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This article or section is in need of attention from an expert on the subject.Please help recruit one or improve this article yourself. See the talk page for details. For a pre-Renewal version of this article, click here. Job Base(s) Novice Job Type Extended Changes At Einbroch× Number of Skills 22 Total Skill Points 133 Total Quest Skills 0 Job Bonuses STR AGI VIT INT DEX LUK +4 +1 +1 +2 +9 +7 +← クリックで目次を開く Overview Job Change Guide BuildsDEX/AGI Pistols DEX/VIT/INT Desperado Triple Action Launcher Lever Action EquipmentWeaponsPistols Rifles Gatling Guns Shotguns Grenade Launchers Armor Headgear Shields Footwear Garments Accessories Class DataSkills Job Bonuses ASPD HP (With 1 VIT) External Links Overview Gunslingers are flashy and confident New Age warriors that rely on a wide array of guns and powerful skills to deal as much damage as possible in a short amount of time to their enemies. Gunslingers are always looking for a chance to show off their talent. Bored with only target practice in smoggy Einbroch×, gunslingers have decided to take up adventuring, like so many from the Rune-Midgarts Kingdom, in order to live a life of excitement and fame. Unlike traditional classes, Gunslingers do not have a second class to change to (As of yet), but instead are allowed 70 job levels. This can allow for a range of very unique (hybrid and specialized) skill sets in the Gunslinger tree. Job Change Guide See Gunslinger Job Change Guide for information. Builds This page has been marked as being in need of links to other iRO Wiki pages. DEX/AGI Pistols STR× 1 AGI× 99 VIT× 1 INT× 9 DEX× 99 LUK× 1 These gunslingers typically use revolvers to gain a higher ASPD×. They deal a limited amount of damage due to the handguns lower attack power, but with the higher ASPD they can still kill enemies fast (aided by the skill Chain Action). Another good thing about Dex/Agi builds is that they have a high Flee× rate. Chain Action× An essential skill for Dex/Agi builds. This skill gives the user a 50% chance to attack twice with each hit (similar to the skill Double Attack×). Last Stand× This is an optional skill for Dex/Agi builds. It gives the user +100 ATK× and +20% ASPD for 15 seconds and consumes 4 coins (see Coin Flip). This skill can greatly compensate for the handguns lower attack power. DEX/VIT/INT Desperado STR 1 AGI 1 VIT 79 INT 52 DEX 99 LUK 9 This build is very similar in it s play style to a Grand Cross× Crusader. The goal, when using this build, is to gather a mob and quickly kill it with Desperado×. Advantages over GC Saders include damage output which is potentialy far higher and access to endows which can change the element of your attacks. Disadvantages include a much lower HP× modifier than Crusaders, lack of a Heal skill (so having a priest in your party is very much advised for harder maps) and an inability to use the Endure× skill (mobbing w/o Endure is not as easy). Equipment for this build could include Immune Muffler Increased SP Boots (Superior/Soul Enchanted) HP Armor (Pupa/Peco Peco/Goibne s Armor) Status Armor (Rybio for stun or Disguise for silence) An Ulle s Cap and Odin s Blessing may be useful for their 10% reduction in the SP cost of skills, lowering the cost of Desperado from 50 down to 45. untested damage increase by using Last Stand right before using Desperado on a mob for 100 more base attack Triple Action Launcher STR 1 AGI 80+ VIT 40+ INT 20 - 30 DEX 99+ LUK 1 An awkward build who s role is reliant on actual luck. This build makes use of the skill Triple Action× with the Grenade Launcher type guns. This is similar to Monks and Champions using their skill Throw Spirit Sphere× but instead it deals three hits with each coin. Benefits of this build is the ability to bypass ammunition restriction (Ex. able to shot silver bullet with launcher which also carrying the holy property to the shot) and dealing 10 rows of massive damage with each that is roughly 2/3 from the skill Trigger Happy Shot× (damage can also be further increased by using the skill Last Stand). The drawback is that the DPS (Damage Per Second) is not very stable, as you require actual luck to get coins back with the skill Coin Flip×. To make things easier, since the coin flip cast delay is ASPD based, it is wise to use a berserk potion and equip a shield to speed up the process of getting 10 coins back. (The shield can be hotkeyed to quickly de-equip the slow ASPD gun.) NOTE only through using triple action can bypass the ammunition restriction, if you want to use the skill Gunslinger Mine× you MUST switch your ammunition back to grenade type, vise versa to the other guns with their corresponding skills Lever Action STR 1 AGI 79 VIT 52 INT 9 DEX 99 LUK 1 As the named suggests this build makes use of the weapon Lever Action Rifle to maximize damage and critical shots, combined with 2 Drosera Card×s and sometimes with the skill Last Stand. You should not put any stat points into Luk because you can easily reach 90+ Crit from wearing certain equipment. As a critical attack build, active skill usage is not recommended as the critical attack usually does not carry over to the skill damage itself, thus Int can remain as low as it can. Due to the rifle having a -5% ASPD penalty, it would be wise to use a berserk potion, and to either invest in some ASPD boosting equipments or AGI to make up for it. Although ultimately the -5% will not have a hefty effect on your overall lethality, due to the potential high single hit damage of the lever action build. You sould not invest any stat points into Luk with this build, as 90~95 Crit is easily attained through equipment. Equipment Gunslingers can use five different types of guns in order to attack and defeat their enemies. While any Gunslinger can use any type of gun, only certain skills can be used with each type of gun available. All guns are two-handed, so Gunslingers can t make use of shields unless they remove their weapon. Their selection of weapons is considered to be the worst in the game, having no options for a 1-handed weapon, no 4-slotted weapons, and only a single 3-slotted weapon, which is not usable with their most damaging skills. Weapons See the Gun× page for more detailed info. Pistols Normally the defacto weapon for Gunslingers, the pistol allows for faster attack speed at a cost of lower Hit and Attack. Available pistols include the following Six Shooter [1] Six Shooter [2] Crimson Bolt [1] Crimson Bolt [2] Garrison [1] Garrison [2] Gold Lux Wasteland s Outlaw [2] Soldier Handgun Rifles Rifles are stronger than pistols and can come with a Hit and Crit bonuses. However, they are slower and are limited in the skills they can work with. Available rifles include the following Branch [3] Cyclone [1] Cyclone [2] Dusk [1] Long Barrel Long Barrel [1] Jungle Carbine Jungle Carbine [1] Lever Action Rifle [2] Soldier Rifle Gatling Guns In theory, these electro-mechanical weapons are nearly the same in comparison to pistols. But with the right combination of skills, AGI, and DEX, the elusive attack speed of 190 can be reached along with a much higher attack. Available gatling guns include the following Drifter [1] Butcher Butcher [1] Soldier Gatling Gun Shotguns Shotguns are powerful, pump action weapons that provide splash damage on normal attacks, but at the cost of a very slow attack speed. Available shotguns include the following Rolling Stone [1] Black Rose [1] Gatekeeper Gatekeeper-DD Thunder-P [1] Thunder-P [2] Soldier Shotgun Grenade Launchers These monsters pack some of the highest base attack in the game, and allow the use of elemental bullets called "spheres". They have the same slow attack speed of shotguns and have only one specialized skill available to them, but they can break armor at close range. Available grenade launchers include the following Destroyer Destroyer [1] Inferno [1] Soldier Grenade Launcher Armor Gunslingers can only wear armor that states that it can be worn by all, or all except novice. With Battlegrounds, Gunslingers also get exclusive use of the following Elite Shooter s Suit [1] Headgear Currently, Gunslingers can wear any headgear that is wearable by archer class characters, with the exception of caps, goggles, and binoculars. Shields Gunslingers cannot use shields while equipped with guns, but if they wish, they can remove the weapon and wear a guard. Footwear Gunslingers can use any footwear equippable by archer class characters. With Battlegrounds, Gunslingers also get exclusive use of the following Battle Boots [1] Garments Gunslingers can use any garment that can be worn by archer characters. With Battlegrounds, Gunslingers also get exclusive use of the following Sheriff s Manteau [1] Accessories Gunslingers can use any accessory that can be worn by non-trans characters. With Battlegrounds, Gunslingers also get exclusive use of the following Sheriff s Badge ×[1] Class Data Skills Skill Description Levels Type Weapon Single Action× The most basic Gunslinger skill. Increases HIT× and ASPD when equipped with a gun. 10 Passive - Snake Eyes× Increases HIT and attack range when using guns. 10 Passive - Coin Flip× Flips a coin, and upon success, the user will gain a coin. Upon failure, the user loses a coin. 5 Supportive - Increase Accuracy× Consumes 4 coins to boost the caster s HIT by 20, as well as DEX and AGI by 4 for one minute. 1 Supportive - Last Stand× Consumes 4 coins to increase the caster s ATK by 100, and ASPD by 15% for one minute. 1 Supportive - Gunslinger s Panic× A buff skill that consumes 2 coins. Reduces HIT by 30, damage dealt by long-range attacks by 20% and increases FLEE by 30. Lasts 20 seconds. 1 Supportive - Bull s Eye× Uses 1 Coin to deal 500% damage to Demi Human× and Brute× enemies. Has a 0.1% chance to inflict Coma× status. 1 Offensive - Triple Action× Uses 1 coin to shoot an enemy three times, dealing 450% total damage. 1 Offensive - Magical Bullet× Uses 1 coin to launch a Ghost-property attack that does not consume any bullets. 1 Offensive - Cracker× Uses a single coin to Stun× an enemy. The closer the enemy, the higher the success rate. 1 Supportive - Coin Fling× Use up to 5 coins to deal damage to an enemy while reducing the target s DEF× stat. 1 Supportive - Chain Action× When normally attacking, adds the chance of dealing double damage. 10 Passive Pistol ×s Trigger Happy Shot× Rapidly fires 5 bullets at an enemy. 10 Offensive Pistols Desperado× Sprays a surrounding area full of lead, hitting enemies anywhere from 0 to 10 times. 10 Offensive Pistols Gatling Fever× Greatly boosts ASPD when casted, at the cost of movement speed and Flee. Must be used with a Gatling-type weapon. 1 Supportive Gatling Gun ×s Tracking× Take aim with a Pistol or Rifle on a target to deal significant target. 10 Offensive Pistols or Rifle ×s Disarm× Aim at an enemy s appendages to reduce their offensive capabilities. 5 Supportive Pistols or Rifles Wounding Shot× Fires a bullet that is capable of piercing defenses while causing the Bleeding status. 5 Offensive Pistols or Rifles Crowd Control Shot× Fires a blast strong enough to knock back a target 5 cells. 10 Offensive Shotgun ×s Full Blast× Sprays a round of 10 bullets at a single target. 10 Offensive Shotguns Spread Shot× Cover an area with intense fire. Uses 5 bullets. 10 Offensive Shotguns Gunslinger Mine× Launches a grenade onto the ground that acts like a mine. 10 Offensive Grenade Launcher ×s Job Bonuses The bonus to stats given for each job level are listen in the below table. Job Bonus Stat\Amount +1 +2 +3 +4 +5 +6 +7 +8 +9 STR 32 41 50 64 AGI 59 VIT 60 INT 52 61 DEX 1 6 11 17 25 36 45 55 62 LUK 2 4 12 21 31 51 63 ASPD This article or section is in need of attention from an expert on the subject.Please help recruit one or improve this article yourself. See the talk page for details. HP (With 1 VIT) Level HP Level HP Level HP Level HP Level HP 1 40 21 331 41 865 61 1760 81 3115 2 47 22 346 42 890 62 1820 82 3190 3 54 23 364 43 925 63 1885 83 3265 4 61 24 382 44 955 64 1950 84 3340 5 69 25 400 45 990 65 2015 85 3415 6 77 26 420 46 1025 66 2080 86 3490 7 85 27 440 47 1050 67 2145 87 3565 8 94 28 460 48 1080 68 2210 88 3640 9 103 29 490 49 1110 69 2275 89 3715 10 202 30 520 50 1145 70 2340 90 3790 11 212 31 550 51 1180 71 2410 91 3870 12 222 32 580 52 1215 72 2480 92 3950 13 232 33 610 53 1275 73 2550 93 4030 14 243 34 650 54 1335 74 2620 94 4110 15 254 35 680 55 1395 75 2690 95 4190 16 265 36 710 56 1455 76 2760 96 4270 17 277 37 740 57 1515 77 2830 97 4350 18 289 38 770 58 1575 78 2900 98 4430 19 301 39 800 59 1635 79 2970 99 4510 20 316 40 830 60 1695 80 3040 External Links -Gunslinger ・ Rebel× Gunslinger ・ Rebel× 1st ClassSkills Bull s Eye× ・ Chain Action× ・ Coin Fling× ・ Coin Flip× ・ Cracker× ・ Crowd Control Shot× ・ Desperado× ・ Disarm× ・ Full Blast× ・ Gatling Fever× ・ Gunslinger Mine× ・ Gunslinger s Panic× ・ Increase Accuracy× ・ Last Stand× ・ Magical Bullet× ・ Single Action× ・ Snake Eyes× ・ Spread Shot× ・ Tracking× ・ Trigger Happy Shot× ・ Triple Action× ・ Wounding Shot× 2nd ClassSkills Anti-Material Blast× ・ Binding Trap× ・ Crimson Marker× ・ Dragon Tail× ・ Eternal Chain× ・ Fallen Angel× ・ Fire Dance× ・ Fire Rain× ・ Flicker× ・ Hammer of God× ・ Heat Barrel× ・ Howling Mine× ・ Mass Spiral× ・ Platinum Altar× ・ Quick Draw Shot× ・ Rich s Coin× ・ Round Trip× ・ Shatter Storm× ・ Slug Shot× ・ Vanishing Buster× Quests Gunslinger Job Change Guide ・ Gunslinger Weapon Quests ・ Rebel Job Change Guide× Weapons× Gun× (Bullets×) -Classes of Ragnarok Online Classes of Ragnarok Online Novice Class Novice ・ High Novice ・ Super Novice First Class / High First Class Acolyte ・ Archer ・ Mage ・ Merchant ・ Swordman ・ Thief Second Class Priest ・ Monk ・ Hunter ・ Bard ・ Dancer ・ Wizard ・ Sage ・ Blacksmith ・ Alchemist ・ Knight ・ Crusader ・ Assassin ・ Rogue Transcendent Second Class High Priest ・ Champion ・ Sniper ・ Minstrel ・ Gypsy ・ High Wizard ・ Scholar ・ Mastersmith ・ Biochemist ・ Lord Knight ・ Paladin ・ Assassin Cross ・ Stalker Third Class Arch Bishop ・ Sura ・ Ranger ・ Maestro ・ Wanderer ・ Warlock ・ Sorcerer ・ Mechanic ・ Geneticist ・ Rune Knight ・ Royal Guard ・ Guillotine Cross ・ Shadow Chaser Expanded Class Gunslinger ・ Ninja ・ TaeKwon Kid Expanded Second Class TaeKwon Master ・ Soul Linker ・ Kagerou ・ Oboro ・ Rebel× Doram Summoner Categories Pages needing expert attention | Gunslinger | Classes | Novice | Articles Needing Interwiki Links
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Arma 3 Cars Config Guidelines ARMA3における車両作成、改造におけるガイドラインを翻訳しましたので作成等にご利用下さい。 専門用語が有るので、日本語、英語共に不自由な人間が翻訳していると言う事をご理解ください。 文章そのままだと日本語的に理解し辛いので、意訳+注釈です。 ※実際にmoddingした訳ではなく、読んで意訳しただけなので、実際の意味と違う可能性が ありますのでご注意ください。 ワープロモード:参照http //www54.atwiki.jp/arma3editor/pages/4.html Arma 3 Cars Config Guidelines Arma 3 Cars Config Guidelines ARMA3の車両に関するコンフィグガイドライン Contents 内容 1 Intro 最初に 2 Additional functionality compared to A2/OA ARMA2、OAとの違い 3 Model requirements {p3d} p3d形式の"model"の条件 4 Model config changes {model.cfg} model.cfgの変更点 5 New config parameters {config.cpp} config.cppの新しいパラメータ 5.1 Basic parameters 基本パラメータ 5.1.1 Differential parameters パラメーターの違い 5.1.2 Engine parameters エンジン用パラメータ 5.2 Wheel parameters ホイール用パラメータ 5.2.1 General parameters 一般的なパラメータ 5.2.2 Wheel PX parameters ホイールPXパラメータ 5.2.3 Wheel simulation parameters ホイールシュミレーションパラメータ 5.2.4 Suspension parameters サスペンションパラメータ 5.2.5 Tire parameters タイヤパラメータ 5.3 Floating and sinking 浮く、沈む(水の上等) 5.4 PhysX 3 integration PhysX3 統合 5.4.1 Anti-roll bars アンチロールバー 5.4.2 Complex gearbox 複雑なギアボックス 5.4.3 Gearbox parameters ギアボックスパラメータ 5.4.4 Different amount of torque 個別のトルクの量 5.5 IK for hands and legs 乗車時、キャラクタの手足の位置 5.6 Picture in Picture for screens and mirrors スクリーンとミラーにピクチャーインピクチャー(画像の中に別の画像を表示する)する方法 ※要約すると、車両にバックミラーやモニター等に表示させる記述 5.7 Random visual variants ランダムにビジュアルを変化させる ※ハッチバック等、スポーンする度にテクスチャが違うアレ 5.7.1 Random variants script ランダムに表示させる為のスクリプト 5.8 Reflectors, markerlights and beacons 反射板、マーカーライト、ビーコン 5.8.1 Reflectors 反射板 5.8.2 Markerlights マーカーライト 5.8.3 Beacons ビーコン 6 Basic config hints 基本的なコンフィグのヒント 6.1 Diagnostics 診断(作成した車両のテスト) 6.2 Suspension サスペンション 6.3 Gearbox ギアボックス 7 Reference 参照場所 Intro 初めに 101 - How to set up a car for Arma 3 ARMA3用の車の作り方 Please be aware of our Arma 3 modding license http //community.bistudio.com/wiki/Arma_3_Modding_License ARAM3用MOD作成に関するライセンス規定を確認してください。 Additional functionality compared to A2/OA ARAM2、OAとの違い PhysX 3 integration ○PhysX3と統合 IK for hands/legs ○車両乗車時の手足の位置 Picture in Picture - Render to texture ○PiP テクスチャーのレンダー Random visual variants (textures, accessories, doors) ○ランダムでビジュアルの変化 ※テクスチャー、アクセサリー(バリエーション的なもの)、ドアをスポーン時にランダム表示 Floating and sinking ○水上での浮き沈み Reflectors, markerlights and beacons ○反射板、マーカーライト、ビーコン Model requirements {p3d} p3dモデルに関する必須項目 A new PhysX lod ○新しいPhysX LOD There needs to be a lod (4e13) consisting of convex components as simple as possible, some 60 faces shall be sufficient for most cars 作成には単純な構造のものが必要です。ただ、大半は60面程あれば車両を作成するには十分です。 ※私の知識不足で、LOD(4e13)がexで40trillionなのか、それ以外の「何か」なのか良く解りません。 Current public Oxygen version doesn t support showing correct name of this lod and displays only Geometry instead. Don t be afraid of having two geometries, it s going to be fixed with new tools. Oxygen(BIツール名)では、このLODの名前を表示できません。代わりにジオメトリだけを示します。(使用に問題なし)この問題は新しいツールで解消する予定です。 Just the main body of car should be in this lod, wheels are added by engine later 車両の基本部分は、上記のLODで構成される必要があります。 作成する順番はエンジン→ホイールの順に追加していきます。 Memory lod メモリーLOD There should be an axis for each wheel named wheel_X_Y_axis (X is position of wheel from front, Y is 1 for left and 2 for right), the name is defined in selected wheel as center ホイールの軸(中心)をwheel_X_Y_axisという名前で定義される必要があります。それぞれ(X,Y)でホイールの中心位置を定義します。 車両の正面から見た状態でホイールの位置をXの部分に記入します。Yは左右同じです(じゃないと傾くので)。 There should be a point at the edge of each wheel named wheel_X_Y_bound which is used to determine wheel radius (distance from wheel axis is used for this) - there is no other need than placing the point at the edge, even memory points for tracks could be used for this, the name is defined in selected wheel as boundary ホイール(タイヤ含めた)の大きさを測定するのに必要です。何かというと、ホイール外径の一カ所だけ指定すればwheel_X_Y_axisを中心として円を判定してくれます。 wheel_X_Y_boundのX、Yに何処でも良いので、外径部分の座標を指定します。 ※公式の解説画像ではホイールの中心から垂直方向の地面を座標定義してます。 ○注釈 ホイールの中心から外輪の距離を定義。 ・wheel_X_Y_axis ホイールの中心 ・wheel_X_Y_bound ホイールの半径(中心からの距離) ※多分、wheel_X_Y_boundの「X または Y」のどちらかをホイールの半径分入力すれば良いと思います。Yが無難ですが。 physx bound.jpg Mirrors and screens should have their camera position defined in pipX_pos and direction in pipX_dir - parameters pointPosition and pointDirection in class RenderTargets ミラーとスクリーン(車載モニター)はカメラの位置(pipX_pos)と向き(pipX_dir)で定義する必要があります。 ※ミラーは実際に反射しているのではなく、カメラ機能を使って擬似的に「反射してる様に」見えるだけ。なので、「ミラー」を使うと当然、左右反転するようです。 Reflectors should have their position defined in LightCarHeadYXX (Y is a side - R/L, XX is a number) and direction defined in LightCarHeadYXX_end 反射器は LightCarHeadYXXで定義する必要があります。LightCarHeadYXX_end でその方向を定義します。Yは左右それぞれの横軸、XXは定義した番号です。 Mirrors and screens should have RTT texture #(argb,256,512,1)r2t(rendertargetX,1.0) - where X in rendertarget should be a number ミラーとスクリーンはRTTテクスチャを #(argb,256,512,1)r2t(rendertargetX,1.0)で指定します。Xは定義した番号を記入します。 Randomly generated accessories should have their selections independent on all other selections (mainly the main body and all the glass selections), glass as a part of hide-able accessory should be handled as two separate selections ランダムに発生するアクセサリーパーツは全て独立した部品である必要があります。 アクセサリの一部分を隠すように扱うには、2つの部分に分割(離れて)する必要があります。 ※ここ良く解りません。すいません。多分ですが、車両にオブジェクトを貼り付ける場合、車体に埋めると内部から見える場合があるので、 はみ出てた部分を隠したいなら部分を別パーツとして定義する必要があるという意味かと思われます。 Beacons and markerlights should have their material set to emit light ビーコンとマーカーライトは、発光させるために設置しなければなりません。 Spare wheel should have defined selections for it, texture underneath and correct hitpoints like a normal wheel スペアホイール(予備タイヤ)に交換できるようにするには定義する必要があります。予備タイヤの耐久性(壊れやすさ)は標準タイヤと同じ数値です。 ※交換なので、エンジニアの修理とは別です。 Man-held turrets shouldn t be hidden when destroying them without destroying the whole vehicle - IK issues would crash the game ターレット(銃座)の乗員が乗っている状態(と定義して)でターレットを隠すように指定した場合、ゲームがクラッシュします(IK定義の関連) ただし、車両が「完全に破壊(ドカーンって燃えた)」された状態であれば、問題ありません。 ※車両がアライブの状態で「見えないターレット」を定義して使うとクラッシュするという事かと思われます。多分。 Model config changes {model.cfg} model.cfgの変更点 Only the dampers are affected by the changes, best way to set them is to place an axis with the length of moveable part alongside the damper and set offsets to +-0.5 ダンパー(サスペンション)は凹凸路面などの影響を受けて可動します。そのため、定義する際に「ダンパーの中心から±0.5ほどオフセットするといいと思います。 Example {model.cfg} class Wheel_1_1_Damper { type="translation"; source="damper"; selection="wheel_1_1_damper_land"; axis="posun wheel_1_1"; animPeriod = 1; minValue="0"; maxValue="1"; offset0= "0.5"; offset1= "-0.5"; memory=1; }; ●●●●●●●●●●●●訳 28/Oct/2013●●●●●●●●●●●●●●●●●●●● Sections for hiddenSelectios[] should be set in model.cfg hiddenSelectios[]の部分はmodel.cfgで定義する必要があります。 New config parameters {config.cpp} config.cppの新しい追加パラメータについて Basic parameters 基本パラメータ Following parameters are defined in vehicle class. vehicle classという定義内で以下のパラメーターを使います。 ※config.cppの車両に関する定義部分にviecle classという場所があるので、そのクラスを定義する際に使用するという事。 string (required) simulation = "carx"; float 0.0 dampersBumpCoef = 0.3; Differential parameters 他と異なるパラメータ string; accepable values "all_open", "all_limited", "front_open", "front_limited", "rear_open", "rear_limited" "all_limited" differentialType = "all_limited"; float 0.5 frontRearSplit = 0.5 float 1.3 frontBias = 1.3; float 1.3 rearBias = 1.3 float 1.3 centreBias = 1.3 float 10.0 clutchStrength = 10.0; float 0.01 switchTime = 1.01; Engine parameters エンジンパラメータ float (required) enginePower = 600; float 600 which is cca 6000 rounds per minute. maxOmega = 600; float value calculated from enginePower according to http //en.wikipedia.org/wiki/Horsepower#Relationship_with_torque peakTorque = 600; float, float, float 0.08, 2.0, 0.35 dampingRateFullThrottle = 0.08; dampingRateZeroThrottleClutchEngaged = 2.0; dampingRateZeroThrottleClutchDisengaged = 0.35; Array[i][2] where i = number of samples, maximum 8; {{0.0, 0.8}, {0.33, 1.0}, {1.0, 0.8}} torqueCurve[] = {{0.0, 0.8}, {0.33, 1.0}, {1.0, 0.8}}; Wheel parameters ホイールパラメータ This parameters relates to each wheel. In the vehicle class, there has to be subclass called Wheels, which contains subclass for every wheel the vehicle has. These are the parameters that could be defined in that subclasses. このパラメータはそれぞれのホイールに関する項目です。vehicle classはwheelsというサブ(隷下)クラス(viecle classがメインクラス)が必要です。 要は、車両に付いている全てのホイール(タイヤ)をサブクラスという定義でそれぞれ設定できるパラメータです。 General parameters 一般的なパラメータ string "" boneName = "wheel_1_1"; bool (required) steering = true; string "right" side = "left"; Wheel PX parameters ホイールPXパラメータ memory point (required) center = "wheel_1_1_axis"; memory point (required) boundary = "wheel_1_1_bound"; float 0.3*(raidus of the wheel) width = "0.2"; float 10.0 mass = 150; float 0.5 * WheelMass * WheelRadius * WheelRadius MOI = 40; float 0.1 dampingRate = 0.1; float 2500 maxBrakeTorque = 7500; float 2*maxBrakeTorque maxHandBrakeTorque = 0 Wheel simulation parameters ホイールシミュレーションパラメータ Array[3] {0, -1, 0} suspTravelDirection[] = {0, -1, 0}; memory point center suspForceAppPointOffset = "wheel_1_1_axis"; memory point suspForceAppPointOffset tireForceAppPointOffset = "wheel_1_1_axis"; Suspension parameters サスペンションパラメータ float 0.15 maxCompression = 0.15; mMaxDroop = 0.15; float vehicleMass/numberOfWheels sprungMass = 2066; float sprungMass*5,0*5,0 springStrength = 51653; float 0,4*2*sqrt(springStrength*sprungMass) springDamperRate = 8264; Tire parameters タイヤパラメータ float 10000 longitudinalStiffnessPerUnitGravity = 10000; float, float 25, 180 latStiffX = 25; latStiffY = 180; Array[3][2] {{0, 1}, {0.5, 1}, {1,1}} frictionVsSlipGraph[] = {{0, 1}, {0.5, 1}, {1,1}}; Floating and sinking 浮き沈み(水で) WaterLeakiness should be amount of water in liters that goes into selected object per second. This is set to zero by engine for all vehicles with simulation of a ship or having canFloat = 1 (unless they are toppled of destroyed, then config value takes precedence). WaterLeakiness = 10; seems to be a good value to start with for all kinds of vehicles no matter the size (which is a bit spooky, but it works). 浸水具合は指定パーツをℓ/secで定義します。浸水具合によってエンジンが止まります。ただ、船又はcanFloat=1と定義されたものは完全にブッ壊されない限り浮いてます。 最初はWaterLeakiness=10と定義して、どのぐらい水に浸かったらエンジンがブッ壊れるかテストすると良いでしょう。 PhysX 3 integration PhysX3で統合 WheelMask ホイールマスク thrustDelay is time in second in which thrust goes from 0 to 1 when standing still (doesn t affect driving car during change of gears), 0.2 seems to be a reasonable value. You may want to tweak this to higher values if wheels slide during initial acceleration. キー入力をしてから実際に車輪が動作するまでの遅延をthrustDelayで定義します。スラストが0→1になるまでの数値です。0.2位が妥当と思われます。もし1にしたら一瞬で加速します。 brakeIdleSpeed is speed in m/s under which the brakes are automatically applied to the vehicle. This speed should be reasonably low, higher value would mean strange breaking of slow cars, too low value would cause inability to stop the car. 1秒当たりのブレーキの定義です。 brakeIdleSpeedはm/secで定義します。この数値は低めに設定した方が良いです。高めに設定すると不自然な急ブレーキになります。 逆に異常に低すぎると止まれません。 idleRpm sets the idle RPM of engine. Primary use is for sound engine アイドリング時の回転数をidleRpmで定義します。停車時のエンジン音に関係します。 redRpm sets the maximum for engine RPM, should be according to maxOmega (see later) エンジンの最高回転数(レブリミット)をredRpmで定義します。後記のmaxOmegaに関係しています。 Anti-roll bars アンチロールバー Anti-roll bars is the system in vehicle that should prevent it to do a barrel-roll during sharper turns. Using ARB enables us to make center of mass realistically high and cause cars to roll down the steep slopes if placed sideways to the slope. It works the same way as the real ones - system computes difference of applied weight to wheels in pair and tries to compensate difference by applying opposite forces. アンチロールバーは急激なターンとか無茶な運転等で横転するのを防ぎます。錘みたいな物です。なので、横転しやすい車両も作れます。以下がそのパラメータ。 antiRollbarForceCoef is a coefficient of applied force, could be taken as strength of the system. Setting this value to zero disables ARB (and all next values), which is good for civilian vehicles, higher values reduce not only the risk of rolling, but effects of suspension. この数字を0にすると動かなくなります。逆にantiRollbarForceCoefの数字を高くすると横転しやすいどころか止まれません。 antiRollbarForceLimit is the highest strength of ARB applied to vehicle. We may want to roll the car at certain situations (full van taking sharp hand-brake turn at high speed), tunning without diag mode is almost impossible because we are not able to imagine forces needed (values are rather low, 2 should be high enough for most of vehicles) 高速移動中に急ハンドルで横転させたいとか、そういう時に必要になります。 antiRollbarSpeedMin and antiRollbarSpeedMax are limits of applied force coefficient. Coefficient is 0 at speeds lower than antiRollbarSpeedMin, interpolates to antiRollbarForceCoef at antiRollbarSpeedMax and is set to antiRollbarForceCoef for any higher speeds. This allows cars to drive on steep slopes using their radial speed, falling of the hill once they stop and rolling over at too high speeds (where coefficient doesn t grow and force is limited by the limit). antiRollbarForceCoefの上下限をantiRollbarSpeedMinとantiRollbarSpeedMaxで定義します。 Complex gearbox 複雑なギアボックス All PhysX 3 vehicles use complex gearbox to give some data to PhysX gearbox PhysX3の車両は全部ギアボックスが搭載されてます。 Complex gearbox settings is inside class complexGearbox which is a subclass of vehicle class ギアボックスのセッティングはcomplexGearboxというサブクラスで、viecle classの隷下です。 GearboxRatios[] is an array of gear names and gear ratios starting with reverse gear (with negative ratios), neutral gear (which should have zero ratio) and forward ratio (eg {"R1",-3.231,"N",0,"D1",2.462,"D2",1.870,"D3",1.241,"D4",0.970,"D5",0.711};). Gear names are not used in retail version, they are just for epevehicle diagnostics R1がバックで、Nニュートラル(数字入れたら勝手に前進します)、D1、D2・・・となります。GearboxRatios[]で定義すれば何ギアでも可能ですがギア比が訳解らなくなるので程々に。 TransmissionRatios[] is an array of transmission ratios in the same format as gearboxRatios. Most of cars have only one transmission ratio, some heavy trucks may have two. The final ratio of engine is gearboxRatio * TransmissionRatio, that means transmissionRatios shouldn t be multiplicates of each other and gearbox ratios to prevent the same final ratio for two different gears. 普通は1つ定義すれば良いですが、大型トラックは2つ定義が必要でしょう。 ※良く解らん・・・・ gearBoxMode is set to full-auto by engine gearBoxModeはエンジンによってフルオートでセットされます(・・は? イミフ) moveOffGear defines what gear an automatic or semi-automatic gearbox will move off from stationary in. 1 by default. この定義(moveOffGear)はオートマもしくはセミオートでギアボックスが静止状態から発車します。(動作にギア操作を入れるかどうか)標準(普段通りの操作)は1です。 driveString, neutralString and reverseString define displayed strings for driving forward, neutral and backward. この3つ(driveString, neutralString, reverseString)は前進、キー無操作、後進を表示させるために定義を紐づけします。 ※これを入れればギアがドライブ(D)、ニュートラル(N)、バック(R)のどの状態かHUDに表示されるようです。 -------------------------------------------------------- {config.cpp} class complexGearbox { GearboxRatios[] = {"R1",-3.231,"N",0,"D1",2.462,"D2",1.870,"D3",1.241,"D4",0.970,"D5",0.711}; TransmissionRatios[] = {"High",4.111}; // Optional defines transmission ratios (for example, High and Low range as commonly found in offroad vehicles) moveOffGear = 1; // defines what gear an automatic or semi-automatic gearbox will move off from stationary in. 1 by default. driveString = "D"; // string to display in the HUD for forward gears. neutralString = "N"; // string to display in the HUD for neutral gear. reverseString = "R"; // string to display in the HUD for reverse gears. }; -------------------------------------------------------- Gearbox parameters ギアボックスパラメータ Some gearbox parameters are defined outside of class complexGearbox, they are mainly to setup automatic gearbox 幾つかのギアボックスパラメータはcomplexGearboxのクラス外で定義します。サブクラスでは有りません。 通常、オートマ用のギアボックスに使用します。 changeGearMinEffectivity[]Value of minimal gear effectivity to hold current gear. If there is better gear and effectivity is below this value then change gear. It is an array of effectivities ordered by gears in complex gearbox. Neutral should have rather low effectivity (0.15 seems to be a good value), drive gears should have rather high value (around 0.95) to prevent switching gears too often switchTimeThe switch time describes how long it takes (in seconds) for a gear change to be completed. RPM interpolate to optimal value for the new gear at current speed during the changing of gears. The time should be rather low, around 0.3 s, to keep the momentum of the car. latencyis the minimum time (in seconds) that must pass between each gear change that is initiated by the autobox. This should be set to value higher than switchTime. Setting this time too low makes some issues with changing gears - the car slows down a lot Different amount of torque coefficients for different speeds of Slow, Forward and Fast are now configurable slowSpeedForwardCoefis set to 0.3 by default normalSpeedForwardCoefis set to 0.85 by default default speed coefficient for fast movement is 1 meaning that full throttle is applied and maximal speed is maxSpeed of the vehicle (it is going to apply less throttle upon reaching the limit) IK for hands and legs It s not Inverse Kinematics in fact, but as close to it as possible. A soldier should have IK defined for hands and legs by default Each vehicle pose using IK should haveleftHandIKCurve[]andrightHandIKCurve[]set to 1 Driver should havedriverLeftHandAnimNameanddriverRightHandAnimNamedefined as drive wheel bone of the vehicle (drivewheelby default) Gunner should havegunnerLeftHandAnimNameandgunnerRightHandAnimNamedefined on handles of the gun, or shaking bone of the weapon shall be sufficient (usually something likeotocHlaven_shake) Double check names of bones if the game crashes upon loading this vehicle and call stack points to IK. Wrong definition causes CTD all the time and removing the bone causes the same (eg. by hiding it). Picture in Picture for screens and mirrors All sources for textures to be rendered on are defined inclass RenderTargetswhich is a subclass of vehicle class Each source is a separate subclass with unique name parameterrenderTargetdefines which texture shall the source be mapped at (only therendertargetXpart is used) class CameraView1is a subclass of this source and contains all the parameters for rendered scene pointPositionandpointDirectionshould be respective memory points in model renderQualityis in range from 0 to 2 and defines quality of rendering for said source renderVisionModedefines the vision mode - 0 = HDR, 1 = NightVision, 2 = ThermalVision, 3 = Color, 4 = Mirror fovdefines field of view of this source {config.cpp} class RenderTargets { class LeftMirror { renderTarget = "rendertarget0"; class CameraView1 { pointPosition = "PIP0_pos"; pointDirection = "PIP0_dir"; renderQuality = 2; renderVisionMode = 0; fov = 0.7; }; }; }; Random visual variants Randomization of variants is done by script ran upon start of mission via init event handler The car should inheritclass EventHandlers EventHandlers {config.cpp} init event handler should be changed to something like this init="(_this select 0) execVM ""\pathToCar\scripts\scriptName.sqf"""; Don t forget to hide all the added accessories upon destruction of vehicle, they are usually in proxies, this is handled by killed event handler {config.cpp} killed = "_this call (uinamespace getvariable BIS_fnc_effectKilled ); _this select 0 animate [""RandomAnimation"",0]; Random variants script All random settings should be done on server side to prevent different car looks for different users {script.sqf} if (isLocal) then {_rnd1 = floor random Y; _this setVariable ["BIS_randomSeed1", _rnd1, TRUE]; _this animate ["RandomAnimation", X];}; Ystands for the number of random variants Even all the animations should be handled server-side to ease clients,RandomAnimationshall be replaced by any animation needed to be randomly chosen,Xstands for animation phase {script.sqf} waitUntil {!(isNil {_this getVariable "BIS_randomSeed1"})}; _randomSeed1 = _this getVariable "BIS_randomSeed1"; Random textures shall be taken with this statement {script.sqf} _this setObjectTexture [0, ["\pathToCar\Data\variant_1_co.paa", ...,"\\pathToCar\Data\variant_Y_co.paa"] select _randomSeed1]; Reflectors, markerlights and beacons Reflectors Reflectors need to be defined inclass Reflectors Default cars should have two reflectors defined as separate subclasses inside class Reflectors. These two classes should differ only inposition,direction,hitpointandselection. Position and direction are self-descriptive, they use memory points in mode, hitpoint is the name of selection in hitpoint lod in model, selection is a visual selection in resolution lods. Most of reflectors should haveuseFlareset to 1, they are bright enough to have a flare. Size of this flare is defined byflareSize, value should be rather low, around 0.1 seems to be good for start. class Attenuationinside each reflector subclass defines behavior of light from distance. Attenuation is combination ofconstant,linearandquadraticcoefficient,startis a distance from position where attenuation starts to work (the light is at it s full strength if distance is lower than start). aggregateReflectors[]outside of Reflectors class is used to ease computing of too many light sources and combines light together. Both reflectors should be aggregated for a default car but feel free to experiment. Just run some FPS test after testing non-standard settings. Markerlights Markerlights are purely model side based on assigned emissive materials Beacons Beacons consist of two parts on model side - emissive one and unlit one. The emissive one is hidden by default by an user controller and periodically hidden by time controller in model.cfg Config contains only user actions to turn beacons off/on by hiding/unhiding them, this is insideclass UserActions UserActions There should be two actions per beacons set - one to turn them off and other to turn them on, each as a subclass of UserActions {config.cpp} class UserActions UserActions { class beacons_start { userActionID = 50; displayName = "Beacons start"; displayNameDefault = ""; position = "mph_axis"; radius = 1.8; animPeriod = 2; onlyForplayer = false; condition = "this animationPhase ""BeaconsStart"" 0.5 AND Alive(this) AND driver this == player"; statement = "this animate [""BeaconsStart"",1];"; }; class beacons_stop beacons_start { userActionID = 51; displayName = "Beacons stop"; condition = "this animationPhase ""BeaconsStart"" 0.5 AND Alive(this) AND driver this == player"; statement = "this animate [""BeaconsStart"",0];"; }; }; Basic config hints Diagnostics Drive around as much as possible, preferably using real islands. Use Stratis airstrip for acceleration, gear change and sinking of vehicle purposes Path from Jay Cowe to Airstation Mike-26 on Stratis is great to test uphill performance of the car and AI driving skills Whole Chernarus is excellent playground to test vehicles Suspension Easier way to set up suspension is to have center of mass centered according to wheels. Non-centered center of mass is more interesting for driving performance, just be sure to make center of mass centered at least in left-to-right axis. Each wheel could have different suspension parameters but try to keep them the same for wheel pairs. You may try to use ARB if the car sways a lot sideways during turns. This causes lesser side sway but doesn t reduce bumping of suspension when accelerating and breaking. Gearbox Real gearbox ratios have extremely good results for higher speeds and are realistic for lower speeds. But it is better to use some lower values for lower gears to improve acceleration Look out for too big steps between gear ratios, this may prove to be problematic with steeptorqueCurve- engine would change gear later than expected and sound would go fubar dampingRateZeroThrottleClutchEngagedanddampingRateZeroThrottleClutchDisengagedcould be the same, this works really well for FWD cars - engine would slow them down way too much and lock the wheels when only directional arrow is pressed Reference This page is discussedon the BI forums 名前 コメント
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For Guild Newbies After you hit level 80 Blah Blah Addons to Get There are 2 essential addons called "Deadly Boss Mob" and "Omen Threat Meter". It is compulsory to install these two addons before you start raiding. These addons are available here. Please find the latest version. http //wow.curse.com/downloads/wow-addons/details/deadly-boss-mods.aspx http //wow.curse.com/downloads/wow-addons/details/omen-threat-meter.aspx Voice Chat We use "Mumble" as a voice chat tool. There will be a situation that we call out your name and tell what to do while in combat. This will be English and at least really short sentences. We want you to hear us for that reason though we basically communicate in Japanese. 1. Download You can download mumble here... http //mumble.sourceforge.net/ Please find a version that suits your computer. 2. Launch the Mumble We officially use version 1.1.8 of mumble. Please find and run "mumble11x.exe" after installation. 3. Settings Let us know if you have any questions. 4. Logging in There is loggin info in Guild Information. (In game information board) DKP System Please register here first, http //banzairaid.ps.land.to/ Translated version of DKP rules are listed below How to gain the point You gain 2 points after defeating each bosses in ToC, ICC, VoA(3rd and 4th). If the boss we defeat is the 1st kill in this guild, the DKP will become 4 points. What happens if I m not in a raid You will be able to gain DKP even though you are not in a raid, only if... 1. You answered raid calender. 2. You are online during raiding time. Loots to spend DKP Loots that need to spend DKP are epics, recipes, and mats like orbs and trophies. You can not buy/bet loots if you don t have enough DKP. Betting Every item has a starting bet point. Weapon 6 points Armor 4 points Trinket 6 points Others 5 points Each bet is multiplied by the times you have bet. For instance, bet point increases like 6 points, 12 points, 18 points, 24 points and so on. The highest bet wins. However, if we end up with the same bet, rolling is essential. How about BoE items in a guild bank If there is no one who bet on a loot and it is BoE item, it will be kept in a guild bank. Those who wish to purchase this item must notify officers and spend DKP, whether they were in the raid or not. I have no DKP!! You are allowed to ask your friends in guild to borrow some DKP to bet on what you want. However, you are NOT allowed to bet on anything if you have misus DKP, but you are if ZERO point.
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Weapon Anti Building Incendiary Device Anti Building Incendiary Device Damage 1.5-0.5 Fire Aim Time 0-0 Range Max 20 Min 0 L 20 Aim Multiplier L 1 AOE Distance L 6 M 20 M 1 M 1.5 S 15 S 1 S 0.5 Accuracy L 1 Ready Aim Time 0-0 AOE Accuracy L 1 M 1 Post Firing Aim Time 0 M 1 S 1 Post Firing Cooldown 0 S 2 Reload 0-0 AOE Damage L 0.2 1 Reload Multiplier L 1 Penetration L 1 M 0.6 1 M 1 M 1 S 1 1 S 1 S 1 AOE penetration L 1 Cooldown 0-0 Deflection Multiplier 1 M 1 Cooldown Multiplier L 1 Suppression L 0 S 1 M 1 M 0 AOE Suppression L 0.1 0.1 S 1 S 0 M 0.125 0.125 Wind Up 0.9 Nearby Supp. Multiplier 1.5 S 0.15 0.15 Wind Down 1.1 Nearby Supp. Radius 10 Setup Time 0 Vs. Supp. Targets A 1 Fire Cone Angle 60 Burst Duration 0-0 P 1 Tracking Vertical 40--40 Rate of Fire 0-0 D 1 Tracking Horizontal -60-60 Reload Frequency 0-0 S 1.25 Speed Vertical 360 Moving Accuracy 1 Speed Horizontal 360 Moving Burst 1 Scatter Angle 3 Moving Cooldown 1 Scatter Max 3 AA Weapon false Acc. Incremental 1 Scatter Offset 0.2 Attack Ground true Search Radius L 0 Scatter Ratio 0 Projectile incindiary_grenade M 0 FoW Angle Mult. 1.5 S 0 FoW Distance Mult. 1.5 Cover Type Accuracy Damage Suppression Penetration Default 1 1 1 1 Garrison 1 1 0 1 Halftrack 0.1 0.1 0 0.1 Heavy 1 1 1 1 Light 1 1 1 1 Negative 1.5 2 1.25 1 Open 1.25 1 1 1 Smoke 1 1 1 1 Trench 1 0.75 0 1 Water 1 0 0 0 Bunker 1 1 0 1 Emplacement 0.5 1 0.75 1 Target Name Acc Mov Dmg Pen R-Pen Sup Pri Infantry 1 1 1 1 1 1 80 Infantry Airborne 1 1 1 1 1 1 80 Airborne Inflight 1 1 1 1 1 1 50 Infantry Heroic 1 1 1 1 1 0.5 80 Infantry Elite 1 1 1 1 1 1 80 Infantry Sniper 1 1 1 1 1 1 80 Infantry Soldier 1 1 1 1 1 1 80 Bren Carrier 1 1 0.25 1 1 1 50 Motorcycle 1 1 1 0.25 1 1 80 Jeep 1 1 0.25 1 1 1 60 M3 Halftrack 1 1 0.25 1 1 1 60 Greyhound 1 1 0.25 1 1 1 55 Stuart 1 1 0.25 0 1 1 50 Sdkfz 234 Puma 1 1 0.25 1 1 1 55 Sdkfz 251 Halftrack 1 1 0.25 1 1 1 60 Sdkfz 22x 1 1 0.25 1 1 1 50 M10 TD 1 1 0.25 0 1.62 1 50 Sherman 1 1 0.25 0 1.57 1 50 Flak Panzer 1 1 0.25 0 1.8 1 50 Panther 1 1 0.25 0 1 1 50 Panther w/Skirts 1 1 0.25 1 1 1 50 Panzer IV 1 1 0.25 0 1 1 50 Panzer IV w/Skirts 1 1 0.25 1 1 1 50 StuG 1 1 0.25 0 1 1 50 StuG w/Skirts 1 1 0.25 1 1 1 50 Tiger 1 1 0.25 0 1.14 1 50 Churchill 1 1 0.25 0 1 1 50 Cromwell 1 1 0.25 0 1 1 50 Priest 1 1 0.25 0 1 1 50 Pershing 1 1 0.25 0 1 1 50 Marder III 1 1 0.25 0 5 1 50 Hetzer 1 1 0.25 0 1 1 25 Hummel 1 1 0.25 0 3 1 50 Jagdpanther 1 1 0.25 0 1 1 50 Team Weapon 1 1 0.25 1 1 1 5 Howitzer 1 1 0.25 1 1 1 25 Towed Gun 1 1 0.25 1 1 1 25 Flak 88 1 1 0.25 1 1 1 25 P47 Thunderbolt 1 1 1 1 1 1 25 Building Construction 1 1 1.5 3 1 1 25 Building 3 1 1.25 3 1 1 20 Checkpoint 3 1 1.25 3 1 1 0 Bunker 1 1 1.25 10 1 1 3 CW Emplacement 5 1 1.25 1 1 1 25 CW Emplaced HQ 1 1 1 1 1 1 25 CW Mobile HQ 1 1 0.5 1 1 1 25 Defenses 1 1 0.5 3 1 1 25 Defenses Construction 5 1 5 1 1 1 25 Trench 1 1 1 2 1 1 25 Mine 1 1 1 2 1 1 25 Mine Airdrop 1 1 1.5 2 1 1 40 Detector Radio 1 1 1 1 1 1 10 Bridge 1 1 0.05 0 1 1 25
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OpenGL ESの勉強を始める ApiDemosのGLSurfaceViewを1クラスにまとめてみた。別スレッドからの更新やリサイズの再描画はなし。 public class Sample extends Activity { public static class MyView extends SurfaceView implements SurfaceHolder.Callback { public MyView(Context context) { super(context); SurfaceHolder mHolder = getHolder(); mHolder.addCallback(this); mHolder.setType(SurfaceHolder.SURFACE_TYPE_GPU); } @Override public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) { } @Override public void surfaceCreated(SurfaceHolder holder) { EGL10 mEgl = (EGL10) EGLContext.getEGL(); EGLDisplay mEglDisplay = mEgl .eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY); int[] version = new int[2]; mEgl.eglInitialize(mEglDisplay, version); EGLConfig[] configs = new EGLConfig[1]; int[] num_config = new int[1]; int[] configSpec = { EGL10.EGL_DEPTH_SIZE, 16, EGL10.EGL_NONE }; mEgl.eglChooseConfig(mEglDisplay, configSpec, configs, 1, num_config); EGLConfig mEglConfig = configs[0]; /* * Create an OpenGL ES context. This must be done only once, an * OpenGL context is a somewhat heavy object. */ EGLContext mEglContext = mEgl.eglCreateContext(mEglDisplay, mEglConfig, EGL10.EGL_NO_CONTEXT, null); EGLSurface /* * Create an EGL surface we can render into. */ mEglSurface = mEgl.eglCreateWindowSurface(mEglDisplay, mEglConfig, holder, null); /* * Before we can issue GL commands, we need to make sure the context * is current and bound to a surface. */ mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext); GL10 gl = (GL10) mEglContext.getGL(); gl.glViewport(0, 0, getWidth(), getHeight()); /* * Set our projection matrix. This doesn t have to be done each time * we draw, but usually a new projection needs to be set when the * viewport is resized. */ float ratio = (float) getWidth() / getHeight(); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10); /* * Usually, the first thing one might want to do is to clear the * screen. The most efficient way of doing this is to use glClear(). */ gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); /* * Now we re ready to draw some 3D objects */ gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glTranslatef(0, 0, -3.0f); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); // --------- int one = 0x10000; int vertices[] = { -one, -one, -one, one, -one, -one, one, one, -one, -one, one, -one, -one, -one, one, one, -one, one, one, one, one, -one, one, one, }; int colors[] = { 0, 0, 0, one, one, 0, 0, one, one, one, 0, one, 0, one, 0, one, 0, 0, one, one, one, 0, one, one, one, one, one, one, 0, one, one, one, }; byte indices[] = { 0, 4, 5, 0, 5, 1, 1, 5, 6, 1, 6, 2, 2, 6, 7, 2, 7, 3, 3, 7, 4, 3, 4, 0, 4, 7, 6, 4, 6, 5, 3, 0, 1, 3, 1, 2 }; IntBuffer mVertexBuffer; IntBuffer mColorBuffer; ByteBuffer mIndexBuffer; // Buffers to be passed to gl*Pointer() functions // must be direct, i.e., they must be placed on the // native heap where the garbage collector cannot // move them. // // Buffers with multi-byte datatypes (e.g., short, int, float) // must have their byte order set to native order ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4); vbb.order(ByteOrder.nativeOrder()); mVertexBuffer = vbb.asIntBuffer(); mVertexBuffer.put(vertices); mVertexBuffer.position(0); ByteBuffer cbb = ByteBuffer.allocateDirect(colors.length * 4); cbb.order(ByteOrder.nativeOrder()); mColorBuffer = cbb.asIntBuffer(); mColorBuffer.put(colors); mColorBuffer.position(0); mIndexBuffer = ByteBuffer.allocateDirect(indices.length); mIndexBuffer.put(indices); mIndexBuffer.position(0); gl.glFrontFace(gl.GL_CW); gl.glVertexPointer(3, gl.GL_FIXED, 0, mVertexBuffer); gl.glColorPointer(4, gl.GL_FIXED, 0, mColorBuffer); gl.glDrawElements(gl.GL_TRIANGLES, 36, gl.GL_UNSIGNED_BYTE, mIndexBuffer); mEgl.eglSwapBuffers(mEglDisplay, mEglSurface); if (mEglSurface != null) { mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT); mEgl.eglDestroySurface(mEglDisplay, mEglSurface); mEglSurface = null; } if (mEglContext != null) { mEgl.eglDestroyContext(mEglDisplay, mEglContext); mEglContext = null; } if (mEglDisplay != null) { mEgl.eglTerminate(mEglDisplay); mEglDisplay = null; } } @Override public void surfaceDestroyed(SurfaceHolder holder) { } } private MyView mGLSurfaceView; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); mGLSurfaceView = new MyView(this); setContentView(mGLSurfaceView); } @Override protected void onPause() { super.onPause(); } @Override protected void onResume() { super.onResume(); } }
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ゲーム情報(登録されているタグ) ジャンル>アドベンチャー ジャンル>タイムマネージメント 製作会社>不明 言語>英語 コメント欄へ移動 ゲーム配布ページ 英語 http //www.bigfishgames.com/download-games/11409/the-timebuilders-pyramid-rising/index.html 日本語 紹介文 Bring hope to the people of Egypt in The Timebuilders Pyramid Rising, an exciting Time Management game! Assistant to the Royal architect Senmut, you have been appointed the daunting task of reconstructing villages and bringing hope to the people of Egypt. Only you can save them from banishment to eternal darkness by the mighty god, Amen-Ra. Hire workers, manage resources, build structures and gather stone all while fending off alligator attacks and more! Fantastic gameplay Awesome upgrades Bring hope to Egypt! 画像 « » var ppvArray_0_78632fb0fab174cd0703c01ccb729ea0 = new Array(); ppvArray_0_78632fb0fab174cd0703c01ccb729ea0[0] = http //w.atwiki.jp/bfgmatome/?cmd=upload&act=open&page=The+Timebuilders%3A+Pyramid+Rising&file=en_the-timebuilders-pyramid-rising-screen1.jpg ; window.onload=function(){ ppvShow_0_78632fb0fab174cd0703c01ccb729ea0(0); }; function ppvShow_0_78632fb0fab174cd0703c01ccb729ea0(n){ if(!ppvArray_0_78632fb0fab174cd0703c01ccb729ea0[n]){ alert( 画像がありません ); return; } ppv_0_78632fb0fab174cd0703c01ccb729ea0$( ppv_img_0_78632fb0fab174cd0703c01ccb729ea0 ).src=ppvArray_0_78632fb0fab174cd0703c01ccb729ea0[n]; ppv_0_78632fb0fab174cd0703c01ccb729ea0$( ppv_link_0_78632fb0fab174cd0703c01ccb729ea0 ).href=ppvArray_0_78632fb0fab174cd0703c01ccb729ea0[n]; ppv_0_78632fb0fab174cd0703c01ccb729ea0$( ppv_prev_0_78632fb0fab174cd0703c01ccb729ea0 ).href= javascript ppvShow_0_78632fb0fab174cd0703c01ccb729ea0( +(n-1)+ ) ; ppv_0_78632fb0fab174cd0703c01ccb729ea0$( ppv_next_0_78632fb0fab174cd0703c01ccb729ea0 ).href= javascript ppvShow_0_78632fb0fab174cd0703c01ccb729ea0( +(n+1)+ ) ; } function ppv_0_78632fb0fab174cd0703c01ccb729ea0$(){ var elements = new Array(); for (var i = 0; i arguments.length; i++){ var element = arguments[i]; if (typeof element == string ) element = document.getElementById(element); if (arguments.length == 1) return element; elements.push(element); } return elements; } videoプラグインエラー 正しいURLを入力してください。 備考 レス一覧 131 名前: 名無しさんの野望 [sage] 投稿日: 2011/03/04(金) 18 27 37.11 ID jFqOAhUD Tomorrow s Game TodayのThe Timebuilders Pyramid Risingをお試ししてみた。 Royal Envoyのエジプト版って感じ。 そしてあらためてRoyal Envoyは本当によくできてるゲームだな~と思った。 The Timebuildersのクリアした時の変な踊りは好きだけどw 164 名前: 名無しさんの野望 [sage] 投稿日: 2011/03/07(月) 15 03 28.17 ID 0KxJ2Vba The Timebuilders Pyramid Risingについて質問なんですが どれくらいステージあるか、わかる方いらっしゃいませんでしょうか? 15ステージくらい進んだところでお試しが終わってしまい チェックするのを忘れてしまいました。 165 名前: 名無しさんの野望 [sage] 投稿日: 2011/03/07(月) 15 44 46.15 ID +gboDBew . 164 BFGのフォーラムの書き込みを読む限り30レベルっぽい ゲームには(フォーラムでの言い方を使うなら)古いバージョンと新しいバージョンがあって 新しいバージョンは40レベルあり 古いバージョンは30レベルしかない そしてBFGは何らかの理由で今古い30レベルのバージョンを売っているらしい 実際どうなんだろうね 166 名前: 名無しさんの野望 投稿日: 2011/03/07(月) 16 06 50.46 ID fIRj3Wbd . 165 修正版が出たって書いてない? アンインストールしてから再度インストールするみたいだ。 プロフィールも新しく作り直さないとだめみたいだけど。 167 名前: 名無しさんの野望 投稿日: 2011/03/07(月) 16 08 16.55 ID fIRj3Wbd . 164 ゴールドスカラベは40あるから40レベルじゃないか? 1ステージクリアしたところで2%だった。 コメント コメント すべてのコメントを見る トップページに戻る
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