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足球经理2013修改游戏的AI秘籍
时间:2013/1/5 10:01:33来源:pc6游戏网作者:BJ我要评论(0)
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3D比赛总是充满了不确定性,一会儿黄牌满天飞,一会儿到处人仰马翻而裁
判却舍不得摸摸口袋。这一切都是AI的作用,是AI参数是的比赛变得富有悬念,是AI参数让人又恨又爱。今天我就来告诉大家如何
修改AI文件,从而让3D比赛变得更加符合玩家的个性。
修改AI文件的方法是,在游戏的安装目录下面手动新建一个名为tcmai.ini的文件,然后把你想要改动的AI参数写在这个文件
里。所以关键就在于你要知道这些参数的意义,下面我就来为大家介绍主要的一些AI参数及其含义。注意,凡是开头有双斜杠
“//”的,说明这一行的文字是注释说明,不会被游戏所采用;而在注释下面的等式右边的数字才是我们要修改的内容。另外,千
万不要尝试修改config.dat文件,一旦此文件被修改,游戏就进不去了,哪怕你再改回来也进不去,必须使用原始的config.dat文
件去覆盖它才能恢复正常!
// 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)
// 这里设置球场的长和宽,注意游戏中的长宽比例默认设定为国际足联标准的85%。
FIELD_LENGTH = 5482.0
FIELD_WIDTH = 3654.0
// 60 is the original default value. Values from 40 to 80 are "reasonable".
// 这里设置游戏的速度,默认值是60,数值越高,游戏速度越慢,有效数值在40—80之间。
GAME_SPEED = 60
//There are three setting for ref Strictness
// 0 = normal
// 1 = DEBUG EASY (no carding)
// 2 = DEBUG STRICT
// 这里设置比赛中裁判的判罚尺度,0是正常,1是宽松(不会出牌),2是严厉
REFEREE_STRICTNESS = 0
// 0 = no crazy CPU through passes 1 = crazy CPU through passes
// 如果设置为0,电脑就不会疯狂地传身后球,但是这样你会失去大部分比赛的乐趣
CPUTHROUGHPASSES = 1
// 0 = turn off new cpu shots 1 = turn on new cpu shots
// 如果设置为0,电脑就不会射门了(那还有什么意思啊?)
CPUSHOTS = 1
// 0 = turn off cpu dribble 1 = turn on cpu dribble
// 如果设置为0,电脑就不会带球了(那还有什么意思啊?)
CPUDRIBBLE = 1
// 如果设置为0,电脑就不会使用撞墙式过人了(那还有什么意思啊?)
CPUWALLPASS = 1
// 如果设置为0,电脑就不会大脚解围了(那还有什么意思啊?)
CPUCLEARANCE = 1
// 如果设置为0,电脑就不会长传冲吊了(那还有什么意思啊?)
CPULOBPASS = 1
// 如果设置为0,电脑就不会传中了了(那还有什么意思啊?)
CPUCROSS = 1
// 0 = allow CPU dekes
// 1 = no CPU dekes
// 如果设置为0,电脑就不会做假动作了(那还有什么意思啊?)
NOCPUDEKES = 0
// ranges for attributes
// 球员比赛时的态度
// 一般
ATTRIBUTE_AVG = 60
// 好
ATTRIBUTE_GOOD = 90
// 极好
ATTRIBUTE_EX = 95
//Min and Max Sprint speed used in speed attribute tuning, please tell Paul if your gonna change these
// 这里设置冲刺速度的差异
// 差
SPRINT_SPEED_POOR = 8.3
// 一般
SPRINT_SPEED_AVG = 8.5
// 好
SPRINT_SPEED_GOOD = 8.7
// 极好
SPRINT_SPEED_EX = 9.0
// 带球时的速度损失
DRIBBLE_SPEED_PENALTY = 0.3
// 这里设置带球偏移量的差异
// 差
DRIBBLE_OFFSET_POOR = 30
// 一般
DRIBBLE_OFFSET_AVG = 10
// 好
DRIBBLE_OFFSET_GOOD = 5
// 极好
DRIBBLE_OFFSET_EX = 0
// 造越位时的距离差异
TRAP_DIST_POOR = 32
TRAP_DIST_AVG = 16
TRAP_DIST_GOOD = 8
TRAP_DIST_EX = 0
// 造越位的失败概率
TRAP_FAIL_RATE_POOR = 0.10
TRAP_FAIL_RATE_AVG = 0.05
TRAP_FAIL_RATE_GOOD = 0
TRAP_FAIL_RATE_EX = 0
// 降低数值减少球员协防概率
FBI_SECOND_MARKER_THRESHOLD = 75.0
// 降低数值减少球员协防概率
FBI_SECOND_MARKER_DIFF_THRESHOLD = 37.5
// 降低数值使防守球员持续压制带球队员
FBI_HYSTERESIS_SECONDS = 0.1
// Chance of getting injured/winded in a collision
// 比赛中发生冲撞时球员的受伤概率
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.
// 这里设置罚点球时的最高高度,1.0代表球门的高度,如果你设置为1.0,那么当球员满力罚球时,球会打在横梁上
PK_HEIGHT_SCALAR = 1.4
// Possible shot width for a penalty kick in terms of netheight. 1.0 == width of net.
// 这里设置罚点球时的最高宽度,1.0代表球门的宽度,如果你设置为1.0,那么当球员满力罚球时,球会打在立柱上
PK_WIDTH_SCALAR = 1.6
//CPU do tactic sub or not
// 如果设置为0,电脑在比赛中途就不会采用战术换人了
DO_CPU_SUB = 1
// 这里设置直接任意球的最大距离
MAX_FREEKICK_DIST = 160
// 如果设置为1,裁判就不会向球员出示第二张黄牌
NO_SECOND_YELLOW = 0
// 如果设置为1,裁判就不会直接出示红牌将球员罚下
NO_IMMEDIATE_RED_CARDS = 0
// 差的背后铲球犯规概率
POOR_TACKLING_FOUL_BEHIND_CHANCE=100
// 差的侧面铲球犯规概率
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
// 如果设置为1,裁判在比赛中就会绝对公正地判罚(不过这样就不真实了)
REF_PERFECT_GAME_CHANCE = 0
// 最多给牌数
MAX_CALLS = 3
// 越位的错判概率
MISS_OFFSIDE = 40
// 进球的错判概率
MISS_GOAL = 30
// 出界的错判概率
MISS_BALL_OUT = 30
// 掷界外球的错判概率(指的是把界外球权判给另一方)
MISS_THROWIN = 30
// 角球的错判概率
MISS_CORNER = 30
// 球门球的错判概率
MISS_GOALKICK = 30
// 犯规的错判概率
WRONG_FOUL = 30
WRONG_TEAM_CORNER = 30
WRONG_TEAM_THROWIN = 30
WRONG_TEAM_GOALKICK = 30
// 点球的错判概率
MISS_PENALTY_KICK = 30
// 带球的方向
OPTION_VALUE_DRIBBLE_DIRECTION = 115000
// 带球的成功率
OPTION_VALUE_DRIBBLE_SAFE = 162500
// 最大传球距离
OPTION_VALUE_PASS_FORWARD_MAX = 180
// 默认传球距离
OPTION_VALUE_PASS_FORWARD_DEFAULT = 100
// 最小传球距离
OPTION_VALUE_PASS_FORWARD_MIN = 50
// 长传成功率
OPTION_VALUE_LOB_PASS_SAFE = 75000
// 门将最多反应时间
GK_REACTION_TIME_MAX = 8.0
// 门将最小反应时间
GK_REACTION_TIME_MIN = 2.0
// 门将侧移最大速度
GK_SAVE_SPEED_SIDEWAYS_MAX = 5.5
// 门将侧移最小速度
GK_SAVE_SPEED_SIDEWAYS_MIN = 3.0
// 门将最大加速度
GK_SAVE_SPEED_UP_MAX = 8.25
// 门将最小加速度
GK_SAVE_SPEED_UP_MIN = 4.25
// 门将最大减速度
GK_SAVE_SPEED_DOWN_MAX = 8.25
// 门将最小减速度
GK_SAVE_SPEED_DOWN_MIN = 4.25
// 门将最大跑动范围
GK_SAVE_SPEED_MOVE_MAX = 8.5
// 门将最小跑动范围
GK_SAVE_SPEED_MOVE_MIN = 7.0
// 门将最大扑球距离
GOALIE_PUNT_DIST_MIN = 35.0
// 门将最小扑球距离
GOALIE_PUNT_DIST_MAX = 60.0
// 门将最小扑球速度
GOALIE_PUNT_SPEED_MIN = 27.0
// 门将平均扑球速度
GOALIE_PUNT_SPEED = 29
// 门将最大扑球速度
GOALIE_PUNT_SPEED_MAX = 30.0
// Height of the camera (meters) - above the field
// 摄像机高度
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
// 摄像机深度
TCM_CAM_DEPTH_DIST = 115
// This is the lens angle of the camera view (degrees)
// 摄像机角度
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
// 摄像机延Z轴的广角追踪距离
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
// 摄像机延Z轴的广角追踪范围
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
// 摄像机延Z轴的广角追踪景深
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)
// 摄像机放置建筑遮屏
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
// 用来防止镜头靠近底线时显示过多的观众
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
// 用来防止镜头靠近边线时显示过多的观众
TCM_CAM_TARGET_DEPTH_BOUNDS = 0.37
// 半场时间的长度,默认值是7分钟
HALF_LENGTH = 7
// Linesmen and Referee (these are enabled in the cfg_pc_*.ini files), in this case referee in medium
// linesmen and referee in high
// 用来设置是否显示主裁判和边裁,如果不显示则为0
FEATURE_INGAME_REFEREE_ENABLED = 1
FEATURE_INGAME_LINESMEN_ENABLED = 1
// Physical Ftness=100时的受伤概率
INJURY_CHANCE_MIN = 0.15
// Physical Ftness=0时的受伤概率
INJURY_CHANCE_MAX = 0.5
// 伤愈当天上场比赛的受伤概率
INJURY_CHANCE_FITNESS_TEST_MULT= 3.0
// 严重受伤的概率
INJURY_CHANCE_OF_SERIOUS = 0.4
// 球员受到冲撞后所需的恢复时间
INJURY_KNOCK_HOBBLE_SECONDS = 10
//Defensive Tuning
// 防守时最小接触距离
MIN_APPROACHDIST = 4
// 防守时卡位的角度
MARKPOS_BLOCKOPP_ANGLERANGE = 30
// 防守时卡位的最大角度
MAX_MARKPOS_BLOCKOPP_ANGLERANGE = 60
// 防守时卡位的距离
MARKPOS_DANGER_DIST = 14
// 防守时的盯人距离
MIN_MARKWING_EXT流氓软件王PACE = 7
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