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Posted

So got to digging into the code for this the other night. Some findings. This just if the players actually collide (not spin/ drag/ jump) 

 

1. It appears there may be a bug because the game does the "is the opposing player the man controlled defender/opposing player or a computer controlled one"

but then it jumps to the  man vs man routine regardless of the outcome. 

 

2. HP DOES factor heavily into the outcome. 

 

3. The collision time in frames depends on the HP difference between the two players if its not a instant popcorn 

 

example:

0 notch hp difference = 40 frames minimum + Random (0-31) 

1 notch hp difference = 35 frames minimum + Random (0-31)

2 notch hp difference = 25 frames minimum + Random (0-31)

etc...

 

Taps are used but its much less

 

PLAYER1 value = (HP skill index+ random (0-7) + taps) 

PLAYER2 value = (HP skill index+ random (0-7) + taps)

 

HP skill index 0 HP =0 

HP skill index 6HP = 1

 HP skill index 13HP = 2 

etc...

 

So the bigger the HP difference the less taps will matter since the collision time will be less.  

 

 

The com vs com collision routines 

  • 2 weeks later...
  • 2 months later...
Posted

OMG, this was on my lists of things to find.  I need this to create codes to use on our new run/pass ratings.  I have most of the code known to do a check if the play is a run or pass.  I needed this part next.  On a play, I'll have the code check pass/run.  Then depending on that, rewrite the code to us our Pass or Run ratings to determine the players HP. This would only be for OLine and Defense. (I know the code to check the players positions) Skill positions will use HP only.  It's probably a little more complicated than what I listed above, but this is definitely something I needed.

 

Thanks again Bruddog!!

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