默認值是7分鐘

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

// 用來設定是否顯示主裁判和邊裁,如果不顯示則爲0

FEATURE_INGAME_REFEREE_ENABLED = 1

FEATURE_INGAME_LINESMEN_ENABLED = 1

// Physical Ftness=100時的受傷概率

INJURY_CHANCE_MIN = 0.15

// Physical Ftness=0時的受傷概率

INJURY_CHANCE_MAX = 0.5

// 傷愈當天上場比賽的受傷概率

INJURY_CHANCE_FITNESS_TEST_MULT= 3.0

// 嚴重受傷的概率

INJURY_CHANCE_OF_SERIOUS = 0.4

// 球員受到衝撞後所需的恢復時間

INJURY_KNOCK_HOBBLE_SECONDS = 10

//Defensive Tuning

// 防守時最小接觸距離

MIN_APPROACHDIST = 4

// 防守時卡位的角度

MARKPOS_BLOCKOPP_ANGLERANGE = 30

// 防守時卡位的最大角度

MAX_MARKPOS_BLOCKOPP_ANGLERANGE = 60

// 防守時卡位的距離

MARKPOS_DANGER_DIST = 14

// 防守時的盯人距離

MIN_MARKWING_EXT流氓軟件王PACE = 7