【原创】FIFA Manager 06自己编制AI文件

作者:01121478

收集整理:RICHIE696


正文:

自己编译AI文件,优化你的FifaM2006游戏

自己编译一个名叫TCMAI.INI文件,并方到游戏目录下即可,格式内容如下(红字为中文解释)
//
// AI Prototyping configuration
//
// These are variables to play with to tune the gameplay or try alternative designs.
//
// Notes to users:
//
// AI distance units are measured as: 16 units per FOOT
// 48 units per YARD
——每码几个球员
// 52 units per METER (approx)
——每米几个球员

// Ranges for attributes
//
// This dictates the tier that a players attribute will be in
——球员比赛态度
ATTRIBUTE_AVG = 20
——一般
ATTRIBUTE_GOOD = 50
——好
ATTRIBUTE_EX = 80
——非常好

// Dribble Local Scoring
//
// These are used to determine which direction to dribble in
OPTION_VALUE_DRIBBLE_DIRECTION = 115000
——盘带方向
OPTION_VALUE_DRIBBLE_SAFE = 162500
——盘带成功率

// Short Pass Scoring
//
OPTION_VALUE_PASS_FORWARD_MAX = 180
——最大直传距离
OPTION_VALUE_PASS_FORWARD_DEFAULT = 100
——默认直传距离
OPTION_VALUE_PASS_FORWARD_MIN = 50
——最小直传举例
OPTION_VALUE_RECV_SAFE = 275
——未知


// Through Ball Scoring
//
OPTION_VALUE_THROUGH_PASS_FORWARD = 40
——传身后球

// Long Pass Scoring
//
// These are used to determine who to long pass to
OPTION_VALUE_LOB_PASS_FORWARD = 1500
——长传
OPTION_VALUE_LOB_PASS_SAFE = 75000
——长传成功率

// Clearance Scoring
//
GK_CLEARANCE_BIAS = 2.0
——守门员不稳定性

// Global Scoring
//
// These are used to score each possible behaviour (pass, shoot...)
OPTION_VALUE_MAX = 1000000
OPTION_VALUE_FORWARD_MIN = 2
OPTION_VALUE_FORWARD = 6
OPTION_VALUE_FORWARD_MAX = 12
OPTION_VALUE_SAFE_MIN = 60
OPTION_VALUE_SAFE = 70
OPTION_VALUE_SAFE_MAX = 80
OPTION_VALUE_BASE = 100000
OPTION_VALUE_GOAL_ANGLE_BONUS = 70.0

// Short Pass
//
// Distances in Yards
HEADER_PASS_DIST_MIN= 4.0
——最小短传距离
HEADER_PASS_DIST_MAX= 25.0
——最大短传距离
LOW_PASS_DIST_MIN = 6.5
——最小低平球距离
LOW_PASS_DIST_MAX = 42.0
——最大低平球距离

// ???
DRIBBLE_KNOCK_OPPONENT_DISTANCE = 25
——盘带时与防守球员的距离

// Tackling
// Dictates the chance of a foul being awarded
POOR_TACKLING_FOUL_BEHIND_CHANCE=100
——糟糕背后铲断犯规概率
POOR_TACKLING_FOUL_SIDE_CHANCE=90
——糟糕边上铲断犯规概率
AVERAGE_TACKLING_FOUL_BEHIND_CHANCE=80
——普通背后铲断犯规概率
AVERAGE_TACKLING_FOUL_SIDE_CHANCE=60
——普通边上铲断犯规概率
GOOD_TACKLING_FOUL_BEHIND_CHANCE=60
——好的背后铲断犯规概率
GOOD_TACKLING_FOUL_SIDE_CHANCE=40
——好的边上铲断犯规概率
VERY_GOOD_TACKLING_FOUL_BEHIND_CHANCE=80
——非常好的背后铲断犯规概率
VERY_GOOD_TACKLING_FOUL_SIDE_CHANCE=70
——非常好的边上铲断犯规概率,这边设定错误应该小一些

// Heading Challenges
// These are biases to determine who wins a headed challenge
决定谁赢得头球
// the numbers must add up to 1
HEADER_CHALLENGE_WEIGHT_INFRONT = 0.15
——位置考前者的优势
HEADER_CHALLENGE_WEIGHT_HEIGHT = 0.30
——身高的优势
HEADER_CHALLENGE_WEIGHT_STRENGTH = 0.30
——强壮的优势
HEADER_CHALLENGE_WEIGHT_JUMP = 0.25
——弹跳能力的优势

// GK Saving
// Min and max speed of movement for GK saving
GK_REACTION_TIME_MAX = 8.0
——门将最大反映速度
GK_REACTION_TIME_MIN = 2.0
——门将最小反映速度
GK_REACTION_TIME_MULT_FOR_WALL = 2.0
——未知
GK_SAVE_SPEED_SIDEWAYS_MAX = 5.5
——最大速度
GK_SAVE_SPEED_SIDEWAYS_MIN = 3.0
——最小速度
GK_SAVE_SPEED_UP_MAX = 8.25
——门将最大加速度
GK_SAVE_SPEED_UP_MIN = 4.25
——门将最小加速度
GK_SAVE_SPEED_DOWN_MAX = 8.25
——门将最大减速度
GK_SAVE_SPEED_DOWN_MIN = 4.25
——门将最小减速度
GK_SAVE_SPEED_MOVE_MAX = 8.5
——门将最大跑动范围
GK_SAVE_SPEED_MOVE_MIN = 7.0
——门将最小跑动范围

// GK kick speed
GOALIE_PUNT_DIST_MIN = 35.0
——门将最大扑球距离
GOALIE_PUNT_DIST_MAX = 60.0
——门将最小扑球距离
GOALIE_PUNT_SPEED_MIN = 27.0
——门将最大扑球速度
GOALIE_PUNT_SPEED = 29
——门将平均扑球距离
GOALIE_PUNT_SPEED_MAX = 30.0
——门将最小扑球距离
未知
GOALIE_PUNT_YV_MIN = 20.0
GOALIE_PUNT_YV = 24
GOALIE_PUNT_YV_MAX = 24.0

// Tuning parameters for FindBestIntercept (used to determining who should mark the ball carrier)
// FBI_SECOND_MARKER_THRESHOLD: Reducing this number makes it less likely that a second defender will be called
// FBI_SECOND_MARKER_DIFF_THRESHOLD: Reducing this number makes it less likely that a second defender will be called
// FBI_HYSTERESIS_SECONDS: A bonus given to the player already marking the ball carrier. Reducing this number will
// mean that the defender pressing the ball will change often.
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
——降低数值减少球员协防概率
FBI_HYSTERESIS_SECONDS = 0.1
——降低数值使防守球员持续压制带球队员
FBI_LEAD = 32.0
——未知

// Loss of speed when sprinting with ball
DRIBBLE_SPEED_PENALTY = 0.3
——盘带时丢球的概率

// TEST
——未知
SMARTPASS_LEADING_DIST_LV0 = 4
SMARTPASS_LEADING_DIST_LV1 = 7
SMARTPASS_LEADING_DIST_LV2 = 10


// Height of the camera (meters) - above the field
TCM_CAM_HEIGHT = 37
——摄像机高度

// Horizontal distance of the camera from the focus-target (meters) - this moves the camera on the X axis in the positive direction
TCM_CAM_DEPTH_DIST = 115
——摄像机深度

// This is the lens angle of the camera view (degrees)
TCM_CAM_LENSE_ANGLE = 13.5
——摄像机角度

// 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
TCM_CAM_HORIZONTAL_FOLLOWING = 0
——摄像机延Z轴的广角追踪距离

// 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
TCM_CAM_HORIZONTAL_BOUNDS = 0.9
——摄像机延Z轴的广角追踪范围

// 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
TCM_CAM_DEPTH_BOUNDS = 3.5
——摄像机延Z轴的广角追踪景深

// 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)
TCM_CAM_NEAR_CLIP = 86
——摄像机放置建筑遮屏

// 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
TCM_CAM_TARGET_HORIZONTAL_BOUNDS = 1.2
——用来减少摄像机延Z轴范围内的事物

// 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
TCM_CAM_TARGET_DEPTH_BOUNDS = 0.37
——用来减少摄像机延X轴范围内的事物


// TCM highlight mode
HIGHLIGHT_MIN_AI_UPDATES = 2// Lower limit in number of times to do AI updates per render
——降低数值来限制球员特写
HIGHLIGHT_MAX_AI_UPDATES = 20 // Upper limit in number of times to do AI updates per render
——增大数值来限制球员特写
HIGHLIGHT_RENDER_HZ = 0 // Ideal render time is hertz. (smaller value, less response'ness of GUI, higher value faster simulation (within bounds of MAX ai updates))
// if 0 then use speed slider to control speed.

// NIS Options.
——过场动画设置
NIS_INTRO_GAME = "ALWAYS" // REPLAY CINEMATIC
NIS_ENDHALF = "ALWAYS"
NIS_ENDGAME = "ALWAYS"
NIS_SHOOTOUT_INTRO = "ALWAYS"// CINEMATIC"
NIS_GOAL = "ALWAYS" // REPLAY"
NIS_CARDS = "CINEMATIC"
NIS_SUBS = "ALWAYS"// CINEMATIC"
NIS_DRAMATIC_MOMENT = "REPLAY"
NIS_CORNER_KICK = "CINEMATIC"
NIS_YELLOW_TO_RED_CARD= "ALWAYS"
NIS_PENALTYKICK_INTRO= "CINEMATIC"
NIS_FREEKICK_INTRO = "CINEMATIC"
NIS_INJURY = "ALWAYS"// CINEMATIC"
NIS_THROWIN_FAR = "CINEMATIC"
NIS_FOUL = "CINEMATIC"
NIS_CLOSE_MISS = "REPLAY"
NIS_WIDE_MISS = "REPLAY"
NIS_THROWIN_NEAR = "CINEMATIC"
NIS_CORNER_BALL_OUT = "CINEMATIC"
NIS_PENALTY_SHOOTOUT= "ALWAYS"
NIS_PENALTY_SHOOTOUT_SCORE_WIN="ALWAYS"
NIS_PENALTY_SHOOTOUT_MISS_WIN="ALWAYS"
NIS_PENALTY_SHOOTOUT_SETUP="ALWAYS"

[OPTIONS]
HALF_LENGTH = 7
——半场时间7为默认,现实的7分钟
[]

// Linesmen and Referee (these are enabled in the cfg_pc_*.ini files), in this case referee in medium
// linesmen and referee in high
FEATURE_INGAME_REFEREE_ENABLED = 1
——1为显示裁判,0为不显示
FEATURE_INGAME_LINESMEN_ENABLED = 1
——1为显示边裁,0为不显示

// Injuries
// INJURY_CHANCE_MIN: Chance of injury at 100 physical fitness
// INJURY_CHANCE_MAX: Chance of injury at 0 physical fitness
// INJURY_CHANCE_FITNESS_TEST_MULT: Multiplier applied to injury chance if player has passed a
// fitness test and is at risk of a re-occurance
// INJURY_CHANCE_OF_SERIOUS: Chance that the injury is servere enough that the player cannot continue
// INJURY_KNOCK_HOBBLE_SECONDS: Number of real seconds player should hobble for after taking a knock
INJURY_CHANCE_MIN = 0.15
——体能100时的伤病概率
INJURY_CHANCE_MAX = 0.5
——体能0时的伤病概率
INJURY_CHANCE_FITNESS_TEST_MULT= 3.0
——伤愈恢复马上上场又受伤的概率
INJURY_CHANCE_OF_SERIOUS = 0.4
——受伤无法继续比赛概率
INJURY_KNOCK_HOBBLE_SECONDS = 10
——球员被冲撞后恢复的时间

// Referee
//
[BAD_REF_DECISIONS]
——黑哨设置
REF_PERFECT_GAME_CHANCE = 0
MAX_CALLS = 10
——给牌数
MISS_BALL_OUT = 15
——漏判
BALL_OUT = 2
WRONG_FOUL = 10
——误判
PENALTY_KICK = 10
——点球数
MISS_PENALTY_KICK = 2
——漏判点球
[]

// Agitation of the referee is growing with every foul (avoiding early cards)
// The more agitated the ref is the more likely he is to award a card
——裁判情绪因犯规增加而激动,以下是每种犯规使裁判激动上升的值
REF_GENERAL_AGITATION_FOUL_SLIDE = 0.15
——小犯规
REF_GENERAL_AGITATION_FOUL_SLIDE_BEHIND = 0.25
——背后犯规
REF_GENERAL_AGITATION_FOUL = 0.1
——普通犯规
REF_TEAM_AGITATION_FOUL_SLIDE = 0.225
——全队都有小犯规
REF_TEAM_AGITATION_FOUL_SLIDE_BEHIND = 0.3
——全队都有背后犯规
REF_TEAM_AGITATION_FOUL = 0.125
——全队都有犯规
REF_TEAM_AGITATION_MULT_AFTER_CARD = 0.5
——给牌后
REF_PLAYER_AGITATION_FOUL_SLIDE = 0.275
REF_PLAYER_AGITATION_FOUL_SLIDE_BEHIND = 0.4
REF_PLAYER_AGITATION_FOUL = 0.15
REF_PLAYER_AGITATION_MULT_AFTER_CARD = 0.25

REF_CHANCE_RED_CARD_LAST_MAN_NO_BALL_CONTACT = 0.85
——无球球员的犯规
REF_CHANCE_RED_CARD_LAST_MAN_GK = 0.05
——给门将红牌[color]
REF_CHANCE_RED_CARD_LAST_MAN = 0.425[color=red]
——罚下一人

// Global modifiers on the number of cards given by the ref
——给黄牌的几率
REF_YELLOW_CARD_MODIFIER = 1.1
REF_DOUBLE_YELLOW_CARD_MODIFIER = 1.0
——给两张黄牌的纪律
REF_STRAIGHT_RED_CARD_MODIFIER = 0.85
——直接罚下的概率


// Player labels
//
NUM_PROXIMITY_PLAYERS_MAX = 4
——最大临近球员数

// Consistency tuning variables
//
TCM_CONSISTENCY_IMPACT_FACTOR = 90 // Percent - global strength of the skill-decrease produced by the consistency
——因疲劳(密度)造成的球队能力下降
TCM_CONSISTENCY_ERROR_GLOBAL_LIMIT = 30 // Percent - maximal skill-decrease produced by the consistency
——因疲劳(密度)而造成的技术走型

// Global modifer for the effect of home advantage (percentage)
HOME_ADVANTAGE_MODIFIER = 100
——全队主场优势

// Sprinting speeds
SPRINT_SPEED_POOR = 8.0
——差的冲刺速度
SPRINT_SPEED_EX = 9.0
——好的冲刺速度

// Energy reduction
——精力的减少
ENERGY_DROP_AMBIENT = 0.06
ENERGY_DROP_GLOBAL_MODIFIER = 1.0

//Defensive Tuning
——防守节奏规律
MIN_APPROACHDIST = 4
——最小接触距离
MARKPOS_BLOCKOPP_ANGLERANGE = 30
——卡位时的角度
MAX_MARKPOS_BLOCKOPP_ANGLERANGE = 60
——盯人时的角度
MARKPOS_DANGER_DIST = 14
——卡位距离
MIN_MARKWING_EXTRASPACE = 7
——盯人距离


 

FIFA足球经理 06+足球经理 2006+冠军足球经理 5(足球经理专区)