// 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
// 52 units per METER (approx)
// Ranges for attributes
//
// This dictates the tier that a players attribute will be in
ATTRIBUTE_AVG =20
ATTRIBUTE_GOOD = 50
ATTRIBUTE_EX = 80
// Dribble Local Scoring
//
// These are used to determine which direction to dribble in
OPTION_VALUE_DRIBBLE_DIRECTION = 115000
OPTION_VALUE_DRIBBLE_SAFE = 162500
// this can be a value 0-100
// 0 means don't bias against running backwards
// 100 means totally bias against running backwards
OPTION_VALUE_DRIBBLE_BACKWARDS = 25.0
// Short Pass Scoring
//
OPTION_VALUE_PASS_FORWARD_MAX = 150
OPTION_VALUE_PASS_FORWARD_DEFAULT = 100
OPTION_VALUE_PASS_FORWARD_MIN = 50
OPTION_VALUE_RECV_SAFE = 275
// Through Ball Scoring
//
OPTION_VALUE_THROUGH_PASS_FORWARD = 40
// Long Pass Scoring
//
// These are used to determine who to long pass to
OPTION_VALUE_LOB_PASS_FORWARD = 25
OPTION_VALUE_LOB_PASS_SAFE = 75000
// Clearance Scoring
//
GK_CLEARANCE_BIAS = 4.0
// Shooting from distance bias
//
// We can specify a close and far distance in yards
// If a player is closer than the close distance, they will be heavily biased towards shooting
// If a player is between close and far distance then it will add on a scaled percentage as specified by the bias
// For example, if close is 10, far is 30 and bias is 30
// at close no bias is added, at far 30% bias against is added at 20 yards out, 15% bias is added
// If a player is further than far then the max bias is added
OPTION_SHOOTING_YARDS_CLOSE = 10.0
OPTION_SHOOTING_YARDS_FAR = 30.0
OPTION_SHOOTING_FROM_DISTANCE_BIAS = 25.0
// 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= 3.5
HEADER_PASS_DIST_MAX= 20.0
LOW_PASS_DIST_MIN = 5.5
LOW_PASS_DIST_MAX = 38.0
// ???
DRIBBLE_KNOCK_OPPONENT_DISTANCE = 25
// Tackling
// Dictates the chance of a foul being awarded
POOR_TACKLING_FOUL_BEHIND_CHANCE=100
POOR_TACKLING_FOUL_SIDE_CHANCE=80
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=20
// Slide tackle options
// The SPREAD indicates the number of frames difference between touching the
// ball and the player we could call a foul
// For example, SPREAD=6 means that even if we touch the ball 6 or less frames
// earlier than the player, we still have a potential to call a foul
// BIAS moves the spread around the difference between touching ball and player
// For example, BIAS=5 means that even if we touch the ball 5 frames earlier than
// the player, we will still always call a foul
// Before Fifa Manager 06 Patch, BIAS = 0, SPREAD = 2
OPTION_SLIDE_TACKLE_BIAS=0
OPTION_SLIDE_TACKLE_SPREAD=5
// Heading Challenges
// These are biases to determine who wins a headed challenge
// the numbers must add up to 1
HEADER_CHALLENGE_WEIGHT_INFRONT = 0.05
HEADER_CHALLENGE_WEIGHT_HEIGHT = 0.15
HEADER_CHALLENGE_WEIGHT_STRENGTH = 0.25
HEADER_CHALLENGE_WEIGHT_JUMP = 0.55
// yards in from the touchline our fullback will be coming forwards
// Before Fifa Manager 06 patch = 5.0
FULLBACK_YARDS_FROM_SIDELINE = 10.0
// GK Saving
// Min and max speed of movement for GK saving
GK_REACTION_TIME_MAX = 8.0
GK_REACTION_TIME_MIN = 2.0
GK_REACTION_TIME_FOR_WALL = 2.0
GK_SAVE_SPEED_SIDEWAYS_MAX = 5.5
GK_SAVE_SPEED_SIDEWAYS_MIN = 3.0
GK_SAVE_SPEED_UP_MAX = 8.25
GK_SAVE_SPEED_UP_MIN = 4.25
GK_SAVE_SPEED_DOWN_MAX = 8.25
GK_SAVE_SPEED_DOWN_MIN = 4.25
GK_SAVE_SPEED_MOVE_MAX = 8.5
GK_SAVE_SPEED_MOVE_MIN = 7.0
GK_CATCH_SPEED_MIN = 21.0
GK_CATCH_SPEED_MAX = 36.0
// can the keeper come out to cover passes in behind the defence?
GK_OUT_OF_AREA = 1
// GK kick speed
GOALIE_PUNT_DIST_MIN = 35.0
GOALIE_PUNT_DIST_MAX = 60.0
GOALIE_PUNT_SPEED_MIN = 27.0
GOALIE_PUNT_SPEED = 29
GOALIE_PUNT_SPEED_MAX = 30.0
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
FBI_SECOND_MARKER_DIFF_THRESHOLD = 37.5
FBI_HYSTERESIS_SECONDS = 0.01
FBI_LEAD = 32.0
// Loss of speed when sprinting with ball
DRIBBLE_SPEED_PENALTY = 0.3
// TEST
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 = 45.7
// 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 = 111
// This is the lens angle of the camera view (degrees)
TCM_CAM_LENSE_ANGLE = 14.4
// 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 = 1.0
// 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 = 0.77
// 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
// 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
// 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 = 0.77
// 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
// TCM highlight mode
HIGHLIGHT_MIN_AI_UPDATES = 2 // Lower limit in number of times to do AI updates per render
HIGHLIGHT_MAX_AI_UPDATES = 20 // Upper limit in number of times to do AI updates per render
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.
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 = 6
[]
// 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
FEATURE_INGAME_LINESMEN_ENABLED = 1
// 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 = 0.10
INJURY_CHANCE_MAX = 0.2
INJURY_CHANCE_FITNESS_TEST_MULT= 1.5
INJURY_CHANCE_OF_SERIOUS = 0.2
INJURY_KNOCK_HOBBLE_SECONDS = 10
// Referee
//
[BAD_REF_DECISIONS]
REF_PERFECT_GAME_CHANCE = 0
MAX_CALLS = 10
MISS_BALL_OUT = 5
BALL_OUT = 5
WRONG_FOUL = 5
PENALTY_KICK = 5
MISS_PENALTY_KICK = 5
[]
// 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