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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) & i' Q" M ?2 ]+ {: D8 m" a) a6 s& {
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:
( f w# a$ t, B# ~, ~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 s: l" a: E. G
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~!! W7 }& U2 U/ s a! d3 w1 u
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~~!) P! f* A, a' J; u& l: W
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import host
) i: ~# T% V$ Y+ ~import bf2.PlayerManager) ]+ O7 j$ u% T/ E3 }
from bf2.stats.constants import *& S+ j, w7 {% m: x7 G" @
from bf2 import g_debug
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8 l' P/ _, T" t# map gamespy item ids to kits) T- c0 @: m; S) j# z B8 T! o* g
unlockItemMap = {- S! }: _$ d1 T$ ?
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; r2 i) _. e1 HsessionPlayerUnlockMap = {}
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def init():
" b {8 H7 d1 u" l+ X" b # Events
9 Z$ X# p3 o% j5 O: V host.registerHandler('PlayerConnect', onPlayerConnect, 1)
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if bf2.serverSettings.getUseGlobalUnlocks():- U2 S! W! u& d% Z. A3 F' O; ?
host.registerHandler('PlayerUnlocksResponse', onUnlocksResponse, 1)
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# Connect already connected players if reinitializing
" a5 D- t1 `" t+ D# s& Q for p in bf2.playerManager.getPlayers():% V" j+ f$ T; u
onPlayerConnect(p)
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# V& c8 z7 e/ A& f if g_debug: print "Unlock module initialized"
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i$ L/ C4 c( Y# Bclass UnlockSet: pass
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0 q) Z5 s/ }6 n8 Ndef onPlayerConnect(player):
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defaultUnlocks = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
. X8 e5 D( {- Q. o# B8 | host.pers_plrSetUnlocks(player.index, defaultUnlocks, defaultUnlocks)$ F% K3 f0 N" K5 r
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if not player.isAIPlayer():; l1 m- {0 p1 E: m0 O' Q6 h
id = player.index9 b! h& j1 d8 w8 u1 L
reconnect = id in sessionPlayerUnlockMap
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3 e% W# S) G6 o5 Y S # always get new unlocks on reconnect/map restart/map change etc
; F9 Z$ e9 U1 n% L; C if reconnect:
" x. ]* M* L/ j s3 y% j4 f del sessionPlayerUnlockMap[id]( l! M# `3 e' E j9 l. j( X
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newUnlockSet = UnlockSet()
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newUnlockSet.unlockLevel = {}/ ]% H1 \1 L6 e' G
for i in range(0, NUM_KIT_TYPES):; q! N4 }/ Z8 P
newUnlockSet.unlockLevel = 0* X. v3 W* v! Y! K
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sessionPlayerUnlockMap[id] = newUnlockSet/ k9 v5 R) u: a7 W2 D) u4 D
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player.unlocks = sessionPlayerUnlockMap[id]
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; s r1 w* p7 S if bf2.serverSettings.getUseGlobalUnlocks():, y7 u/ r+ O$ {
if player.getProfileId() > 2000:
0 u0 X+ m1 t" P: ]: S; [0 y; i success = host.pers_plrRequestUnlocks(player.index, 1)
* `3 C' m' h$ W2 } if not success:' I8 P6 d7 _1 E e* l8 Z& d! S, Y( \
if g_debug: print "Failed requesting unlocks"2 `- G' [7 q. P) k! Q B
else:
1 m; a3 ]$ Y Q- q$ `; D# t if g_debug: print "Player %d had no profile id, can't request unlocks" % player.index6 O$ o) l0 b& y" x
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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):
* `& l0 q. F' i8 s- ? if not succeeded:
7 a+ S+ s2 i4 ]9 V$ C( N print "Unlocks request failed for player %d %d: %s" % (player.index, player.getName(), unlocks)/ b k. i4 z9 X# r
return
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' `; Q5 f, _; C$ }: N1 J$ G8 \' E # print "Unlocks received for player ", player.getName(), "(",player.index, ") : ", unlocks
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9 C7 @. b, H' [" k* B) l8 v/ W5 r/ D # translate gamespy item vector into a kit-based unlock vector handled by game
B7 H' Z% [$ Q; j- D6 t3 ? kitUnlocks = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
* i0 R1 q R n/ e/ I3 p8 F4 |+ x for item in unlocks:* c, \3 q u B% ?# P* J/ }
if item in unlockItemMap:
2 { h/ t& R! C, n- X1 {& E/ [ kitUnlocks[unlockItemMap[item]] = 1+ h- j3 o& J, U$ w, \2 |& R! a7 M$ `
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if g_debug: print "Kit unlocks: ", kitUnlocks
/ p8 o7 Q/ f* ]' U' V$ n! { #We do not yet support giving different unlocks to different teams
- R$ ^( | \% U2 i8 P9 m host.pers_plrSetUnlocks(player.index, kitUnlocks, kitUnlocks) |
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