These are the settings i have
// The length of the field. The units are 16ths of a foot.
FIELD_LENGTH = 5780
// The width of the field the units are 16th of a foot.
FIELD_WIDTH = 3860
// 0 is the original pass model (auto targeting to players).
// 1 is the new prototype pass model (powered and directed passing).
// 2 is the new passing model with wall passes on L3...
// 3 is the new assisted pass model with wall passes on L3...
PASS_MODEL = 1
DIGITAL_SNAPTOANGLE = 46
// 0 is the original sprint model (rapid press to sprint, frequency dependent).
// 1 is the new prototype pass model (hold to sprint)
HOLD_SPRINT = 0
// 0 is the original functionality of the L2 and R2 buttons (dekes)
// 1 is the new prototype functionality of the L2 and R2 buttons (curving passes)
L2R2 = 1
// 60 is the original default value. Values from 40 to 80 are "reasonable".
GAME_SPEED = 35
// 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
// Defensive tactics on L2&R2 (attacking press and offside trap), 0=disabled 1=enabled
DEFENSIVE_TACTICS = 0
// If this is turned off then you will have more control over your player when the ball is loose instead of being automatically drawn to it.
AUTOSEEK = 0
// Button remapping. WARNING: use this at your own risk. If you fail to assign a button, or assign something twice, then the controls won't work properly.
// Remapping a button switches ALL functionality for that button, so for example, changing LOB and SHOOT will also reverse SLIDE TACKLE and TACKLE.
// SPELLING COUNTS! If you need help remapping buttons ask Jason.
// pretty much just sprint (and icon passing)
BUTTON_SPRINT = TRIANGLE
// shooting and tackling
BUTTON_SHOOT = CIRCLE
// pass and switch player, also powerup on free kicks.
BUTTON_PASS = CROSS
// lob and slide tackle
BUTTON_LOB = SQUARE
// through pass (triggered run with new pass model), goalie charge and goalie drop ball.
BUTTON_PASS2 = L1
// shielding and professional foul
BUTTON_SHIELD = R1
// dekes (or curve) and defensive tactics
BUTTON_AUX1 = L2
// dekes (or curve) and defensive tactics
BUTTON_AUX2 = R2
// Each time you sprint your stamina drops this much and is recovery per frame (stamina is 0-100)
STAMINA_DROP_MULTIPLIER = 0.99
//There are three setting for ref Strictness
// 0 = normal
// 1 = DEBUG EASY (no carding)
// 2 = DEBUG STRICT
REFEREE_STRICTNESS = 0
// 0 = no one timer passes and lobs.
ONETIMERPASSES = 1
// 0 = none
// 1 = R1
// 2 = idle (no dpad movement)
SHIELDING = 2
// 0 = old
// 1 = new
SHOTMODEL = 1
// 0 = off 1 = movement direction is locked while powering up (and aiming) kick.
POWERUPHEADINGLOCK = 1
//render the player heading
RENDERPLAYERHEADING = 0
// 0 = no crazy CPU through passes 1 = crazy CPU through passes
CPUTHROUGHPASSES = 0
// 0 = normal 1 = cpu tries to keep the ball away
// new cpu dribble and keep away mode enabled
CPUKEEPAWAY=0
// 0 = turn off new cpu shots 1 = turn on new cpu shots
CPUSHOTS = 1
// 0 = turn off cpu dribble 1 = turn on cpu dribble
CPUDRIBBLE = 1
CPUWALLPASS = 1
CPUCLEARANCE = 1
CPUMINDRIBBLETIME = 50
//how much the worst shooter can miss his target by
CPUSHOT_MAXVARIANCE = 15.0
CPUSHOT_ACCURACY= interpolation=CSpline numpoints=5 scalars=[0.0 1.0 0.0 1.0] data=[0.000000 1.000000 0.330000 0.855000 0.655000 0.495000 0.830000 0.170000 1.000000 0.065000]
CPUTARGET = 0
CPURUNOFFSIDE = 1
//How far away the nearest defender must be in yards
BREAKAWAYCAM_NEARESTDIST = 2
//how far away the goal has to be. Penalty Spot=576
BREAKAWAYCAM_GOALDIST = 576
//minimum angle to goalie for camera to kick in
BREAKAWAYCAM_ANGLETOGOALIE = 25
//how far the goalie must be in yards
BREAKAWAYCAM_GOALIEDIST = 8
//enable wall passes
WALLPASS_ENABLE = 1
// maximum distance players can be apart for a wall pass to occur
WALLPASS_MAX_YARDS = 10.0
// minimum distance players can be apart for a wall pass to occur
WALLPASS_MIN_YARDS = 2.0
// how long the player waits at the offside line after a run (in ticks i.e. 60th of a second)
AFTER_RUN_WAIT_TIME = 120
// 0 = allow CPU dekes
// 1 = no CPU dekes
NOCPUDEKES = 0
BODY_COLLISION_SCALING = 0.5
// 2.5 is original value, larger makes it easier. 0.0 would give NO assistance ever. Keep in mind that player attribute also factors in.
SHOT_ASSISTANCE = 0.0
USE_CROSS_ASSISTANCE = 1
CROSS_ASSISTANCE = 3.0
CROSS_ASSISTANCE_WIDTH = 3
// How much assistance you get on an overpowered shot. Also affected by attributes.
SHOT_ASSISTANCE_OVERPOWERED = 1.0
// Controls how much height CPU lobs will get.
PRETTY_LOB_MAX_Y_VELOCITY = 20.0
// Initial speed of a dropkick
DROPKICK_POWER = 43.5
// Initial angle of a dropkick (in degrees).
DROPKICK_ANGLE = 25
// If we want hitting the player first to be called.
HIT_PLAYER_FIRST = 1
COVER_DIST = 4
NEW_GROUND_TRAPS = 1
PB_COLLISION_MODE = 0
USE_CROSS_RUNS = 1
NEW_AIRPLAY = 1
//0=off, 1=record, 2=playback
SEEKBALL_TEST_MODE = 0
//AGGRESSIVE_TACKLE_BALL_SIZE = 30
AGGRESSIVE_TACKLE_BLIP_DIST = 1
AGGRESSIVE_TACKLE_BLIP_TIME = 40
AGGRESSIVE_TACKLE_CHEAT = 0
AGGRESSIVE_TACKLE_TACKLEE_FOOT_SIZE=24
AGGRESSIVE_TACKLE_FOOT_HEIGHT=8
RENDER_TACKLE_CIRCLES = 0
//Defensive Tuning
MIN_APPROACHDIST = 4
MARKPOS_BLOCKOPP_ANGLERANGE = 30
MAX_MARKPOS_BLOCKOPP_ANGLERANGE = 60
MARKPOS_DANGER_DIST = 10
MIN_MARKWING_EXTRASPACE = 5
MARKBALL_DIST = 4
// HOME_TEAM_ATTRIB = 1
// HOME_TEAM_AWARENESS = -1
// HOME_TEAM_BALL_CONTROL = -1
// HOME_TEAM_FITNESS = -1
// HOME_TEAM_HEADING = -1
// HOME_TEAM_SPEED = -1
// HOME_TEAM_TACKLING = -1
// HOME_TEAM_PASSING = -1
// HOME_TEAM_SHOOTING = 6
// HOME_TEAM_STRENGTH = -1
// HOME_TEAM_AGGRESSION = -1
// HOME_TEAM_POSITIONING = -1
// HOME_TEAM_SKILLS = -1
HOME_TEAM_ATTRIB = 0
HOME_TEAM_AWARENESS = 3
HOME_TEAM_BALL_CONTROL = 3
HOME_TEAM_FITNESS = 3
HOME_TEAM_HEADING = 3
HOME_TEAM_SPEED = 3
HOME_TEAM_TACKLING = 3
HOME_TEAM_PASSING = 6
HOME_TEAM_SHOOTING = 3
HOME_TEAM_STRENGTH = 3
HOME_TEAM_AGGRESSION = 3
HOME_TEAM_POSITIONING = 3
HOME_TEAM_SKILLS = 3
AWAY_TEAM_ATTRIB = 0
// Chance of getting injured/winded in a collision
INJURY_PERCENTAGE = 55
// chance of getting winded vs getting injured (100 means always winded 0 means always injured).
INJURY_CHANCE_OF_WINDING = 43
// 0 is the original penalty kick model (point and shoot).
// 1 is the new penalty kick model (charging up of directions).
PK_MODEL = 1
// 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
GAMELINK_PROP_FILE = aitmp.prop
//STAMINA_DROP = 2.00
TACKLE_ANGLE_1 = 114
TACKLE_ANGLE_2 = 90
TACKLE_ANGLE_3 = 45
TACKLE_LENGTH_1 = 4
TACKLE_LENGTH_2 = 7
TACKLE_LENGTH_3 = 7
TACKLE_LENGTH_4 = 4
NEW_TACKLES = 0
TACKLER_BLIP_TOLERANCE = 3
TACKLEE_BLIP_TOLERANCE = 3
TACKLER_MISS_BLIP_TOLERANCE = 6
TUNE_TACKLES = 0
WC_SHOT_ASSIST = 1.0
WC_CPU_LOOSEBALL_AGGR = 9.9
WC_CPU_MARKING_AGGR = 9.9
WC_CPU_TACKLING_AGGR = 9.9
WC_AGGRESSIVE_TACKLE_BALL_SIZE = 20
WC_AGGRESSIVE_TACKLER_FOOT_SIZE = 10
WC_AGGRESSIVE_TACKLEE_FOOT_SIZE = 9
WC_CPUSHOT_MAXVARIANCE = 2.0
WC_CPUMINDRIBBLETIME = 9
WC_MARKDIST_HURRY_THRESHOLD = 0
WC_CPU_MIN_POSSESS_TIME = 5
WC_CPU_IGNORE_BALL_TIME = 5
WC_CPU_SEEKBALL_MIN_ADVANTAGE_TIME = -600
WC_COVER_DIST = 4
WC_TACKLE_RUSH_TIME = 30
MAX_BALL_VELOCITY_XZ = 55.000000
MAX_BALL_VELOCITY_Y = 25.000000
BALL_AIR_RESISTANCE_XZ = 0.011500
BALL_AIR_RESISTANCE_Y = 0.011500
BALL_GRAVITY = -0.189075
BALL_BOUNCE_COEFF_XZ = 0.975025
BALL_BOUNCE_COEFF_Y = 0.972550
BALL_ROLLING_COEFF = 0.984441
SMOOTH_BLIP_MULTIPLIER = 6
OFFSIDE_TRAP_CANCEL_DIST = 180
OFFSIDE_TRAP_CANCEL_TIME = 300
OFFSIDE_TRAP_MARGIN = 140
RAINBOW_HEIGHT = 140
RAINBOW_DISTANCE = 570
LOB_PEAK_RATIO = 12
TACKLE_BLIP_MULTIPLIER = 7
CROSS_PEAK_RATIO = 12
With these settings you can win on world class.
But i can't find the settings to make the cpu do agressive tackles.