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!
//Thedimensionsofthefield.Theunitsare16thsofafoot.
//FIFA:6450.0x4300.0=134.4Yx89.6Y
//TCM:5482.5x3655.0=114.2Yx76.1Y(85%ofFIFA)
//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
//60istheoriginaldefaultvalue.Valuesfrom40to80are"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
//TherearethreesettingforrefStrictness
//0=normal
//1=DEBUGEASY(nocarding)
6/2=DEBUGSTRICT
//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=nocrazyCPUthroughpasses1=crazyCPUthroughpasses
//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=turnoffnewcpushots1=turnonnewcpushots
//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=turnoffcpudribble1=turnoncpudribble
//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=allowCPUdekes
//1=noCPUdekes
//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
//rangesforattributes
//球员比赛时的态度
//一般
ATTRIBUTE_AVG=60
//好
ATTRIBUTE_GOOD=90
//极好
ATTRIBUTE_EX=95
//MinandMaxSprintspeedusedinspeedattributetuning,pleasetellPaulifyourgonnachangethese
//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
//Chanceofgettinginjured/windedinacollision
//比赛中发生冲撞时球员的受伤概率
INJURY_PERCENTAGE=15
//Possibleshotheightforapenaltykickintermsofnetheight.1.0==heightofnet.
//NOTE:ifyouactuallyuse1.0,usingfullpowerwon'tscore,itwillhitcrossbar.
//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
//Possibleshotwidthforapenaltykickintermsofnetheight.1.0==widthofnet.
//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
//CPUdotacticsubornot
//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
//Heightofthecamera(meters)-abovethefield
//摄像机高度
TCM_CAM_HEIGHT=37
//Horizontaldistanceofthecamerafromthefocus-target(meters)-thismovesthecameraontheXaxisinthepositivedirection
//摄像机深度
TCM_CAM_DEPTH_DIST=115
//Thisisthelensangleofthecameraview(degrees)
//摄像机角度
TCM_CAM_LENSE_ANGLE=13.5
//Thisdefineshowlessmovementshouldthecamera-positiondocomparedtothecamera-target(alongtheZaxis)
//Example:ifthisis1.0-thecameraismovingsimultaneouslywiththefocustargetalongtheZaxis(fieldlength)
//Example:ifthisis0.5andthefocustargetisonthegoal-thecameramovesto50%ofthefield
//摄像机延Z轴的广角追踪距离
TCM_CAM_HORIZONTAL_FOLLOWING=0
//BoundariesofthecamerapositionalongtheZaxis(fieldlength)[1.0=field_half_length]
//Example:1.0meansthecamerapositiondoesn'tcrossthegoal-line
//Example:approx0.7meansthecamerapositiondoesn'tcrossthepenaltyboxline
//摄像机延Z轴的广角追踪范围
TCM_CAM_HORIZONTAL_BOUNDS=0.9
//BoundariesofthecamerapositionalongtheXaxis(acrossthefield)[1.0=field_half_width]
//Example:1.0wouldlooklikethereisanimaginarywallontheside-linethatthecameradoesn'tcross
//Example:2.0wouldworklikeanimaginarywallthatishalf_field_widthoutofthefieldthatstopsthecamera
//摄像机延Z轴的广角追踪景深
TCM_CAM_DEPTH_BOUNDS=3.5
//Meansthedistancetothenearclippingplaneofthecamera(meters)
//Thiscanbeusedtoavoidthestadiumroofcoveringtheview(itcutts-offanythingthatisnearerthanthisplane)
//摄像机放置建筑遮屏
TCM_CAM_NEAR_CLIP=86
//Thislimitsthecamerafocustargetpositiononthefield(alongtheZaxis)
//Example:1.0meansthetargetcangouptothegoalline
//Example:0.75meansthetargetcangoapproxuptothepenaltyboxline
//Thisparametercanbeusedtoavoidthecameratoshowtoomuchofthespectators-iftheballisnearthegoalline
//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
//Thislimitsthecamerafocustargetpositiononthefield(alongtheXaxis)
//Example:1.0meansthetargetcangoupthethesideline
//Thisparametercanbeusedtoavoidthecameratoshowtoomuchofthespectators-iftheballisnearthesideline
//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
//LinesmenandReferee(theseareenabledinthecfg_pc_*.inifiles),inthiscaserefereeinmedium
//linesmenandrefereeinhigh
//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
//PhysicalFtness=100时的受伤概率
INJURY_CHANCE_MIN=0.15
//PhysicalFtness=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
//DefensiveTuning
//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
……