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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)
6 G( e# V( c/ m' D- x1 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:& ]0 t" Q; }0 u/ r$ K5 b+ t! 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
; d( o4 F$ @- k+ z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~!
; m1 m" q- y8 \4 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~~!
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: l& g( n' w3 Y; Y6 p1 e: g5 m- Vimport host1 O; o. O* g$ A
import bf2.PlayerManager
/ T& X/ C6 R3 D5 Mfrom bf2.stats.constants import *; E) Z+ W; u) Y* c! h+ Z' n# [
from bf2 import g_debug
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# map gamespy item ids to kits9 b+ q+ b3 \- o5 o5 e& ~
unlockItemMap = {4 ?9 S( h: f4 h6 ~8 R/ \
11 : 0,
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2 y3 W: m5 c' }" K4 I 33 : 2,
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77 : 6,
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111 : 3,; |7 L3 W( i' ?# e# R- }
222 : 4,
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/ U% X" q2 Y1 i, [9 U0 b# { 444 : 0,$ { A0 u* h4 ~0 ?) \
555 : 6,
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sessionPlayerUnlockMap = {}+ \0 f+ \( m% x" @3 r$ c1 L) P" v7 K6 I
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1 F% U5 f$ p. N" Z; {4 ^/ Jdef init():
2 D; N) B) p: L2 w) M& D # Events8 U+ l; Y# k9 G3 _
host.registerHandler('PlayerConnect', onPlayerConnect, 1)" A' [& i+ L- ~# U
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if bf2.serverSettings.getUseGlobalUnlocks():
( I9 N9 C% r9 f host.registerHandler('PlayerUnlocksResponse', onUnlocksResponse, 1)6 P0 B# m% @" W: j; L# ^
! e9 h0 y5 q+ C1 x T # Connect already connected players if reinitializing
5 A8 u1 v& Y8 ?* h; @" K for p in bf2.playerManager.getPlayers():
, p! C6 E4 J2 ]; I, F7 w( ^ onPlayerConnect(p)) a) D) V! ?- @1 s, V0 w2 B
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if g_debug: print "Unlock module initialized": d$ H6 h) O; D8 l
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. b$ @0 b) W: Fclass UnlockSet: pass6 B7 V$ |1 A$ q1 Y2 w7 Y! W, r" e3 e
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def onPlayerConnect(player):
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( Y$ M. {3 u: q8 R( c defaultUnlocks = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]9 Q# P/ {1 F& E+ c5 W$ C* U0 {; i7 k" e
host.pers_plrSetUnlocks(player.index, defaultUnlocks, defaultUnlocks)
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if not player.isAIPlayer():
' J! T2 r; k9 u, K id = player.index
9 r# K) U% u& R* S% M5 O! h reconnect = id in sessionPlayerUnlockMap
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# always get new unlocks on reconnect/map restart/map change etc' F9 ]( A* F2 ?; S" Q) D$ t
if reconnect:% a F" h z i" G
del sessionPlayerUnlockMap[id]; l1 G0 p+ b% l* n5 U" ^
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newUnlockSet = UnlockSet()' u4 Q) } Z& l4 \( U
* t9 b+ `& C6 z3 ]- x) d a; | newUnlockSet.unlockLevel = {}3 {; e! @/ u" O! ?# [
for i in range(0, NUM_KIT_TYPES):
" i9 J- p( d* Y3 i newUnlockSet.unlockLevel = 0
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9 U. Y9 J$ K+ O9 _; M+ \: V2 G sessionPlayerUnlockMap[id] = newUnlockSet% f8 M& j6 Y6 ^% p' `; s
' n$ y; r: T9 R- E player.unlocks = sessionPlayerUnlockMap[id]
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if bf2.serverSettings.getUseGlobalUnlocks():# a* U! }: F. Q2 ?2 M$ H
if player.getProfileId() > 2000: 3 O) J' }, A8 u; @& R
success = host.pers_plrRequestUnlocks(player.index, 1)
4 M4 ]$ a! e5 J2 ^$ u# k if not success:
5 b& ~* d- D# T4 f/ _4 q, A. c* H9 _ if g_debug: print "Failed requesting unlocks"3 K% y( v* @5 [ s+ F
else:
) T1 R9 I; ?$ u$ d2 j/ f8 ^ if g_debug: print "Player %d had no profile id, can't request unlocks" % player.index
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H2 I2 {1 j5 H+ D) V if g_debug: print "Added player %d to unlock checking" % (player.index)5 ]! w' I; h1 l! O
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# F4 V4 f/ E. O2 A: F4 Idef onUnlocksResponse(succeeded, player, unlocks):8 b5 c5 K9 W; ]. S1 O
if not succeeded:! A2 G* G+ E! F3 r: K( z! K
print "Unlocks request failed for player %d %d: %s" % (player.index, player.getName(), unlocks)
$ M3 p: _$ o# F; v6 ~0 s( L" t return
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# print "Unlocks received for player ", player.getName(), "(",player.index, ") : ", unlocks* b! N4 y* \1 ] S* U" v
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# translate gamespy item vector into a kit-based unlock vector handled by game7 g' F# w2 P' b2 ]9 c
kitUnlocks = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
2 Y. c1 j1 h* z- T1 r for item in unlocks:& S3 p: J, ?# g8 K
if item in unlockItemMap:
' q+ V8 l7 S0 x s kitUnlocks[unlockItemMap[item]] = 1
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0 H; F7 G1 A6 Y" g$ p/ L- M1 v if g_debug: print "Kit unlocks: ", kitUnlocks, ?# D' x+ K# s; V, G
#We do not yet support giving different unlocks to different teams
3 c! m& Q4 n( R1 m host.pers_plrSetUnlocks(player.index, kitUnlocks, kitUnlocks) |
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