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发表于 2007-1-3 10:12:57
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显示全部楼层
打开你的战地2文件(每个人的安装路径不一样) - N7 V, p! P1 g3 g$ L2 b: P4 K! p6 b
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:0 G K& @' y# [ k3 x
在这里面找到:“defaultUnlocks = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]” 这句话6 ~$ P6 r, w2 h
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~!
r% M0 {) N( Z3 _0 a$ M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~~!
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import host2 _ [+ |3 O+ l# r0 v8 Q! h
import bf2.PlayerManager, v O( D& j" u0 r4 l- U& s
from bf2.stats.constants import *- Y3 I9 a/ \2 h# W' C0 T
from bf2 import g_debug
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# map gamespy item ids to kits! a; R3 ~7 D- S1 b! r5 ^- H, I
unlockItemMap = {% {" @ B2 a. `& w3 `. a. I
11 : 0,
5 A( X0 ~ D# R' u/ W 22 : 1,
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44 : 3,- g7 N$ k8 t/ }, r: t, N7 R
55 : 4,! S, A# W+ a9 q/ L! Y% o' V
66 : 5,
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88 : 1,
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111 : 3,/ I& n8 J) @% T0 T* a- \, T6 o
222 : 4,
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444 : 0,
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sessionPlayerUnlockMap = {}; ~( d- _, L; u) a4 e0 L* C9 Q
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def init():
, C# t" y' i& K # Events; w& @: O0 v g6 ^7 e
host.registerHandler('PlayerConnect', onPlayerConnect, 1)4 F& z' g, ?( q; m0 a
7 S$ A/ u: v4 E! z) J3 g0 ^9 M* u if bf2.serverSettings.getUseGlobalUnlocks():. _- F8 D" a6 q, g! F. @
host.registerHandler('PlayerUnlocksResponse', onUnlocksResponse, 1)( E( Y8 w) U2 s
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# Connect already connected players if reinitializing
, F4 N @6 a5 H for p in bf2.playerManager.getPlayers():
* }. M( m3 b+ N. y onPlayerConnect(p)- s7 y4 f8 l5 A, ^+ R
7 G9 S8 e1 a+ g# g8 C, i5 \ if g_debug: print "Unlock module initialized"1 S: i9 n) T* d8 I
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2 z1 d& X4 S8 y; x3 y# s. ^. pclass UnlockSet: pass2 K0 ^% b! {" O2 r/ l# J
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: o7 i( A9 I' q$ X& n( b: G& pdef onPlayerConnect(player):8 T! @3 \, Y# T
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defaultUnlocks = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]5 E3 T4 g& w. _- g
host.pers_plrSetUnlocks(player.index, defaultUnlocks, defaultUnlocks)
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if not player.isAIPlayer():1 U' P6 d+ K% E& j. P2 w! o
id = player.index; T+ l/ q3 f3 ?1 |
reconnect = id in sessionPlayerUnlockMap% C; ? ^# ^( m& o, L4 g3 Q! S5 A
4 d8 `# I, }3 G( Z8 s; g3 ?& v # always get new unlocks on reconnect/map restart/map change etc9 l4 H+ D/ A h H8 M
if reconnect:
+ b0 f. v6 E; z/ \9 F$ x del sessionPlayerUnlockMap[id]
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, K/ w/ F0 w# Y& d- ~+ A* n: d newUnlockSet = UnlockSet()! s V/ Z; t3 u( Y. l' o1 C
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newUnlockSet.unlockLevel = {}" @) U! B# c$ z1 K" s u; g
for i in range(0, NUM_KIT_TYPES): `1 u o( o% e+ L8 o/ u
newUnlockSet.unlockLevel = 0
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}( a* q U s6 G5 J4 T0 E, d( o+ o sessionPlayerUnlockMap[id] = newUnlockSet
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$ i9 \+ m% P+ k5 e2 W* P& G. c5 w player.unlocks = sessionPlayerUnlockMap[id]3 Y% L9 z4 E6 |3 C/ A1 \
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if bf2.serverSettings.getUseGlobalUnlocks():, |" S! s/ P# @
if player.getProfileId() > 2000: - l& X- w9 |+ x
success = host.pers_plrRequestUnlocks(player.index, 1)
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if g_debug: print "Failed requesting unlocks"
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if g_debug: print "Player %d had no profile id, can't request unlocks" % player.index* E \' Q" m' d+ F% W
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if g_debug: print "Added player %d to unlock checking" % (player.index)
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def onUnlocksResponse(succeeded, player, unlocks):/ u. ?3 O: ?/ l# _
if not succeeded:
$ _5 C _+ T) b9 M, _ print "Unlocks request failed for player %d %d: %s" % (player.index, player.getName(), unlocks)( i0 ~% r! ~" P# K: ^) c9 y- z
return: A8 ]7 Y) r. U4 e. L* ]) S2 J
{2 _6 q- H! V# e/ O # print "Unlocks received for player ", player.getName(), "(",player.index, ") : ", unlocks
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* R+ H6 l: r/ d0 e$ p' G6 s3 } # translate gamespy item vector into a kit-based unlock vector handled by game. x2 t3 W( u9 d' ?# B7 j
kitUnlocks = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
: Z# x$ J$ k. S$ r: w/ n2 y( B. V4 v for item in unlocks:0 L4 k% h0 Y) l; p+ E C
if item in unlockItemMap:
* ]9 p4 N5 _; v$ B kitUnlocks[unlockItemMap[item]] = 1
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if g_debug: print "Kit unlocks: ", kitUnlocks
( \; L7 f- u1 Y1 e #We do not yet support giving different unlocks to different teams' N/ E- J* l* n7 @% h0 A4 u) f
host.pers_plrSetUnlocks(player.index, kitUnlocks, kitUnlocks) |
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