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发表于 2007-1-3 10:12:57
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打开你的战地2文件(每个人的安装路径不一样) # J: m: Y) Q8 K: \! w1 G* I
路竟是:战地2\python\bf2\stats 这个文件夹 里面找到unlocks文件 用记事本方式打开 文件内容如下:
+ _2 {5 n9 Y9 N! N% h在这里面找到:“defaultUnlocks = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]” 这句话, w) R0 u) z' w% z" N/ G, a
然后把“0”全部改成“1” 然后保存退出 注意~! 只改正这一句 里面有句跟这句有点相似别改错了~!6 o3 d1 l! Q: Z. }. W3 N
最后说明:本方法只用于网上服务器对战(并且服务器武器已解锁而你机器上则没有时),单机和局域网无法使用~~!* b0 B5 i5 E& _: d+ [# |9 M% W; U, ^
$ d/ V9 f+ N* G+ L" O/ Y# ^import host
6 t! C& w/ `$ b; B$ \import bf2.PlayerManager! |6 p' B7 ~, i" Y
from bf2.stats.constants import *6 ~# t3 D: q% G4 ^% q& ]; e
from bf2 import g_debug
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0 t2 Q$ R7 z9 C! l2 D) {# map gamespy item ids to kits3 V, N: J9 d7 P7 o
unlockItemMap = {4 Y1 @: n0 Q: E, b" m- d4 e" }. @
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33 : 2,
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99 : 2,
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333 : 5,
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555 : 6,* p: m& T6 T& q0 Z8 ^; m1 s( _
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& a) K+ @5 i; K4 gsessionPlayerUnlockMap = {}
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def init():
7 U3 {5 K: @# V/ @ # Events# g$ E3 q! A. g5 A
host.registerHandler('PlayerConnect', onPlayerConnect, 1)
) c% j* v* b0 {
8 J* n ?' Q+ A$ ~ if bf2.serverSettings.getUseGlobalUnlocks():
8 @* l5 E) v/ C* K+ ]% K host.registerHandler('PlayerUnlocksResponse', onUnlocksResponse, 1)5 s1 A8 {9 f& u+ g3 t3 D* W7 |
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# Connect already connected players if reinitializing8 J0 Y L9 @: V3 v0 T' R3 F
for p in bf2.playerManager.getPlayers():
% W! S! m; ]6 J+ k onPlayerConnect(p)& J4 P2 O$ Y9 t# B! W1 d. Y0 \$ Q! O
; A- D& E @) L* b1 P" e if g_debug: print "Unlock module initialized"
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# i7 B3 r* n+ ^7 cclass UnlockSet: pass/ g: v* E; `( j/ d9 M
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def onPlayerConnect(player):
# ]. a8 T9 U* x% ~! Y# l0 d* m) j. r4 z+ _
defaultUnlocks = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
) a1 k, {7 J- e+ R# R! r host.pers_plrSetUnlocks(player.index, defaultUnlocks, defaultUnlocks)
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if not player.isAIPlayer():9 e5 O. b- i( X( F4 F: x
id = player.index
' n% A$ K4 D2 `1 \ o7 ^9 w& Q reconnect = id in sessionPlayerUnlockMap
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# always get new unlocks on reconnect/map restart/map change etc, z& |" G6 o% V' }* H3 F0 j: D
if reconnect:
5 Z/ m0 d9 P4 H0 Z) Q del sessionPlayerUnlockMap[id]2 U9 g& z- H3 [* g: Y1 z! g
5 f/ l, I# A2 f- C9 F- n newUnlockSet = UnlockSet()- b( }7 Q- ^( o, K6 n4 _
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newUnlockSet.unlockLevel = {}( v, Q( K/ z% S4 m
for i in range(0, NUM_KIT_TYPES):$ m+ Y% f% v( K, Q) d n6 C
newUnlockSet.unlockLevel = 0
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) ^# B2 @1 t5 K `0 j0 e. Z5 x sessionPlayerUnlockMap[id] = newUnlockSet4 i( l" V1 Q% z8 l5 W0 ~3 l
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player.unlocks = sessionPlayerUnlockMap[id]
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. z* W" s% m% ]9 g5 q* f if bf2.serverSettings.getUseGlobalUnlocks():
) ^/ S* h- E6 n9 w6 _1 s if player.getProfileId() > 2000: 7 m2 P- d! C0 J4 Z) K9 }* Q/ b
success = host.pers_plrRequestUnlocks(player.index, 1)
' f; I* X: M! D2 i if not success:
, D, |: o5 Y6 N# a* i- x2 }7 s if g_debug: print "Failed requesting unlocks"
I. R5 }( J: g( ~ else:
" E& ~0 V" Q) M0 _* ~, E( s& l if g_debug: print "Player %d had no profile id, can't request unlocks" % player.index+ |; @0 c( P l5 N# ]* w
& h$ n* O& N' a V C( y( F if g_debug: print "Added player %d to unlock checking" % (player.index)
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' D* a/ _' \0 c, @! Gdef onUnlocksResponse(succeeded, player, unlocks):8 w s( r+ c+ Y, p. X7 O1 Y$ G2 {
if not succeeded:
. e1 u9 ^4 l) a$ g( Q2 m) e: R print "Unlocks request failed for player %d %d: %s" % (player.index, player.getName(), unlocks)
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) Q8 ^8 ^7 R; o # print "Unlocks received for player ", player.getName(), "(",player.index, ") : ", unlocks7 U2 \" d. r% Q) w: f+ B+ k
( N/ v( {4 |0 D& R # translate gamespy item vector into a kit-based unlock vector handled by game: u0 B$ ~( M: U4 U- O
kitUnlocks = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]* t' {0 x% H5 e- k3 `
for item in unlocks:, ]9 P |! O6 y; w8 N9 f
if item in unlockItemMap:
3 z' r5 E* h+ \4 y9 g# f kitUnlocks[unlockItemMap[item]] = 1
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if g_debug: print "Kit unlocks: ", kitUnlocks
/ `" V* N% |* m #We do not yet support giving different unlocks to different teams, G9 m0 d% K( m* D6 m
host.pers_plrSetUnlocks(player.index, kitUnlocks, kitUnlocks) |
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