that first part qualification
AIACT - Assignment file tutorial
Postby Pdub on Sat Nov 10, 2007 11:32 am
AIACT - Assignment file tutorial
Tools required - EA Graphics Editor, bigGUI, Dolffin, or any program that can import into VIV files.
AIACT VIV format note - The default AIACT.VIV file included with NBA Live will not open in bigGUI or Dolffin and you will not be able to import files into it with EAGE. You first need to export all the files with EAGE and then create a new VIV using it's Import Wizard, importing all the files you extracted from it.
Don't worry about it, I am only giving you the information beforehand, the package of files I have linked contains a default AIACT that can have files imported into it.
In the file package there are the following files -
Default AIACT.VIV file capable of having file imported into it.
CSV file of the Assignment file that can be imported into a spreadsheet or database program for easier viewing and understanding of the way the file works. Make sure the field sperator is a comma (,) and the text delimiter is a quote (") or else it won't show up properly.
Download File Package
Don't edit the CSV file directly. It's a pain trying to turn it back into EA's format. Instead, just use it as a guide and edit the assignment.ACT file with notepad.
Ready to improve on what EA has done without really knowing what your doing? Ok, let's go!!
The Assignment file is split into 4 parts. They all play an equal part in balancing the way the game plays, some are more global, and others are more specific.
QUALIFICATION
SITUATION
ACTION
JOB
Notice there is a number under each of these parts. That number denotes how many entries the game looks for in that section. If you delete an entry and forget to change the number, the CPU AI will not pass the ball except when inbounding, and will not shoot the ball except when the shot clock is expiring. Sorry, but you can't just make up your own AI and try to add it to the game, I already tried it.
Qualification is the biggest global modifier in the assignment file. It is where I started modifying in 07, and you should start here, too. I'm not sure if the numbers are directly pointing to ratings, but I do know they have alot to do with player ratings.
Warning: changing a 0 to a different number can cause the game to crash. Increasing these values actually make events less likely to happen, and decreasing them makes the events more likely to happen. Balance is key. For instance, in 07, to increase the likelihood of post players taking shots, I lowered those numbers, but if I went to low, they would always shoot when they get the ball. The same thing happened with dribble drives when I increased the number lowering the amount of dribble drives, players wouldn't drive to the rack. They would just take a few steps and shoot a pull up jumper more often.
Code: Select all
ENTRY B C D E F G H I J K L M N O P
All players 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Perimeter players 28 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Post players 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Point guard 16 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Good 3pt shooter 31 0 0 0 0 0 0 0 75 0 0 0 0 0 0
Good inside scoring 31 0 0 0 0 0 0 0 0 65 0 0 0 0 0
Good dribble 31 70 70 70 0 0 0 0 0 0 0 0 0 0 0
Good passer 31 0 0 0 0 0 60 0 0 0 0 0 0 0 0
Good dunker 0 0 0 0 0 60 0 0 0 0 0 0 0 0 0
Good shooter 31 0 0 0 0 0 0 70 0 0 0 0 0 0 0
Not point guard 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Shooting guard or small forward 12 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Good dunk_layup 31 0 0 0 0 57 0 0 0 0 0 0 0 0 0
Not guard 7 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Superstar dribble 31 80 80 80 0 0 0 0 0 0 0 0 0 0 0
No players 0 100 0 0 0 100 0 0 100 0 0 0 0 0 0
Good perimeter players 28 0 0 65 0 0 0 70 0 0 0 0 0 0 0
Good post players 3 0 0 0 65 65 0 0 0 65 0 0 0 0 0
Good shooter and primacy 0 0 0 0 0 0 0 70 0 0 60 0 0 0 0
OK dribble 31 55 55 55 0 0 0 0 0 0 0 0 0 0 0
Great post player 3 0 0 0 70 70 0 0 0 70 50 0 0 0 0
Excellent post player 31 0 0 0 75 75 0 0 0 75 0 0 0 0 0
Not PG or SG 7 0 0 0 0 0 0 0 0 0 0 0 0 0 0
3pt shooter 31 0 0 0 0 0 0 0 72 0 0 0 0 0 0
Excellent 3pt 31 0 0 0 0 0 0 0 70 0 0 0 0 0 0
Average dribble 31 60 60 60 0 0 0 0 0 0 0 0 0 0 0
Poor Ball Handler 3 45 45 50 0 0 0 0 0 0 0 0 0 0 0
Good one on one player 30 0 0 70 0 0 0 70 0 0 0 0 0 0 0
Poor Shooter 31 0 0 0 0 0 0 0 60 0 0 0 0 0 0
Good offensive player 31 0 0 0 0 0 0 60 0 0 0 0 0 0 0
Not Center 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Not Post Players 28 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Post style focal point 3 0 0 0 0 0 0 0 0 79 0 80 79 74 0
Perimeter style focal point 28 0 0 0 0 0 0 0 69 0 0 0 79 79 79
I started with "B" because that is how it looks in my spreadsheet in OpenOffice. Hopefully, it shows up like that for you and will avoid confusion.
ENTRY is of course, the name of the qualification.
B is the qualification identifier. It can be changed for any ENTRY, but I suggest that you don't change it.
C has to do with either the speed, quickness, or dribbling rating of a player.
D has to do with either the speed, quickness, or dribbling rating of a player.(That's right, I'm not sure about B and C.)
E has to do with dribble drives. Lowering this value in ENTRIES that have a value will cause more dribble drives.
F Only post player ENTRIES have this value. I believe it is used for jumpshots from short to mid range.
G Dunks and Layups as referred to by the "Good dunker" and "Good dunk_layup" ENTRIES. Increasing this value can cause less dunks and layups but also the issue where players stand under the basket dribbling. They also might just shoot a very close range jumpshot when it is increased too much.
H is for Passing. Decrease it to see more passes. Go too low and players will pass when they don't really need to. I usually set this to 50 for the "Good passer" ENTRY.
I has to do with jumpshots. Increase for less jumpers, decrease for more.
J has to do with 3 point shooting.
K has to do with Inside Scoring.
L has to do with Primacy. This is the one column that I think will not cause crashes if you change the 0 to a positive number. The more you raise it, the higher the primacy rating a player needs to qualify for actions that the game chooses.
M, N, O, and P are new to 08. They are only used on two of the new ENTRIES in 08, Post style focal point and Perimiter style focal point. I don't know what they do yet.