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new gameplay file

Flo

Club Supporter
like everybody here, WC disapointed me so much with that unplayable gameplay

I picked from every gameplay enhancement post and added some of my changes to make this new ini.big file

i wish there was a way to make the goalie better. it didnt look as if it was possible
you wont score as many goals as before without making the game frustrating. nor will you score by pressing really fast teh speed button


fifa has never looked as close as a real football game. to my opinion
it will never be possible to change the gameplay in order to make it play as PES, because the way the AI was designed is just too simplistic.

tell me what you think about it
thanx to everyone who contributed with their post on the forum


// 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 = 50

// 19 is the original default value. Values from 10 to 25 are "reasonable".
POWERUP_RATE = 30

// 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 = 1

// 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 = 1


// 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 = 0.11

//There are three setting for ref Strictness
// 0 = normal
// 1 = DEBUG EASY (no carding)
// 2 = DEBUG STRICT

REFEREE_STRICTNESS = 1

// 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=1

// 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 = 40

//how much the worst shooter can miss his target by
CPUSHOT_MAXVARIANCE = 35.0

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 = 0

//How far away the nearest defender must be in yards
BREAKAWAYCAM_NEARESTDIST = 6

//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 = 50.0

// 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 = 180

// 0 = allow CPU dekes
// 1 = no CPU dekes
NOCPUDEKES = 0

BODY_COLLISION_SCALING = 0.7

// 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 = 1.0

USE_CROSS_ASSISTANCE = 1
CROSS_ASSISTANCE = 7.5
CROSS_ASSISTANCE_WIDTH = 4

// 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 = 35.5

// Initial angle of a dropkick (in degrees).
DROPKICK_ANGLE = 30

// If we want hitting the player first to be called.

HIT_PLAYER_FIRST = 1

COVER_DIST = 8

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 = 70
AGGRESSIVE_TACKLE_BLIP_DIST = 1
AGGRESSIVE_TACKLE_BLIP_TIME = 90
AGGRESSIVE_TACKLE_CHEAT = 1
AGGRESSIVE_TACKLE_TACKLEE_FOOT_SIZE=24
AGGRESSIVE_TACKLE_FOOT_HEIGHT=9
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 = 4
MARKBALL_DIST = 8


// For debugging attibutes, we can set all the members of a team to the same values by entering it here.
// To use set either HOME or AWAY_TEAM_ATTRIB to 1, and then set the attribute values that you would like to use
// for the team. Any time you want to use a players default values, you can set the attibute to -1.
// example to test shooting we could do this.
//
//Atribute Max is 6 min is 0
// 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

AWAY_TEAM_AWARENESS = 3
AWAY_TEAM_BALL_CONTROL = 3
AWAY_TEAM_FITNESS = 3
AWAY_TEAM_HEADING = 3
AWAY_TEAM_SPEED = 3
AWAY_TEAM_TACKLING = 3
AWAY_TEAM_PASSING = 3
AWAY_TEAM_SHOOTING = 3
AWAY_TEAM_STRENGTH = 3
AWAY_TEAM_AGGRESSION = 3
AWAY_TEAM_POSITIONING = 3
AWAY_TEAM_SKILLS = 3

// Chance of getting injured/winded in a collision
INJURY_PERCENTAGE = 10

// chance of getting winded vs getting injured (100 means always winded 0 means always injured).
INJURY_CHANCE_OF_WINDING = 60

// 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 = 25

// "extra help" given to goalie when saving a penalty shot. Reasonable values are 0-5.
PK_BLIP_MULTIPLIER = 3

PK_CPU_SPANX = 1.01
PK_CPU_SPANY = 1.01

PK_CPU_SPANX = 1.01
PK_CPU_SPANY = 1.01

// The following is all adboard collision stuff.

//ADBOARD_HEIGHT_SIDE = 80
//ADBOARD_HEIGHT_END = 48
//ADBOARD_OFFSETX = 96
//ADBOARD_OFFSETZ = 130
//ADBOARD_INSETX = 20
//ADBOARD_INSETZ = 362
//ADBOARD_INSETGAPZ = 426
//ADBOARD_INSETGAPX = 428
//ADBOARD_NORMAL = 115

GAMELINK_PROP_FILE = aitmp.prop

//STAMINA_DROP = 4.00



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 = 1
TACKLER_BLIP_TOLERANCE = 9
TACKLEE_BLIP_TOLERANCE = 0
TACKLER_MISS_BLIP_TOLERANCE = 3
TUNE_TACKLES = 1
 

Flo

Club Supporter
the 2nd part

dont erase the little square before shot power. IMPORTANT

SHOT_POWER = interpolation=Linear numpoints=6 scalars=[0.0 1.0 0.0 45.0] data=[0 0.495 0.8925 0.76 0.8925 0.8975 0.9525 0.8975 0.975 0.9925 1 1]

SHOT_ATTRIB_POWER = interpolation=Linear numpoints=2 scalars=[0.0 6.0 0.0 1.2] data=[0 0.7975 1 0.975]

SHOT_ELEVATION = interpolation=Linear numpoints=4 scalars=[0.0 1.0 0.0 64.0] data=[0 0.6925 0.1625 0.4 0.955 0.44 1 0.255]

CHIP_POWER_THRESHOLD = 0.1

CHIP_SHOT_POWER = interpolation=Linear numpoints=3 scalars=[0.0 1.0 0.0 55.0] data=[0 0.2375 0.255 0.3475 1 0.3475]

CHIP_SHOT_ELEVATION = interpolation=Linear numpoints=3 scalars=[0.0 1.0 0.0 200.0] data=[0 0.61 0.7375 0.4075 1 0.4075]

LOB_POWER = interpolation=Linear numpoints=3 scalars=[0.0 1.0 0.0 55.0] data=[0 0.21 0.11 0.3125 1 0.89]

LOB_ELEVATION = interpolation=Linear numpoints=4 scalars=[0.0 1.0 0.0 160.0] data=[0 0.4375 0.25 0.4375 0.8275 0.235 1 0.235]

LOB_POW_ELEV_INTERACT = interpolation=Linear numpoints=4 scalars=[0.0 1.0 0.0 2.0] data=[0 0.6775 0.5 0.6275 0.835 0.5 1 0.5]

PASS_POWER = interpolation=Linear numpoints=3 scalars=[0.0 1.0 0.0 1.0] data=[0 0 0.8125 1 1 1]

FATIGUE_CURVE:FATFUNC = interpolation=Linear numpoints=7 scalars=[0.0 1.0 0.0 1.0] data=[0 1 0.1425 1 0.1875 0.6875 0.365 0.4125 0.5775 0.2225 0.83 0.125 1 0.125]

FATIGUE_ATTRIBUTE_EFFECT:FATFUNC = interpolation=Linear numpoints=2 scalars=[0.0 6.0 0.0 1.0] data=[0 0.94 1 0.6325]

STAMINA_RECHARGE = interpolation=Linear numpoints=5 scalars=[0.0 1.0 0.0 2.0] data=[0 0.06 0.1775 0.08 0.4975 0.145 0.7825 0.2375 1 0.355]

STAMINA_DROP_MULTIPLIER:FATFUNC = 0.11

STAMINA_DROP:FATFUNC = 2.9

POWERUP_RATE = 24

here also
dont erase the little commentary.
the commentary in itself is not important, but teh little square is.
(i think)

MAX_BALL_VELOCITY_XZ = 40.000000
MAX_BALL_VELOCITY_Y = 25.000000
BALL_AIR_RESISTANCE_XZ = 0.011037
BALL_AIR_RESISTANCE_Y = 0.009812
BALL_GRAVITY = -0.297014
BALL_BOUNCE_COEFF_XZ = 0.984441
BALL_BOUNCE_COEFF_Y = 0.833007
BALL_ROLLING_COEFF = 0.984441
SMOOTH_BLIP_MULTIPLIER = 2
OFFSIDE_TRAP_CANCEL_DIST = 240
OFFSIDE_TRAP_CANCEL_TIME = 360
OFFSIDE_TRAP_MARGIN = 240
RAINBOW_HEIGHT = 144
RAINBOW_DISTANCE = 580
LOB_PEAK_RATIO = 12
TACKLE_BLIP_MULTIPLIER = 1
CROSS_PEAK_RATIO = 12
 


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