chaos Posted January 2 Report Posted January 2 The wingers have 2 specific player assignments: asswingo and asswingd. These are used by the CPU to determine what the RW and LW should usually do when their team has the puck, or when their team does not. asswingo - Winger on offense When the team has the puck, the winger (when he doesn't have the puck) will have the asswingo assignment. Depending on where the puck is, the RW and LW will skate to different zones on the ice. Take a look at the photo of the rink and its colored zones (in this photo, the team is shooting at the top goal. Everything will be referenced like that): The rink has extra areas marked on it. There is a line going up the center of the ice to divide the rink in half horizontally (X direction). I also lightly shaded the area in the offensive zone here the game considers the "slot". The location the RW and LW skate to inside the zones will be randomized. When shooting up in this case, the LW will be in the left side zones, and the RW in the right side zones. When their team has the puck: - In their defensive zone, the LW and RW will skate to the lower zone right above their defensive blue line, near the face-off dots. - In the neutral zone, the wingers will skate to the upper zones right below the offensive blue line (yellow). - In the offensive zone, the wingers will skate to the blue zones. - Below the goal line in the offensive zone, the wingers will skate to the reddish zones. The wingers react a little differently than centers. When calculating what zone to skate to, the puck's velocity is also taken into account. For example, if the puck is going to be crossing into the offensive zone, the wingers will already be skating towards those zones, whereas the center will wait until it enters the zone. When playing with offsides, the wingers most likely will be offsides more often than other players. Once the RW and LW skates to their location, they will stay there. The game uses the puck location in reference to the blue lines and goal lines to determine where to have the wingers will skate to. So in a way, you can "reset" their position in the zone by moving the puck over one of the lines and back. This will change the RNG, and the wingers will skate to a different spot in the zone. Defensive Awareness is used by the RW and LW as a "timer". The higher the Awareness, the lower the timer. When the timer is up, the game will check if the winger should skate to a new location. It will also check if the winger needs to switch to defense. So a longer timer (lower DfA), it will take longer for the winger to react to the change. If neither team has the puck (loose puck), the wingers will still skate to these zones depending on the puck's location. If one of the wingers is the closest to the loose puck, they will end up being switched to assnearest and try to get the puck. Should also note that the game does check if the player is offsides (if offsides is on) when the Awareness timer is up. It will move the player out of the offensive zone if needed. asswingd - Winger on defense On defense, the game will check where the puck is. If the puck is in the defensive zone, it then checks if the puck is past the goal line (behind the net area). If the puck is behind the goal line, the winger will move to the goal line in Y. In X, it will move to the same X position as the puck if the puck is on the wingers side of the rink, and will move to 100 pixels from center if the puck is on the other side of the rink. For reference, that is halfway between the face-off dot and the boards. If the puck is in the defensive zone, but above the goal line, it will move to 158 pixels from center ice in Y and will move the same as above in X. In Y, this is inline with the top most light reflections if defending the top zone. If the puck is out of the defensive zone, it will move to the same Y as the puck, and it will move the same as above in X. This will usually cause the winger to forecheck, causing the winger to switch to assnearest more often than other skaters. Defensive Awareness is used by the wingers as a "timer" here as well. When the timer is up, the game will check which team has the puck. If the other team still has it, the wingers will stay on asswingd. If their team has it, they will switch to asswingo. If the puck is loose, the wingers will stay on asswingd, unless they are the closest to the puck, which then they will get the assnearest assignment. 1 Quote
AdamCatalyst Posted January 3 Report Posted January 3 WOW! Thank-you for finally clarifying what exactly "Awareness" does. 1 Quote
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