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GOALNETS for FL25 and PES 21 - UPDATE AIO (19.6.2026.) - v0.3 - alpha WC26 version

GOALNETS for FL25 and PES 21 - UPDATE AIO - v0.3 - alpha WC26 version

This module gives you complete control over the physics, shape, and appearance of the goal nets in-game, with a powerful and flexible assignment system. The goal was to create a single, universal module that works across different game versions and offers deep customization.

Mod contains goalnets for ALL TEAMS from the 24/25 season and TOP 5 leagues, and most of the European teams from the 25/26

The mod is compatible with ANY PATCH, but it can’t be used with any other net mod!

Features:
  • Automatic Patch/Game Detection: No more separate files for different game versions! This module automatically detects which patch/game you're using (vanilla PES 2021, PES 2020, Football Life (FL24,25,26), etc.)
  • Advanced Assignment Hierarchy: You can assign goal nets with a clear priority system:
    1. Stadium-Specific (you can make goal nets for every stadium): The highest priority. A goalnets_preset.txt file in a stadium's folder will always override other settings.
    2. Competition-Specific: Assign different nets for specific tournaments or even specific stages of a tournament (like group stage, 1/4, 1/2 or finals).
    3. Team-Specific: Assign a default home goalnet for any team.
  • Multiple Presets & In-Game Selection: Assign a list of several goalnet presets to any team, competition, or stadium. The first one in the list will be the default, and you can cycle through the others in-game.
  • Live Sider Overlay: The overlay provides real-time information about the currently active net preset, its source (Stadium, Competition, or Team), and allows you to switch between available options using the PageUp and PageDown keys.
  • Manual Goalnet Tension: Optionally override only the net "tightness" (like in FIFA games) in real time via the Sider overlay, but use it carefully because it can make nets bounce unrealistically, and some clubs already have very tight presets, so "Tight" may have little to no effect.
Current mod version: 0.3 (alpha WC edition)

How to install
1. Copy livecpk folder to your sider folder. (In FL23/24/25/26 its SiderAddons).

2. Place goalnets folder into your Sider\modules folder.
(Folder contains: goalnets_25-26.lua, map_clubs.txt and map_competitions.txt files)

3. Add these 2 lines to sider.ini:
cpk.root = ".\livecpk\goalnets_25-26"
lua.module = "goalnets\goalnets_25-26.lua"

IMPORTANT!!!
This mod can't be used with any other net mods, so before installing this, you need to delete/disable any other mod (nets.lua, nets-server.lua...)!

WARNINGS:
This mod is exclusive. All credits are reserved, and it is forbidden to re-upload the mod on other hosts.
If you are a private user, feel free to use this mod, but not for profit.

Support/Donations:

PASSWORD: fuckyouprayudi

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  1. Replies
    1. The password is written just above the download button

      Delete
  2. is there a way to manually change the goalnets myself instead of it only changing when its a certain stadium?

    ReplyDelete
    Replies
    1. I don't think so. As far as I know, it depends on the team's ID, not the stadium's. So it doesn't matter where you play, but what team you play with

      Delete
  3. I installed this Mod and I was so excited for it but sadly nothing Changed I am playing FL24 any suggestions to why nothing changed despite my efforts and yes I followed the instructions perhaps there is some step I skipped please help

    ReplyDelete
    Replies
    1. I think you need to delete "nets.lua" that are allready present in FL 24. You cant have 2 nets mod.

      Delete
  4. same problem with me, you have any sucess ?

    ReplyDelete
  5. WHAT IS THE PASSWORD I DON'T APPEAR?

    ReplyDelete
    Replies
    1. It says quite clearly above the download button what the password is.

      Delete
  6. didn't know where to ask this!
    is there any gameplay for fl25 ? i don't like the one fl releases

    ReplyDelete
    Replies
    1. You can check this youtube channel youtube.com/@Holland_ I think most of his gameplays are also compatible with SP Football Life

      Delete
  7. This Mod works great. One question: Is there a way to include the reactive Netphysics to this mod?

    ReplyDelete
  8. Is there a way to assign the nets to the stadium and not to the club?

    ReplyDelete
  9. Hey, I've just found a bug with the CA Unión de Santa Fe from Argentina. The net seems like dropped without any tension.

    ReplyDelete
  10. Hi everyone, I wanted to let you know that the mod has a conflict with England. If you choose that team as your country for qualifiers or any tournament, the loading screen will become infinite. That's why I modified the file so you can play without infinite loading issues, regardless of the team you choose. The correction has been made above in the NetShape block.Here is the code you need to paste into the Lua module for the infinite loading solution :

    ReplyDelete
  11. --[[
    goalnets 25-26 (Version 0.3 - Alpha version - WC26)
    Author: Ficabre


    This script reads two map files:
    1. map_competitions.txt: For tournament-specific nets (highest priority).
    2. map_clubs.txt: For team-specific nets (used if no competition net is set).

    Press '0' to reload both map files in-game in sider.
    --]]

    local Goalnets = {}
    local sider_path
    local info_text = "" -- Stores the message for the overlay
    local info_text_timer = 0 -- Timer to hide the overlay message



    local function _u32_from_le_bytes(b1, b2, b3, b4)
    return b1 + b2*256 + b3*65536 + b4*16777216
    end

    local function _le_bytes_from_u32(u)
    local b1 = u % 256; u = (u - b1) / 256
    local b2 = u % 256; u = (u - b2) / 256
    local b3 = u % 256; u = (u - b3) / 256
    local b4 = u % 256
    return b1, b2, b3, b4
    end

    local function _get_bits(u, shift, nbits)
    local div = math.floor(u / (2 ^ shift))
    return div % (2 ^ nbits)
    end

    local function unpack_float32_le(b1, b2, b3, b4)
    local u = _u32_from_le_bytes(b1, b2, b3, b4)
    local sign = _get_bits(u, 31, 1)
    local exp = _get_bits(u, 23, 8)
    local mant = _get_bits(u, 0, 23)
    if exp == 255 then
    if mant == 0 then return (sign == 1) and -math.huge or math.huge end
    return 0/0
    end
    local s = (sign == 1) and -1 or 1
    if exp == 0 then
    if mant == 0 then return s * 0.0 end
    return s * (mant / 2^23) * 2^(1-127)
    end
    return s * (1 + mant / 2^23) * 2^(exp - 127)
    end

    local function pack_float32_le(x)
    if x ~= x then
    local b1,b2,b3,b4 = _le_bytes_from_u32(0x7FC00000)
    return string.char(b1,b2,b3,b4)
    end
    if x == math.huge then
    local b1,b2,b3,b4 = _le_bytes_from_u32(0x7F800000)
    return string.char(b1,b2,b3,b4)
    end
    if x == -math.huge then
    local b1,b2,b3,b4 = _le_bytes_from_u32(0xFF800000)
    return string.char(b1,b2,b3,b4)
    end
    local sign = 0
    if x < 0 or (x == 0 and 1/x < 0) then sign = 1; x = -x end
    if x == 0 then
    local b1,b2,b3,b4 = _le_bytes_from_u32(sign * 0x80000000)
    return string.char(b1,b2,b3,b4)
    end
    local m, e = math.frexp(x)
    m = m * 2; e = e - 1
    local exp = e + 127
    local mant
    if exp <= 0 then
    exp = 0
    mant = math.floor(x / 2^(1-127) * 2^23 + 0.5)
    if mant < 0 then mant = 0 end
    if mant > 0x7FFFFF then mant = 0x7FFFFF end
    elseif exp >= 255 then
    exp = 255; mant = 0
    else
    mant = math.floor((m - 1) * 2^23 + 0.5)
    if mant == 2^23 then
    mant = 0; exp = exp + 1
    if exp >= 255 then exp = 255; mant = 0 end
    end
    end
    local u = mant + exp * 2^23 + sign * 2^31
    local b1,b2,b3,b4 = _le_bytes_from_u32(u)
    return string.char(b1,b2,b3,b4)
    end



    -- One function packs a list of float32 values into a binary blob (little-endian).
    -- The named aliases exist purely for readability: the name tells you what the table represents.
    local function pack_blob(...)
    local parts = {}
    for _, v in ipairs({...}) do parts[#parts+1] = pack_float32_le(v) end
    return table.concat(parts)
    end
    local Bounce = pack_blob
    local Move = pack_blob
    local Shape2Blob = pack_blob
    local Physics = pack_blob
    local Shape = pack_blob
    local Net3D = pack_blob

    ReplyDelete
  12. local net_bounce = {

    nbOriginal = Bounce(0.09804, 0.95),
    nbItaly = Bounce(0.035, 0.97289),
    nbBrasil = Bounce(0.035, 0.97433),
    nbFrance = Bounce(0.035, 0.93773),
    nbSpain = Bounce(0.035, 0.9961),
    nbSmall = Bounce(0.1, 0.99925),
    nbFIFA = Bounce(0.03, 1),
    nbFIFA2 = Bounce(0.1, 0.95),
    nbFIFA3 = Bounce(0.1, 1),

    -- New Values: nbOriginal (S = Stiff - higher number less Stiff ; B = Bouncy - higher number more bouncy)

    nbStiff = Bounce(0.0078125, 0.95781, 32, 0.00012207),

    nbTriangle = Bounce(0.000001, 0.99843),
    nbRM = Bounce(0.000001, 0.99719),
    nbJuve = Bounce(0.375, 0.98749),

    nbT1 = Bounce(0.035, 0.8),
    nbT2 = Bounce(0.035, 0.84844),
    nbT3 = Bounce(0.035, 0.9),
    nbT4 = Bounce(0.035, 0.95156),
    nbT5 = Bounce(0.035, 0.97),
    nbT6 = Bounce(0.035, 0.98516),
    nbT7 = Bounce(0.035, 0.98734),
    nbT8 = Bounce(0.035, 0.99031),
    nbT9 = Bounce(0.035, 0.99531),
    nbT10 = Bounce(0.035, 1),
    nbT11 = Bounce(0.035, 1.00024),

    nbOT1 = Bounce(0.09804, 0.8),
    nbOT2 = Bounce(0.09804, 0.84844),
    nbOT3 = Bounce(0.09804, 0.9),
    nbOT4 = Bounce(0.09804, 0.95156),
    nbOT5 = Bounce(0.09804, 0.97),
    nbOT6 = Bounce(0.09804, 0.98516),
    nbOT7 = Bounce(0.09804, 0.98734),
    nbOT8 = Bounce(0.09804, 0.99031),
    nbOT9 = Bounce(0.09804, 0.99531),
    nbOT10 = Bounce(0.09804, 1),
    nbOT11 = Bounce(0.09804, 1.00024),

    -- LOW netbounce
    nb4 = Bounce(0.17125, 0.8625),
    nb5 = Bounce(0.03, 0.97578),
    nb6 = Bounce(1.61566, 0.97364),
    nb7 = Bounce(0.035, 0.97315),
    nb8 = Bounce(0.035, 0.95801),
    nb8T = Bounce(0.035, 0.95801, 0),
    -- MEDIUM netbounce
    nb9 = Bounce(0.119805, 0.97347),
    nb10 = Bounce(0.034985, 0.9734),
    nb15 = Bounce(0.1, 0.98516),
    -- HIGH netbounce
    nb17 = Bounce(0.035, 0.98634),
    nb18 = Bounce(8, 0.97266),
    nb19 = Bounce(0.1, 0.97646),
    nb1920 = Bounce(0.035, 0.97916),
    nb20 = Bounce(0.035, 0.9856),
    nb2021 = Bounce(0.035, 0.98922),
    nb21 = Bounce(0.035, 1.0004),
    nb2122 = Bounce(0.035, 1.0003),
    nb22 = Bounce(14.3912, 0.9961),
    nbx = Bounce(0.2, 0.9984),

    nbMed1 = Bounce(0.035, 0.90748),
    nbMed2 = Bounce(0.09804, 0.95784),
    nbHigh1 = Bounce(14.3912, 0.98536),
    nbTest = Bounce(8.96, 0.97684),

    nbVeryStiff = Bounce(1, 0.95),
    nbVeryBouncy = Bounce(0.62696, 0.95),
    nbQuickResponse = Bounce(1.56863, 0.95),
    nbSlowResponse = Bounce(1.00613, 0.95),
    nbHeavyNet = Bounce(2, 0.95),
    nbLight = Bounce(1.00392, 0.95),
    nbMidLow = Bounce(0.09804, 0.97344),

    -- Very Low Bounce (Almost No Bounce)
    nbVeryLow1 = Bounce(0.10196, 0.68758),
    nbVeryLow2 = Bounce(0.0301226, 0.70718),
    nbVeryLow3 = Bounce(0.09853, 0.56302),

    ReplyDelete
  13. -- Low Bounce
    nbLow4 = Bounce(1.11216, 0.79608),
    nbLow5 = Bounce(0.09951, 0.79608),
    nbLow6 = Bounce(0.17027, 0.85858),
    nbLow7 = Bounce(0.0298775, 0.97186),

    -- Medium Bounce
    nbMed3 = Bounce(0.119315, 0.96955),
    nbMed4 = Bounce(0.034755, 0.96972),
    nbMed5 = Bounce(0.034755, 0.96906),
    nbMed6 = Bounce(0.0347396, 0.96947),
    nbMed7 = Bounce(0.0347396, 0.96947, -0),
    nbMed8 = Bounce(0.00054281, 0.94213, 0.01521),

    -- High Bounce
    nbHigh4 = Bounce(0.034755, 0.98241),
    nbHigh5 = Bounce(8, 0.97266),
    nbHigh6 = Bounce(0.09951, 0.97254),
    nbHigh7 = Bounce(0.034755, 0.98168),

    -- Very High Bounce (Extreme)
    nbVeryHigh1 = Bounce(0.034754, 0.9983, 0.00029297),
    nbVeryHigh2 = Bounce(58.067, 0.99243),
    nbVeryHigh3 = Bounce(0.035245, 0.99634),
    nbVeryHigh4 = Bounce(0.034754, 0.97877, 0.01875),

    UltraLowBounce = Bounce(0.035, 0.75025),
    MidLowBounce = Bounce(0.035, 0.87696),
    MidHighBounce = Bounce(0.035, 0.99),

    nbOriginalBT = Bounce(0.0193297, 0.99),
    nbOriginalB1 = Bounce(0.080004, 0.99),
    nbOriginalT = Bounce(15, 0.99),
    nbOriginalT2 = Bounce(0.25, 0.9961),
    nbOriginalT3 = Bounce(0.25, 0.99923, 1.2),
    nbOriginalTest = Bounce(0.25, 0.99923, 0.00117187),


    nb006_1 = Bounce(0.064844, 0.8),
    nb006_2 = Bounce(0.064844, 0.84844),
    nb006_3 = Bounce(0.064844, 0.9),
    nb006_4 = Bounce(0.064844, 0.95156),
    nb006_5 = Bounce(0.064844, 0.97),
    nb006_6 = Bounce(0.064844, 0.98516),
    nb006_7 = Bounce(0.064844, 0.98734),
    nb006_8 = Bounce(0.064844, 0.99031),
    nb006_9 = Bounce(0.064844, 0.99531),
    nb006_10 = Bounce(0.064844, 1),
    nb006_11 = Bounce(0.064844, 1.00024),

    ReplyDelete
  14. nb01_1 = Bounce(0.0150806, 0.8),
    nb01_2 = Bounce(0.0150806, 0.84844),
    nb01_3 = Bounce(0.0150806, 0.9),
    nb01_4 = Bounce(0.0150806, 0.95156),
    nb01_5 = Bounce(0.0150806, 0.97),
    nb01_6 = Bounce(0.0150806, 0.98516),
    nb01_7 = Bounce(0.0150806, 0.98734),
    nb01_8 = Bounce(0.0150806, 0.99031),
    nb01_9 = Bounce(0.0150806, 0.99531),
    nb01_10 = Bounce(0.0150806, 1),


    nb02_1 = Bounce(0.4, 0.8),
    nb02_2 = Bounce(0.4, 0.84844),
    nb02_3 = Bounce(0.4, 0.9),
    nb02_4 = Bounce(0.4, 0.95156),
    nb02_5 = Bounce(0.4, 0.97),
    nb02_6 = Bounce(0.4, 0.98516),
    nb02_7 = Bounce(0.4, 0.98734),
    nb02_8 = Bounce(0.4, 0.99031),
    nb02_9 = Bounce(0.4, 0.99531),
    nb02_10 = Bounce(0.4, 1),


    nb03_1 = Bounce(0.295156, 0.8),
    nb03_2 = Bounce(0.295156, 0.84844),
    nb03_3 = Bounce(0.295156, 0.9),
    nb03_4 = Bounce(0.295156, 0.95156),
    nb03_5 = Bounce(0.295156, 0.97),
    nb03_6 = Bounce(0.295156, 0.98516),
    nb03_7 = Bounce(0.295156, 0.98734),
    nb03_8 = Bounce(0.295156, 0.99031),
    nb03_9 = Bounce(0.295156, 0.99531),
    nb03_10 = Bounce(0.295156, 1),


    nb05_1 = Bounce(0.5, 0.91),
    nb05_2 = Bounce(0.5, 0.92),
    nb05_3 = Bounce(0.5, 0.93),
    nb05_4 = Bounce(0.5, 0.94),
    nb05_5 = Bounce(0.5, 0.95),
    nb05_6 = Bounce(0.5, 0.96),
    nb05_7 = Bounce(0.5, 0.97),
    nb05_8 = Bounce(0.5, 0.98),
    nb05_9 = Bounce(0.5, 0.99),
    nb05_10 = Bounce(0.5, 1),

    nb07_1 = Bounce(0.7, 0.91),
    nb07_2 = Bounce(0.7, 0.92),
    nb07_3 = Bounce(0.7, 0.93),
    nb07_4 = Bounce(0.7, 0.94),
    nb07_5 = Bounce(0.7, 0.95),
    nb07_6 = Bounce(0.7, 0.96),
    nb07_7 = Bounce(0.7, 0.97),
    nb07_8 = Bounce(0.7, 0.98),
    nb07_9 = Bounce(0.7, 0.99),
    nb07_10 = Bounce(0.7, 1),


    nb075_1 = Bounce(0.75, 0.91),
    nb075_2 = Bounce(0.75, 0.92),
    nb075_3 = Bounce(0.75, 0.93),
    nb075_4 = Bounce(0.75, 0.94),
    nb075_5 = Bounce(0.75, 0.95),
    nb075_6 = Bounce(0.75, 0.96),
    nb075_7 = Bounce(0.75, 0.97),
    nb075_8 = Bounce(0.75, 0.98),
    nb075_9 = Bounce(0.75, 0.99),
    nb075_10 = Bounce(0.75, 1),

    ReplyDelete
  15. nb08_1 = Bounce(0.8, 0.91),
    nb08_2 = Bounce(0.8, 0.92),
    nb08_3 = Bounce(0.8, 0.93),
    nb08_4 = Bounce(0.8, 0.94),
    nb08_5 = Bounce(0.8, 0.95),
    nb08_6 = Bounce(0.8, 0.96),
    nb08_7 = Bounce(0.8, 0.97),
    nb08_8 = Bounce(0.8, 0.98),
    nb08_9 = Bounce(0.8, 0.99),
    nb08_10 = Bounce(0.8, 1),

    nb085_1 = Bounce(0.84844, 0.91),
    nb085_2 = Bounce(0.84844, 0.92),
    nb085_3 = Bounce(0.84844, 0.93),
    nb085_4 = Bounce(0.84844, 0.94),
    nb085_5 = Bounce(0.84844, 0.95),
    nb085_6 = Bounce(0.84844, 0.96),
    nb085_7 = Bounce(0.84844, 0.97),
    nb085_8 = Bounce(0.84844, 0.98),
    nb085_9 = Bounce(0.84844, 0.99),
    nb085_10 = Bounce(0.84844, 1),


    nbNormal1 = Bounce(-1.33594, 0.98438),
    nbNormal2 = Bounce(-25165806, 0.98438),
    nbNormal3 = Bounce(-1.5, 1),



    nbNextGen_2 = Bounce(1.25, 0.2),
    nbNextGen_3 = Bounce(1.5, 1),
    nbExtreme_1 = Bounce(2, 1),
    nbExtreme_2 = Bounce(2.5, 1),

    ReplyDelete
  16. -- TOTAL CHAOS (Neurotic)
    -- 00 (Pure Zero - Maximum Neurotic)
    nb0_5 = Bounce(0.0, 0.95),
    nb0_6 = Bounce(0.0, 0.96),
    nb0_7 = Bounce(0.0, 0.97),
    nb0_8 = Bounce(0.0, 0.98),
    nb0_9 = Bounce(0.0, 0.99),
    nb0_10 = Bounce(0.0, 1),

    -- 10 (Very Unstable)
    nb1_5 = Bounce(1, 0.95),
    nb1_6 = Bounce(1, 0.96),
    nb1_7 = Bounce(1, 0.97),
    nb1_8 = Bounce(1, 0.98),
    nb1_9 = Bounce(1, 0.99),
    nb1_10 = Bounce(1, 1),

    -- 20 (Unstable)
    nb2_5 = Bounce(2, 0.95),
    nb2_6 = Bounce(2, 0.96),
    nb2_7 = Bounce(2, 0.97),
    nb2_8 = Bounce(2, 0.98),
    nb2_9 = Bounce(2, 0.99),
    nb2_10 = Bounce(2, 1),

    -- WILD
    -- 30
    nb3_5 = Bounce(3, 0.95),
    nb3_6 = Bounce(3, 0.96),
    nb3_7 = Bounce(3, 0.97),
    nb3_8 = Bounce(3, 0.98),
    nb3_9 = Bounce(3, 0.99),
    nb3_10 = Bounce(3, 1),

    -- 40
    nb4_5 = Bounce(4, 0.95),
    nb4_6 = Bounce(4, 0.96),
    nb4_7 = Bounce(4, 0.97),
    nb4_8 = Bounce(4, 0.98),
    nb4_9 = Bounce(4, 0.99),
    nb4_10 = Bounce(4, 1),

    -- 50
    nb5_5 = Bounce(5, 0.95),
    nb5_6 = Bounce(5, 0.96),
    nb5_7 = Bounce(5, 0.97),
    nb5_8 = Bounce(5, 0.98),
    nb5_9 = Bounce(5, 0.99),
    nb5_10 = Bounce(5, 1),


    -- ACTIVE (Controlled Movement)
    -- 60
    nb6_5 = Bounce(6, 0.95),
    nb6_6 = Bounce(6, 0.96),
    nb6_7 = Bounce(6, 0.97),
    nb6_8 = Bounce(6, 0.98),
    nb6_9 = Bounce(6, 0.99),
    nb6_10 = Bounce(6, 1),

    -- 70
    nb7_5 = Bounce(7, 0.95),
    nb7_6 = Bounce(7, 0.96),
    nb7_7 = Bounce(7, 0.97),
    nb7_8 = Bounce(7, 0.98),
    nb7_9 = Bounce(7, 0.99),
    nb7_10 = Bounce(7, 1),

    -- 80
    nb8_5 = Bounce(8, 0.95),
    nb8_6 = Bounce(8, 0.96),
    nb8_7 = Bounce(8, 0.97),
    nb8_8 = Bounce(8, 0.98),
    nb8_9 = Bounce(8, 0.99),
    nb8_10 = Bounce(8, 1),


    -- TAMED (Calmer)
    -- 90
    nb9_5 = Bounce(9, 0.95),
    nb9_6 = Bounce(9, 0.96),
    nb9_7 = Bounce(9, 0.97),
    nb9_8 = Bounce(9, 0.98),
    nb9_9 = Bounce(9, 0.99),
    nb9_10 = Bounce(9, 1),



    -- TAMED (Calmer)
    -- 100
    nb10_5 = Bounce(10, 0.95),
    nb10_6 = Bounce(10, 0.96),
    nb10_7 = Bounce(10, 0.97),
    nb10_8 = Bounce(10, 0.98),
    nb10_9 = Bounce(10, 0.99),
    nb10_10 = Bounce(10, 1),

    -- TAMED (Calmer)
    -- 150
    nb15_5 = Bounce(15, 0.95),
    nb15_6 = Bounce(15, 0.96),
    nb15_7 = Bounce(15, 0.97),
    nb15_8 = Bounce(15, 0.98),
    nb15_9 = Bounce(15, 0.99),
    nb15_10 = Bounce(15, 1),

    -- TAMED (Calmer)
    -- 200
    nb20_5 = Bounce(20, 0.95),
    nb20_6 = Bounce(20, 0.96),
    nb20_7 = Bounce(20, 0.97),
    nb20_8 = Bounce(20, 0.98),
    nb20_9 = Bounce(20, 0.99),
    nb20_10 = Bounce(20, 1),

    -- TAMED (Calmer)
    -- 300
    nb30_5 = Bounce(30, 0.95),
    nb30_6 = Bounce(30, 0.96),
    nb30_7 = Bounce(30, 0.97),
    nb30_8 = Bounce(30, 0.98),
    nb30_9 = Bounce(30, 0.99),
    nb30_10 = Bounce(30, 1),

    nbFPS = Bounce(0.1, 0.99534),
    }

    ReplyDelete
  17. --//================================================================================================================================================================//
    -- Goalnets movement
    --//================================================================================================================================================================//

    local movement = {



    NXTGEN1 = Move(0.95, 1.2, 9.5, 72, 0.001, 0.0, 34, 1, 1, 0.24, 0.075, 0.042),
    NXTGEN1_1 = Move(0.98, 1.25, 10, 75, 0.001, 0.0, 34, 1, 1, 0.21, 0.08, 0.045),
    NXTGEN1_2 = Move(0.9, 1.15, 9, 68, 0.001, 0.0, 34, 1, 1, 0.27, 0.072, 0.038),
    NXTGEN1_3 = Move(0.95, 1.22, 9.5, 82, 0.001, 0.0, 35, 1, 1, 0.22, 0.085, 0.048),

    NXTGEN2 = Move(1.1, 1.25, 10.5, 70, 0.001, 0.0, 32, 1, 1, 0.2, 0.065, 0.04),
    NXTGEN2_1 = Move(1.15, 1.3, 11, 72, 0.001, 0.0, 32, 1, 1, 0.18, 0.07, 0.045),
    NXTGEN2_2 = Move(1.05, 1.2, 10, 66, 0.001, 0.0, 32, 1, 1, 0.23, 0.062, 0.038),
    NXTGEN2_3 = Move(1.12, 1.28, 10.5, 68, 0.001, 0.0, 32, 1, 1, 0.2, 0.055, 0.032),


    NXTGEN3 = Move(0.65, 1.1, 8.5, 58, 0.001, 0.0, 32, 0.98, 1, 0.3, 0.07, 0.03),
    NXTGEN3_1 = Move(0.7, 1.15, 9, 62, 0.001, 0.0, 32, 1, 1, 0.26, 0.075, 0.035),
    NXTGEN3_2 = Move(0.6, 1.08, 8, 64, 0.001, 0.0, 32, 0.98, 1, 0.34, 0.065, 0.028),
    NXTGEN3_3 = Move(0.68, 1.12, 9, 54, 0.001, 0.0, 32, 1, 1, 0.28, 0.068, 0.032),


    MoveFPS = Move(0.25, 0.3, 10, 50, 0.001, 0.0, 32, 1, 1, 0.25, 0.1, 0.05),

    Magnet = Move(0.02, 0.6, 12, 56, 0.00078125, 0.0, 32, 1, 2, 0.22, 0.0, 0.08),
    Tennis = Move(4, 4, 16, 80, 0.001, 0.0, 40, 1, 1, 1.6, 0.3, 0.05),
    Liquid = Move(0.2, 0.3, 9, 49.25, 0.001, 0.0, 32, 0.9875, 1, 0.35, 0.069, 0.11),
    Cage = Move(2.5, 3, 24, 50, 0.0, 0.0, 32, 1, 1, 0.0, 0.0, 0.0),
    Ghost = Move(1.14167, 4.5333, 2, 44, 0.001, 0.0, 32, 1.5, 1, 0.255, 0.03125, 0.03125),

    Heavy_1 = Move(0.02, 2, 15, 150, 0.001, 0.0, 32, 1, 1, 0.25, 0.12, 0.08),
    Heavy_2 = Move(0.02, 2, 16, 160, 0.001, 0.0, 32, 1, 1, 0.203125, 0.12, 0.08),
    Heavy_3 = Move(0.02, 2, 14, 144, 0.001, 0.0, 32, 1, 1, 0.3125, 0.12, 0.08),

    ReplyDelete
  18. Absorb_1 = Move(0.8357, 1.29, 10.5, 52.5, 0.00065918, 0.0, 32, 1, 1, 0.22, 0.14, 0.08),
    Absorb_3 = Move(1.1, 1.29, 11, 56, 0.00065918, 0.0, 32, 1, 1, 0.22, 0.14, 0.08),

    Tight = Move(1.40833, 1.275, 10, 72, 0.001, 0.0, 36, 1.125, 1.125, 0.6, 0.1, 0.05),
    Tight_2 = Move(1.54167, 1.40833, 10.3125, 74.5, 0.001, 0.0, 36, 1.125, 1.125, 0.6, 0.1, 0.05),
    Tight_3 = Move(1.275, 1.14167, 9.5, 66.5, 0.001, 0.0, 36, 1.125, 1.125, 0.6, 0.1, 0.05),
    Loose_1 = Move(0.285417, 0.283333, 9, 48, 0.001, 0.0, 32, 0.9875, 1, 0.255, 0.069, 0.0322),
    Loose_2 = Move(0.285417, 0.283333, 8.5, 44, 0.001, 0.0, 32, 0.9875, 1, 0.255, 0.069, 0.0322),
    Loose_3 = Move(0.31875, 0.316667, 9.3125, 49.25, 0.001, 0.0, 32, 0.9875, 1, 0.255, 0.069, 0.0322),
    Bounce_1 = Move(1.525, 1.425, 13.5, 59, 0.001, 0.0, 32, 1.25, 1, 0.17, 0.1, 0.075),
    Bounce_3 = Move(1.39167, 1.29167, 12.5, 56, 0.001, 0.0, 32, 1.25, 1, 0.17, 0.1, 0.075),

    LooseSoft1 = Move(0.285417, 0.283333, 9, 60, 0.001, 0.0, 32, 0.9375, 0.875, 0.2, 0.05, 0.0085938),
    LooseSoft2 = Move(0.314583, 0.35, 9.5, 56, 0.001, 0.0, 36, 0.875, 0.875, 0.17, 0.0425, 0.034375),
    TightElastic1 = Move(1.40833, 1.275, 10, 64, 0.001, 0.0, 36, 1.125, 1, 0.34, 0.1, 0.034375),
    PowerRecoil1 = Move(1.525, 1.425, 9.5, 62, 0.001, 0.0, 32, 1.25, 1, 0.391, 0.085, 0.0425),
    DampenedFlex = Move(1.14167, 1.13333, 9, 56, 0.001, 0.0, 36, 0.9375, 0.875, 0.06875, 0.05, 0.025),
    HyperSnap = Move(1.54167, 1.43333, 10, 72, 0.001, 0.0, 32, 1.25, 1.125, 0.6, 0.1, 0.05),


    Original = Move(1, 1.2, 10, 50, 0.001, 0.0, 32, 1, 1, 0.25, 0.1, 0.05),
    OriginalS1 = Move(0.015625, 1.2, 10, 50, 0.001, 0.0, 32, 1, 1, 0.25, 0.1, 0.05),
    OriginalS2 = Move(0.00097, 1.2, 10, 50, 0.001, 0.0, 32, 1, 1, 0.25, 0.1, 0.05),

    PremierLeague = Move(1.1, 2000, 1000, 500, 0.002, 0.6, 0.001, 1, 1, 0.25, 0.1, 5),

    -- Stops ball almost immediately (Larger number less bounce)
    Deadstop = Move(0.25, 0.3, 10, 50, 0.001, 0.0, 32, 1, 1, 0.25, 0.1, 0.05),
    }

    local NetShape = {
    BayernNet = Shape(1.0, 0.75, 0.73, 102.0, 10.0),
    WembleyNet = Shape(1.0, 0.75, 0.73, 102.0, 10.0), -- Forzado a BayernNet para evitar crasheos
    WembleyNet2 = Shape(1.0, 0.75, 0.73, 102.0, 10.0), -- Forzado a BayernNet para evitar crasheos
    }

    ReplyDelete

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