Originally posted by COLDCUT1@Apr 15 2003, 10:10 AM
k sorry but im new to this, i can only do visual basic ive never done anything like this before
would decreasing it by 0.02 would make it go from WicketRestitutionY 0.735472
to WicketRestitutionY 0.755472
and also in the pacing files do i edit every aggressive and 6 hit value? and by how much would u recommend
thanks a lot
mate if you can do visual basic this will be a picnic in comparison
in your example you increased by 0.02 not decreased. Increasing will make the bounce higher. Decreasing (eg WicketRestitutionY 0.715472) will lower the bounce
As for the pacing files, its a bit trial and error I am afraid. I think the files work like this, but don't hold me to it.
The files all look like this
StrokeProb 0 0 "0" ........... "0" = attacking batsman
Def 8980
Mod 41896
Agg 32980
Six 18292
StrokeProb 0 0 "1" ........... "1" = moderate batsman
Def 16896
Mod 45292
Agg 48740
Six 3312
StrokeProb 0 0 "2" ............ "2" = defensive batsman
Def 28060
Mod 48740
Agg 0
Six 0
They come in blocks of 3 (000, 001, 002), then (010, 011, 012 etc) The final digit determines which batsman type the block refers to.
The above is fact. However the next bit is just my theory and hasn't been proven
That is, these blocks of 3 come in 6 parts (from 000, 001, 002 to 060, 061, 062)
This is then duplicated, but the parts start with a 1 and not a 0 (ie 100, 101, 102 to 160, 161, 162)
I think that the blocks that begin with a "0" is for when the cpu bats first and the blocks that begin with a "1" is when the cpu bats second.
I also think that the 6 parts are used through out the innings, starting with the 000 (or 100) through to 062 (or 162). The 000, is the start of the innings, and the 060 is the end of the innings with the other blocks coming in between. So to an extent you can determine how aggressive\defensive cpu is during specific phases of the innings
All this is my guesstimate so may be wrong. Hope it makes some sense though and good luck