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Need Help

Posted: Sun Sep 28, 2008 5:17 pm
by simmer
What do these lines mean? What I need to know what line does the defense use to rush and attack the offensive line.
But I need specifics of each.


BlockingBaseLine=1.2
BlockingPassBlockTime=1
BlockingPushBlockTime=0.2
BlockingPassBlockStrength=1.8
BlockingPushBlockStrength=.75
BlockPancakeThreshold=13.5

RE: Need Help

Posted: Sun Sep 28, 2008 10:42 pm
by simmer
Alright, I'm really trying to make this game competitive. I see the DL get knocked and taken out of the play all the time. The LB's cannot keep up with the ball carrier. I want to make all the plays from the Madden playbook, but I need to find balance with the constraint file. There is way too manys yards per carries and I would like to see the DL comming through and aggressively attacking the ball carrier. I would also like to see a balance with offensive blocking. At the Pitt game the other day, one thing that I observed was the very short time a DL was blocked, it was rare to see them fall to the ground, and if they did they still got into the play.

RE: Need Help

Posted: Mon Sep 29, 2008 4:31 am
by Tullius
Stolem from a post by David Winter in the beta board. The post was made almost 2,5 years ago but i think the notes are still helpful.
Data Constants:

This section will list the data constants found in the maindata.mdb file and how they work. NOTE: The way these values are used are, at all times, subject to change. During development of updates these values may change use, or become obsolete, or new values added.


BlockingPassBlockTime
The base time, in seconds, a passing block can be held. This is modified by the BLK and BLA of the players involved in the block. The higher the number, the longer the block is held for.

BlockingPushBlockTime
The base time, in seconds, a non-passing block can be held. This is modified by the BLK and BLA of the players involved in the block. The higher the number, the longer the block is held for.

BlockingPassBlockStrength
The base speed at which a blocker will drop back while engaged in a pass block. This is modified by the STR skills of each player.

BlockingPushBlockStrength
The base speed at which a blocker will be able to push forward while engaged in a non-pass block. This is modified by the STR skills of each player.

BlockPancakeThreshold
The base value the physics of a block collision must exceed in order for the blockee to be bowled over by the blocker. The lower the number, the more pancake blocks.

BlockingBaseLine
An additional modifier for all blocking. The higher the number, the more effective the overall blocking is.

TackleThreshold
The base number for tackle attempt success or failure. This is modified by physics, gang tackle attempt, and player skills. The higher the number, the most missed tackles.

PhysicsBaseMoveSpeed
The base speed of all players on the field. This is modified by the players SPD. The higher the number, the faster the players. I would recommend keeping this value between 5.5 and 6.5

PhysicsBaseAgility
The base agility of all players on the field. This is modified by the players AGL. The higher the number, the more agile the players.

PhysicsMaxChangeDirTime
As a human can not possibly make two 180 degree angle changes instantaneously, this value is the time, in seconds, a player on the field must be moving along an angle, before he can change the angle of movement. This number is normally about 1 second. Setting to a lower number, say, 0.25 seconds allows the player to change angles exceedingly fast. Setting it higher will not allow the player to change angles as quickly as he may need to.

DefenseBaseM2MCoverageArea
The base distance, in yards, a defender will try to be to from a receiver when covering that receiver. It’s modified by the players COV skill. The lower the number, the smaller the distance to the receiver. Note: This is distance the defender is trying to get to, he may not physically be able to get there.

FieldGoal_Threshold
The maximum amount of random inaccuracy added to every field goal attempt. This value is then reduced by the kickers KSA skill. Example, a random value between 0 and this value is calculated. Then, if a kickers KSA is 98%, only 2% of the random value will be added to the final kick attempt. The higher this number the less accurate the kicks are going to be.

QBRead_Threshold
The base time, in seconds, the QB will read the receivers down field. This is modified by the QB’s INTL skill. Once this time expires, the QB will run.

QBScramble_Threshold
This base distance, in yards, a defender needs to be to the QB before he’ll begin shuffling in the pocket or simply scrambling. This number is effected by the PPR skill. The higher this number, the more likely the passer will scramble. If this number is too low, the passer will not be able to avoid any rush.

QBBasePassingAccuracy
The maximum amount of random inaccuracy added to every pass attempt. This value is then reduced by the passers PSA skill. Example, a random value between 0 and this value is calculated. Then, if a Passers PSA is 98%, only 2% of the random value will be added to the final pass attempt. The higher this number, the less accurate the passes are going to be.

RE: Need Help

Posted: Mon Sep 29, 2008 3:05 pm
by simmer
Thanks for your response!

RE: Need Help

Posted: Tue Sep 30, 2008 5:30 am
by simmer
Tullius what aspect of this controls DL? Or does this affect both OL and DL.

RE: Need Help

Posted: Tue Sep 30, 2008 9:28 am
by Tullius
I think these are independed parameters which are used in addition to the ratings or weight of the involved players to calculate the effect of an action.

RE: Need Help

Posted: Tue Sep 30, 2008 2:51 pm
by Marauders
what aspect of this controls DL? Or does this affect both OL and DL.
 
These blocking values affect the DL indirectly.  The greater these are for offensive linemen, the less effective the defensive linemen will be.
 
BlockingPassBlockTime 

BlockingPushBlockTime 

BlockingPassBlockStrength 

BlockingPushBlockStrength 

BlockPancakeThreshold

BlockingBaseLine