BIGFÒleh$cpudiff.iniŒÇuserdiff.iniT>jersynum.ini”O>ai.iniL234[CPUBG] CPU_BAD_PASS_PERCENT = 90 CPU_SETPLAY_AGGRESSION = 30 CPU_SETPLAY_ACCURACY = 50 CPU_GOALIE_SKILL = 25 CPU_BAD_TACKLE_PERCENT = 95 CPU_BAD_MARKBALL_PERCENT = 80 CPU_INTERCEPT_SKILL = 0 CPU_CLOSEDOWN_SPEED_SCALE = 5 CPU_GOOD_CLOSEDOWN_PERCENT = 5 CPU_NORMAL_SPRINT_PERCENT = 10 CPU_AGGRESIVE_DIF_TEAM_TIME = 7200 CPU_AGGRESIVE_DIF_PLAYER_TIME = 1800 CPU_CALL_2ND_DEFENDER_TIME = 1800 CPU_MIN_TIME_UPDATING_FREEDIR = 60 CPU_MIN_TIME_UPDATING_TACTIC = 120 CPU_MIN_TIME_UPDATING_RELAY_TACTIC = 120 CPU_MIN_TIME_RELEASE_BALL = 120 CPU_TIME_START_TO_AVOID_FROM_JOSTLING = 120 CPU_FREQUENCY_USING_SPECIEL_DRIBBLE = 10 CPU_LIMIT_MARKED_RATING_TO_CLEARANCE = 30 CPU_MIN_TIME_UNMARKED_LONG_SHOT = 160 CPU_ACTION_ERROR_RATE = 50 CPU_SHOT_ACTION_SKILL = 20 CPU_PRESS_MAX_DIST_NORMAL_TACTICS = 0 CPU_PRESS_MAX_DIST_PRESS_TACTICS = 0 CPU_MAX_NUM_DRIBBLER_COVERER = 0 CPU_MARK_ATTACK_MAX_NON_SPRINT_SPEED = 5 CPU_MIN_THREAT_FOR_PRESSING_IN_DANGEROUS_SITUATION = 110 CPU_MARK_ATTACK_MIN_DIST = 0 CPU_MARK_ATTACK_MIN_DIST_IN_BOX = 0 CPU_MIN_THREAT_FOR_MAN_MARKING = 95 CPU_IN_AIR_JOSTLE_MAX_ENGAGING_TIME = 3 CPU_IN_AIR_JOSTLE_MAX_NOT_ENGAGING_TIME = 15 CPU_DEFENDER_SPEED_RATIO_DURING_TRANSITION = 70 CPU_MIN_MARK_BALL_CONTAIN_DIST = 5 CPU_FORWARD_TRAP_MAX_TIME_ADVANCE = 5 CPU_USE_TRANSITION_PRESSURE = 0 HUMAN_GOALIE_SKILL = 100 HUMAN_INTERCEPT_SKILL = 3 [CPUAM] CPU_BAD_PASS_PERCENT = 40 CPU_SETPLAY_AGGRESSION = 40 CPU_SETPLAY_ACCURACY = 70 CPU_GOALIE_SKILL = 50 CPU_BAD_TACKLE_PERCENT = 55 CPU_BAD_MARKBALL_PERCENT = 50 CPU_INTERCEPT_SKILL = 0 CPU_CLOSEDOWN_SPEED_SCALE = 50 CPU_GOOD_CLOSEDOWN_PERCENT = 10 CPU_NORMAL_SPRINT_PERCENT = 25 CPU_AGGRESIVE_DIF_TEAM_TIME = 4800 CPU_AGGRESIVE_DIF_PLAYER_TIME = 480 CPU_CALL_2ND_DEFENDER_TIME = 480 CPU_MIN_TIME_UPDATING_FREEDIR = 12 CPU_MIN_TIME_UPDATING_TACTIC = 20 CPU_MIN_TIME_UPDATING_RELAY_TACTIC = 12 CPU_MIN_TIME_RELEASE_BALL = 60 CPU_TIME_START_TO_AVOID_FROM_JOSTLING = 80 CPU_FREQUENCY_USING_SPECIEL_DRIBBLE = 50 CPU_LIMIT_MARKED_RATING_TO_CLEARANCE = 45 CPU_MIN_TIME_UNMARKED_LONG_SHOT = 90 CPU_ACTION_ERROR_RATE = 30 CPU_SHOT_ACTION_SKILL = 50 CPU_PRESS_MAX_DIST_NORMAL_TACTICS = 3 CPU_PRESS_MAX_DIST_PRESS_TACTICS = 10 CPU_MAX_NUM_DRIBBLER_COVERER = 1 CPU_MARK_ATTACK_MAX_NON_SPRINT_SPEED = 7 CPU_MIN_THREAT_FOR_PRESSING_IN_DANGEROUS_SITUATION = 90 CPU_MIN_THREAT_FOR_MAN_MARKING = 60 CPU_MARK_ATTACK_MIN_DIST = 2 CPU_MARK_ATTACK_MIN_DIST_IN_BOX = 6 CPU_IN_AIR_JOSTLE_MAX_ENGAGING_TIME = 5 CPU_IN_AIR_JOSTLE_MAX_NOT_ENGAGING_TIME = 12 CPU_DEFENDER_SPEED_RATIO_DURING_TRANSITION = 90 CPU_MIN_MARK_BALL_CONTAIN_DIST = 1 CPU_FORWARD_TRAP_MAX_TIME_ADVANCE = 12 CPU_USE_TRANSITION_PRESSURE = 1 HUMAN_GOALIE_SKILL = 90 HUMAN_INTERCEPT_SKILL = 2 [CPUPR] CPU_BAD_PASS_PERCENT = 15 CPU_SETPLAY_AGGRESSION = 50 CPU_SETPLAY_ACCURACY = 85 CPU_GOALIE_SKILL = 75 CPU_BAD_TACKLE_PERCENT = 30 CPU_BAD_MARKBALL_PERCENT = 20 CPU_INTERCEPT_SKILL = 1 CPU_CLOSEDOWN_SPEED_SCALE = 100 CPU_GOOD_CLOSEDOWN_PERCENT = 40 CPU_NORMAL_SPRINT_PERCENT = 40 CPU_AGGRESIVE_DIF_TEAM_TIME = 1200 CPU_AGGRESIVE_DIF_PLAYER_TIME = 300 CPU_CALL_2ND_DEFENDER_TIME = 180 CPU_MIN_TIME_UPDATING_FREEDIR = 4 CPU_MIN_TIME_UPDATING_TACTIC = 12 CPU_MIN_TIME_UPDATING_RELAY_TACTIC = 3 CPU_MIN_TIME_RELEASE_BALL = 40 CPU_TIME_START_TO_AVOID_FROM_JOSTLING = 30 CPU_FREQUENCY_USING_SPECIEL_DRIBBLE = 100 CPU_LIMIT_MARKED_RATING_TO_CLEARANCE = 70 CPU_MIN_TIME_UNMARKED_LONG_SHOT = 50 CPU_ACTION_ERROR_RATE = 5 CPU_SHOT_ACTION_SKILL = 60 CPU_PRESS_MAX_DIST_NORMAL_TACTICS = 6 CPU_PRESS_MAX_DIST_PRESS_TACTICS = 17 CPU_MAX_NUM_DRIBBLER_COVERER = 2 CPU_MARK_ATTACK_MAX_NON_SPRINT_SPEED = 10 CPU_MIN_THREAT_FOR_PRESSING_IN_DANGEROUS_SITUATION = 65 CPU_MIN_THREAT_FOR_MAN_MARKING = 30 CPU_MARK_ATTACK_MIN_DIST = 2 CPU_MARK_ATTACK_MIN_DIST_IN_BOX = 8 CPU_IN_AIR_JOSTLE_MAX_ENGAGING_TIME = 10 CPU_IN_AIR_JOSTLE_MAX_NOT_ENGAGING_TIME = 8 CPU_DEFENDER_SPEED_RATIO_DURING_TRANSITION = 100 CPU_MIN_MARK_BALL_CONTAIN_DIST = 0 CPU_FORWARD_TRAP_MAX_TIME_ADVANCE = 16 CPU_USE_TRANSITION_PRESSURE = 1 HUMAN_GOALIE_SKILL = 70 HUMAN_INTERCEPT_SKILL = 2 [CPUWC] CPU_BAD_PASS_PERCENT = 3 CPU_SETPLAY_AGGRESSION = 75 CPU_SETPLAY_ACCURACY = 100 CPU_GOALIE_SKILL = 90 CPU_BAD_TACKLE_PERCENT = 5 CPU_BAD_MARKBALL_PERCENT = 5 CPU_INTERCEPT_SKILL = 2 CPU_CLOSEDOWN_SPEED_SCALE = 125 CPU_GOOD_CLOSEDOWN_PERCENT = 90 CPU_NORMAL_SPRINT_PERCENT = 50 CPU_AGGRESIVE_DIF_TEAM_TIME = 600 CPU_AGGRESIVE_DIF_PLAYER_TIME = 250 CPU_CALL_2ND_DEFENDER_TIME = 6 CPU_MIN_TIME_UPDATING_FREEDIR = 0 CPU_MIN_TIME_UPDATING_TACTIC = 6 CPU_MIN_TIME_UPDATING_RELAY_TACTIC = 0 CPU_MIN_TIME_RELEASE_BALL = 10 CPU_TIME_START_TO_AVOID_FROM_JOSTLING = 10 CPU_FREQUENCY_USING_SPECIEL_DRIBBLE = 100 CPU_LIMIT_MARKED_RATING_TO_CLEARANCE = 100 CPU_MIN_TIME_UNMARKED_LONG_SHOT = 10 CPU_ACTION_ERROR_RATE = 3 CPU_SHOT_ACTION_SKILL = 90 CPU_PRESS_MAX_DIST_NORMAL_TACTICS = 10 CPU_PRESS_MAX_DIST_PRESS_TACTICS = 20 CPU_MAX_NUM_DRIBBLER_COVERER = 2 CPU_MARK_ATTACK_MAX_NON_SPRINT_SPEED = 10 CPU_MIN_THREAT_FOR_PRESSING_IN_DANGEROUS_SITUATION = 65 CPU_MIN_THREAT_FOR_MAN_MARKING = 25 CPU_MARK_ATTACK_MIN_DIST = 2 CPU_MARK_ATTACK_MIN_DIST_IN_BOX = 8 CPU_IN_AIR_JOSTLE_MAX_ENGAGING_TIME = 14 CPU_IN_AIR_JOSTLE_MAX_NOT_ENGAGING_TIME = 5 CPU_DEFENDER_SPEED_RATIO_DURING_TRANSITION = 100 CPU_MIN_MARK_BALL_CONTAIN_DIST = 0 CPU_FORWARD_TRAP_MAX_TIME_ADVANCE = 18 CPU_USE_TRANSITION_PRESSURE = 1 HUMAN_GOALIE_SKILL = 55 HUMAN_INTERCEPT_SKILL = 2 [CPUPF] CPU_BAD_PASS_PERCENT = 0 CPU_SETPLAY_AGGRESSION = 100 CPU_SETPLAY_ACCURACY = 100 CPU_GOALIE_SKILL = 100 CPU_BAD_TACKLE_PERCENT = 0 CPU_BAD_MARKBALL_PERCENT = 0 CPU_INTERCEPT_SKILL = 3 CPU_CLOSEDOWN_SPEED_SCALE = 150 CPU_GOOD_CLOSEDOWN_PERCENT = 100 CPU_NORMAL_SPRINT_PERCENT = 60 CPU_AGGRESIVE_DIF_TEAM_TIME = 300 CPU_AGGRESIVE_DIF_PLAYER_TIME = 230 CPU_CALL_2ND_DEFENDER_TIME = 0 CPU_MIN_TIME_UPDATING_FREEDIR = 0 CPU_MIN_TIME_UPDATING_TACTIC = 0 CPU_MIN_TIME_UPDATING_RELAY_TACTIC = 0 CPU_MIN_TIME_RELEASE_BALL = 0 CPU_TIME_START_TO_AVOID_FROM_JOSTLING = 0 CPU_FREQUENCY_USING_SPECIEL_DRIBBLE = 100 CPU_LIMIT_MARKED_RATING_TO_CLEARANCE = 100 CPU_MIN_TIME_UNMARKED_LONG_SHOT = 0 CPU_ACTION_ERROR_RATE = 0 CPU_SHOT_ACTION_SKILL = 100 CPU_PRESS_MAX_DIST_NORMAL_TACTICS = 20 CPU_PRESS_MAX_DIST_PRESS_TACTICS = 20 CPU_MAX_NUM_DRIBBLER_COVERER = 2 CPU_MARK_ATTACK_MAX_NON_SPRINT_SPEED = 10 CPU_MIN_THREAT_FOR_PRESSING_IN_DANGEROUS_SITUATION = 65 CPU_MIN_THREAT_FOR_MAN_MARKING = 15 CPU_MARK_ATTACK_MIN_DIST = 2 CPU_MARK_ATTACK_MIN_DIST_IN_BOX = 8 CPU_IN_AIR_JOSTLE_MAX_ENGAGING_TIME = 15 CPU_IN_AIR_JOSTLE_MAX_NOT_ENGAGING_TIME = 5 CPU_DEFENDER_SPEED_RATIO_DURING_TRANSITION = 100 CPU_MIN_MARK_BALL_CONTAIN_DIST = 0 CPU_FORWARD_TRAP_MAX_TIME_ADVANCE = 16 CPU_USE_TRANSITION_PRESSURE = 1 HUMAN_GOALIE_SKILL = 20 HUMAN_INTERCEPT_SKILL = 0 [USERBG] HUMAN_GOALIE_SKILL = 30 HUMAN_TACKLE_DIST = 64 HUMAN_INTERCEPT_SKILL = 2 [USERAM] HUMAN_GOALIE_SKILL = 50 HUMAN_TACKLE_DIST = 81 HUMAN_INTERCEPT_SKILL = 2 [USERPR] HUMAN_GOALIE_SKILL = 70 HUMAN_TACKLE_DIST = 92 HUMAN_INTERCEPT_SKILL = 2 [USERWC] HUMAN_GOALIE_SKILL = 90 HUMAN_TACKLE_DIST = 101 HUMAN_INTERCEPT_SKILL = 2 [USERPF] HUMAN_GOALIE_SKILL = 100 HUMAN_TACKLE_DIST = 101 HUMAN_INTERCEPT_SKILL = 2 // was from 2002, removed, Paul C. should clean is up properly// // AI Prototyping configuration // // These are variables to play with to tune the gameplay or try alternative designs. // // The length and width of the field. The units are 16ths of a foot. // FIFA06: 6450.0 (134.375Y) X 4300.0 (89.583Y) // FIFA07: 5760.0 (120.000Y) X 3840.0 (80.000Y) FIFA06_FIELD_LENGTH = 6450.0 //FIELD_LENGTH = 6450.0 FIELD_LENGTH = 5760.0 FIFA06_FIELD_WIDTH = 4300.0 //FIELD_WIDTH = 4300.0 FIELD_WIDTH = 3840.0 // Momentum system keeps track of each teams "phase", and chooses how to affect individual players // MOMENTUM_ENABLED controls the connection between team phase and individual players abilities // 0 = Momentum phase will change, but players will believe they are in "neutral" phase (good for AI balancing) // 1 = Momentum phase will change and players will play better/worse via altered attributes (how final game will be) MOMENTUM_ENABLED = 0 DIGITAL_SNAPTOANGLE = 110 // 60 is the original default value. Values from 40 to 80 are "reasonable". GAME_SPEED = 50 // 19 is the original default value. Values from 10 to 25 are "reasonable". POWERUP_RATE = 19 // Setting this to 1 will mean that powerup does not take into account the intensity of the button press (ie. Dualshock2 buttons will be treated as non-analog) FLAT_POWERUP = 0 // Set the attributes for a DFK DFK_FINESSE_POWERUP_TIME = 19.0 DFK_DRIVEN_POWERUP_TIME = 19.0 DFK_LOB_POWERUP_TIME = 19.0 DFK_PASS_POWERUP_TIME = 19.0 DFK_SHOT_MAX_BACKSPIN = 0.03 DFK_SHOT_MAX_TOPSPIN = 0.09 DFK_LOB_MAX_BACKSPIN = 0.03 DFK_LOB_MAX_TOPSPIN = 0.05 DFK_SHOT_MAX_SIDESPIN = 0.07 DFK_SHOT_MAX_OPPSIDESPIN = 0.02 DFK_SHOT_MAX_DEFAULTSIDESPIN = 0.005 DFK_LAYOFFSHOT_MAX_BACKSPIN = 0.03 DFK_LAYOFFSHOT_MAX_TOPSPIN = 0.06 DFK_LAYOFFLOB_MAX_BACKSPIN = 0.03 DFK_LAYOFFLOB_MAX_TOPSPIN = 0.03 DFK_LAYOFFSHOT_MAX_SIDESPIN = 0.06 DFK_LAYOFFSHOT_MAX_OPPSIDESPIN = 0.01 DFK_LAYOFFSHOT_MAX_DEFAULTSIDESPIN = 0.005 //There are three setting for ref Strictness // 0 = normal // 1 = DEBUG EASY (no carding) // 2 = DEBUG STRICT REFEREE_STRICTNESS = 0 REFCALL_NO_FOUL = 0 HAND_BALLS_MAX = 5 HAND_BALLS_RAND_CHANCE = 0.5 // 0 = off 1 = movement direction is locked while powering up (and aiming) kick. POWERUPHEADINGLOCK = 2 CROSS_ASSISTANCE = 7.5 CROSS_ASSISTANCE_WIDTH = 4 //Auto Switch Scale AUTO_SWITCH_SCALE = 0.8 // ranges for attributes ATTRIBUTE_AVG = 60 ATTRIBUTE_GOOD = 90 ATTRIBUTE_EX = 95 DRIBBLE_SPEED_PENALTY = 0.5 //************************** //Trapping Tuning Values //************************** TRAP_DIST_POOR = 64 TRAP_DIST_AVG = 32 TRAP_DIST_GOOD = 16 TRAP_DIST_EX = 0 TRAP_FTSTUMBLE_RATE_POOR = 0.10 TRAP_FTSTUMBLE_RATE_AVG = 0.05 TRAP_FTSTUMBLE_RATE_GOOD = 0 TRAP_FTSTUMBLE_RATE_EX = 0 TRAP_FTSTAR_RATE_POOR = 0 TRAP_FTSTAR_RATE_AVG = 0 TRAP_FTSTAR_RATE_GOOD = 0.50 TRAP_FTSTAR_RATE_EX = 0.75 TRAP_ANIM_TURN_MIN = 0.8 TRAP_ANIM_TURN_MAX = 1.35 MISS_DRIBBLE_HEADER_MAX_XZ_ERROR = 1.5 MISS_DRIBBLE_HEADER_BLIP_RATIO = 0.8 // taskutil and offline run info MAX_PLAYERS_CONSIDERED_OFL_THREAT = 11 OFL_THREAT_DISTANCE_X = 800.0 OFL_THREAT_DISTANCE_Z = 320.0 OFL_BOX_THREAT_DISTANCE_X = 800.0 OFL_BOX_THREAT_DISTANCE_Z = 320.0 // OFL_EVAL_SAFE_DISTANCE = 1/AIFEET(20.0f) OFL_EVAL_SAFE_DISTANCE = 0.003125 OFL_EVAL_TIME = 0.06 OFL_SPACE_MOD = 0.29 OFL_TOWARD_GOAL_MOD = 0.33 OFL_AVAIL_TIME_MOD = 0.28 OFL_BOX_THREAT_GOAL_POST_Z = 2350.0 // close 3rd man support CLOSESUPPORT_DIST = 800.0 FS_SPACE_MOD = 0.4 FS_DISTANCE_MOD = 0.6 FOS_THREAT_DISTANCE_X = 1120.0 FOS_THREAT_DISTANCE_Z = 1120.0 FOS_MAX_ANGLE = 0.3 WING_X_POS = 1440.0 // Ball player to player avoidance //BPAVOID_RADIUS = 23.0 Dong Hun 06 values BPAVOID_RADIUS = 15.0 // Chance of getting injured/winded in a collision INJURY_PERCENTAGE = 5 // chance of getting winded vs getting injured (100 means always winded 0 means always injured). INJURY_CHANCE_OF_WINDING = 60 // 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 //shot (in DEGREE) SHOT_ASSISTED_ANGLE = 60 SHOT_NEARMISS_ANGLE = 90 //////////////////////////////////////////// // new smart pass parameter used by Jinsong // all the angles are in degree // all the distance length are in feet, // unless specified /////////////////////////////////////////// PASS_SHORT_PASS_BARRIER = 0.75 THROUGHPASS_LEADING_DIST_LV0 = 20 THROUGHPASS_LEADING_DIST_LV1 = 30 THROUGHPASS_LEADING_DIST_LV2 = 40 //CPU do tactic sub or not DO_CPU_SUB = 1 //============================================================================== // jostle tuning //============================================================================== INAIR_ENABLED = 1 STATIC_JOSTLE_TURN_PER_FRAME = 7.0 STATIC_JOSTLE_NO_ROTATE_RANGE = 40.0 STATIC_JOSTLE_ARTIFICIAL_TURN_MULTIPLIER = 0.05 STATIC_JOSTLE_SPEED_MULTIPLIER = 0.3 STATIC_JOSTLE_STRENGTH_ADDITION = 2.0 STATIC_JOSTLE_NO_PAD_PUSH_FORCE = 0.9 STATIC_JOSTLE_SEPARATION_ANGLE = 120.0 STATIC_JOSTLE_SEPARATION_MIN_TIME = 40 INAIR_FOULTOTALTHRESHOLD = 9.0 INAIR_FOULDIFFTHRESHOLD = 2.0 INAIR_WINNERFALLDIFFTHRESHOLD = 2.0 INAIR_WINNERSTUMBLEDIFFTHRESHOLD = 1.0 INAIR_LOSERFALLTOTALTHRESHOLD = 4.0 //============================================================================== // goalie tuning //============================================================================== ALLOW_BACKPASS_PICKUP = 0 GOALIE_RUN_FORWARD_WITH_BALL = 10 GOALIE_RUN_SIDEWAYS_WITH_BALL = 3 GOALIE_TIME_BEFORE_CPU_KICK = 120 GOALIE_TIME_BEFORE_USER_KICK = 300 GOALIE_DROP_KICK_SPEED = 30 GOALIE_DROP_KICK_YV = 15 GOALIE_PUNT_YV = 19 GOALIE_PUNT_SPEED = 27 GOALIE_ROLL_SPEED = 15 GOALIE_THROW_SPEED = 20 GOALIE_HARD_THROW_SPEED = 25 GOALIE_THROW_YV = 0 GOALIE_THROW_YV_SCALE = 4 GOALIE_OVERHEAD_THROW_YV = 10 GOALIE_OVERHEAD_HARD_THROW_YV = 4 GOALIE_THROW_THRESHOLD = 70 GOALIE_HARD_THROW_THRESHOLD = 90 NO_SECOND_YELLOW = 0 NO_IMMEDIATE_RED_CARDS = 0 // Comment this out and it will use the FE option. //OFFSIDES_OFF = 1 // Bumpy ground! BUMPY_GROUND_MAX_VEL_UP = 0.5 BUMPY_GROUND_MIN_XZ_VEL = 6.0 // How the ball rolls BALL_ROTATION_MAX_KICK_STRENGTH = 2000000.0 BALL_ROTATION_BACKSPIN_ADDITION_ON_MAX_KICK = 0.03 BALL_ROTATION_BACKSPIN_ADDITION_ON_MIN_KICK = 0.01 BALL_ROTATION_BLENDRATE_WITH_GROUND = 0.50 // backspin limited to 1.0 in code AUTO_BACKSPIN_MULTIPLIER = 0.0 //-------------------------------------------------------------------------------------------------------------- // GOALIE STYLE OVERRIDES (testing only -- if they are all 0, actual DB attribs are used) //-------------------------------------------------------------------------------------------------------------- // if these flamboyance overrides are commented out, then it uses FLAMBOYANT_AGGRESSION_THRESHOLD HOME_GOALIE_FLAMBOYANT = 1 AWAY_GOALIE_FLAMBOYANT = 1 // why does this sound like a Sailor Moon attack?? it's meant to be the minimum aggression rating to be considered flamboyant FLAMBOYANT_AGGRESSION_THRESHOLD = 4 // conservative goalies don't throw further than this many feet -- they'll kick instead MAX_CONSERVATIVE_THROW = 60 ABSOLUTELY_PERFECT_GOALIES = 0 //****************** //more goalie tuning //****************** // See gdata.h for description of parameters. To update these, use goalie // tuning dialog in testbed, then "Save to clipboard" and paste here. NEARTHIRD_LINEDISTANCE = 8 MIDDLETHIRD_LINEDISTANCE = 21 FARTHIRD_LINEDISTANCE = 41 DEADZONE_X = 54 DEADZONE_Z = 30 CHARGE_MAX_BOX_WIDTH = 50 CHARGE_MAX_BOX_LENGTH = 55 CHARGE_ALWAYS_BOX_WIDTH = 60 CHARGE_ALWAYS_BOX_LENGTH = 50 CHARGE_STRIP_BOX_WIDTH = 116 CHARGE_STRIP_BOX_LENGTH = 46 CHARGE_ALWAYS_RANGE = 15 CHARGE_STRIP_RANGE = 10 CHARGE_STRIP_ANGLE = 30 CHARGE_STOP_RANGE = 2 CHARGE_TACKLE_ANGLE = 130 CHARGE_COMMIT_TIME = 15 CHARGE_BACKAT_RANGE = 10 CHARGE_FACEAT_RANGE = 15 CHARGE_FULLSPEED_RANGE = 12 MAX_BALL_PREDICT_TIME = 40 BALL_PREDICT_RANGE = 40 TARGET_ANTICIPATION = 100 ANCHOR_ANTICIPATION = 100 ANCHOR_WIDTH = 12 ANCHOR_MAX_BALL_ANGLE = 18 THREAT_WIDTH = 24 PRIMARY_THREAT_WIDTH = 4 SECONDARY_THREAT_WIDTH = 4 //************************** //user control tuning values //************************** QUANTIZE_ANALOG_PAD_ANGLE = 0 //feet MIN_USER_PASS_DIST = 8 MAX_USER_PASS_DIST = 100 MIN_USER_PASS_TIME = 30 MAX_USER_PASS_TIME = 60 //yards MIN_USER_LOB_DIST = 10 MAX_USER_LOB_DIST = 70 MIN_USER_LOB_HEIGHT = 10 MAX_USER_LOB_HEIGHT = 22 MIN_USER_LOBTHROUGH_DIST = 20 MAX_USER_LOBTHROUGH_DIST = 120 MIN_USER_LOBTHROUGH_HEIGHT = 8 MAX_USER_LOBTHROUGH_HEIGHT = 30 MIN_USER_CROSS_DIST = 60 MAX_USER_CROSS_DIST = 195 // original is 160 MIN_USER_CROSS_HEIGHT = 8 // original is 15 MAX_USER_CROSS_HEIGHT = 16 // original is 25 BASE_USER_LOWCROSS_DIST = 100 // feet BASE_USER_LOWEARLYCROSS_DIST = 120 // feet MIN_USER_LOWCROSS_HEIGHT = 7 // feet MAX_USER_LOWCROSS_HEIGHT = 14 // feet BASE_USER_GROUNDCROSS_DIST = 62 // feet BASE_USER_GROUNDEARLYCROSS_DIST = 66 // feet MIN_USER_GROUNDCROSS_HEIGHT = 2 // feet MAX_USER_GROUNDCROSS_HEIGHT = 4 // feet MIN_USER_CLEARANCE_DIST = 60 MAX_USER_CLEARANCE_DIST = 180 MIN_USER_CLEARANCE_HEIGHT = 10 MAX_USER_CLEARANCE_HEIGHT = 35 //************************** //Tackling tuning values //************************** PTAVOIDDECEL = 0.05 PTAVOIDDELAY_POOR = 10.0 PTAVOIDDELAY_AVG = 5.0 PTAVOIDDELAY_GOOD = 0.0 PTAVOIDDELAY_EX = 0.0 //************************** //Shot Tuning Values //************************** SHOT_POWERUP_RATE = 20 //************************** //Dribble Tuning Values //************************** DRIBBLE_TURN_PLAYBACK_SPEED_MIN = 0.8 DRIBBLE_TURN_PLAYBACK_SPEED_MAX = 1.0 DRIBBLE_DEKE_PLAYBACK_SPEED_MIN = 0.85 DRIBBLE_DEKE_PLAYBACK_SPEED_MAX = 1.05 DRIBBLE_PACE_CONTROL_PLAYBACK_SPEED_MIN = 0.85 DRIBBLE_PACE_CONTROL_PLAYBACK_SPEED_MAX = 1.05 //************************** //Movement Tuning Values //************************** MOVE_FACING_BALL_SPEED_MAX = 0.0 //*************************** //TEST_SAVE_ANIM = 59 KEEPER_INTERCEPTION_AMNESTY_FRAMES = 0 //in yards FORCE_TEAMMATE_ADVANTAGE = 10 [] MAX_BALL_VELOCITY_XZ = 40.000000 MAX_BALL_VELOCITY_Y = 25.000000 //BALL_AIR_RESISTANCE_XZ = 0.007037 BALL_AIR_RESISTANCE_XZ = 0.0070 //BALL_AIR_RESISTANCE_Y = 0.005812 BALL_AIR_RESISTANCE_Y = 0.0060 BALL_GRAVITY = -0.30 BALL_BOUNCE_COEFF_XZ = 0.80 //BALL_ROLLING_COEFF = 0.984441 BALL_ROLLING_COEFF = 0.9845 BALL_BOUNCE_DAMPING = 2.0 BALL_L_BOUNCE_DAMPING = 0.8 BALL_NL_BOUNCE_DAMPING_SPEED = 5.0 RAIN_BALL_BOUNCE_COEFF_XZ = 0.99 RAIN_BALL_ROLLING_COEFF = 0.975 RAIN_BALL_BOUNCE_DAMPING = 3.2 RAIN_BALL_L_BOUNCE_DAMPING = 0.6 RAIN_BALL_NL_BOUNCE_DAMPING_SPEED = 12.0 PASS_SPEED = 1.2 SPIN_CREATION_MULTIPLIER = 0.0075 SPIN_EFFECT_MULTIPLIER = 0.1 EVALBALL_BESTCASEDELAY = 0 EVALBALL_WORSTCASEDELAY = 40 EVALBALL_BESTCASESPEED = 9.0 EVALBALL_WORSTCASESPEED = 7.0 EVALBALL_MAX_PLAYABLE_HEIGHT = 10 POWERUP_RATE = 24 THROW_IN_SHORT = 15 THROW_IN_LONG = 25 THROW_IN_MAX = 35 MED_THROW_IN_DELAY = 20 LONG_THROW_IN_DELAY = 30 DISPLAY_POWERUP_THROW_INDICATOR = 1 // TACKLES AGGR_TACKLE_MAX_DIST = 10.0 AGGR_TACKLE_ANGLE_FACTOR = 10.0 AGGR_TACKLE_ASSIST_DIST = 6.0 BALL_TACKLE_MAX_HEIGHT = 2.0 AUTO_TACKLE_IN_POSITIONTASK = 0 AUTO_TACKLE_MAX_CONTACT_POINTS = 1 AUTO_TACKLE_CONTACT_FRAME_MAX = 6 BLOCK_TACKLE_MAX_CONTACT_POINTS = 4 BLOCK_TACKLE_CONTACT_FRAME_MAX = 8 SHOT_BEST_CONTACT_RANGE_RATE = 0.20 SHOT_BEST_CONTACT_RANGE = 2 // actual range is 4 SHOT_BETTER_CONTACT_RANGE = 6 // actual range is 12 PRETTY_PASS_MIN_Y_VELOCITY = 0.25 PRETTY_PASS_MAX_Y_VELOCITY = 3.6 PRETTY_PASS_INC_Y_VELOCITY = 0.4 //------------------------------------------ //New Square veloctiy physics coefficients //------------------------------------------ //Air functions BALL_SQUARE_AIR_RESISTANCE_XZ = 0.00021 BALL_SQUARE_AIR_RESISTANCE_Y = 0.00021 //BALL_SQUARE_AIR_RESISTANCE_XZ = 0.00018 //BALL_SQUARE_AIR_RESISTANCE_Y = 0.00018 BALL_SQUARE_GRAVITY = -0.24 //BALL_SQUARE_SPIN_DECAY = 1.0 //spin decay each frame BALL_SQUARE_SPIN_DECAY = 0.995 //spin decay each frame BALL_SQUARE_SPIN_CONST = 0.152587890625 //coefficent for the side spin //--------------------------------------------------------------- //New rolling ball physics simulating skidding and rolling //You have to set USE_SLIDING_ROLLING_FRICTION to 1 to use this //--------------------------------------------------------------- //rolling coefficients BALL_SQUARE_SKIDING_FRICTION = 0.24 //friction when the ball is skiding BALL_SQUARE_ROLLING_FRICTION = 0.08 //friction when the ball is rolling (when angular velocity of ball with top spin > v) BALL_SQUARE_FRICTION_TOP_SPIN_GEN = 0.75 //coefficient for top spins generated by the friction. the friction generates top spins. BALL_SQUARE_BOUNCE_FRICTION_MULTIPLIER = 0.87 //Increasing this to increase the friction for bounce //bouncing rolling coefficients BALL_SQUARE_BOUNCE_XZ_REDUCTION_BY_BACKSPIN = 0.0 //XZ velocity reduction per back spin when the ball is bounced. BALL_SQUARE_BOUNCE_DAMPING = 2.0 //Non linear damping when the ball is bounced. BALL_SQUARE_L_BOUNCE_DAMPING = 0.67 //Linear damping when the ball is bounced. BALL_SQUARE_NL_BOUNCE_DAMPING_SPEED = 100.0 //Boundary ball speed for the non linear damping. BALL_SQUARE_BOUNCE_SPIN_DECAY = 0.75 //Side spin decay per bounce. BALL_SQUARE_MAX_BACK_SPIN = 1.7 //rain rolling and bouncing coefficients BALL_SQUARE_RAIN_SKIDING_FRICTION = 0.15 BALL_SQUARE_RAIN_ROLLING_FRICTION = 0.12 BALL_SQUARE_RAIN_FRICTION_TOP_SPIN_GEN = 0.75 BALL_SQUARE_RAIN_BOUNCE_FRICTION_MULTIPLIER = 0.87 BALL_SQUARE_RAIN_BOUNCE_XZ_REDUCTION_BY_BACKSPIN = 0.0 BALL_SQUARE_RAIN_BOUNCE_DAMPING = 2.0 BALL_SQUARE_RAIN_L_BOUNCE_DAMPING = 0.3 BALL_SQUARE_RAIN_NL_BOUNCE_DAMPING_SPEED = 100.0 //-------------------------------------------------------------------- // Air back spin ball physics coefficients // You have to set USE_AIR_BACK_SPIN to use these cofficients //-------------------------------------------------------------------- BALL_SQUARE_AIR_LIFT = 0.0099 //coefficient for the back and top spin BALL_SQUARE_BACK_SPIN = 0.0 //This will apply the back spin (negative for top spin) for every air ball // //--------------------------------------------------------------- // New the light ball physics coefficients // You have to set USE_LIGHT_BALL to 1 to use this coeeficients //--------------------------------------------------------------- BALL_LIGHT_AIR_RESISTANCE_XZ = 0.0031 BALL_LIGHT_AIR_RESISTANCE_Y = 0.0031 BALL_LIGHT_GRAVITY = -0.25 //enable the square velocity physics. USE_SQUARE_RESISTENCE = 1 USE_COMBINED_VELOCITY_RESISTENCE = 0 USE_SLIDING_ROLLING_FRICTION = 1 USE_AIR_BACK_SPIN = 1 USE_SPECIAL_PHYSICS = 0 USE_LIGHT_BALL = 0 //------------------------------------------------------------- //Shooting related variables //------------------------------------------------------------- SHOT_IDEAL_TARGET_HEIGHT = 0.5 SHOT_WRONG_FOOT_FINESSE_SPIN = 0.009 SHOT_ERROR_TOWARD_FACING_DIR_JOG = 0.6 //The chance that directional error is toward facing direction of the shooter when the shooter is joging SHOT_ERROR_TOWARD_FACING_DIR_SPRINT = 0.75 //The chance that directional error is toward facing direction of the shooter when the shooter is sprinting SHOT_ERROR_TOWARD_FACING_DIR_SLIDING = 0.9 //The chance that directional error is toward facing direction of the shooter when the shot is a sliding shot SHOT_ERROR_TOWARD_FACING_DIR_STRETCH = 0.8 //The chance that directional error is toward facing direction of the shooter when the shot is a stretching shot SHOT_RESTITUTION_COEFF = 0.3 //Increase this to increase the ratio of shot speed and the ball incoming speed SHOT_ONE_TIMER_PREPARE_TIME = 25 //There are some shooting error penalty before this time passes after the shooter started the last trap task SHOT_MAX_BALL_OUT_ANGLE_TOLERANCE = 10.0 //The shot after error can't be out of the animation angle + this tolerance. In degree SHOT_ENABLE_AIMING_CENTRE = 1 //Enablse the control for user to aim at the centre of the goal SHOT_CENTER_AIM_TOLERANCE = 0.125 //User pad angle must with this portion of the angle between the two posts from the centre of the goal to aim the centre. //We cap the dir error if the error is bigger than SHOT_MAX_DIR_ERROR, then add spin error to compensate it. //The amount of compensation is the capped error * SHOT_SPIN_GENERATION_BY_CAPPED_DIR_ERROR SHOT_SPIN_GENERATION_BY_CAPPED_DIR_ERROR = 1.2 //---------------------------------------------------------------- //Shot animation choosing related variables //---------------------------------------------------------------- SHOT_HIGH_POWER_ANIM_MIN_SPEED = 32.0 SHOT_NORMAL_POWER_ANIM_MIN_SPEED = 20.0 SHOT_LOW_POWER_ANIM_MAX_SPEED = 24.0 SHOT_HIGH_POWER_FINESSE_ANIM_MIN_SPEED = 27.0 SHOT_NORMAL_POWER_FINESSE_ANIM_MIN_SPEED = 18.0 SHOT_MAX_PRESSURE_FOR_HIGH_POWER_ANIM = 0.7 //-------------------------------------------------------- //Max shot powers for specific animations //-------------------------------------------------------- SHOT_MAX_SPEED_FOR_STRETCH_SHOT = 20.0 SHOT_MAX_SPEED_FOR_SLIDE_SHOT = 20.0 //TODO (Dong Hun): when the bin files for the new physics are generated, this should be removed. REBUILD_BALL_TABLES = 1 //PK CHALLENGE SCORES BASE_FOR_EVERY_GOAL = 10 NEW_SHOT_TYPE = 25 NEW_NET_AREA = 15 FIRST_BAR_HIT = 0 FIRST_POST_HIT = 0 MISS_NO_SAVE = -30 MISS_WITH_SAVE = -15 DEDUCT_SAME_NET_AND_SHOT = -10 DEDUCT_SAME_SHOT_MAX_TIMES = -10 DEDUCT_BAR_HIT = 0 DEDUCT_POST_HIT = 0 //-------------------------------------------------------------------- // In-Air Camera work - only alters camera target when ball is hit high in air //-------------------------------------------------------------------- INAIR_CAMERA_RATIO = 0.55 // Ratio of camera interest in ball header location (remaining ratio is ball location influence) range 0 to 1 INAIR_CAMERA_UPFLIGHT_FACTOR = 0.8 // How early in upflight maximum camera displacement is reached (1.0 = top of flight, 0.5 = half time to top of flight) range 0.01 to 1 // same as above values but used immediately after a camera cut occurs INAIR_CAMERA_RATIO_POST_CUT = 0.45 INAIR_CAMERA_UPFLIGHT_FACTOR_POST_CUT = 0.6 //--------------------------------------------------------------------------------- // Positioning support attack related //--------------------------------------------------------------------------------- MAX_DEFENDER_ANGLE_FOR_SPACE_INFO = 120 //When we construct free sapces for space run, we exclude defenders whose angle from the dribbler is bigger than this. In degree MAX_DEF_DIST_FOR_SPACE_INFO = 8 //If the defender is further than this distance from the last defender, we exclude the defender for the sapce. In yards //--------------------------------------------------------------------------------- // Mark ball related //--------------------------------------------------------------------------------- MARK_BALL_PRESSURE_MARKING_BASE_DELAY = 11 //Delay when the dribbler's dribbling skill is same as the marker's marking skill MARK_BALL_PRESSURE_MARKING_MIN_DELAY = 7 //Minimum delay after being adjusted by the skill MARK_BALL_PRESSURE_MARKING_MAX_DELAY = 16 //Maximum delay after being adjusted by the skill MARK_BALL_DELAY_SKILL_FACTOR = 5.0 //(dribbler's dribbling skill[out of 100] - marker's marking skill) / this number will be added to the delay COLLISION_CHECK_BONES_FOR_SLIDEANIM = 1