|
|
发表于 2007-1-3 10:12:57
|
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) ) Y5 {$ Y! R" u
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:
. _' w4 r0 `" g在这里面找到:“defaultUnlocks = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]” 这句话, k, Y7 s6 ^! ?( ~
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~!
/ d) [0 P; h. D; |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~~!
% ?, u6 M. U% F7 H; ~ o+ }1 r a' P
% m0 [5 g( i! q4 [* K4 x. P) A8 fimport host
; q/ ~, w4 K5 }" ~9 y7 x; t) ?import bf2.PlayerManager
* b+ _- H& G" ~! {6 p$ q7 J6 t6 v" _from bf2.stats.constants import *
) q4 o, p: o5 W' E9 l6 {from bf2 import g_debug
3 Z7 }; d+ K# g, B0 Y1 n& z6 Z$ X9 N& }& A) a! W! C& m
. C; W: c3 r$ t& d9 {2 n. x
' _7 p* A4 e. b3 P8 {- P# map gamespy item ids to kits" X0 B9 A9 A0 [6 V. x) _
unlockItemMap = {
2 A/ B r5 h! n# Z 11 : 0,) V5 i) M2 Z9 B3 T; }2 e* D+ {
22 : 1,
/ w2 e4 [) v# U0 P0 k; ^ 33 : 2,2 S2 r- b3 E8 }1 ]
44 : 3,! h$ u# h( U+ o' b0 t \: |( Z
55 : 4,
( k: W6 w( Z+ N8 g1 R( H' d4 C 66 : 5,# u3 ^9 {5 G& o" I
77 : 6,
& j7 Q" ]+ ?( l# o 88 : 1,' C* W8 ]6 e' E4 A
99 : 2,% P* w* Z- H8 k+ c2 G, W
111 : 3,* ]0 a w, S" N% L
222 : 4,
{) n) L/ Z+ b" t8 C 333 : 5,
! r2 [) T+ c5 e# W5 A8 @# a 444 : 0,
! m5 I2 L0 E2 D* h3 V: a 555 : 6,
" Z5 N$ g6 o- b1 x0 K8 \ }2 o7 f1 ?, J+ \+ @8 O, P0 @
' g `$ ~( j" _' z& q4 CsessionPlayerUnlockMap = {}
1 ^0 y( e2 J) |4 ^ U: `8 s* m& x4 q {. K
2 |. q) f. k2 F% s+ m2 r& m' y3 A# u: k9 A6 s
def init():7 v/ F0 o8 w3 N- n z1 i
# Events
. @3 i& U0 j7 V* {. D8 y) G host.registerHandler('PlayerConnect', onPlayerConnect, 1)7 {! V6 h5 v0 [% }6 R/ d1 b! W9 n
. n' N& c7 c) C6 B8 D h+ G if bf2.serverSettings.getUseGlobalUnlocks():
) ] e7 v, j0 t& f3 x6 F host.registerHandler('PlayerUnlocksResponse', onUnlocksResponse, 1)' b8 d. j. L9 w. s* c* N) a) c% p
0 N, x! ^* t7 C* J # Connect already connected players if reinitializing
: _1 @" u; H4 F% D( }* _; I for p in bf2.playerManager.getPlayers():' U( @* v; |; \5 t3 l! K
onPlayerConnect(p)4 Q9 R' f# B. k% s; C3 k
0 m& k5 u# N! u! `1 A
if g_debug: print "Unlock module initialized"
: U- [2 M/ c7 y3 ~7 I. P1 f( \' B! [
; c' v( j% X A; e( z9 |. y9 g$ e. A1 R
% |: c: J( f1 O) o5 ^+ H3 g
class UnlockSet: pass
1 |4 ]1 k4 e. l. x( {! n! `/ z6 Q8 D% |2 B9 M% v/ z
5 v. H* M' c, _, W x g
4 C1 f7 l' h# r7 Gdef onPlayerConnect(player):. m" U5 V9 g/ r7 R0 l$ o
/ W2 Y4 B% M8 f" k- E5 I
defaultUnlocks = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]! i7 p/ c- P. m9 {
host.pers_plrSetUnlocks(player.index, defaultUnlocks, defaultUnlocks)* c7 O( H& G: U9 T( s
4 E1 q8 ]3 b/ A0 l9 F) i9 W
if not player.isAIPlayer():& @$ }7 _$ Q% m/ K* k4 R4 L
id = player.index- e4 G5 @2 d7 c: ?' _7 x$ [" W
reconnect = id in sessionPlayerUnlockMap; s& Z5 A/ J3 h- l, g
$ [) p) V& q% i4 d8 i& U0 ?
# always get new unlocks on reconnect/map restart/map change etc
' h. E q' W X. G7 M4 m7 z# | if reconnect:2 o: t- |; \; e; l7 f& w6 }7 |- P
del sessionPlayerUnlockMap[id]
, ^& q$ H8 s: r3 ~ ( N- H, _( q" w4 J4 n
newUnlockSet = UnlockSet()
! U' o' l5 d0 F6 K# @& G
" j' c* n. d4 K8 H0 g; ^. R newUnlockSet.unlockLevel = {}
* S* Y% \2 l% i3 r: K# t" |. W$ R for i in range(0, NUM_KIT_TYPES):, ]% S% n" r( L8 F9 I0 s" L
newUnlockSet.unlockLevel = 0
# q% F+ ]6 S. K3 K/ N4 T' k1 _% s/ n, i% ^/ I& y$ R
sessionPlayerUnlockMap[id] = newUnlockSet
3 }; j& H! O2 g . O9 V) s+ \2 e6 f+ ]
player.unlocks = sessionPlayerUnlockMap[id]- F q# L+ g6 @! u P' o9 e9 _2 Q+ O. G( y
! L/ Y& `+ H2 s7 ~, r N4 w% c if bf2.serverSettings.getUseGlobalUnlocks():
" ^, P) A% z* N6 n6 C& i# M; k- N; l if player.getProfileId() > 2000:
: ?& a& T# Y/ X( n O success = host.pers_plrRequestUnlocks(player.index, 1)* O6 J0 y* |- m+ b/ s5 E) v2 |. C
if not success:# I. K1 `/ L# d% U; D( w
if g_debug: print "Failed requesting unlocks"
! t* m' d8 l7 k j else:& z6 L4 l. t4 Y: Y
if g_debug: print "Player %d had no profile id, can't request unlocks" % player.index( A( D' g7 b9 `! [7 q( t
: R' j0 U/ z# r" d& E9 M. p& ]
if g_debug: print "Added player %d to unlock checking" % (player.index)4 i7 n& b5 ^2 S- x
6 G" I1 s' R4 b7 Y5 p8 P
9 v; [ G6 j; i
6 \: r! S4 Y) ^# r8 tdef onUnlocksResponse(succeeded, player, unlocks):
; ~$ f; e& B4 O: E) J5 @ if not succeeded:/ t/ c* U# R4 R9 N
print "Unlocks request failed for player %d %d: %s" % (player.index, player.getName(), unlocks)
/ r9 m" w% [& S+ r. y return
0 A& c& r' F' {
' Y+ u; R4 e4 q # print "Unlocks received for player ", player.getName(), "(",player.index, ") : ", unlocks
. r! _6 `" r% ?$ ~/ j( |- B ) `9 H- C' ^1 a4 n
# translate gamespy item vector into a kit-based unlock vector handled by game
, F, ]. V5 ^/ o4 I$ S5 l kitUnlocks = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], Y/ e" }5 `& x% \' h! T
for item in unlocks:. g& K, Q2 r7 W! ^
if item in unlockItemMap:' A7 ~' Q9 n/ r5 w, `, v
kitUnlocks[unlockItemMap[item]] = 1$ W2 F9 K$ P( p3 i+ P0 u- h
3 m9 C) h- [: {% l( ]# q4 D, @ if g_debug: print "Kit unlocks: ", kitUnlocks
$ J5 N0 ^! X. q- o& o% ^( n #We do not yet support giving different unlocks to different teams- @% [, s8 |7 d) Z
host.pers_plrSetUnlocks(player.index, kitUnlocks, kitUnlocks) |
|