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Hi. I tried your config and used some variables in my own.

I have a setting you might want to try for short passing. I changed it to 800 and now my team obeys m y short passing. Here's what I did. Maybe try it in your patch. OPTION_VALUE_MIN_PASS_DIST = 800 OPTION_VALUE_MAX_PASS_DIST = 5000 OPTION_VALUE_MAX_GROUND_PASS_DIST = 6000 Here is my dribbling: //Dribble OPTION_VALUE_DRIBBLE_FORWARD = 100 OPTION_VALUE_DRIBBLE_SAFE = 1350 OPTION_VALUE_DRIBBLE = 10000 OPTION_VALUE_DRIBBLE_MOMENTUM = 2500 OPTION_VALUE_DRIBBLE_BREAKAWAY = 600 //Real Dribble OPTION_VALUE_REALDRIBBLE = 300 OPTION_VALUE_MAX_REALDRIBBLE_TIME = 600 OPTION_VALUE_REALDRIBBLE_AWARE_DIST = 1500 //Sprint Dribble OPTION_VALUE_SPRINTDRIBBLE = 55500 OPTION_VALUE_SPRINTDRIBBLE_NETDIST = 500 OPTION_VALUE_SPRINTDRIBBLE_SAFE = 5000 TCMAI: // Dribble Local Scoring // // These are used to determine which direction to dribble in OPTION_VALUE_DRIBBLE_DIRECTION = 155000 OPTION_VALUE_DRIBBLE_SAFE = 155000 OPTION_VALUE_DRIBBLE_FORWARD = 50

The reason I suggest these is I actually got a player drag the ball back, do a 3 60 turn and beat the defender. They do all sorts of tricks with the dribbling no w. The skillful players that is. The drag back was lovely. He stopped, dragged t he ball back slightly then did a back heal behind then moved to the side and bea t the defender. I have never ever seen I seen it in real life ching of dribbles from ee Eriksson with these that in any football but never a game. It various gameplays to dribbling values. He game. Not even in Football Manager. took 15 matches of tweaks and resear get the guy to do that. You should s is a kin

here are the lines I tried: Conservative pass: OPTION_VALUE_MIN_PASS_DIST = 800 OPTION_VALUE_MAX_PASS_DIST = 5000 Lobbing: OPTION_VALUE_MIN_LOB_PASS_DIST = 1 OPTION_VALUE_MAX_LOB_PASS_DIST = 3000

through passes: OPTION_VALUE_MIN_THROUGH_PASS_DIST = 800 OPTION_VALUE_MAX_THROUGH_PASS_DIST = 5000 I tested and retested and never seem to have a problem with them. Many positives . I took almost all your lines for build up and only changed these lines and the 4 5 degree line. I noticed the keeper missed the cross. It could be something I ch anged in the TCMAI file. Not sure. Have to test again. For the report I gave I used your full gpp and changed nothing in it to see. A little feedback (playing 2 games in Ligue 1 France) Defense is good Team positioning seams good crosses are good Dribble are good (peut-tre trop souvent russis mon got) the issues are : (for me and the way I like the 3D modus) - A little bit to speed for me - Build up is to much straight forward, almost no backpasses, and for me there m ust have more very-short ground passes - to much backward runs. - i think the players sometimes refuse to dribble is opponent and run backwards. I solved this by increasing the DRIBBLE_DIRECTION in my GPP V2.1, but you may ha ve more forward dribble, doing this - to much long shots - to much shot on top corner (lucarnes ) I work on The ACTION_DIRECT_SHOT / ACTION_LONG_SHOT in the tcmai, increasing the values AVG, GOOD, EXC, and I have more powerfull shot, and not all in the top c orners, but it comes with more bad shots (plus de tirs hors-cadre) - a lot of post and bar hits It's just my point of view, and i don't know what type of game you are searching for. The main issue is the backwards runs (sometimes on 40 or 50 meters) it's very an noying I feel that many good chances were wasted by the long shots,so I modified the fo llowing parameters in"tcmai.ini" to reduce long shot OPTION_SHOOTING_YARDS_CLOSE = 7 //10.0 OPTION_SHOOTING_YARDS_FAR = 18 //23.8 OPTION_SHOOTING_FROM_DISTANCE_BIAS = 75 //77.5 i will test it ,give me a advice

:HORHGH: i'm trying this, testing a new GPP, and it seems to be a very good idea. For the shots (trying to get them worst), just some ideas You can try working on this in tcmai.ini SHOT_NEARMISS_ANGLE = 70 (higher this)

RANDOM_SCORE_CHANCE = 25 (lower this) For the GK, try to work on this in the ai.ini Lower the red lines, and higher the blue ones GK_REACTION_TIME_MAX = 6.0 GK_REACTION_TIME_MIN = 1.5 GK_REACTION_TIME_FOR_WALL = 1.0 (=> this is for freeckik, saves behind the wall) GK_SAVE_SPEED_SIDEWAYS_MAX = 5.5 GK_SAVE_SPEED_SIDEWAYS_MIN = 0.5 GK_SAVE_SPEED_UP_MAX = 5.25 GK_SAVE_SPEED_UP_MIN = 0.25 GK_SAVE_SPEED_DOWN_MAX = 5.25 GK_SAVE_SPEED_DOWN_MIN = 0.25 GK_SAVE_SPEED_MOVE_MAX = 5.5 GK_SAVE_SPEED_MOVE_MIN = 2.0 GK_CATCH_SPEED_MIN = 5.0 GK_CATCH_SPEED_MAX = 10.0 I am trying to make a great patch but some elements are lacking: What I need to know is what the following does or is supposed to do: Also whethe r they should be increased or decreased. //Wall pass OPTION_VALUE_WALLPASS = 1 OPTION_VALUE_MAX_GROUND_PASS_DIST = 6000 //Clearrance OPTION_VALUE_CLEARRANCE = 500 and TEAM_ATTACKSTYLE_GOOD_PASS_LIMIT = 350000 TEAM_ATTACKSTYLE_GOOD_DRIBBLE_LIMIT = 700000 TEAM_ATTACKSTYLE_GOOD_SHOT_LIMIT = 100000 These are the values I used. I am looking for pass that is a wall pass like you see in matches like United love doing. I never see that in Fifa Manager 12. I al so want to improve clearances. So should I increase my value or lower it? I tried a few settings but without some help I am getting nowhere with these val ues. OPTION_VALUE_WALLPASS i'm not sure if this line is still used by the game i try with some values from 1 to 500 000 or delete it and I don't see a real cha nge. I think, if you want "long air passes" (sorry i'm french, i'm not sure of what i s a wallpass !), you must use the LOB_PASS_FORWARD lines and increase them. For the clearance, usually you have to increase it to get the defenders kick the ball away more often. But I may be wrong, if someone could give is own experience, to compare Thanks. I did that now and I think I actually solved the crossing issue with goa

lkeepers always getting the ball. Two of the three goals in my last match were from crosses inside the penalty are a. One was a great half-volley and another a header. The keeper stayed in his bo x both times whereas before in the same repeated match he always came and got th e ball. Tackling or more specifically fouls is a problem. It would be a perfect config t o play with and use if not for tackling and fouls. I absolutely love it. Any help with that? It was down but for some reason with better build up the tackling is really obvi ous now. WALLPASS .. when changed that , i noticed my players lob less or more behind wal l of defenders so an attacker get the ball, it looked to me more of high ball ve rsion of through ball above defenders shoulders or head to fall in running strik er path OPTION_VALUE_MAX_GROUND_PASS_DIST: is more the license you give to players to se nd low pass according to longest distance you set in another variable in ini fil e which set that OPTION_VALUE_CLEARRANCE : will help to force player clear the ball more or less TEAM_ATTACKSTYLE_GOOD_PASS_LIMIT = 350000 TEAM_ATTACKSTYLE_GOOD_DRIBBLE_LIMIT = 700000 TEAM_ATTACKSTYLE_GOOD_SHOT_LIMIT = 100000 the more you increase one the higher chances you have to decide to do dribble or pass or shot Thanks. I really appreciate the help. I changed wallpass to 750000 and I got a c ouple of straight line passes and some lovely crossing now. Now tackling... What to do about fouls? 8 fouls from my team in one match even though they are o n cautious tackling. Some did look like dodgy refereeing. Referees and tackles a re now my biggest headache. More lines that I actually have NO understanding of yet they seem to have huge i mpact on the match is these lines in the TCMAI: // Global Scoring // // These are used to score each possible behaviour (pass, shoot...) OPTION_VALUE_MAX = 1000000 OPTION_VALUE_FORWARD_MIN = 1 OPTION_VALUE_FORWARD = 2 OPTION_VALUE_FORWARD_MAX = 5 OPTION_VALUE_SAFE_MIN = 60 OPTION_VALUE_SAFE = 120 OPTION_VALUE_SAFE_MAX = 180 OPTION_VALUE_BASE = 100000 OPTION_VALUE_GOAL_ANGLE_BONUS = 20000.0 Again these are the values I use in my own config. I don't know why but even cha nging them slightly has a big effect on the match. You might recognize these val ues. I got them from Gepard's Fifa Manager 07 gameplay config. All except the la st line.

Great, for your crosses. As there is no real lines to manage cross, i think all the pass lines are useful l for that And you have some GK lines to manage the way he goes out of his line For the Fouls on tackles. As Shwan said (on the other thread) if fouls comes to often from tackles : in tcmai.ini you must try to lower these lines // Dictates the chance of a foul being awarded POOR_TACKLING_FOUL_BEHIND_CHANCE = POOR_TACKLING_FOUL_SIDE_CHANCE = AVERAGE_TACKLING_FOUL_BEHIND_CHANCE = AVERAGE_TACKLING_FOUL_SIDE_CHANCE = GOOD_TACKLING_FOUL_BEHIND_CHANCE = GOOD_TACKLING_FOUL_SIDE_CHANCE = EX_TACKLING_FOUL_BEHIND_CHANCE = EX_TACKLING_FOUL_SIDE_CHANCE = 1 in ai.ini FOUL_STUMBLE_CHANCE = (i think it is a % for fouls, not just on tackles, but for all stumble) lower it CLEAN_STUMBLE_CHANCE = (i think it is a % for no fouls, not just on tackles, but for all stumble) raise it The amount of these 2 lines must be 100 (I suppose ) lower this, (same values on tcmai) POOR_TACKLING_FOUL_BEHIND_CHANCE = POOR_TACKLING_FOUL_SIDE_CHANCE = AVERAGE_TACKLING_FOUL_BEHIND_CHANCE = AVERAGE_TACKLING_FOUL_SIDE_CHANCE = GOOD_TACKLING_FOUL_BEHIND_CHANCE = GOOD_TACKLING_FOUL_SIDE_CHANCE = EX_TACKLING_FOUL_BEHIND_CHANCE = EX_TACKLING_FOUL_SIDE_CHANCE = in tcmai.ini you got these lines too. For me i think it's the level of the attributes to reach poor/good/average/excel lent animations for tackling. So, i try to lower them to allow more players to have success in their tackling action. (i'm using it like the range for attributes, but I still may be wrong ) POOR_ACTION_TACKLING= AVG_ACTION_TACKLING= GOOD_ACTION_TACKLING= EX_ACTION_TACKLING= one other thing i make, but not really for the fouls, just to have wide variety of tackles, it's in the positioning.ini I use this value, and now I see more sliding tackles. IDC_POSITION_CLOSE_RATE_DEFENDING = -1 I hope it's not just a coincidence So if I increase it slightly to say for example: OPTION_VALUE_FORWARD_MIN = 1 OPTION_VALUE_FORWARD = 9 OPTION_VALUE_FORWARD_MAX = 16

Counter attacking and direct passing should improve? Those are the minor issues I have. Also does it affect shots and crosses? These are the setting I combined with your and the 45 degree change and min and max passing that resulted in a headed goal from a cross. Can anyone explain what the positioning file does? I tried my own edited one and then Shwans one. Its two totally different matches with the same ai.ini and tcma.ini setting. Its hard to explain. But the great dribbling I get only happens with Shwans one and not my edited one. I changed these lines in positioning: DC_POS_MOVE_REGULAR_SLOW_JOG = 85 IDC_POS_MOVE_REGULAR_STOP_JOG = 75 IDC_POS_MOVE_REGULAR_STOP_SPRINT = 125 IDC_POS_MOVE_REGULAR_STOP_SLOW_JOG = 35 DC_POS_MOVE_REGULAR_JOG = 285 IDC_POPTIONS_SHOW_ATTACKING_PLAYERS = -0.8 IDC_POSITION_CLOSE_PER_SECOND_ATTACKING = 0 IDC_POSITION_Distance_1 = 6 IDC_POSITION_Distance_2 = 11 IDC_POSITION_Distance_3 = 13 IDC_POSITION_Distance_4 = 15 IDC_POSITION_TACKLE_DISTANCE = 66 IDC_POSITION_CLOSE_RATE_ATTACKING = 8 IDC_POSITION_CLOSE_RATE_DEFENDING = 3 IDC_POSITION_MARKING_FORMATION = 33 Why does the match look totally different changing these lines? It even affected the goalkeeper. Passing, crossing and shots even changed. some claim if you changed all value to zero, game is better and some doubt even it has an effect it should be deciding how players position themselves i only activate all type of calculation, and control how players run with/withou t ball, should they be jogging, sprinting, how often they stop to decide another actions ..etc. IDC do stand for something .. may be "identify destination " or "identify decisi on " ..etc. not sure what but it will tell each player where to be going, basically determine his position IDC_POS_MOVE_REGULAR_SLOW_JOG = 85 IDC_POS_MOVE_REGULAR_STOP_JOG = 75 IDC_POS_MOVE_REGULAR_STOP_SPRINT = 125 IDC_POS_MOVE_REGULAR_STOP_SLOW_JOG = 35 DC_POS_MOVE_REGULAR_JOG = 285 those are for players with no ball or not involved in defending or marking (regu alr) one is to determine an action (jog, slow jog or sprint) the other used to know h ow often that action will be stopped to do another action and recalculate again

IDC_POPTIONS_SHOW_ATTACKING_PLAYERS = -0.8 no clues, this is why i leave it IDC_POSITION_CLOSE_PER_SECOND_ATTACKING = 0 possibility to call 2nd attacker to close down same player holding the ball IDC_POSITION_Distance_1 = 6 IDC_POSITION_Distance_2 = 11 IDC_POSITION_Distance_3 = 13 IDC_POSITION_Distance_4 = 15 not sure, but i guess it give margin of distance you should be from targets (def ending or attacking?) or may be there is 4 set of calculating the Distance, and each value will determine which one is most likely to get picked by a random val ue when selecting an action tbh i rarely change that, as have no clues .. and is hard to say when you change it , what did it effected in the match AI IDC_POSITION_TACKLE_DISTANCE = 66 not sure 100%, either distance that a tackle cover, or the value on how far the attacker is to decide to make a tackle or not, so if far he will move to a dista nce that able him to tackle .. anyway i often increase that if i want more tackl es IDC_POSITION_CLOSE_RATE_ATTACKING = 8 IDC_POSITION_CLOSE_RATE_DEFENDING = 3 determine the rate of closing down by defending side or attacking one sure it work with tactics instructions, which will be using a mix of both IDC_POSITION_MARKING_DESTINATION = 112 IDC_POSITION_MARKING_FORMATION = 23 that is for marking, should a defender fellow the player he has to mark accordin g to nearest one in formations or depending on destination from each other .. th e value you put will increase how much each system will be used to calculate who mark who that is my understating of it mate .. and mostly is based on hypotheses based on several tests on matches .. and bcz we can't access most related hard codes, we can not be 100% certain of some : CESFULCRUM: I found some other lines. I gaining better understanding how the config works. I combined your and gepards settings for positioning and it works great. I left y our marking and dribbling lines in this file. I used his lines for everything el se. Some minor tweaking will have to be done but the results are more in tune to what I am aiming for. For example I now getting my players now actually try dri bble when free instead of passing. Please explain these lines and exactly what happens. I am sure one of these affe cts crossing. I tweaked it and low crosses beat the keeper and but not high ones . It seems to affect wingers as well. I had a winger cut in a shoot like Young did against a few Premier league teams this season. Ai.ini: //////////////////////////////////////////// // new smart pass parameter used by Jinsong

// all the angles are in degree // all the distance length are in feet, // unless specified /////////////////////////////////////////// SMARTPASS_PERFECT_AMING_ANGLE = 45 SMARTPASS_ACCEPTABLE_AMING_ANGLE_LV0 = 30 SMARTPASS_ACCEPTABLE_AMING_ANGLE_LV1 = 90 SMARTPASS_ACCEPTABLE_AMING_ANGLE_LV2 = 160 SMARTPASS_SAFE_DIST_TO_SIDELINE = 70 SMARTPASS_SAFE_DIST_TO_ENDLINE = 40 SMARTPASS_ASSIST_DIST_FAR = 1 SMARTPASS_ASSIST_IDEAL_DIST_NEAR = 1 SMARTPASS_ASSIST_IDEAL_DIST_FAR = 1 SMARTPASS_FREE_CRITERION_DIST_LV0 = 22 SMARTPASS_FREE_CRITERION_DIST_LV1 = 44 SMARTPASS_OPEN_CRITERION_DIST_X_LV0 SMARTPASS_OPEN_CRITERION_DIST_Z_LV0 SMARTPASS_OPEN_CRITERION_DIST_X_LV1 SMARTPASS_OPEN_CRITERION_DIST_Z_LV1 SMARTPASS_BLOCK_CRITERION_DIST = 50 SMARTPASS_LEADING_DIST_LV0 = 12 SMARTPASS_LEADING_DIST_LV1 = 24 SMARTPASS_LEADING_DIST_LV2 = 32 SMARTPASS_ANGLE_SCORE_WEIGHT = 0.2 SMARTPASS_DIST_SCORE_WEIGHT = 0.4 SMARTPASS_OPEN_SCORE_WEIGHT = 0.4 SMARTPASS_FREE_SCORE_WEIGHT = 0.4 SMARTPASS_BLOCK_SCORE_WEIGHT = 0.1 THROUGHPASS_ACCEPTABLE_AMING_ANGLE = 75 THROUGHPASS_ASSIST_DIST_NEAR = 5 THROUGHPASS_ASSIST_DIST_MID = 1 THROUGHPASS_ASSIST_DIST_FAR = 1 THROUGHPASS_FREE_CRITERION_DIST_LV0 = 1 THROUGHPASS_FREE_CRITERION_DIST_LV1 = 1 THROUGHPASS_OPEN_CRITERION_DIST_X_LV0 THROUGHPASS_OPEN_CRITERION_DIST_Z_LV0 THROUGHPASS_OPEN_CRITERION_DIST_X_LV1 THROUGHPASS_OPEN_CRITERION_DIST_Z_LV1 THROUGHPASS_BLOCK_CRITERION_DIST = 35 THROUGHPASS_LEADING_DIST_LV0 = 10 THROUGHPASS_LEADING_DIST_LV1 = 15 THROUGHPASS_LEADING_DIST_LV2 = 50 THROUGHPASS_ANGLE_SCORE_WEIGHT = 0.2 THROUGHPASS_DIST_SCORE_WEIGHT = 0.7 THROUGHPASS_OPEN_SCORE_WEIGHT = 0.5 THROUGHPASS_FREE_SCORE_WEIGHT = 0.5 = = = = 4 12 12 22 = = = = 16 24 22 42

THROUGHPASS_BLOCK_SCORE_WEIGHT = 0.1 TCMAI.ini // Short Pass Scoring OPTION_VALUE_PASS_FORWARD_MAX = 100 OPTION_VALUE_PASS_FORWARD_DEFAULT = 50 OPTION_VALUE_PASS_FORWARD_MIN = 5 OPTION_VALUE_RECV_SAFE = 2750 // Through Ball Scoring OPTION_VALUE_THROUGH_PASS_FORWARD = 300 // Long Pass Scoring // These are used to determine who to long pass to OPTION_VALUE_LOB_PASS_FORWARD = 50 OPTION_VALUE_LOB_PASS_SAFE = 85000 :SHWANKO: ok let us start to say smartpass has nothing to do with other passing setting it is an entity by its own, and usually it is so clever that is often end up in players feet and out of reach of a def more on that and you will see more chances per game, so you need to be careful i didn't taste all of it tbh , as they are really hard to notice compared to oth er passes .. it take many games to notice the pattern clearly (a luxury i never have) more as last time i tested them was 4 years ago , but am planning to test them again so will share my experience later on (imo after 2-4 weeks) =========================================== Ai.ini: SMARTPASS_PERFECT_AMING_ANGLE = 45 SMARTPASS_ACCEPTABLE_AMING_ANGLE_LV0 = 30 SMARTPASS_ACCEPTABLE_AMING_ANGLE_LV1 = 90 SMARTPASS_ACCEPTABLE_AMING_ANGLE_LV2 = 160 that is one type of smart passes, i increase the angle to make players able to d o it for wider angles not sure about LV0..LV2 , there are 2 options, either it is angle per level of p layer or 3 types of acceptable smart passes, and each with a range so a player t o choose from when having to make a decisions.. i need to check that SMARTPASS_SAFE_DIST_TO_SIDELINE = 70 SMARTPASS_SAFE_DIST_TO_ENDLINE = 40 distance in feet for safe option of smart pass to flank or end line , the more y ou increase the more you see those passes from longer range SMARTPASS_ASSIST_DIST_FAR = 1 SMARTPASS_ASSIST_IDEAL_DIST_NEAR = 1 SMARTPASS_ASSIST_IDEAL_DIST_FAR = 1 this is on/off to enable or disable one type SMARTPASS_FREE_CRITERION_DIST_LV0 = 22 SMARTPASS_FREE_CRITERION_DIST_LV1 = 44 i tested that alot and still can be 100% sure, i assumed it is to do with more f

ree decision to execute a smart pass regardless of any criteria which you will s ee below .. so smart passes send to players who are free from markers or def nea rby SMARTPASS_OPEN_CRITERION_DIST_X_LV0 = 16 SMARTPASS_OPEN_CRITERION_DIST_Z_LV0 = 24 SMARTPASS_OPEN_CRITERION_DIST_X_LV1 = 22 SMARTPASS_OPEN_CRITERION_DIST_Z_LV1 = 42 same as above but ball is send to players who have open space infront of them SMARTPASS_BLOCK_CRITERION_DIST = 50 not sure 100%, but my hypotheses when edit it is that it will effect player deci sions to pass if a def in that range can block the ball SMARTPASS_LEADING_DIST_LV0 = 12 SMARTPASS_LEADING_DIST_LV1 = 24 SMARTPASS_LEADING_DIST_LV2 = 32 zero idea ...could be another type of smart passing and those are distance of th em based on player levels or simply it has nothing to do with players level but 3 distance of that passes or 3 range of value of each distance SMARTPASS_ANGLE_SCORE_WEIGHT = 0.2 SMARTPASS_DIST_SCORE_WEIGHT = 0.4 SMARTPASS_OPEN_SCORE_WEIGHT = 0.4 SMARTPASS_FREE_SCORE_WEIGHT = 0.4 SMARTPASS_BLOCK_SCORE_WEIGHT = 0.1 that determine % of possibility of each action when making a decision, as rememb er this is for % of how much each occur while prior variables were about the dis tance when player decide one of those THROUGHPASS.......................................................... same as above but that is for through pass not smart one, as through pass lead t o player may get 1-1 facing the goal which is not the case of smart pass TCMAI.ini // Short Pass Scoring OPTION_VALUE_PASS_FORWARD_MAX = 100 OPTION_VALUE_PASS_FORWARD_DEFAULT = 50 OPTION_VALUE_PASS_FORWARD_MIN = 5 OPTION_VALUE_RECV_SAFE = 2750 Forward is automatic passing to any player nearby (non brainer) .. i hate it tbh .. it is like robots pass balls .. not realistic.. but need that to avoid playe rs running into def or go back safe is less automatic and players will take time and often make better choices than forward one // Through Ball Scoring OPTION_VALUE_THROUGH_PASS_FORWARD = 300 through pass // Long Pass Scoring // These are used to determine who to long pass to OPTION_VALUE_LOB_PASS_FORWARD = 50 OPTION_VALUE_LOB_PASS_SAFE = 85000 lob pass what else you want to explain? same as above forward/safe sure all above are not distance but range of a decision, as when a random number

is chosen, the higher and bigger the range the more probable it will be chosen, if it hit nothing , player will keep doing what he was doing and wait till anot her lottery of random value start again :CSFULCRUM: How do you make players dribble more? I can get some great dribbling but often t he striker won't take on the defense and just passes all the time. ;HORHGH: try by increasing this value in tcmai.ini OPTION_VALUE_DRIBBLE_FORWARD on my test I could see more technical dribbles by increasing it. OPTION_VALUE_DRIBBLE_DIRECTION could have an incidence as well, if it's to low, it seems that the players, some times refuse to dribble and run backward or pass the ball. No real idea ! maybe the players try to do air-pass (lob and cross) in difficult position, and fall down, like IRL sometimes ! did you try to solve this working on these lines, with extremes values to see if it as an effect on that ? (here it's my values) tcmai.ini OPTION_VALUE_LOB_PASS_FORWARD = 10 OPTION_VALUE_LOB_PASS_SAFE = 8500

:CSFULCRUM: I been studying some goalkeeper lines and two of these lines interest me as they seem to determine if a goalkeeper actually saves shots or not. Here are the two lines: MAX_BALL_PREDICT_TIME = 5 BALL_PREDICT_RANGE = 75 What do these do? I kept the values and crosses hardly get saved but then shot s aving is affected. I up it to 20 shots get saved but so are crosses. :SHWANKO: yes.. that is one of issues in GK and crossing .. am still trying to crack that and find a way and will update you some variables are coded .. so BF give us the general variables .. and this is w hy changing one will effect the rest MAX_BALL_PREDICT_TIME = 5 that determine time till he start predicting and then reacting once he see the b all BALL_PREDICT_RANGE = 75

that will tell him at which range (distance) he can start to see ball to start p redicting :CSFULCRUM: What do these to lines mean: //General Pass OPTION_VALUE_45DEGREE_CROSS = 40 OPTION_VALUE_LONGPASS_KILLTIME = 50000 OPTION_VALUE_LOB_PASS_FORWARD = 90 // v1 90 OPTION_VALUE_LOB_RECV_SAFE = 160 // v1 45 OPTION_VALUE_MIN_LOB_PASS_DIST = 1 //v2 1 v1 800 OPTION_VALUE_MAX_LOB_PASS_DIST = 3000 You can see I made notes to what I had before and what I am currently testing. T he distance one is bothering me as it seems to be affecting free kicks. :SHWANKO: 45DEGREE_CROSS not sure .. so really i avoid playing with it .. but it should be about a lobbin g which look like a cross OPTION_VALUE_LONGPASS_KILLTIME = 50000 when you want to kill time .. it is often aimless OPTION_VALUE_LOB_PASS_FORWARD = 90 // v1 90 it is automatic lob trying to move the ball forward and don't keep it OPTION_VALUE_LOB_RECV_SAFE = 160 // v1 45 it is safe option often to closer option and player who will get it without fear of losing the ball OPTION_VALUE_MIN_LOB_PASS_DIST = 1 //v2 1 v1 800 OPTION_VALUE_MAX_LOB_PASS_DIST = 3000 min & max set a curve and thus influence options between them when a random fact or is chosen and reflected in that curve .. the more you put to max, the more yo u encourage longer lobs and vise versa.. you put both same value, all ranges hav e same chances to be chosen

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