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https://w.atwiki.jp/webdesignmemo/pages/28.html
関連トピックス ライブラリ tweener Tweener.addTween Code Maker tweenerリファレンス Tweener.addTweenの使い方 (SCRATCHBRAIN.BLOG v1)(AS3) Library/AS2/Tweener - Spark project(AS2) http //mtl.recruit.co.jp/blog/2008/03/tweenertips.html http //hosted.zeh.com.br/tweener/docs/en-us/misc/transitions.html とぅいなーをやってみた。 Papervision3D CgInstitute Flash コミュニティー belcro - blog | d5 さんのブログ 「Papervision3D / ダウンロードとインストール(クラスパスの設定)」 役立つサイト Flashゲーム講座 アクションスクリプトサンプル集 ActionScriptリファレンス - [Flash]All About FLASH・アニメーション・ActionScript1.0,2.0,3.0の学習サイト ActionScript Libraryリスト | DigiTechLog Dot Com リンク名 「Tweener.addTween Code Maker」 http //www.scratchbrain.net/blog/ver2/tweener/tweener12662.html -- ko (2008-10-18 19 09 29) http //rainyday.jp/blog/flash.html -- papervision3dリファレンス (2008-10-20 16 51 57) http //geek.oyspe.com/2007/11/memo-002papervision3d.html -- papervision3dリファレンス (2008-10-31 00 56 01) 名前 コメント
https://w.atwiki.jp/visualstudio/pages/36.html
C#3.0ではLINQが追加されました。 それに伴い、LINQの可読性を上げるための機能もC#3.0には追加されています。 目次 暗黙的に型指定されたローカル変数 暗黙的に型指定された配列 オブジェクト初期化子 コレクション初期化子 自動プロパティ 匿名型 拡張メソッド ラムダ式 LINQ 暗黙的に型指定されたローカル変数 明示的に型を指定することなく、ローカル変数を宣言することができようになった varキーワードを使用する コンパイル時に適切な型が割り当たる フィールドでは使用不可 VB6のVariantと異なり、変数宣言時に初期化が必要 VB6のVariantと異なり、型変換は出来ない 型名の冗長さを省く場合や、匿名型を使用した場合に用いる class Program { //フィールドでは使用不可 //var a = 123; static void Main(string[] args) { var i = 123; var d = 12.3M; var str = "abc"; var dt = DateTime.Now; //変数宣言時に初期化が必要 //var b; //型変換は出来ない //i = "abc"; //型の冗長さを省く場合 var obj1 = new Myclass(); //匿名型を使用した場合 var obj2 = new { Name = "abc" }; } } class Myclass { } 暗黙的に型指定された配列 newで配列を作成する際、newの後ろの型が省略可能となった コンパイル時に{} の中身から適切な型が割り当たる 複数の型が含まれる場合、コンパイルエラーとなる class Program { static void Main(string[] args) { var i = new[] { 1, 2, 3, }; var d = new[] { 1.1, 2.2, 3.3 }; var str = new[] { "abc", "def", "ghi" }; //複数の型が含まれる場合、コンパイルエラーとなる //var obj = new[] { 1, "abc", 2 }; //匿名型を使用した場合 var persons = new[]{ new{Name = "Taro",Age = 20}, new{Name = "Jiro",Age = 18} }; } } オブジェクト初期化子 オブジェクトの初期化が簡潔に記述可能となった 中カッコ{ }内で初期化を行う class Program { static void Main(string[] args) { //C#3.0の場合 var person3 = new Person { Age = 20, Name = "Taro" }; //C#2.0の場合 Person person2 = new Person(); person2.Age = 20; person2.Name = "Taro"; } } class Person { public string m_name; public int m_age; public string Name { get { return m_name; } set { m_name = value; } } public int Age { get { return m_age; } set { m_age = value; } } } コレクション初期化子 コレクションの初期化が簡潔に記述可能となった 中カッコ{ }内で初期化を行う class Program { static void Main(string[] args) { //C#3.0の場合 var list3 = new List int { 1, 2, 3 }; var dic3 = new Dictionary string, int () { { "a", 1 }, { "b", 2 }, { "c", 3 } }; //C#2.0の場合 List int list2 = new List int (); list2.Add(1); list2.Add(2); list2.Add(3); Dictionary string, int dic2 = new Dictionary string, int (); dic2.Add("a", 1); dic2.Add("b", 2); dic2.Add("c", 3); } } 自動プロパティ プロパティの記述が簡潔に記述可能となった コンパイル時、従来のプロパティが自動的に生成される get、set 両方を記述する必要がある 読み取り専用のプロパティを作成するには、プライベートな set を用意する class Person { public string Name { get; set; } } 上記クラスをコンパイルしReflector for.NETを使用し生成ファイルを見ると、以下のフィールド、プロパティが自動生成されていることがわかる internal class Person { // Fields private string Name k__BackingField; // Properties public string Name { get { return this. Name k__BackingField; } set { this. Name k__BackingField = value; } } } 匿名型 クラスを別途定義せずにオブジェクト生成が可能となった 匿名型は、プログラマからはクラス名が不明のためvarキーワードを使用する コンパイル時、クラスが自動的に作成される 同じ名前、同じ型、同じ並び順のプロパティを持つ匿名型は同一のクラスとなる 主にLINQのselect旬で使用される機能 class Program { static void Main(string[] args) { var obj1 = new { Name = "Taro", Age = 20 }; var obj2 = new { Name = "Jiro", Age = 18 }; if (obj1.GetType() == obj2.GetType()) { Console.WriteLine("同じ型"); } } } 上記クラスをコンパイルしReflector for.NETを使用し生成ファイルを見ると、以下のクラスが自動生成されていることがわかる internal sealed class f__AnonymousType0 Name j__TPar, Age j__TPar { // Fields private readonly Age j__TPar Age i__Field; private readonly Name j__TPar Name i__Field; // Methods public f__AnonymousType0( Name j__TPar Name, Age j__TPar Age) { this. Name i__Field = Name; this. Age i__Field = Age; } // Properties public Age j__TPar Age { get { return this. Age i__Field; } } public Name j__TPar Name { get { return this. Name i__Field; } } } 拡張メソッド 既存クラスを継承することなく、既存クラスにインスタンスメソッドを追加出来る機能 非ジェネリックのstaticクラス内にてstaticメソッドで宣言する必要がある this修飾子にて、拡張メソッドを追加する型を指定する 拡張メソッドを含む名前空間をusing文で指定すると有効となる //拡張メソッドを含む名前空間を指定すると有効となる using B; namespace A { class Program { static void Main(string[] args) { //拡張メソッドの呼び出し "abc".Print(); //通常のstaticメソッドとしての呼び出しも可能 StingExtensions.Print("abc"); } } } namespace B { static class StingExtensions { //拡張メソッド public static void Print(this string str) { System.Console.WriteLine(str); } } } 拡張メソッドとインスタンスメソッドが重複した場合、インスタンスメソッドが優先される namespace A { class Program { static void Main(string[] args) { X obj = new X(); //クラスXのMethod()が呼ばれる obj.Method(); } } class X { public void Method() { } } static class Y { public static void Method(this X x) { } } } ラムダ式 ラムダ式は、式とステートメントを含めることができる匿名関数であり、デリゲート型または式ツリー型を作成するために使用される 演算子 = を使用する 演算子 = の左辺で入力パラメータを指定し、右辺で式、またはステートメントを指定する デリゲート型を作成する場合 namespace LambdaExpression { delegate int D(int x, int y); class Program { static void Main(string[] args) { //C#1.0 //外部メソッドを用意する必要があった D d1 = new D(Add); //C#2.0 //匿名メソッド使用 { }内に直接記述可能となった D d2 = delegate(int x, int y) { return x + y; }; //C#3.0 //ラムダ式使用 匿名メソッドより簡略し記述可能となった D d3 = (x, y) = x + y; //以下の記述も可 //D d3 = (int x, int y) = { return x + y; }; //D d3 = (int x, int y) = return x + y; //D d3 = (int x, int y) = x + y; Console.WriteLine(d1(1, 2)); Console.WriteLine(d2(1, 2)); Console.WriteLine(d3(1, 2)); } static int Add(int x, int y) { return x + y; } } } 式ツリー型を作成する場合 using System.Linq.Expressions; namespace LambdaExpression { class Program { static void Main(string[] args) { //ラムダ式をデリゲートに代入すると匿名メソッドとなる Func int, int, int f = (x, y) = x + y; Console.WriteLine(f(1, 2)); //ラムダ式をExpression式に代入すると式ツリー型となる Expression Func int, int, int e = (x, y) = x + y; var bin = (BinaryExpression)e.Body; var p1 = (ParameterExpression)bin.Left; var p2 = (ParameterExpression)bin.Right; Console.WriteLine(bin); Console.WriteLine(p1); Console.WriteLine(p2); } } } LINQ LINQは、Language Integrated Query(統合言語クエリ)の略 LINQにより、異なる種類のデータに対して統一したクエリ構文でアクセスが可能となった LINQにより、C#、VB.NETのコード内にクエリを記述することが出来る LINQにより、コンパイル時の型チェック、IntelliSenseの使用がクエリに対し可能となった 扱えるデータは主に以下となるオブジェクト(LINQ to Objects)XML(LINQ to XML)ADO.NETのDataSet(LINQ to DataSet)SQLサーバのデータベース(LINQ to SQL)ADO.NET Entity Frameworkから提供される概念エンティティ(LINQ to Entities) C$3.0でのLINQ to Objectsの例 class Program { static void Main(string[] args) { var persons = new[] { new { Name="Taro", Age=20 }, new { Name="Jiro", Age=18 } }; var adults = from person in persons where person.Age = 20 select new { person.Name, person.Age }; foreach (var adult in adults) { Console.WriteLine(adult.Name + "," + adult.Age); } } } C#2.0で同様のコードを記述した場合 class Program { static void Main(string[] args) { List Person persons = new List Person (); persons.Add(new Person("Taro", 20)); persons.Add(new Person("Jiro", 18)); List Person adults = new List Person (); foreach (Person person in persons) { if (person.Age = 20) { Person adult = new Person(person.Name, person.Age); adults.Add(adult); } } foreach (Person adult in adults) { Console.WriteLine(adult.Name + "," + adult.Age); } } } class Person { public string m_name; public int m_age; public Person(string name, int age) { m_name = name; m_age = age; } public string Name { get { return m_name; } set { m_name = value; } } public int Age { get { return m_age; } set { m_age = value; } } } 参考 C# 3.0 の概要 http //www.microsoft.com/japan/msdn/net/bb308966.aspx
https://w.atwiki.jp/akazukin/pages/18.html
BASHandSlashへのjockyitch氏カキコより seta r_aaalpha "0" //anti-aliasing transparency method (0=off 1=fast Dither 2=SuperSample) seta r_aasamples "1" //antialiasing 1 to 16 (1=Off 16=Maximun) seta r_altmodellightingupdate "0" //Alternate lighting method (0=Alternate 1=Normal) needs restart seta r_autopriority "1"//When the game is minimized, change to low priority (1=lowpriority 0=no) seta r_cachemodellighting "1"//Cache for models lighting (0=none 1=Speedup) seta r_cachesmodellighting "1"//Cache for statics models lighting (0=none 1=Speedup) seta r_depthprepass "1"//Currently unknown (0=Default 1=Speedup) seta r_depthprepassmodels "1"//Currently unknown (0=Default 1=Speedup) seta r_detail "0"//Detailed Shaders(0=none 1=Activated) seta r_displayRefresh "100 Hz"//Monitor Refresh (typically 60 Hz, 75 Hz, 100 Hz) seta r_distortion "0"//Fire HeatHAze distortion (0=none 1=Activated) seta r_dlightlimit "0"//Number of dynamic lights (0 to 4) seta r_dof_enable "0"//Depth of Field (0=none 1=activated) seta r_drawdecals "0"//Enable World decals render (0=none 1=activated) seta r_drawsun "0"//Sun effects(0=none 1=activated) seta r_drawwater "0"//Water animation(0=none 1=activated) seta r_envmapexponent "0.05"//Reflection exponent (0.05 to 20) seta r_envmapmaxintensity "0.01"//Reflection intensity based on glancing angle (0.01 to 2) seta r_envmapminintensity "0"//Reflection intensity based on glancing angle (0 to 2) seta r_envmapoverride "0"//Reflection intensity based on glancing angle (0=none 1=Override) seta r_envmapspecular "0"//Environment Map specular lighting (0=none 1=activated) seta r_envmapsunintensity "0"//Max sun specular on env materials (0=none to 4=full) seta r_fastskin "1"//Cache Skin (0=none 1=activated) seta r_floatz "1"//Floatz, DOF, Laser Sight effects, do not disable (0=none 1=activated). seta r_glow_allowed "0"//Must be activated for Glow (0=none 1=allow glow) seta r_gpusync "0"//Improves mouse response, but gives FPS hit (0=none 1=adaptive 2=agressive) seta r_lodbiasrigid "0"//Level of detail for static objects (-1000=better to 0=lowest) seta r_lodbiasskinned "0"//Level of detail for skinned objects (-1000=better to 0=lowest) seta r_lodscalerigid "4"//Level of detail for static objects (1=best to 4=worst) seta r_lodscaleskinned "4"//Level of detail for skinned objects (1=best to 4=worst) seta r_normal "1"//Allow Shaders to use normal maps (0=none 1=Activated) seta r_mode "800x600"//Graphics Resolution seta r_multiGPU "0"//Activate for use SLI or CrossFire (0=single GPU 1=two or more GPUs) seta r_outdoor "1"//Prevents particles from appearing indoors (0=they appear 1=Default, none) seta r_outdoorfeather "0"//Z-feathering for Outdoors, smothed grass, Smoke (0 to infinite) seta r_picmip "3"//Texture Quality (0=Extra to 3=Low) - some servers require 2 or lower. seta r_picmip_bump "3"//Bump Maps Quality, for relief textures (0=Extra to 3=Low) seta r_picmip_spec "3"//Specular Map Quality, for lights (0=Extra to 3=Low) seta r_picmip_water "0"//Water Quality (0=None 1=Normal) seta r_picmip_manual "1"//Set to Manual the texture selection (0=Automatic 1=Manual) seta r_rendererinuse "0"//0=Shader 2.0 // 1=Shader 3.0 // 2=Default seta r_resamplescene "1"//Sharpen filter and color correction applied(0=none 1=enabled) seta r_sun_from "0"//Set sun flares from dvars (0=none 1=activated, this may be a cheat) seta r_textfilteranisomax "16"//Max Anisotropic max filtering(1=none 16=full anisotropic) seta r_textfilteranisomin "1"//Min Anisotropic filtering (1=none 16=full anisotropic) seta r_textfiltermipmode "3"//0=normal 1=Trilinear 2=Bilinear 3=Disable Mipmap seta r_uselayeredmaterials "0"//0=none 1=Enable on Shader 3.0 videocard seta r_vsync "0"// Enable Vsync (0=none 1=activated) Cheat Protected seta r_fullbright "0"//Toggles rendering with or without lighting (0 or 1) seta r_glow "0"//Enable Glow (0=none 1=activated) seta r_lowestloddist "-1"//Distance for change to Lowest LOD (-1=close to "infinite"=far) seta r_lowloddist "-1"//Distance for change to Low LOD (-1=close to "infinite"=far) seta r_highloddist "-1"//Distance for change to High LOD (-1=close to "infinite"=far) seta r_mediumloddist "-1"//Distance for change to Medium LOD (-1=close to "infinite"=far) Client Side Variables seta ai_corpseCount "5" seta cg_blood "1" seta cg_brass "1" seta cg_centerPrintY "-60" seta cg_chatHeight "8" seta cg_chatTime "12000" seta cg_connectionIconSize "0" seta cg_crosshairAlpha "1" seta cg_crosshairAlphaMin "0.5" seta cg_crosshairDynamic "0" seta cg_crosshairEnemyColor "1" seta cg_cursorHints "4" seta cg_debugInfoCornerOffset "0 0" seta cg_descriptiveText "1" seta cg_drawBreathHint "1" seta cg_drawCrosshair "1" seta cg_drawCrosshairNames "1" seta cg_drawFPS "Off" seta cg_drawFPSLabels "1" seta cg_drawFriendlyNames "1" seta cg_drawLagometer "0" seta cg_drawMantleHint "1" seta cg_drawSnapshot "0" seta cg_drawTurretCrosshair "1" seta cg_enemyNameFadeIn "250" seta cg_enemyNameFadeOut "250" seta cg_fov "65" seta cg_friendlyNameFadeIn "0" seta cg_friendlyNameFadeOut "1500" seta cg_gameBoldMessageWidth "390" seta cg_gameMessageWidth "455" seta cg_headIconMinScreenRadius "0.015" seta cg_hintFadeTime "100" seta cg_hudChatIntermissionPosition "5 110" seta cg_hudChatPosition "5 204" seta cg_hudDamageIconHeight "64" seta cg_hudDamageIconInScope "0" seta cg_hudDamageIconOffset "128" seta cg_hudDamageIconTime "2000" seta cg_hudDamageIconWidth "128" seta cg_hudGrenadeIconEnabledFlash "0" seta cg_hudGrenadeIconHeight "25" seta cg_hudGrenadeIconInScope "0" seta cg_hudGrenadeIconMaxHeight "104" seta cg_hudGrenadeIconMaxRangeFlash "500" seta cg_hudGrenadeIconMaxRangeFrag "250" seta cg_hudGrenadeIconOffset "50" seta cg_hudGrenadeIconWidth "25" seta cg_hudGrenadePointerHeight "12" seta cg_hudGrenadePointerPivot "12 27" seta cg_hudGrenadePointerWidth "25" seta cg_hudMapBorderWidth "2" seta cg_hudMapFriendlyHeight "15" seta cg_hudMapFriendlyWidth "15" seta cg_hudMapPlayerHeight "20" seta cg_hudMapPlayerWidth "20" seta cg_hudMapRadarLineThickness "0.15" seta cg_hudProneY "-160" seta cg_hudSayPosition "5 180" seta cg_hudStanceHintPrints "0" seta cg_hudVotePosition "5 220" seta cg_invalidCmdHintBlinkInterval "600" seta cg_invalidCmdHintDuration "1800" seta cg_laserLight "0" seta cg_mapLocationSelectionCursorSpeed "0.6" seta cg_marks "1" seta cg_marks_ents_player_only "0" seta cg_overheadIconSize "0.7" seta cg_overheadNamesGlow "0 0 0 1" seta cg_overheadNamesMaxDist "10000" seta cg_overheadNamesSize "0.5" seta cg_overheadRankSize "0.5" seta cg_predictItems "1" seta cg_scoreboardBannerHeight "35" seta cg_scoreboardHeaderFontScale "0.35" seta cg_scoreboardHeight "435" seta cg_scoreboardItemHeight "18" seta cg_scoreboardPingHeight "0.7" seta cg_scoreboardPingWidth "0.036" seta cg_scoreboardRankFontScale "0.25" seta cg_scoreboardScrollStep "3" seta cg_scoreboardWidth "500" seta cg_ScoresPing_BgColor "0.25098 0.25098 0.25098 0.501961" seta cg_ScoresPing_HighColor "0.8 0 0 1" seta cg_ScoresPing_Interval "100" seta cg_ScoresPing_LowColor "0 0.74902 0 1" seta cg_ScoresPing_MaxBars "4" seta cg_ScoresPing_MedColor "0.8 0.8 0 1" seta cg_scriptIconSize "0" seta cg_sprintMeterDisabledColor "0.8 0.1 0.1 0.2" seta cg_sprintMeterEmptyColor "0.7 0.5 0.2 0.8" seta cg_sprintMeterFullColor "0.8 0.8 0.8 0.8" seta cg_subtitleMinTime "3" seta cg_subtitles "1" seta cg_subtitleWidthStandard "520" seta cg_subtitleWidthWidescreen "520" seta cg_teamChatsOnly "0" seta cg_viewZSmoothingMax "16" seta cg_viewZSmoothingMin "1" seta cg_viewZSmoothingTime "0.1" seta cg_voiceIconSize "0" seta cg_weaponCycleDelay "0" seta cg_weaponHintsCoD1Style "1" seta cg_youInKillCamSize "6" seta cl_allowDownload "1" seta cl_anonymous "0" seta cl_connectionAttempts "10" seta cl_freelook "1" seta cl_maxpackets "30" seta cl_maxPing "800" seta cl_mouseAccel "0" seta cl_packetdup "1" seta cl_pitchspeed "140" seta cl_punkbuster "1" seta cl_voice "1" seta cl_wwwDownload "1" seta cl_yawspeed "140" seta com_introPlayed "1" seta com_maxfps "85" seta com_recommendedSet "1" seta compassClampIcons "1" seta compassCoords "740 3590 400" seta compassDebug "0" seta compassECoordCutoff "37" seta compassFriendlyHeight "18.75" seta compassFriendlyWidth "18.75" seta compassMaxRange "2500" seta compassMinRadius "0.0001" seta compassMinRange "0.0001" seta compassObjectiveArrowHeight "20" seta compassObjectiveArrowOffset "2" seta compassObjectiveArrowRotateDist "5" seta compassObjectiveArrowWidth "20" seta compassObjectiveDrawLines "1" seta compassObjectiveHeight "20" seta compassObjectiveIconHeight "16" seta compassObjectiveIconWidth "16" seta compassObjectiveMaxHeight "70" seta compassObjectiveMaxRange "2048" seta compassObjectiveMinAlpha "1" seta compassObjectiveMinHeight "-70" seta compassObjectiveNumRings "10" seta compassObjectiveRingSize "80" seta compassObjectiveRingTime "10000" seta compassObjectiveTextHeight "18" seta compassObjectiveTextScale "0.3" seta compassObjectiveWidth "20" seta compassPlayerHeight "18.75" seta compassPlayerWidth "18.75" seta compassRadarLineThickness "0.4" seta compassRadarPingFadeTime "4" seta compassRadarUpdateTime "4" seta compassRotation "1" seta compassSize "1" seta compassSoundPingFadeTime "2" seta compassTickertapeStretch "0.5" seta con_errormessagetime "8" seta con_gameMsgWindow0FadeInTime "0.25" seta con_gameMsgWindow0FadeOutTime "0.5" seta con_gameMsgWindow0Filter "gamenotify obituary" seta con_gameMsgWindow0LineCount "4" seta con_gameMsgWindow0MsgTime "5" seta con_gameMsgWindow0ScrollTime "0.25" seta con_gameMsgWindow0SplitscreenScale "1.5" seta con_gameMsgWindow1FadeInTime "0.25" seta con_gameMsgWindow1FadeOutTime "0.01" seta con_gameMsgWindow1Filter "boldgame" seta con_gameMsgWindow1LineCount "5" seta con_gameMsgWindow1MsgTime "8" seta con_gameMsgWindow1ScrollTime "0.25" seta con_gameMsgWindow1SplitscreenScale "1.5" seta con_gameMsgWindow2FadeInTime "0.75" seta con_gameMsgWindow2FadeOutTime "0.5" seta con_gameMsgWindow2Filter "subtitle" seta con_gameMsgWindow2LineCount "7" seta con_gameMsgWindow2MsgTime "5" seta con_gameMsgWindow2ScrollTime "0.25" seta con_gameMsgWindow2SplitscreenScale "1.5" seta con_gameMsgWindow3FadeInTime "0.25" seta con_gameMsgWindow3FadeOutTime "0.5" seta con_gameMsgWindow3Filter "" seta con_gameMsgWindow3LineCount "5" seta con_gameMsgWindow3MsgTime "5" seta con_gameMsgWindow3ScrollTime "0.25" seta con_gameMsgWindow3SplitscreenScale "1.5" seta con_inputBoxColor "0.25 0.25 0.2 1" seta con_inputHintBoxColor "0.4 0.4 0.35 1" seta con_matchPrefixOnly "1" seta con_minicon "0" seta con_miniconlines "5" seta con_minicontime "4" seta con_outputBarColor "1 1 0.95 0.6" seta con_outputSliderColor "0.15 0.15 0.1 0.6" seta con_outputWindowColor "0.35 0.35 0.3 0.75" seta con_typewriterColorGlowCheckpoint "0.6 0.5 0.6 1" seta con_typewriterColorGlowCompleted "0 0.3 0.8 1" seta con_typewriterColorGlowFailed "0.8 0 0 1" seta con_typewriterColorGlowUpdated "0 0.6 0.18 1" seta con_typewriterDecayDuration "700" seta con_typewriterDecayStartTime "6000" seta con_typewriterPrintSpeed "50" seta customclass1 "Custom Slot 1" seta customclass2 "Custom Slot 2" seta customclass3 "Custom Slot 3" seta customclass4 "Custom Slot 4" seta customclass5 "Custom Slot 5" seta drew_notes "4" seta dynEnt_active "1" seta fx_marks "1" seta fx_marks_ents "1" seta fx_marks_smodels "1" seta fx_sort "1" seta g_allowvote "1" seta g_antilag "1" seta g_banIPs "" seta g_clonePlayerMaxVelocity "80" seta g_deadChat "0" seta g_dropForwardSpeed "10" seta g_dropHorzSpeedRand "100" seta g_dropUpSpeedBase "10" seta g_dropUpSpeedRand "5" seta g_log "games_mp.log" seta g_logSync "0" seta g_oldVoting "1" seta g_playerCollisionEjectSpeed "25" seta g_redCrosshairs "1" seta g_useGear "0" seta g_useholdspawndelay "500" seta g_voiceChatTalkingDuration "500" seta g_voteAbstainWeight "0.5" seta hud_deathQuoteFadeTime "1000" seta hud_enable "1" seta hud_fade_ammodisplay "0" seta hud_fade_compass "0" seta hud_fade_healthbar "2" seta hud_fade_offhand "0" seta hud_fade_sprint "1.7" seta hud_fade_stance "1.7" seta hud_fadeout_speed "0.1" seta hud_flash_period_offhand "0.5" seta hud_flash_time_offhand "2" seta hud_health_pulserate_critical "0.5" seta hud_health_pulserate_injured "1" seta hud_health_startpulse_critical "0.33" seta hud_health_startpulse_injured "1" seta in_mouse "1" seta loc_forceEnglish "0" seta loc_language "0" seta m_filter "0" seta m_forward "0.25" seta m_pitch "0.022" seta m_side "0.25" seta m_yaw "0.022" seta monkeytoy "0" seta mss_khz "44" seta name "Jock Yitch" seta net_noipx "0" seta net_noudp "0" seta net_socksEnabled "0" seta net_socksPassword "" seta net_socksPort "1080" seta net_socksServer "" seta net_socksUsername "" seta r_aaAlpha "dither (fast)" seta r_aaSamples "4" seta r_altModelLightingUpdate "1" seta r_aspectRatio "auto" seta r_autopriority "0" seta r_customMode "" seta r_debugLineWidth "1" seta r_depthPrepass "0" seta r_depthPrepassModels "0" seta r_displayRefresh "100 Hz" seta r_distortion "1" seta r_dlightLimit "4" seta r_dof_enable "0" seta r_drawDecals "1" seta r_drawSun "1" seta r_drawWater "1" seta r_fastSkin "1" seta r_fullscreen "1" seta r_gamma "1.41" seta r_glow "1" seta r_glow_allowed "1" seta r_ignorehwgamma "0" seta r_inGameVideo "1" seta r_lodBias "0" seta r_lodBiasRigid "0" seta r_lodBiasSkinned "0" seta r_lodScale "1" seta r_lodScaleRigid "1" seta r_lodScaleSkinned "1" seta r_mode "800x600" seta r_monitor "0" seta r_multiGpu "0" seta r_normal "1" seta r_picmip "0" seta r_picmip_bump "0" seta r_picmip_manual "0" seta r_picmip_spec "0" seta r_picmip_water "0" seta r_polygonOffsetBias "-1" seta r_polygonOffsetScale "-1" seta r_portalBevels "0.7" seta r_preloadShaders "0" seta r_rendererPreference "Default" seta r_specular "1" seta r_texFilterAnisoMax "4" seta r_texFilterAnisoMin "1" seta r_texFilterMipMode "Unchanged" seta r_vsync "0" seta r_zFeather "0" seta ragdoll_enable "0" seta ragdoll_max_simulating "0" seta rate "25000" seta sc_enable "0" seta sensitivity "5" seta server1 "" seta server10 "" seta server11 "" seta server12 "" seta server13 "" seta server14 "" seta server15 "" seta server16 "" seta server2 "" seta server3 "" seta server4 "" seta server5 "" seta server6 "" seta server7 "" seta server8 "" seta server9 "" seta sm_enable "1" seta sm_maxLights "4" seta snaps "20" seta snd_bits "16" seta snd_cinematicVolumeScale "0.85" seta snd_debugReplace "0" seta snd_drawEqChannels "0" seta snd_drawEqEnts "0" seta snd_enableEq "0" seta snd_errorOnMissing "0" seta snd_khz "44" seta snd_levelFadeTime "250" seta snd_outputConfiguration "Windows default" seta snd_slaveFadeTime "500" seta snd_touchStreamFilesOnLoad "0" seta snd_volume "0.8" seta sv_allowDownload "1" seta sv_floodProtect "1" seta sv_hostname "BASHandSlash" seta sv_maxclients "24" seta sv_maxPing "0" seta sv_maxRate "5000" seta sv_minPing "0" seta sv_punkbuster "1" seta sv_reconnectlimit "3" seta sv_voice "1" seta sv_wwwBaseURL "" seta sv_wwwDlDisconnected "0" seta sv_wwwDownload "0" seta sys_configSum "4379996" seta sys_configureGHz "2.92348" seta sys_cpuGHz "3.0107" seta sys_gpu "NVIDIA GeForce 7900 GTX" seta sys_sysMB "1024" seta thereisacow "1337" seta ui_bigFont "0.4" seta ui_browserFriendlyfire "-1" seta ui_browserKillcam "-1" seta ui_browserMod "0" seta ui_browserShowDedicated "0" seta ui_browserShowEmpty "1" seta ui_browserShowFull "0" seta ui_browserShowNoPassword "1" seta ui_browserShowPassword "-1" seta ui_browserShowPunkBuster "-1" seta ui_browserShowPure "1" seta ui_currentMap "5" seta ui_currentNetMap "5" seta ui_dedicated "0" seta ui_drawCrosshair "1" seta ui_extraBigFont "0.55" seta ui_gametype "0" seta ui_joinGametype "3" seta ui_maxclients "32" seta ui_netGametype "2" seta ui_netGametypeName "sd" seta ui_netSource "1" seta ui_serverStatusTimeOut "7000" seta ui_smallFont "0.25" seta vehDriverViewHeightMax "50" seta vehDriverViewHeightMin "-15" seta vid_xpos "3" seta vid_ypos "22" seta voice_deadChat "0" seta voice_global "0" seta voice_localEcho "0" seta winvoice_mic_mute "1" seta winvoice_mic_reclevel "65535" seta winvoice_mic_scaler "1" seta winvoice_save_voice "0" Complete Console and Config_mp Command Listing -back -moveright -breath_sprint +breath_sprint scriptUsage -gostand -leanright -frag -moveleft -reload -actionslot dvarlist_saved -scores dvarlist -melee -activate -forward +forward +moveright -attack +attack updatehunkusage snd_list snd_refreshSpeakerMaps printentities echo stats jumptonode setviewpos levelshot ufo noclip notarget demigod god take give kill cg_ufo cg_noclip cg_shellshock_save cg_shellshock_load cg_shellshock +actionslot fade weapprev weapnext +scores viewpos phys_go phys_stop closemenu openmenu r_smc_flush r_smc_stats r_savesun r_loadsun reloadmaterialtextures r_applyPicmip imagelist screenshotJpeg screenshot map difficultyEasy set cinematic snd_deactivateEq snd_setEqType snd_setEqQ snd_setEqGain snd_setEqFreq snd_setEq snd_playLocal snd_deactivateEnvironmentEffects snd_setEnvironmentEffects localizeSoundAliasFiles cubemapShot +decAnimWeight +incAnimWeight shellExecute startSingleplayer startMultiplayer sl pause unskippablecinematic logo stoprecord record timedemo demo disconnect snd_restart vid_restart cmd -nightvision +nightvision -sprint +sprint +gostand gocrouch goprone toggleprone togglecrouch raisestance lowerstance -toggleads_throw +toggleads_throw -speed_throw +speed_throw -throw +throw leaveads toggleads -mlook +mlook -stance +stance -prone +prone +leanright -leanleft +leanleft -usereload +usereload +reload +activate -smoke +smoke +frag -melee_breath +melee_breath -holdbreath +holdbreath +melee -speed +speed +moveleft -strafe +strafe -lookdown +lookdown -lookup +lookup +back -right +right -left +left -movedown +movedown -moveup +moveup centerview clear ragdoll_baselerp_bone ragdoll_limit ragdoll_joint ragdoll_selfpair ragdoll_bone ragdoll_clear exec ragdoll_pin_bone savegame_lastcommit devsave stringUsage difficultyFu difficultyHard difficultyMedium loadgame_continue nextlevel loadgame spdevmap devmap spmap map_restart fast_restart in_restart writedefaults writeconfig quit meminfo con_showchannel con_hidechannel seta bind unbindall con_visiblechannellist con_channellist touchFile fdir dir fullpath path bindlist unbind wait vstr dvar_float dvar_int dvar_bool dvardump reset setdvartotime setfromlocString setfromdvar sets togglep toggle 209 commands Variables that affect graphics quality VERY LOW QUALITY seta r_lodbiasrigid "0"//Level of detail of static objects (-1000=better to 0=lowest) seta r_lodbiasskinned "0"//Level of detail of skinned objects (-1000=better to 0=lowest) seta r_lodscalerigid "4"//Level of detail of static objects (1=best to 4=worst) seta r_lodscaleskinned "4"//Level of detail of skinned objects (1=best to 4=worst) MAXIMUM QUALITY seta r_lodbiasrigid "-1000"//Level of detail of static objects (-1000=better to 0=lowest) seta r_lodbiasskinned "-1000"//Level of detail of skinned objects (-1000=better to 0=lowest) seta r_lodscalerigid "1"//Level of detail of static objects (1=best to 4=worst) seta r_lodscaleskinned "1"//Level of detail of skinned objects (1=best to 4=worst) Boosting Framerate a) Changes to the basic client settings can produce FPS boosts. Some of these are shown below Console Settings seta ai_corpseCount 0 seta cg_blood "0" seta cg_brass "0" seta fx_marks "0" seta r_aaAlpha 0 seta r_aaSamples 1 seta r_drawwater 0 seta r_fastskin 1 seta r_lodscalerigid "1" VS seta r_lodscalerigid "4" ~10% seta r_lodbiasrigid "-1000" VS seta r_lodbiasrigid "0" ~30% seta r_rendererpreference "shader model 2.0" seta r_texFilterMipMode "Force Bilinear" seta r_zfeather 0 Ingame settings Model Detail "NORMAL" VS Model Detail "LOW" ~15% Shadows Enabled VS Shadows Disabled ~20% Dinamic Lights "Normal" VS Dinamic Lights "OFF" ~5% Smoke Smoothing "ON" VS Smoke Smoothing "OFF" ~10% b) High frame rate boosts will occur if you remove fog and remove effects. This can be done by putting put clientr_fog 0 and clientfx_draw 0 in the server config. Of course this will remove these items for everyone on the server. Some effects removed by fx_draw are muzzle flashes, flashbangs and nade explosions. This can result in a 30 fps boost. Type the following in the modernwarfare.gsc, server side if ( getdvar("clientr_fog") == "0" ) { self setClientDvar( "r_fog", "0" ); } if ( getdvar("clientfx_draw") == "0" ) { self setClientDvar( "fx_draw", "0" ); } c) Similar to b), you could set fx_drawClouds (which removes the clouds of dust after an explosion) can be set to 0. Dvars Legend ai_ - The Computer AIartificial intelligence = ComputerKI aim_ - Target and Hit Settings cl_ - Client Settings (your PC) com_ - Computer compass - Compass con_ - Ingame console dynEnt - dynamic entities and graphics settings fs_ - File System fx_ - Graphics Settings g_ - game settings hud_ - HUD in_ - Input devices loc_ - Language settings m_ - Mouse settings mis_ - miscellanous phys_ - physics player_ - player settings r_ - render settings snd_ - Sound sv_ - Server Settings sys_ - System Settings ui_ - User Interface veh - vehicles aa_ads_damage_dealt "0" aa_deaths "0" aa_enemy_damage_taken "552" aa_enemy_deaths "2" aa_player_damage_dealt "0" aa_player_damage_taken "0" aa_player_kills "0" aa_time_tracking "33.6" aa_zoneaa_main_bog_a "on" actionSlotsHide "0" C ai_accuracyDistScale "1" A ai_badPathSpam "0" A ai_corpseCount "10" C ai_count "32" C ai_coverScore_coverType "2" C ai_coverScore_distance "16" C ai_coverScore_engagement "4" C ai_coverScore_nodeAngle "4" C ai_coverScore_playerLos "8" C ai_coverScore_priority "8" C ai_coverScore_targetDir "4" C ai_coverScore_visibility "8" A C ai_debugAccuracy "0" C ai_debugAnimDeltas "0" C ai_debugClaimedNodes "0" C ai_debugCoverEntityNum "-1" A C ai_debugCoverSelection "0" ai_debugEntIndex "-1" C ai_debugFindPath "0" C ai_debugFindPathDirect "0" C ai_debugFindPathLock "0" C ai_debugFindPathWidth "0" C ai_debugGrenadeFailSafe "0" C ai_debugGrenadeHintArc "150" C ai_debugMayMove "0" A C ai_debugMeleeAttackSpots "0" C ai_debugPlayerLOS "0" A C ai_debugThreatSelection "0" C ai_disableSpawn "0" C ai_eventDistBadPlace "256" C ai_eventDistBullet "96" C ai_eventDistDeath "1024" C ai_eventDistExplosion "1024" C ai_eventDistFootstep "512" C ai_eventDistFootstepLite "256" C ai_eventDistGrenadePing "512" C ai_eventDistGunShot "2048" C ai_eventDistNewEnemy "1024" C ai_eventDistPain "512" C ai_eventDistProjImpact "256" C ai_eventDistProjPing "128" C ai_eventDistSilencedShot "128" C ai_foliageSeeThroughDist "128" C ai_friendlyFireBlockDuration "2000" C ai_friendlySuppression "1" C ai_friendlySuppressionDist "128" C ai_moveOrientMode "invalid" C ai_noDodge "0" C ai_pathMomentum "0.78" C ai_pathNegotiationOverlapCost "300" C ai_playerADS_LOSRange "150" C ai_playerADSTargetTime "10000" ai_playerFarAccuracy "0.1" ai_playerFarRange "2000" C ai_playerLOSHalfWidth "15" C ai_playerLOSMinTime "1500" C ai_playerLOSRange "150" ai_playerNearAccuracy "0.5" ai_playerNearRange "800" C ai_showBadPlaces "0" A ai_ShowCanshootChecks "0" A C ai_showClaimedNode "0" C ai_showDodge "0" C ai_showFriendlyChains "0" C ai_showNearestNode "0" C ai_showNodes "0" C ai_showNodesDist "384" C ai_showPaths "0" C ai_showPotentialThreatDir "0" A C ai_showRegion "0" C ai_showSuppression "-1" C ai_showVisData "0" C ai_showVisDataDist "1000" C ai_showVolume "-1" C ai_threatUpdateInterval "500" C aim_accel_turnrate_debug "0" C aim_accel_turnrate_enabled "1" C aim_accel_turnrate_lerp "1200" C aim_autoaim_debug "0" C aim_autoaim_enabled "1" C aim_autoaim_lerp "40" C aim_autoaim_region_height "120" C aim_autoaim_region_width "160" C aim_automelee_debug "0" C aim_automelee_enabled "1" C aim_automelee_lerp "40" C aim_automelee_range "128" C aim_automelee_region_height "240" C aim_automelee_region_width "320" C aim_input_graph_debug "0" C aim_input_graph_enabled "1" C aim_input_graph_index "3" C aim_lockon_debug "0" C aim_lockon_deflection "0.05" C aim_lockon_enabled "1" C aim_lockon_region_height "90" C aim_lockon_region_width "90" C aim_lockon_strength "0.6" C aim_scale_view_axis "1" C aim_slowdown_debug "0" C aim_slowdown_enabled "1" C aim_slowdown_pitch_scale "0.4" C aim_slowdown_pitch_scale_ads "0.5" C aim_slowdown_region_height "90" C aim_slowdown_region_width "90" C aim_slowdown_yaw_scale "0.4" C aim_slowdown_yaw_scale_ads "0.5" C aim_target_sentient_radius "10" C aim_turnrate_pitch "90" C aim_turnrate_pitch_ads "55" C aim_turnrate_yaw "260" C aim_turnrate_yaw_ads "90" A airlift_min_spec "0" ammoCounterHide "0" angles "0" A animated_trees_enabled "1" arcademode "0" arcademode_full "0" autodifficulty_frac "25" autodifficulty_original_setting "0" autodifficulty_playerDeathTimer "0" bcs_enable "on" bcs_filterInform "off" bcs_filterOrder "off" bcs_filterReaction "off" bcs_filterResponse "off" bcs_filterThreat "off" bcs_threatLimitInLocation "on" bcs_threatLimitInPlayerFOV "on" bcs_threatLimitSpeakerDist "512" bcs_threatLimitTargetingPlayer "off" bcs_threatLimitTargettedBySelf "off" bcs_threatLimitThreatDist "2048" bcs_threatPlayerRelative "off" C bg_aimSpreadMoveSpeedThreshold "11" C bg_bobAmplitudeDucked "0.0075 0.0075" C bg_bobAmplitudeProne "0.02 0.005" C bg_bobAmplitudeSprinting "0.02 0.014" C bg_bobAmplitudeStanding "0.007 0.007" C bg_bobMax "8" C bg_fallDamageMaxHeight "350" C bg_fallDamageMinHeight "200" C bg_foliagesnd_fastinterval "500" C bg_foliagesnd_maxspeed "180" C bg_foliagesnd_minspeed "40" C bg_foliagesnd_resetinterval "500" C bg_foliagesnd_slowinterval "1500" C bg_ladder_yawcap "100" C bg_legYawTolerance "20" C bg_maxGrenadeIndicatorSpeed "20" C bg_prone_yawcap "85" C bg_shock_lookControl "0" C bg_shock_lookControl_fadeTime "0.001" C bg_shock_lookControl_maxpitchspeed "0" C bg_shock_lookControl_maxyawspeed "0" C bg_shock_lookControl_mousesensitivityscale "0" C bg_shock_movement "1" C bg_shock_screenBlurBlendFadeTime "0.001" C bg_shock_screenBlurBlendTime "0.001" C bg_shock_screenFlashShotFadeTime "0" C bg_shock_screenFlashWhiteFadeTime "0" C bg_shock_screenType "blurred" C bg_shock_sound "0" C bg_shock_soundDryLevel "1" C bg_shock_soundEnd "shellshock_end" C bg_shock_soundEndAbort "shellshock_end_abort" C bg_shock_soundFadeInTime "0.25" C bg_shock_soundFadeOutTime "2.5" C bg_shock_soundLoop "shellshock_loop" C bg_shock_soundLoopEndDelay "-1.5" C bg_shock_soundLoopFadeTime "2" C bg_shock_soundLoopSilent "shellshock_loop_silent" C bg_shock_soundModEndDelay "-0.75" C bg_shock_soundRoomType "generic" C bg_shock_soundWetLevel "0.5" C bg_shock_viewKickFadeTime "0.001" C bg_shock_viewKickPeriod "0.75" C bg_shock_viewKickRadius "0" C bg_shock_volume_ambient "0.2" C bg_shock_volume_announcer "0.9" C bg_shock_volume_auto "0.5" C bg_shock_volume_auto2 "0.5" C bg_shock_volume_auto2d "0.5" C bg_shock_volume_autodog "0.9" C bg_shock_volume_body "0.2" C bg_shock_volume_body2d "0.2" C bg_shock_volume_bulletimpact "0.5" C bg_shock_volume_bulletwhizby "0.5" C bg_shock_volume_effects1 "0.5" C bg_shock_volume_effects2 "0.5" C bg_shock_volume_element "0.5" C bg_shock_volume_hurt "0.4" C bg_shock_volume_item "0.2" C bg_shock_volume_local "0.2" C bg_shock_volume_local2 "0.2" C bg_shock_volume_menu "1" C bg_shock_volume_mission "0.9" C bg_shock_volume_music "0.5" C bg_shock_volume_musicnopause "0.5" C bg_shock_volume_nonshock "0.5" C bg_shock_volume_physics "0.5" C bg_shock_volume_player1 "0.4" C bg_shock_volume_player2 "0.4" C bg_shock_volume_reload "0.2" C bg_shock_volume_reload2d "0.2" C bg_shock_volume_shellshock "1" C bg_shock_volume_vehicle "0.1" C bg_shock_volume_vehiclelimited "0.1" C bg_shock_volume_voice "0.2" C bg_shock_volume_weapon "0.5" C bg_shock_volume_weapon2d "0.5" C bg_swingSpeed "0.2" C bg_viewKickMax "90" C bg_viewKickMin "5" C bg_viewKickRandom "0.4" C bg_viewKickScale "0.8" A bog_b_min_spec "0" C bullet_penetrationEnabled "1" C bullet_penetrationMinFxDist "30" A cg_blood "1" A cg_bloodLimit "0" A cg_bloodLimitMsec "330" cg_bobWeaponAmplitude "0.16" cg_bobWeaponLag "0.25" cg_bobWeaponMax "10" cg_bobWeaponRollAmplitude "1.5" A cg_brass "1" C cg_centertime "3" cg_cinematicFullscreen "1" A C cg_crosshairAlpha "1" A C cg_crosshairAlphaMin "0.5" A C cg_crosshairDynamic "0" A C cg_crosshairEnemyColor "1" A cg_cursorHints "3" C cg_debug_overlay_viewport "0" C cg_debugevents "0" A cg_debugInfoCornerOffset "0 0" cg_draw2D "1" A cg_drawBreathHint "1" A cg_drawCrosshair "1" A cg_drawFPS "Off" A cg_drawFPSLabels "1" A C cg_drawFriendlyFireCrosshair "0" C cg_drawGun "1" C cg_drawHealth "0" cg_drawHUD "1" A cg_drawMantleHint "1" C cg_drawMaterial "Off" cg_drawpaused "1" C cg_drawPerformanceWarnings "1" C cg_drawPlayerPosInFreeMove "1" cg_drawScriptUsage "0" C cg_drawShellshock "1" A cg_drawTurretCrosshair "1" C cg_dumpAnims "-1" cg_errordecay "100" C cg_footsteps "1" cg_fov "65" A cg_gameBoldMessageWidth "390" A cg_gameMessageWidth "500" C cg_gun_move_f "0" C cg_gun_move_minspeed "0" C cg_gun_move_r "0" C cg_gun_move_rate "0" C cg_gun_move_u "0" C cg_gun_ofs_f "0" C cg_gun_ofs_r "0" C cg_gun_ofs_u "0" C cg_gun_rot_minspeed "0" C cg_gun_rot_p "0" C cg_gun_rot_r "0" C cg_gun_rot_rate "0" C cg_gun_rot_y "0" C cg_gun_x "0" C cg_gun_y "0" C cg_gun_z "0" A cg_hintFadeTime "100" A cg_hudDamageIconHeight "64" A cg_hudDamageIconInScope "0" A cg_hudDamageIconOffset "128" A cg_hudDamageIconTime "2000" A cg_hudDamageIconWidth "128" A cg_hudGrenadeIconEnabledFlash "0" A cg_hudGrenadeIconHeight "25" A cg_hudGrenadeIconInScope "1" A cg_hudGrenadeIconMaxHeight "104" A cg_hudGrenadeIconMaxRangeFlash "500" A cg_hudGrenadeIconMaxRangeFrag "256" A cg_hudGrenadeIconOffset "50" A cg_hudGrenadeIconWidth "25" A cg_hudGrenadePointerHeight "12" A cg_hudGrenadePointerPivot "12 27" cg_hudGrenadePointerPulseFreq "1.7" cg_hudGrenadePointerPulseMax "1.85" cg_hudGrenadePointerPulseMin "0.3" A cg_hudGrenadePointerWidth "25" A cg_hudMapBorderWidth "2" A cg_hudMapFriendlyHeight "15" A cg_hudMapFriendlyWidth "15" A cg_hudMapPlayerHeight "20" A cg_hudMapPlayerWidth "20" A C cg_hudMapRadarLineThickness "0.15" cg_hudStanceFlash "1 1 1 1" A cg_hudStanceHintPrints "0" A cg_invalidCmdHintBlinkInterval "600" A cg_invalidCmdHintDuration "1800" C cg_laserEndOffset "0.5" C cg_laserFlarePct "0.2" C cg_laserForceOn "0" A cg_laserLight "1" C cg_laserLightBeginOffset "13" C cg_laserLightBodyTweak "15" C cg_laserLightEndOffset "-3" C cg_laserLightRadius "3" C cg_laserRadius "0.8" C cg_laserRange "1500" C cg_laserRangePlayer "1500" A cg_mapLocationSelectionCursorSpeed "0.6" A cg_marks_ents_player_only "0" A cg_nopredict "0" cg_objectiveListWrapCountStandard "600" cg_objectiveListWrapCountWidescreen "530" cg_showmiss "0" A cg_small_dev_string_fontscale "1" A cg_sprintMeterDisabledColor "0.8 0.1 0.1 0.2" A cg_sprintMeterEmptyColor "0.7 0.5 0.2 0.8" A cg_sprintMeterFullColor "0.8 0.8 0.8 0.8" A cg_subtitleMinTime "3" A cg_subtitles "1" A cg_subtitleWidthStandard "360" A cg_subtitleWidthWidescreen "520" C cg_tracerchance "0.2" C cg_tracerlength "160" C cg_tracerScale "1" C cg_tracerScaleDistRange "25000" C cg_tracerScaleMinDist "5000" C cg_tracerScrewDist "100" C cg_tracerScrewRadius "0.5" C cg_tracerSpeed "7500" C cg_tracerwidth "4" C cg_viewVehicleInfluence "1" A cg_viewZSmoothingMax "16" A cg_viewZSmoothingMin "1" A cg_viewZSmoothingTime "0.1" A cg_weaponCycleDelay "0" cg_weaponHintsCoD1Style "1" C chaplinCheat "0" A cheat_items_set1 "33554432" A cheat_items_set2 "0" A cheat_points "1" cl_analog_attack_threshold "0.8" cl_anglespeedkey "1.5" cl_avidemo "0" cl_forceavidemo "0" A cl_freelook "1" C cl_freemove "0" C cl_freemoveScale "1" A cl_mouseAccel "0" cl_noprint "0" cl_paused "0" A cl_pitchspeed "140" cl_showmouserate "0" cl_shownet "0" cl_stanceHoldTime "300" cl_testAnimWeight "0" A cl_yawspeed "140" com_animCheck "0" com_filter_output "0" A com_introPlayed "0" A com_maxfps "0" com_maxFrameTime "100" R com_playerProfile "bullet-worm" A com_recommendedSet "1" com_statmon "0" R C com_timescale "1" compass "1" A C compassClampIcons "1" A compassCoords "740 3590 400" A compassECoordCutoff "37" C compassEnemyFootstepEnabled "0" C compassEnemyFootstepMaxRange "500" C compassEnemyFootstepMaxZ "100" C compassEnemyFootstepMinSpeed "140" A compassFriendlyHeight "18.75" A compassFriendlyWidth "18.75" compassIconOtherVehHeight "40" compassIconOtherVehWidth "40" compassIconTankHeight "35" compassIconTankWidth "35" A C compassMaxRange "3500" A compassMinRadius "0.0001" A compassMinRange "0.0001" A compassObjectiveArrowHeight "20" A compassObjectiveArrowOffset "2" A compassObjectiveArrowRotateDist "5" A compassObjectiveArrowWidth "20" compassObjectiveDetailDist "10" A compassObjectiveDrawLines "1" A compassObjectiveHeight "20" A compassObjectiveIconHeight "16" A compassObjectiveIconWidth "16" compassObjectiveMaxHeight "70" A compassObjectiveMaxRange "2048" A compassObjectiveMinAlpha "1" compassObjectiveMinDistRange "2" compassObjectiveMinHeight "-70" compassObjectiveNearbyDist "8" A compassObjectiveNumRings "10" A compassObjectiveRingSize "80" A compassObjectiveRingTime "10000" A compassObjectiveTextHeight "18" A compassObjectiveTextScale "0.3" A compassObjectiveWidth "20" A compassPlayerHeight "25" A compassPlayerWidth "25" A C compassRadarLineThickness "0.4" A C compassRadarPingFadeTime "4" A C compassRadarUpdateTime "4" A compassRotation "1" A compassSize "1" A C compassSoundPingFadeTime "2" A compassTickertapeStretch "0.5" con_default_console_filter "*" A con_errormessagetime "8" A con_gameMsgWindow0FadeInTime "0.25" A con_gameMsgWindow0FadeOutTime "0.5" AL con_gameMsgWindow0Filter "gamenotify obituary" A con_gameMsgWindow0LineCount "6" A con_gameMsgWindow0MsgTime "5" A con_gameMsgWindow0ScrollTime "0.25" A con_gameMsgWindow0SplitscreenScale "1.5" A con_gameMsgWindow1FadeInTime "0.25" A con_gameMsgWindow1FadeOutTime "0.01" AL con_gameMsgWindow1Filter "boldgame" A con_gameMsgWindow1LineCount "6" A con_gameMsgWindow1MsgTime "8" A con_gameMsgWindow1ScrollTime "0.25" A con_gameMsgWindow1SplitscreenScale "1.5" A con_gameMsgWindow2FadeInTime "0.75" A con_gameMsgWindow2FadeOutTime "0.5" AL con_gameMsgWindow2Filter "subtitle" A con_gameMsgWindow2LineCount "7" A con_gameMsgWindow2MsgTime "5" A con_gameMsgWindow2ScrollTime "0.25" A con_gameMsgWindow2SplitscreenScale "1.5" A con_gameMsgWindow3FadeInTime "0.25" A con_gameMsgWindow3FadeOutTime "0.5" AL con_gameMsgWindow3Filter "" A con_gameMsgWindow3LineCount "6" A con_gameMsgWindow3MsgTime "5" A con_gameMsgWindow3ScrollTime "0.25" A con_gameMsgWindow3SplitscreenScale "1.5" A con_inputBoxColor "0.25 0.25 0.2 1" A con_inputHintBoxColor "0.4 0.4 0.35 1" A con_matchPrefixOnly "1" A con_minicon "0" A con_miniconlines "5" A con_minicontime "4" A con_outputBarColor "1 1 0.95 0.6" A con_outputSliderColor "0.15 0.15 0.1 0.6" A con_outputWindowColor "0.35 0.35 0.3 0.75" con_typewriterColorBase "1 1 1" A con_typewriterColorGlowCheckpoint "0.6 0.5 0.6 1" A con_typewriterColorGlowCompleted "0 0.3 0.8 1" A con_typewriterColorGlowFailed "0.8 0 0 1" A con_typewriterColorGlowUpdated "0 0.6 0.18 1" A con_typewriterDecayDuration "700" A con_typewriterDecayStartTime "6000" A con_typewriterPrintSpeed "50" credits_active "0" credits_load "0" debug "0" debug_bcprint "off" debug_bcshowqueue "off" debug_friendlyfire "0" developer "0" I developer_script "0" A disable_tank_shock_minspec "0" A drew_notes "5" A dynEnt_active "1" C dynEnt_bulletForce "1000" C dynEnt_explodeForce "12500" C dynEnt_explodeMaxEnts "20" C dynEnt_explodeMinForce "40" C dynEnt_explodeSpinScale "3" C dynEnt_explodeUpbias "0.5" C dynEntPieces_angularVelocity "0 0 0" C dynEntPieces_impactForce "1000" C dynEntPieces_velocity "0 0 0" fallback "0" finished_demo "0" C fixedtime "0" C friction "5.5" friendlyfire_dev_disabled "0" friendlyNameFontColor "0.9 1 0.9 0.7" friendlyNameFontGlowColor "0 0.3 0 1" friendlyNameFontObjective "1" friendlyNameFontSize "0.3" I fs_basegame "" I fs_basepath "C \Program Files\Games\Call of Duty 4 - Modern Warfare Demo" I fs_cdpath "" I fs_copyfiles "0" fs_debug "0" S I fs_game "" I fs_homepath "C \Program Files\Games\Call of Duty 4 - Modern Warfare Demo" LC fs_ignoreLocalized "0" C fx_count "0" fx_cull_effect_spawn "0" fx_cull_elem_draw "1" fx_cull_elem_spawn "1" C fx_debugBolt "0" C fx_draw "1" C fx_drawClouds "1" C fx_enable "1" C fx_freeze "0" C fx_mark_profile "0" A fx_marks "1" A fx_marks_ents "1" A fx_marks_smodels "1" C fx_profile "0" C fx_visMinTraceDist "80" C g_ai "1" C g_aiEventDump "-1" g_changelevel_time "4" g_connectpaths "0" A g_deathDelay "3000" C g_debugBullets "0" C g_debugDamage "0" C g_debugLocDamage "0" C g_drawEntBBoxes "0" C g_drawGrenadeHints "0" C g_dumpAnims "-1" C g_dumpAnimsCommands "-1" C g_earthquakeEnable "1" C g_enteqDelay "150" C g_enteqDist "4000" C g_enteqEnable "1" C g_entinfo "off" C g_entinfo_AItext "brief" C g_entinfo_maxdist "2048" C g_entinfo_scale "1" C g_entinfo_type "AI only" R C g_fogColorReadOnly "0.545098 0.392157 0.219608 1" R C g_fogHalfDistReadOnly "4556.45" R C g_fogStartDistReadOnly "477.057" C g_friendlyfireDist "175" C g_friendlyNameDist "15000" S R L g_gameskill "0" g_gravity "800" g_knockback "1000" g_listEntity "0" C g_minGrenadeDamageSpeed "400" g_no_script_spam "0" R L g_player_maxhealth "100" C g_playerTrailTime "500" R g_reloading "0" LC g_spawnai "1" g_speed "190" A g_useGear "1" g_useholdtime "0" C g_vehicleDebug "0" C g_vehicleDrawPath "" C g_vehicleTexScrollScale "0" R gamedate "Sep 27 2007" S R gamename "main" R hiDef "1" hostileNameFontColor "1 0.9 0.9 0.7" hostileNameFontGlowColor "0.6 0 0 1" A hud_deathQuoteFadeTime "1000" hud_drawHUD "1" A hud_fade_ammodisplay "8" A hud_fade_compass "8" A hud_fade_healthbar "2" A hud_fade_offhand "8" A hud_fade_sprint "1.7" A hud_fade_stance "1.7" A hud_fadeout_speed "0.1" A hud_flash_period_offhand "0.5" A hud_flash_time_offhand "2" hud_gasMaskOverlay "0" A hud_health_pulserate_critical "0.5" A hud_health_pulserate_injured "1" A hud_health_startpulse_critical "0.33" A hud_health_startpulse_injured "1" hud_healthOverlay_phaseEnd_fromAlpha "0.2" hud_healthOverlay_phaseEnd_pulseDuration "700" hud_healthOverlay_phaseEnd_toAlpha "0" hud_healthOverlay_phaseOne_pulseDuration "150" hud_healthOverlay_phaseOne_toAlphaAdd "0.3" hud_healthOverlay_phaseThree_pulseDuration "400" hud_healthOverlay_phaseThree_toAlphaMultiplier "0.6" hud_healthOverlay_phaseTwo_pulseDuration "320" hud_healthOverlay_phaseTwo_toAlphaMultiplier "0.7" hud_healthOverlay_pulseStart "0.35" hud_healthOverlay_pulseStop "0.9" A hud_letterBoxFadeTime "1000" hud_missionFailed "0" hud_showStance "1" C hudElemPausedBrightness "0.4" A in_gpuSync "1" AL in_mouse "1" C inertiaAngle "-1000" C inertiaDebug "0" C inertiaMax "50" introscreen "1" C jump_height "39" C jump_ladderPushVel "128" C jump_slowdownEnable "0" C jump_spreadAdd "64" C jump_stepSize "18" AL loc_forceEnglish "0" AL loc_language "0" L loc_translate "1" loc_warnings "1" loc_warningsAsErrors "0" logfile "1" lowAmmoWarningColor1 "0.901961 0.901961 0.901961 0.8" lowAmmoWarningColor2 "1 1 1 1" lowAmmoWarningNoAmmoColor1 "0.8 0 0 0.8" lowAmmoWarningNoAmmoColor2 "1 0 0 1" lowAmmoWarningNoReloadColor1 "0.701961 0.701961 0 0.8" lowAmmoWarningNoReloadColor2 "1 1 0 1" lowAmmoWarningPulseFreq "1.7" lowAmmoWarningPulseMax "1.5" lowAmmoWarningPulseMin "0" A m_filter "0" A m_forward "0.25" A m_pitch "0.022" A m_side "0.25" A m_yaw "0.022" C mantle_check_angle "60" C mantle_check_radius "0.1" C mantle_check_range "20" C mantle_debug "0" C mantle_enable "1" C mantle_view_yawcap "60" S R mapname "bog_a" C melee_debug "0" mgTurret "off" A min_spec_ai "0" R mis_01 "0" mis_cheat "0" R mis_difficulty "00000000000000000000000000000000000000000000000000" missileDebugAttractors "0" missileDebugDraw "0" missileDebugText "0" C missileHellfireMaxSlope "0.5" C missileHellfireUpAccel "1000" C missileJavAccelClimb "300" C missileJavAccelDescend "3000" C missileJavClimbAngleDirect "85" C missileJavClimbAngleTop "50" C missileJavClimbCeilingDirect "0" C missileJavClimbCeilingTop "3000" C missileJavClimbHeightDirect "10000" C missileJavClimbHeightTop "15000" C missileJavClimbToOwner "700" C missileJavSpeedLimitClimb "1000" C missileJavSpeedLimitDescend "6000" C missileJavTurnDecel "0.05" C missileJavTurnRateDirect "60" C missileJavTurnRateTop "100" C missileWaterMaxDepth "60" A monkeytoy "0" name "bullet-worm" nextdemo "" nextmap "map_restart" nightVisionDisableEffects "0" nightVisionFadeInOutTime "0.1" nightVisionPowerOnTime "0.3" noai "off" overrideNVGModelWithKnife "0" phys_autoDisableAngular "1" phys_autoDisableLinear "20" phys_autoDisableTime "0.9" phys_bulletSpinScale "3" phys_bulletUpBias "0.5" phys_cfm "0.0001" phys_collUseEntities "0" phys_contact_cfm "1e-005" phys_contact_cfm_ragdoll "0.001" phys_contact_erp "0.8" phys_contact_erp_ragdoll "0.3" phys_csl "1" phys_dragAngular "0.5" phys_dragLinear "0.03" phys_drawAwake "0" phys_drawAwakeTooLong "0" phys_drawCollisionObj "0" phys_drawCollisionWorld "0" phys_drawcontacts "0" phys_drawDebugInfo "0" phys_dumpcontacts "0" phys_erp "0.8" phys_frictionScale "1" phys_gravity "-800" phys_gravityChangeWakeupRadius "120" phys_interBodyCollision "0" phys_jitterMaxMass "200" phys_joint_cfm "0.0001" phys_joint_stop_cfm "0.0001" phys_joint_stop_erp "0.8" phys_mcv "20" phys_mcv_ragdoll "1000" phys_minImpactMomentum "250" phys_narrowObjMaxLength "4" phys_noIslands "0" phys_qsi "15" phys_reorderConst "1" phys_visibleTris "0" C pickupPrints "0" C player_adsExitDelay "0" C player_backSpeedScale "0.7" C player_breath_fire_delay "0" C player_breath_gasp_lerp "6" C player_breath_gasp_scale "4.5" C player_breath_gasp_time "1" C player_breath_hold_lerp "4" C player_breath_hold_time "4.5" C player_breath_snd_delay "1" C player_breath_snd_lerp "2" C player_burstFireCooldown "0.2" player_cheated "0" C player_damageMultiplier "0.210526" C player_deathInvulnerableTime "4000" C player_deathInvulnerableToMelee "0" C player_deathInvulnerableToProjectile "1" C player_debugHealth "0" player_died_recently "0" C player_dmgtimer_flinchTime "500" C player_dmgtimer_maxTime "750" C player_dmgtimer_minScale "0" C player_dmgtimer_stumbleTime "500" C player_dmgtimer_timePerPoint "100" R C player_footstepsThreshhold "0" player_healthEasy "500" player_healthFu "115" player_healthHard "165" player_healthMedium "275" C player_lean_rotate_crouch_left "1.25" C player_lean_rotate_crouch_right "1" C player_lean_rotate_left "1.25" C player_lean_rotate_right "1.25" C player_lean_shift_crouch_left "12.5" C player_lean_shift_crouch_right "13" C player_lean_shift_left "5" C player_lean_shift_right "2.5" C player_maxGrenadeCatchHeight "80" C player_meleeChargeFriction "1200" C player_meleeDamageMultiplier "0.4" C player_meleeHeight "10" C player_meleeRange "64" C player_meleeWidth "10" C player_move_factor_on_torso "0" R C player_moveThreshhold "10" C player_radiusDamageMultiplier "1" C player_scopeExitOnDamage "0" C player_spectateSpeedScale "1" C player_sprintCameraBob "0.5" player_sprintForwardMinimum "105" C player_sprintMinTime "1" C player_sprintRechargePause "0" C player_sprintSpeedScale "1.5" C player_sprintStrafeSpeedScale "0.667" C player_sprintTime "4" C player_strafeAnimCosAngle "0.5" C player_strafeSpeedScale "0.8" C player_sustainAmmo "0" C player_throwbackInnerRadius "72" C player_throwbackOuterRadius "192" C player_turnAnims "0" C player_view_pitch_down "85" C player_view_pitch_up "85" A r_aaAlpha "dither (fast)" AL r_aaSamples "4" AL r_altModelLightingUpdate "1" AL r_aspectRatio "auto" A r_autopriority "0" C r_blur "0" C r_brightness "0" r_cacheModelLighting "1" r_cacheSModelLighting "1" r_clear "dev-only blink" r_clearColor "0 0 0 0" r_clearColor2 "0 0 0 0" C r_colorMap "Unchanged" C r_contrast "1" AL r_customMode "" A r_debugLineWidth "1" C r_debugShader "none" A r_depthPrepass "0" C r_desaturation "1" r_detail "1" C r_diffuseColorScale "1" AL r_displayRefresh "60 Hz" A r_distortion "1" A r_dlightLimit "4" C r_dof_bias "0.5" A r_dof_enable "1" C r_dof_farBlur "1.8" C r_dof_farEnd "7000" C r_dof_farStart "1000" C r_dof_nearBlur "6" C r_dof_nearEnd "60" C r_dof_nearStart "10" C r_dof_tweak "0" C r_dof_viewModelEnd "8" C r_dof_viewModelStart "2" A r_drawDecals "1" A r_drawSun "1" A r_drawWater "1" r_envMapExponent "5" r_envMapMaxIntensity "0.5" r_envMapMinIntensity "0.2" r_envMapOverride "0" r_envMapSpecular "1" r_envMapSunIntensity "2" A r_fastSkin "0" r_filmTweakBrightness "0" r_filmTweakContrast "1.4" r_filmTweakDarkTint "0.7 0.85 1" r_filmTweakDesaturation "0.2" r_filmTweakEnable "0" r_filmTweakInvert "0" r_filmTweakLightTint "1.1 1.05 0.85" C r_filmUseTweaks "0" L r_floatz "1" C r_fog "1" C r_forceLod "none" C r_fullbright "0" AL r_fullscreen "1" A r_gamma "1" C r_glow "1" A r_glow_allowed "1" r_glow_allowed_script_forced "0" C r_glowTweakBloomCutoff "0.5" C r_glowTweakBloomDesaturation "0" C r_glowTweakBloomIntensity0 "1" C r_glowTweakEnable "0" C r_glowTweakRadius0 "5" C r_glowUseTweaks "0" r_gpuSync "adaptive" C r_highLodDist "-1" r_ignore "0" AL r_ignorehwgamma "0" A r_inGameVideo "1" C r_lightMap "Unchanged" R r_lightTweakAmbient "0.125" R r_lightTweakAmbientColor "0.670588 0.721569 0.941177 1" R r_lightTweakDiffuseFraction "0.4" C r_lightTweakSunColor "0.894118 0.94902 1 1" R r_lightTweakSunDiffuseColor "0.717647 0.776471 1 1" C r_lightTweakSunDirection "-22 247 0" C r_lightTweakSunLight "0.5" L r_loadForRenderer "1" C r_lockPvs "0" A r_lodBiasRigid "0" A r_lodBiasSkinned "0" A r_lodScaleRigid "1" A r_lodScaleSkinned "1" r_logFile "0" C r_lowestLodDist "-1" C r_lowLodDist "-1" C r_mediumLodDist "-1" AL r_mode "1024x768" LC r_modelVertColor "1" AL r_monitor "0" A r_multiGpu "0" C r_norefresh "0" r_normal "1" C r_normalMap "Unchanged" r_outdoor "1" r_outdoorAwayBias "32" r_outdoorDownBias "0" r_outdoorFeather "8" A r_picmip "0" A r_picmip_bump "0" A r_picmip_manual "0" A r_picmip_spec "0" AL r_picmip_water "0" A r_polygonOffsetBias "-1" A r_polygonOffsetScale "-1" A r_portalBevels "0.7" r_portalBevelsOnly "0" r_portalMinClipArea "0.02" C r_portalMinRecurseDepth "2" C r_portalWalkLimit "0" AL r_preloadShaders "0" r_pretess "1" r_reflectionProbeGenerate "0" r_reflectionProbeGenerateExit "0" r_reflectionProbeRegenerateAll "0" R r_rendererInUse "Shader model 3.0" AL r_rendererPreference "Default" C r_resampleScene "1" C r_scaleViewport "1" C r_showFbColorDebug "None" C r_showFloatZDebug "0" C r_showLightGrid "0" C r_showMissingLightGrid "0" C r_showPixelCost "off" C r_showPortals "0" C r_singleCell "0" r_skinCache "1" C r_skipPvs "0" r_smc_enable "1" r_smp_backend "1" r_smp_worker "1" R r_smp_worker_thread0 "0" R r_smp_worker_thread1 "0" A r_specular "1" C r_specularColorScale "2.42" C r_specularMap "Unchanged" C r_spotLightBrightness "14" C r_spotLightEndRadius "196" C r_spotLightEntityShadows "1" C r_spotLightFovInnerFraction "0.7" C r_spotLightShadows "1" C r_spotLightSModelShadows "1" C r_spotLightStartRadius "36" r_sse_skinning "1" C r_sun_from_dvars "0" r_sun_fx_position "0 0 0" r_sunblind_fadein "0.5" r_sunblind_fadeout "3" r_sunblind_max_angle "5" r_sunblind_max_darken "0.75" r_sunblind_min_angle "30" r_sunflare_fadein "1" r_sunflare_fadeout "1" r_sunflare_max_alpha "1" r_sunflare_max_angle "2" r_sunflare_max_size "2500" r_sunflare_min_angle "45" r_sunflare_min_size "0" r_sunflare_shader "sun_flare" r_sunglare_fadein "0.5" r_sunglare_fadeout "3" r_sunglare_max_angle "5" r_sunglare_max_lighten "0.75" r_sunglare_min_angle "30" r_sunsprite_shader "sun" r_sunsprite_size "16" A r_texFilterAnisoMax "4" A r_texFilterAnisoMin "1" C r_texFilterDisable "0" C r_texFilterMipBias "0" A r_texFilterMipMode "Unchanged" L r_useLayeredMaterials "0" L r_vc_makelog "0" r_vc_showlog "0" AL r_vsync "0" r_warningRepeatDelay "5" C r_zfar "0" A r_zFeather "1" C r_znear "4" C r_znear_depthhack "0.1" C radius_damage_debug "0" C ragdoll_baselerp_time "1000" C ragdoll_bullet_force "500" C ragdoll_bullet_upbias "0.5" C ragdoll_debug "0" ragdoll_dump_anims "0" A ragdoll_enable "1" C ragdoll_explode_force "18000" C ragdoll_explode_upbias "0.8" C ragdoll_fps "20" C ragdoll_jitter_scale "1" C ragdoll_jointlerp_time "3000" C ragdoll_max_life "4500" A ragdoll_max_simulating "16" C ragdoll_rotvel_scale "1" C ragdoll_self_collision_scale "1.2" RunForTime "0" A s0 "0" A s1 "0" A s10 "0" A s11 "0" A s12 "0" A s13 "0" A s14 "0" A s15 "0" A s16 "0" A s17 "0" A s18 "0" A s2 "0" A s3 "0" A s4 "0" A s5 "0" A s6 "0" A s7 "0" A s8 "0" A s9 "0" saved_gameskill "0" C sc_blur "2" C sc_count "24" C sc_debugCasterCount "24" C sc_debugReceiverCount "24" sc_enable "0" C sc_fadeRange "0.25" C sc_length "400" C sc_offscreenCasterLodBias "0" C sc_offscreenCasterLodScale "20" C sc_shadowInRate "2" C sc_shadowOutRate "5" C sc_showDebug "0" C sc_showOverlay "0" C sc_wantCount "12" C sc_wantCountMargin "1" scr_ai_auto_fire_rate "1.0" scr_art_visionfile "bog_a" scr_cinematic_autofocus "1" C scr_dof_enable "1" scr_expDeathMayMoveCheck "on" scr_playerInvulTimeScale "1" scr_RequiredMapAspectratio "1" A sensitivity "5" R sf_use_bw "0" R sf_use_chaplin "0" R sf_use_clustergrenade "0" R sf_use_contrast "0" R sf_use_ignoreammo "0" R sf_use_invert "0" R sf_use_slowmo "0" R sf_use_tire_explosion "0" S R shortversion "1.0" A sm_enable "1" C sm_fastSunShadow "1" sm_lightScore_eyeProjectDist "64" sm_lightScore_spotProjectFrac "0.125" A sm_maxLights "4" sm_polygonOffsetBias "0.5" sm_polygonOffsetScale "2" C sm_qualitySpotShadow "1" C sm_spotEnable "1" sm_spotShadowFadeTime "1" C sm_strictCull "1" C sm_sunEnable "1" C sm_sunSampleSizeNear "0.25" C sm_sunShadowCenter "0 0 0" C sm_sunShadowScale "1" A snd_cinematicVolumeScale "0.85" C snd_draw3D "Off" snd_drawInfo "None" C snd_enable2D "1" C snd_enable3D "1" A snd_enableEq "1" C snd_enableReverb "1" C snd_enableStream "1" A snd_errorOnMissing "0" AL snd_khz "44" A C snd_levelFadeTime "250" AL snd_outputConfiguration "Windows default" A C snd_slaveFadeTime "500" A snd_touchStreamFilesOnLoad "0" A snd_volume "0.8" start " ** melee breach alley shanty bog zpu cobras end " start_timeaa_main_bog_a "0" starting_ads_damage_dealtaa_main_bog_a "0" starting_deathsaa_main_bog_a "0" starting_enemy_damage_takenaa_main_bog_a "0" starting_enemy_deathsaa_main_bog_a "0" starting_player_damage_dealtaa_main_bog_a "0" starting_player_damage_takenaa_main_bog_a "0" starting_player_killsaa_main_bog_a "0" C stopspeed "100" RI sv_cheats "0" sv_framerate_smoothing "1" A sv_lastSaveGame "profiles/bullet-worm/save\autosave/bog_a.svg" S R sv_mapname "" R sv_running "1" S sv_saveOnStartMap "1" C sv_znear "0" IA sys_configSum "222167764" IA sys_configureGHz "9.00994" R sys_cpuGHz "2.40002" R sys_cpuName "Intel® Core™2 CPU 6600 @ 2.40GHz" IA sys_gpu "NVIDIA GeForce 8800 GTS" sys_lockThreads "none" I sys_smp_allowed "1" R sys_SSE "1" IA sys_sysMB "1024" A takeCoverWarnings "0" C timescale "1" C turretPlayerAvoidScale "1.7" turretScopeZoom "20" turretScopeZoomMax "20" turretScopeZoomMin "5" turretScopeZoomRate "15" ui_autoContinue "0" A ui_bigFont "0.4" ui_borderLowLightScale "0.6" ui_campaign "american" ui_cinematicsTimestamp "0" A ui_extraBigFont "0.55" ui_hideMap "0" ui_hint_text "@NULL_EMPTY" R ui_isSaving "0" ui_level_cheatpoints "2" ui_level_player_cheatpoints "1" ui_load_level "bog_a" A ui_mousePitch "0" R ui_multiplayer "0" ui_nextMission "0" ui_playerProfileAlreadyChosen "0" R ui_playerProfileCount "0" ui_playerProfileNameNew "" R ui_playerProfileSelected "" ui_savegame "" ui_saveMessageMinTime "1" C ui_showList "0" ui_showMenuOnly "" A ui_smallFont "0.25" ui_victoryquote "@VICTORYQUOTE_EVERY_MANS_LIFE_ENDS" uiscript_debug "0" I useFastFile "1" C vehHelicopterDecelerationFwd "0.5" C vehHelicopterDecelerationSide "1" C vehHelicopterFreeLookReleaseSpeed "8" vehHelicopterHeadSwayDontSwayTheTurret "1" C vehHelicopterHeadSwayOnPitch "0.2" C vehHelicopterHeadSwayOnRollHorz "0.1" C vehHelicopterHeadSwayOnRollVert "2" C vehHelicopterHeadSwayOnYaw "0.1" C vehHelicopterHoverSpeedThreshold "400" C vehHelicopterInvertUpDown "0" vehHelicopterJitterJerkyness "0.3" C vehHelicopterLookaheadTime "1" C vehHelicopterMaxAccel "45" C vehHelicopterMaxAccelVertical "30" C vehHelicopterMaxPitch "10" C vehHelicopterMaxRoll "35" C vehHelicopterMaxSpeed "150" C vehHelicopterMaxSpeedVertical "65" C vehHelicopterMaxYawAccel "90" C vehHelicopterMaxYawRate "120" C vehHelicopterRightStickDeadzone "0.3" C vehHelicopterScaleMovement "1" C vehHelicopterSoftCollisions "0" C vehHelicopterStrafeDeadzone "0.3" C vehHelicopterTiltFromAcceleration "2" C vehHelicopterTiltFromControllerAxes "0" C vehHelicopterTiltFromDeceleration "2" C vehHelicopterTiltFromFwdAndYaw "0" C vehHelicopterTiltFromFwdAndYaw_VelAtMaxTilt "1" C vehHelicopterTiltFromVelocity "1" C vehHelicopterTiltMomentum "0.4" C vehHelicopterTiltSpeed "1.2" vehHelicopterYawAltitudeControls "Altitude and yaw are both controlled by the thumbstick" C vehHelicopterYawOnLeftStick "5" vehHudDrawPipOnStickWhenFreelooking "1" vehHudLineWidth "8" vehHudReticleBouncingDiamondSize "24" vehHudReticleBouncingRadius "80" vehHudReticleBouncingSpeed "400" vehHudReticlePipOnAStickCenterCircle "8" vehHudReticlePipOnAStickCenterCircleBuffer "0.25" vehHudReticlePipOnAStickMovingCircle "32" vehHudReticlePipOnAStickMovingCircleBuffer "1" vehHudTargetScreenEdgeClampBufferBottom "134" vehHudTargetScreenEdgeClampBufferLeft "120" vehHudTargetScreenEdgeClampBufferRight "126" vehHudTargetScreenEdgeClampBufferTop "139" vehHudTargetSize "50" R version "CoD4 1.0 build 13600 Wed Sep 19 23 21 04 2007 win-x86" A vid_xpos "3" A vid_ypos "22" waypointDebugDraw "0" waypointDistScaleRangeMax "3000" waypointDistScaleRangeMin "1000" waypointDistScaleSmallest "0.8" waypointIconHeight "36" waypointIconWidth "36" waypointOffscreenCornerRadius "105" waypointOffscreenDistanceThresholdAlpha "30" waypointOffscreenPadBottom "30" waypointOffscreenPadLeft "103" waypointOffscreenPadRight "0" waypointOffscreenPadTop "0" waypointOffscreenPointerDistance "30" waypointOffscreenPointerHeight "12" waypointOffscreenPointerWidth "25" waypointOffscreenRoundedCorners "1" waypointOffscreenScaleLength "500" waypointOffscreenScaleSmallest "1" C waypointPlayerOffsetCrouch "56" C waypointPlayerOffsetProne "30" C waypointPlayerOffsetStand "74" waypointSplitscreenScale "1.8" waypointTweakY "-17" R wideScreen "1" 1202 Dvars
https://w.atwiki.jp/momogi_aniken/pages/71.html
三ヽΣ`・∋・)ノ┌┛「熱く迸る学校への情熱!留年レッド!!!」 ღオッ⊹⊱✲(o☻ܫ☻o)✲⊰⊹ハヨーღ +++自己紹介+++ 熱い魂引っさげて 3月の卒業から帰ってきた漢!! 留年レッドをよろしくな!! 後楽園で僕と握手!! 名前:サンゾー(留年レッド) 年齢:22歳 誕生日:6月15日 趣味:ゲーム(ポケモン・F-ZERO・モンハン4)お絵かき 好きなもの:任天堂・お菓子・ハードボイルド系アニメ 嫌いなもの:DMM・萌えアニメ 特技:留年 足りない単位:4(45万円) (o(◕ฺˇ ω ˇ◕ฺ)ドモドモ(◕ฺˇ ωˇ◕ฺ)o)) +++Pokemon+++ シングル・ダブル・炎統一 ・最高レートシングル1771(5世代) ・第26回シングル厨のつどいオフベスト8 +++contact+++ Habitat 3B1 Skype justice764 Home □■○Inizio rosso Scuderia○■□(http //com.nicovideo.jp/community/co10930) twitter @_3z0(https //twitter.com/#!/_3z0) (´◔‿ゝ◔`≡´◔‿ゝ◔`≡´◔‿ゝ◔`)かげぶんしんWWWWWWWWWヒュンヒュンヒュンWWWWWWWWWWWWW
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import pandas as pd import numpy as np import matplotlib.pyplot as plt class Perceptron(object) def __init__(self, eta=0.01, n_iter=10) self.eta = eta self.n_iter = n_iter def fit(self, X, y) self.w_ = np.zeros(1 + X.shape[1]) self.errors_ = [] for _ in range(self.n_iter) errors = 0 for xi, target in zip(X, y) update = self.eta * (target - self.predict(xi)) self.w_[1 ] += update * xi self.w_[0] += update errors += int(update != 0.0) self.errors_.append(errors) return self def net_input(self, X) return np.dot(X, self.w_[1 ]) + self.w_[0] def predict(self, X) return np.where(self.net_input(X) = 0.0, 1, -1) df = pd.read_csv( https //archive.ics.uci.edu/ml/machine-learning-databases/iris/iris.data , header=None) y = df.iloc[0 100, 4].values x = df.iloc[0 100, [0, 2]].values y = np.where(y == Iris-setosa , -1, 1) ppn = Perceptron(eta=0.1, n_iter=10) ppn.fit(x, y) plt.plot(range(1, len(ppn.errors_) + 1), ppn.errors_,marker= o ) plt.show()
https://w.atwiki.jp/boare/pages/151.html
Release Note Release Date 27 Sep., 2009 Notes Cadencii requires ".NET Framework Runtime(version 2.0 or later)". Installer of this rumtime is available from the link below. .NET Framework Runtime Download .NET Framework 3.5 SP1 Cadencii can be launched with the latest version of mono. This enable you to use Cadencii with many platforms supported by mono. (Note Several functions using VOCALOID2 VSTi are not available in this case.) Mono is available from the link mono download Download Cadencii version 3.0.1 (1015KB) How to get source codes Source code is available on SourceForege.JP. Please follow the instruction below for checking out the SourceForge.JP s SVN repository. svn checkout -r 495 http //svn.sourceforge.jp/svnroot/cadencii/branches/3.0 ./ These svn command is for checiking out "THIS" version of Cadencii. In order to get the latest source codes, please remove "-r" option.
https://w.atwiki.jp/suka-dqgaesi/pages/800.html
前回の話はコチラ→シチューパン嫁1 127 :シチューパン嫁 ◆g6FesA64Rw:2007/10/29(月) 14 38 50 0 すごいエスパーがいるなぁ。 毎日シチューパン食べたら飽きました… 今の流行は「大きなハム&たまご」です。 それと別居確定です。とりあえずウトメと夫に対してキッチリ話しつけました。 さあ~部屋で一人ご飯~と思ってたら、ヘタレヨワヨワ夫が 「もういい加減にしてよ、こっち来て皆で食おう。空気重いよ」って言ってきた。 でもそこは夫、「やだよ…」と言って無視したらオドオド。 「お前ちょっと大人気ないよ?」、睨みをきかせたら逃げていった。 食事の後、ウトメと夫を集めて話し合い。 言った事は大体こんな感じ。 「何故自分の妻が食事を出されない事を黙ってみてるのか。 自分の妻が一人で食事してるのを見て平気か。 さっき呼びに来たのは「空気が重くてご飯が食べにくい」からだしね。 全ての責任を押し付ける気はない、しかしもうあなたたちにはウンザリだ。 嫁が作ればそれを食う、トメが作ればそれを食う。 食べ終わってからウジウジする。 トメが腹へってかわいそうだと言うなら、なぜ自分の分を分けない。 あなたたちには夫としての、妻の家族としての自覚がない。 逃げて私に折れてもらって、ヒステリーなトメを刺激したくなくて、ナアナアですませたくて困ってる。 そんな事したって溝は深くなるばかりでいつかは壊れる。 トメはどうして私と仲直りできると思ってるのか不思議だ。 前にも言ったが私たちは赤の他人、ここまで暴走しておいてまた私に折れろというのか。 何回同じ事を繰り返せばいいんだ。 あと「いがみ合う」と言う言葉を使うのはやめろ。 私は折れて、許して、我慢してきた。それを勝手に敵認定して苛めに苛めまくったのはトメだ。 そして今は許せない私を大人気ないと思ってるだろう。 「悪いのはトメだから」「分かってるけどここは大人になって」だの言われて 「ハイそうですか」って言えるほど大人じゃない。 人間として生きていきたいので、これ以上トメに踏みにじられるのはゴメンだ。 どうしてそんな簡単な事が分からない? 129 :シチューパン嫁 ◆g6FesA64Rw:2007/10/29(月) 14 39 46 0 トメに聞きたいが、何故そこまで人を貶められるのか。 人形じゃないんだからいつかはこうなるって分からなかったか? まず夫は自分の母親がこういう人間だという事を受け入れてくれ。 多分ウトさんはもう分かってると思う。 何十年も一緒に居る間にこのヒステリーで気が強いトメに、辛い思いをさせられたろうから。 夫も分かってるんでしょ? だからこそ二人とも自分が傷つかない様に逃げ回るんでしょう。 それがこの家の人たちの、いうなれば生活の知恵なんだろうが、 私は人の心の痛みにここまで無関心な人は初めて見たし、 この皆さんとは一緒に子育てはもちろん、一緒に生活する事すら私には出来ない。 とりあえず私はもうダメだ。まずは実家に帰る。その後の事はまた」 トメ泣いてた。騙されませんよ。 その後夫が謝ってきた。ウトも物凄く凹んでた。 丸2日話し合って、結局は家を出る事にしたよ。 転勤するまでって思ってたけど、トメよりもこのヘタレ男共に我慢できなくなってさ… 今日からは一応夫と二人で食事を取る事になる。 夫にはだいぶ愛想尽かしてるけど、でもやっぱり愛情も残ってる。 今後また似たようなことがあったら完全に枯渇しそうだけどw まあでも何とか…もう一回がんばってみよう。 …でもコンビニご飯…ラーメンおにぎり…からあげくん…コロッケ…とろふわプリン…バナナヨーグルト… 準備も後片付けもいらないご飯…ビール飲みながらテレビ見てゴミバコポイして… カップヌードルはカレーと決めてたんだけど、 やっぱりしょうゆ味は地味だけど懐かしいというか飽きの来ない味。 お湯入れる前にえびサクサク食べて、肉はよける。 カップヌードルの中で一番売れてる理由がよく分かる。汁まで飲み干して(*´∀`)=3 プハー あとエースコックの濃コクトンコツもうまーw こんな気楽にご飯食べたのなんて同居して以来初めてだったよ。 もうちょっと堪能したかったような気もちょっとする…(´・ω・`) 131 :名無しさん@HOME:2007/10/29(月) 14 43 51 0 129 乙!どうして義家族はここまで言われないと分かんないんだろうねぇ。 その食生活は確かに魅力的だけれど、これから赤ちゃん産むかも知れない 体には決していいとは言えないしここらで終わって良かったと思うよw 133 :名無しさん@HOME:2007/10/29(月) 14 44 05 0 129 オツカレサマー カップヌードル塩味もおやつにオススメしておくよ。 134 :名無しさん@HOME:2007/10/29(月) 14 44 59 0 127 乙でした。 別居まで頑張れ、そしてその後の平穏をお祈りします。 コンビニ食はごくごくたま~に食べるのが一番よ、体に悪いよ。 135 :名無しさん@HOME:2007/10/29(月) 14 46 53 0 127 乙です。そして別居おめでとう?かな? でもいまいちすっきりしないね。「空気が重い」って理由で迎えにくるのって…。 私はシーフード派です。 143 :シチューパン嫁 ◆g6FesA64Rw:2007/10/29(月) 14 52 48 0 いや、ごめん。 カップラーメンの中で一番売れてるの。 昔テレビで「カップラーメン年間売り上げベスト10」とかやってて、それで見た。 それは置いといてw トメは怒って料理投げ捨てるくらいのキチガイだから、普段からヒステリー。 128でも書いたけど、ウトも夫も長年それに接してきてるから 「トメが怒ったら逃げる黙る刺激しない」が癖なんだよね。 私もそれが分かってたし、今まではそれに倣ってたんだけども やっぱりもう我慢できなくて。 そしてウトと夫は「あのトメがこんなに凹んじゃって…」とビックリして心配になったみたい。 二代続けて気の強い女と結婚してしまって… ヘタレだけじゃなくて女運も遺伝かなぁw 次のお話→179
https://w.atwiki.jp/cohstatsjp/pages/242.html
Vehicle M1 57mm Anti Tank Gun Contents 1 M1 57mm Anti Tank Gun Veterancy 2Tactics 3History 4Built/Called In From 4.1 Motor Pool 4.2 Off-Map Combat Group 5Company Abilities 5.1 Field Repairs 6Vehicle Abilities 6.1 Vehicle Cover 6.2 Armor Piercing Shells 7Vehicle Weapons 7.1 57mm AT Gun M1 57mm Anti Tank Gun Health 390 Crew Size 3 Sight 45 Cost 280 Crew Health 70 Detection 0/0 Time 67 Crew Cover Heavy Hotkey ? Population 3 Crew Target Type infantry Target Type towed_gun Upkeep 8.928 M1 57mm Anti Tank Gun Veterancy [Expand][Hide] Accuracy 1.15 8 Vet-Exp Penetration 1.5 16 Vet-Exp Damage 1.25 32 Vet-Exp Tactics Place them behind sandbags and use an HMG team to back these up. The only thing that can get through such a defense is an artillery strike, massive tank spam, or a Panzer Elite infantry halftrack. If Munition permit, Try to time your AP round as soon as your AT gun deliver the first shot. If your face with a Tank encircling your AT tank, you can predict your enemy tank course and deploy it just before it arrive the predicted course. You can repair manned AT gun like tanks. So whenever you recapture or have damage AT gun ,always get your engineer to repair AT gun. They can last longer in the battlefield. You can reinforce your AT gun like infantry squads from either a building(HQ, FHQ and etc) or a half track. The airborne 57mm AT gun can be reinforce anywhere unlike the normal type. If your expected to face heavy armor always keep a minimum of 3 AT gun to withhold the Tank advances. If your enemy has some sort of artillery weapon( mortar, walking stuka and etc. When you engage your enemy do not leave your AT gun there. Move it to another position as it wont be long until your enemy would call for a bombardment. History First built and operated by the British. It wasn t until spring 1943, following the experience of the North African Campaign, the Infantry branch of the U.S. Army recognized the need to field a heavier antitank gun than the 37 mm M3. According to the Table of Organization and equipment from 26 May 1943, a regimental antitank company included nine 57 mm guns and each battalion had an antitank platoon with three guns giving a total of 18 guns per regiment. Dodge WC-62 / WC-63 6x6 1 1/2 ton trucks were issued as prime movers. By mid-1944 the M1 was the standard antitank gun of the U.S. infantry in the Western Front and outnumbered the M3 in Italy. Because of the unexpected adoption for service, the only ammunition type in production in the U.S. by mid-1943 was the AP ammunition. Only after the Normandy Campaign did the HE round reach battlefield (U.S. units were sometimes able to get a limited amount of HE ammunition from the British Army), and the canister shot was not seen in significant numbers until the end of the war. This limited the efficiency of the gun in the infantry support role. Also, APCR or APDS rounds were never developed. The U.S. Army also employed a limited number of British-built 6-ponders on carriage Mk 3, designed to fit into the Horsa glider. These guns were used to replace 37 mm pieces in the 82nd and the 101st airborne divisions before the Normandy airdrops. The M1 went out of service in the U.S. soon after the end of the war. Built/Called In From Motor Pool [Expand][Hide] Health 635 Target Type building Cost 24045 Critical Type building Time 112.5 Hotkey M Effects Primary Vehicle Production Structure. Deploys M8 Armored Cars, Halftracks and 57mm Anti Tank guns. ESeeStructure Motor Poolfor details. OR Off-Map Combat Group [Expand][Hide] Cost 800 Activation targeted Duration 0 Target tp_any Recharge 40 Hotkey Effects A small Reinforcement Division is available. ESeeAbility Off-Map Combat Groupfor details. Company Abilities Field Repairs [Expand][Hide] Cost 150 Activation timed Duration 20 Target tp_any Recharge 45 Hotkey Effects Crews will Repair their own Vehicles automatically. ESeeAbility Field Repairsfor details. Vehicle Abilities Vehicle Cover [Expand][Hide] Cost Activation always_on Duration _ Target tp_any Recharge 0 Hotkey Effects $0 no key ESeeAbility Vehicle Coverfor details. Armor Piercing Shells [Expand][Hide] Cost 50 Activation timed Duration 10 Target tp_any Recharge 45 Hotkey P Effects Fires high penetration Armor Piercing Shells for a short duration. ESeeAbility Armor Piercing Shellsfor details. Vehicle Weapons 57mm AT Gun [Expand][Hide] Weapon 57mm AT Gun SeeWeapon 57mm AT Gunfor details. Retrieved from http //coh-stats.com/Vehicle M1_57mm_Anti_Tank_Gun
https://w.atwiki.jp/tower_d/pages/59.html
Xeno Tactic #ref error :ご指定のファイルが見つかりません。ファイル名を確認して、再度指定してください。 (Xeno.jpg) サイトURL https //www.crazygames.com/game/xeno-tactic?utm_source=https%3A%2F%2Fdoodoo.love%2F utm_medium=game_frame utm_content=ziggy_animation http //www.newgrounds.com/portal/view/382321(旧バージョン) 概要 近未来をモチーフにしたTD。一部ではTorenVerdedigen8と呼ばれている。 全6ステージあり、順次クリアしていく事でロックが解除される。 Desktop Tower Defenseをベースにして作られている。 続編のXeno Tactic 2も公開中。 動画URL http //jp.youtube.com/results?search_query=Xeno+Tactic http //www.nicovideo.jp/search/XENO+TACTIC 基本事項 砲台VALCAN TURRET PLASMA TURRET SAM TURRET DCA FREEZE TURRET SONIC TURRET WALL 敵の体力一覧MISSION 6 攻略 コメント 基本事項 一定秒数毎に敵が攻めてくる。時間前に倒した場合は、ボタンを押す事で次のwaveへ行くがボーナス等はなし。アップグレードの時間もかかるため飛ばせばいいというものでもない。 ゲームスピード調節もなく重くなりがち。 20体、敵を出口から逃してしまうとゲームオーバー。 敵には空と地の2属性がある。 周期的にボスが来る。HPはかなり高めで特にMission6の後半は鬼畜レベル。 ジャグリング必須。 砲台 VALCAN TURRET 安価な砲台。旧バージョンではWALLが存在しないので迷路構成でも使う。 Lv6はスナイパー砲台になるため攻撃の回転率が下がる。 レベル 攻撃力 射程 コスト 総コスト 1 10 60 5 5 2 20 60 5 10 3 40 60 10 20 4 80 60 20 40 5 160 60 40 80 6 400 180 120 200 PLASMA TURRET 連射砲台。対空もこなせる頼もしいユニット。 Lv6で無類の強さを発揮する。 レベル 攻撃力 射程 コスト 総コスト 1 5 70 15 15 2 10 70 15 30 3 18 70 20 50 4 34 70 40 90 5 65 70 70 160 6 320 90 290 450 SAM TURRET 対地専用。攻撃した敵の周囲にもダメージが入る範囲攻撃。 終盤は敵の密集がひどいので、総ダメージがかなり大きく効率的になる。 レベル 攻撃力 射程 コスト 総コスト 1 8 90 20 20 2 16 100 15 35 3 32 110 35 70 4 64 120 60 130 5 128 130 110 240 6 256 140 160 400 DCA 対空専用ミサイル。4体同時攻撃。 対空の要。終盤は高レベルのこのユニットがないと防衛は不可能と言っていいだろう。 レベル 攻撃力 射程 コスト 総コスト 1 20 60 50 50 2 40 60 30 80 3 80 65 50 130 4 160 65 75 205 5 320 70 125 330 6 480 75 310 640 FREEZE TURRET 敵の移動速度を低下させる。 敵の群れの中で速度のばらつきが出るのは地味にうっとおしい場合もあるので注意。 レベル 攻撃力 射程 コスト 総コスト 1 10 50 50 50 2 15 50 25 75 3 20 50 25 100 4 25 50 25 125 5 30 50 25 150 6 40 75 50 200 SONIC TURRET 対地専用。射程内の全ての敵に同時攻撃。一定確率で敵を麻痺させ移動を停止させる。 終盤は敵が密集するので総ダメージも麻痺付加能力も頼もしいだろう。 レベル 攻撃力 射程 麻痺確率 コスト 総コスト 1 10 40 30 30 2 20 40 25 55 3 40 40 10% 50 105 4 80 40 13% 100 205 5 160 40 15% 185 390 6 320 40 20% 355 745 WALL 敵の進行を妨げる壁。攻撃能力はない。 レベル 攻撃力 射程 コスト 総コスト 1 - - 2 2 敵の体力一覧 MISSION 6 level 体力 移動速度 金/匹 出現数 1 30 1 1 20 2 39 1 1 20 3 45 1 1 20 4 49 1 1 20 5 54 1.5 1 20 6 90 1 2 8 7 60 1 1 20 8 756 0.8 40 2 9 83 1 2 20 10 94 1 2 20 11 104 1 2 20 12 113 1.5 2 20 13 189 1 5 8 14 126 1 2 20 15 132 1 3 20 16 2111 0.8 60 2 17 198 1 3 20 18 219 1 3 20 19 238 1.5 3 20 20 396 1 7 8 21 264 1 3 20 22 277 1 4 20 23 369 1 4 20 24 2083 1 24 6 25 461 1 4 20 26 500 1.5 4 20 27 833 1 10 8 28 555 1 4 20 29 583 1 5 20 30 775 1 5 20 31 875 1 5 20 32 11622 0.8 100 2 33 1050 1.5 5 20 34 1750 1 12 8 35 1166 1 5 20 36 1225 1 6 20 37 1629 1 6 20 38 1837 1 6 20 39 2033 1 6 20 40 26464 1.25 120 2 41 3675 1 15 8 42 2450 1 6 20 43 2572 1 7 20 44 3422 1 7 20 45 3859 1 7 20 46 4271 1 7 20 47 4631 1.5 7 20 48 92627 0.8 140 2 49 30875 1 140 2 50 1979 1 7 60 51 2804 1 7 20 52 3056 1 8 20 53 3332 1 8 20 54 3631 1 8 20 55 3958 1 8 20 56 4315 1.5 8 20 57 4703 1 20 8 58 61521 0.8 180 2 59 5588 1 9 20 60 6091 1 9 20 61 6639 1 9 20 62 7236 1 9 20 63 7888 1.5 9 20 64 8598 1 22 8 65 9372 1 9 20 66 122586 0.8 200 2 67 11134 1 10 20 68 12137 1 10 20 69 13229 1 10 20 70 14420 1.5 10 20 71 15717 1 25 8 72 17132 1 10 20 73 18674 1 10 20 74 244261 0.8 220 2 75 22187 1 11 20 76 24183 1 11 20 77 26360 1.5 11 20 78 28732 1 27 8 79 31318 1 11 20 80 34137 1 12 20 81 37209 1 12 20 82 202793 1 72 6 83 44209 1 12 20 84 48187 1.5 12 20 85 52524 1 30 8 86 57252 1 13 20 87 62404 1 13 20 88 68021 1 13 20 89 74143 1 13 20 90 969791 0.8 260 2 91 88089 1.5 13 20 92 96017 1 32 8 93 104658 1 13 20 94 114078 1 14 20 95 124345 1 14 20 96 135536 1 14 20 97 147734 1 14 20 98 1932369 1.25 280 2 99 175523 1 35 8 100 191320 1 14 20 攻略 Mission1~5までは特に不要であろう。ジャグリングの使い方や最高レベルのユニット砲台などがあれば比較的楽にクリアできる。 Mission6はかなりの高難易度の最難関で有名。Lv6の対空ミサイルをいくつも用意し、終盤は地上の敵はジャグリングで相手をして着々とヘリコプターのような空中ボスに用意をする必要がある。生半可な準備では70~80あたりのwaveでじり貧になる。 PLASMA TURRETレベル6が非常に強力。5→6で攻撃力が跳ね上がる。単体では最強である。範囲攻撃可能な砲台と適宜選んでいきたい。 コメント 久々にやると古さが目立つな・・・。相変わらずmission6は無理ゲーだけど -- 名無しさん (2013-05-18 08 45 56) mission6 クリアした人いるの!?チートでクリアしたというのは見かけたが… -- 名無しさん (2015-04-23 12 47 47) クリア動画見たら自分には無理だと思ったw。3wayで逐一敵をまとめて最小限のミサイルとプラズマでDCAの資金を稼ぐ感じ。LV100が終わっても残った敵を長時間ジャグリングして後片付けしないとならない。そこまでやるのはかなりの根性がいるw -- 名無しさん (2015-05-03 00 44 19) クリアした人いるの!?4way, SAMx1, FREEZEx5(6), DCAおけるだけ(Lv93で18くらい?)。Lv93ヘリの手前までならノーダメか微ダメでいけたはず。これでもLv100はほぼ全機抜かれる。チートなしならLv93ノーダメ+Lv100でライフ1残すだけ残す、くらい目指したら -- 名無しさん (2019-12-18 19 51 58) 久々にやったらハマった!面白いゲームだけど時間が溶ける無理ゲー・・・改良を重ねて3箇所でジャグリングして敵をまとめてソニックで範囲攻撃するようにしたけどLv.85前後で毎回詰んでしまう・・・つべの攻略動画アイデアを得ようにも古すぎて画質悪いし、レトロブラウザゲーブームでも来てくれないかね。 -- 774 (2024-06-08 07 34 24) 名前 コメント
https://w.atwiki.jp/cod4mod/pages/64.html
Overview Nodes are placed in Radiant and serve several purposes • To define spaces that can be navigated by AI (pathnodes) • To define locations where the AI can take cover (covernodes) • To define locations where an AI will play an animation or other scripted event (scripted nodes) • To define areas where the AI can navigate (traverse) a specific obstacle or space (negotiation nodes) ノードが Radiant に置かれて、そしていくつかの目的を満たします: AI(pathnodes)によってつき進まれることができるスペースを定義するために AIが援護行為(covernodes)をすることができるロケーションを明確にするために AI がアニメーションをプレーするであろうロケーションあるいは他の原稿どおりの事象(原稿どおりのノード)を明確にするために AIが操縦することができるエリア(横断)を定義するために、特定の障害物あるいはスペース(交渉ノード) Cover Nodes Cover Nodes will be used to define locations where friendly and enemy AI will try to take cover. Place nodes in Radiant by doing the following カバーノードがフレンドリーと敵のAIがカバーをとろうとするであろうロケーションを明確にするために使われるでしょう。 次のことをすることによって、ノードを Radiant に置いてください: 1. Place the node right click in the orthographic view pane and select "node -- cover -- type_of_node ". Deciding the type of cover node depends on the geometry where the node is placed (discussed below). 1.ノード:右クリックを orthographic ビューパネルに置いて、そして「ノード - > カバー - > type_of_node を -」選択してください。 ノードが置かれる(下に論じられます)カバーノード保有、ジオメトリ、のタイプを決定します。 2. Snap to grid it is usually good practice to make sure the node is snapped to the grid, especially if the node needs to be flush against geometry that is on the grid. Select the node and hit "ctrl + g" to snap it to whatever grid you have selected. 2.グリッドにスナップしてください:ノードがグリッドにスナップされることを確認すること、特にもしノード必要性であるならグリッドの上にあるジオメトリにつけてであることは通常良い習慣です。 ノードとヒット「Ctrl + g」をあなたが選択したどんなグリッドにでもそれをスナップするよう選んでください。 3. Point in a direction select the node and give it a direction using the angles buttons on the entity pane (shortcut n) or rotate the node using the shortcut “shift + d”. The node should be pointing in the direction of the cover geometry itself. 3.方向でのポイント:ノードを選択して、そしてそれに方向使用方法、エンティティパネル(ショートカット:n歳)の上のアングルボタン、を与えるか、あるいはノード使用、ショートカット「変化 + d」、を回転させてください。 ノードはジオメトリ自身をカバーの方向に向けているべきです。 4. Preview You can preview roughly how the AI will look at the node by cycling through the "cycle preview model" button in the top right of the icon toolbar at the top of Radiant. 4.プレビュー:あなたは、 Radiant. のトップの聖像ツールバーの右上端に「循環プレビューモデル」ボタンを巡回することによって、およそAIがノードを見るであろう方法をプレビューすることができます 5. Set special properties (optional) In the case of certain cover nodes such as cover_left and cover_right, the designer can specify that the AI will only stand or crouch at the node by selecting ticking the DONT_STAND or DONT_CROUCH checkboxes in the entity property pane. 5.(オプションの)特別なプロパティを設定してください: cover_left と cover_right のようなある特定のカバーノードに関しては、設計者は、エンティティプロパティパネルで DONT_STAND あるいは DONT_CROUCH チェックボックスにチェックして選択することによって、ノードにおいてAIがただ立つだけであるか、あるいはかがむであろうことを明示することができます。 Cover Nodes Types node_cover_crouch AI will lean and crouch against this cover and pop up to engage enemies. Place cover_crouch nodes flush against the surface behind which the AI will take cover and rotate to point in the direction of the cover geometry. 36 units high is a good standard height for this type of cover to ensure the AI is concealed but can still fire over it effectively. node_cover_crouch AIが寄りかかって、そして敵を引き込むために上へこのカバーとポップに対してかがむでしょう。 それの後ろにAIが指さすのにカバーと回転を要するであろう表面に対して平らな cover_crouch ノードをカバージオメトリの方向に置いてください。 36のユニット最高がAIが隠されることを保証するこのタイプのカバーのための良いスタンダード全高です、しかし効果的にそれの上に発砲を静かにさせることができます。 node_cover_stand AI will lean against this cover and pop up to engage enemies. Place this node flush against the surface behind which the AI will take cover and rotate to point in the direction of the cover geometry. 48 units high is a good standard height for this standing cover to ensure the AI is concealed but can still fire over it effectively. node_cover_stand AIが敵を引き込むために上へこのカバーとポップに対して傾斜するでしょう。 それの後ろにAIが指さすのにカバーと回転を要するであろう表面に対して平らなこのノードをカバージオメトリの方向に置いてください。 48のユニット最高がAIが隠されることを保証するこの永続的なカバーのための良いスタンダード全高です、しかし効果的にそれの上に発砲を静かにさせることができます。 node_cover_prone AI will lay prone and engage enemies. Place this node on relatively flat surfaces and rotate in the direction where the AI will fire. node_cover_prone AIが敵がうつ伏せになるように置いて、そして引き込むでしょう。 このノードを比較的平面と回転の上にAIが発砲するであろう方向に置いてください。 node_cover_right/left Used for standing cover where the AI will strafe out from behind to engage enemies. Useful for doorways and corners. The "right" and "left" refer to which direction the AI will strafe out to reveal themselves as they engage the enemy. Facing a doorframe, for example, a node_cover_right would be placed on the left side of the door frame. Place this node flush against the surface behind which the AI will take cover and rotate to point in the direction of the cover geometry. node_cover_right/left AIが敵を引き込むために後ろから外に機銃掃射するであろう立ったままのカバーのために使われます。 出入り口とコーナーのために有用です。 「右翼」と「左翼」はそれらが敵を引き込むようにAIが(彼・それ)ら自身を開示するために外にどの方向を機銃掃射するであろうかについて言及します。 doorframe に直面して、例えば、 node_cover_right がドア列の左側の上に置かれるでしょう。 それの後ろにAIが指さすのにカバーと回転を要するであろう表面に対して平らなこのノードをカバージオメトリの方向に置いてください。 Concealment Nodes Use concealment nodes instead of cover nodes in areas where there is no solid geometry for the AI to lean against (such as vegetation or terrain irregularities). Keep in mind that these nodes are not very attractive to the AI due to their placement near weak cover, so they will tend to seek out solid cover nodes instead. Right click in the orthographic view pane and select "node -- concealment -- type_of_concealment_node ". (植物あるいは地形不規則さのように)傾斜するべきAIのためのソリッドジオメトリがないところ(に・で)カバーノードの代わりに地域で隠匿ノードを使ってください。 これらのノードが弱いカバーの近くで(彼・それ)らの配置のためにAIにそれほど魅力的ではありません、それでそれらがその代わりにソリッドカバーノードを探し求める傾向があるであろうということを念頭においてください。 orthographic ビューパネルを右クリックして、そして「node - > concealment - > type_of_concealment_node 」を選択してください。 Pathnodes Place pathnodes at regular intervals (128 units) throughout the map to define the areas where the AI can navigate. For example, if an AI wishes to navigate to a cover_crouch node 500 units away to take cover, there will need to be enough node_pathnodes between himself and the destination, otherwise there will be console errors warning you that he cannot successfully navigate. AIが操縦することができるエリアを定義するためにマップを通じてパスノードを通常の間隔(128のユニット)に置いてください。 例えば、もし AI が cover_crouch ノードにナビゲートすることを望むなら、そこにカバーをとるために、離れている500のユニットが必要性が彼自身と目的地の間に十分な node_pathnodes であるのを可能にして、さもなければそこにあなたに彼が成功裏にナビゲートすることができないことを警告するコンソールエラーでしょう。 1. Place the nodes Right click in the orthographic view pane and select "node -- pathnode". Place pathnodes at regular intervals (128 units) throughout the map and ensure they do not overlap with any other nodes. 1.ノード:右クリックを orthographic ビューパネルに置いて、そして「ノード - > パスノード -」を選択してください。 マップを通じてパスノードを通常の間隔(128のユニット)に置いて、そしてそれらが他のいかなるノードとも重ならないことを保証してください。 2. Test Node Placement Ensure that the "connect paths" checkbox is selected in CoD4 Compile Tools hit the "compile bsp" button. When the map is loaded, bring down the console and type ai_shownodes 1, then fly around the map (type cg_ufo in the console) to see if all of the paths are properly connected (see picture below). Examine the cyan colored navigation mesh that has been created. and look for red "X" marks which indicate a node that the AI cannot reach.To view more of the mesh at a time, type ai_shownodesdist 1024 (or some other high number). 2.テストノード配置:「連結パス」チェックボックスが CoD4 コンパイルツール瞬断、「コンパイル bsp」ボタン、に選択されることを保証してください。 マップがロードされるとき、下にコンソールを持って来て、そして ai_shownodes 1をタイプしてください、それからパスのすべてが適切に接続されているかどうか見る(下にピクチャを見ます)ためにマップ(コンソールでのタイプ cg_ufo)のまわりを飛びまわってください。 AIが reach.To することができないノードを指し示す「X」マークがいっそうメッシュについて一度に見る赤、タイプ ai_shownodesdist 1024(あるいは何か他の高い数)のための created. と外見であったシアン色のナビゲーションメッシュを調べてください。 3. Refine Node Placement Add or remove nodes to make an efficient navigation mesh. For nodes that appear as red "X" marks, it usually means there needs to be one or more pathnodes added to reach it, or it is in an inaccessible location. If the node in question is behind a barrier or on an elevated shelf where the AI would need to climb, it may require the use of a negotiation node (traverse) prefab (explained below). 3.ノード配置を改善してください:効率的ナビゲーションをメッシュにするためにノードを加えるか、あるいは取り去ってください。 赤い「X」マーク、1つであることは通常そこに必要性を意味する、あるいは pathnodes がそれ、あるいはそれに届くために加えたさらに多くがアクセスできないロケーションであるように、現われるノードのためです。 もし問題のノードがAIがそうするであろうところ(に・で)防護壁の後ろあるいは高尚なシェルフの上であるなら、登るべき必要性、それは(下に説明された)交渉ノード(横断)プレハブの使用を必要とするかもしれません。 Viewing the navigation mesh creates by pathnode placement in-game using ai_shownodes 1 and ai_shownodesdist 1024 ナビゲーションメッシュがパスノード配置ゲーム内使用 ai_shownodes 1と ai_shownodesdist 1024のそばに引き起こす表示 Setting Default Nodes AI that are present upon map loading (or that are spawned during map progression) can be targeted to a specific node that they will navigate to. 存在している設置デフォルト Nodes AIがマップロードの上です(あるいはそれマッププログレッションの間に生成されます)それらがナビゲートするであろう特定のノードに対象を定められることができる. 1. Create a test map with a network of path nodes and several different cover nodes. 1.パスノードといくつかの異なったカバーノードのネットワークでテストマップを作成してください。 2. Place several friendly AI in the map and set them as spawnersfrom a spawn trigger. 2.スポーントリガーを spawnersfrom するようにいくつかのフレンドリーAIをマップに置いて、そしてそれらを設定してください。 3. Target a friendly AI to a specific cover node by selecting the AI, then the node, then using the shortcut for ConnectSelection ( usually "W" by default). You should see a colored line appear between the AI and the targeted node. 3.AI、それからノード、それから使用、 ConnectSelection のためのショートカット(通常棄権による「W」)、選択することによって、特定のカバーノードにフレンドリー AI の対象を定めてください。 あなたは着色されたラインがAIと目標を定められたノードの間に現われるのを見るべきです。 4. Repeat this targeting process for other AI in the map, targeting different cover nodes (or path nodes). 4.異なったカバーノード(あるいはパスノード)に目標を定めて、マップで他のAIのこの目標設定プロセスを繰り返してください。 5. Compile the BSP (ensure that the "connect paths" checkbox is selected) and observe where the friendly AI navigate to upon spawning. 5.BSPをコンパイルしてください(「連結パス」チェックボックスが選択されることを保証してください)、そして産むや否やフレンドリーAIがナビゲートするところがそうするのに気付いてください。 Negotiation Node (Traverse) Prefabs There are several prefabs that contain pre-made negotiation node combinations and settings that are to be used for specific AI navigation requirements such as hopping over a low wall, sliding over a car, jumping off a ledge, etc. 低レベルの壁を越えて飛び乗ること、車両の上に滑ること、岩棚からジャンプすることなどのような特定のAI航法要求事項のための使われるはずである既成交渉ノード結合と設定値を含んでいるいくつかのプレハブがあります。 Launch Radiant and open the test map "test_traverses.map" located in map_source to examine each type of traverse prefab. You can also run this map in-game and observe how each AI navigates over specific obstacles using the traverse prefab (approach each obstacle to spawn the individual AI that will navigate across it). Radiant を始動して、そしてそれぞれのタイプの横断プレハブを調べるために map_source に置かれているテストマップ「test_traverses.map」を開いてください。 あなたは同じくこのマップゲーム内行なって、そしてそれぞれのAIがどのように特定の障害物の上に使用、横断プレハブ、を通り抜けるか観察する(それの向こう側にナビゲートするであろうスポーン、個別のAI、にそれぞれの障害物に接近します)ことができます。 With the map open, the traverse prefabs are (as pictured left to right in the screengrab above) マップが開いているという状態で、横断プレハブは(右に上記の screengrab に残されているのを想像されるように)です: • jumpdown_96.map - AI will jump down from a 96 unit high ledge • jumpdown_56.map - AI will jump down from a 56 unit high ledge • jumpdown_40.map - AI will jump down from a 40 unit high ledge • stepup_52.map - AI will step up to a 52 unit high ledge • wall_over_40.map - AI will hop over a 40 unit high wall • window_over_40.map - AI will hop over a 40 unit high window frame • slide_across_car.map - AI will slide across a car hood Placing a traverse prefab • jumpdown_96.map - 96の単位最高水平棚から下へのAI意志ジャンプ • jumpdown_56.map - 56の単位最高水平棚から下へのAI意志ジャンプ • jumpdown_40.map - 40の単位最高水平棚から下へのAI意志ジャンプ • stepup_52.map - AIが52の単位最高水平棚に歩み寄るでしょう • wall_over_40.map - AIが40以上の単位最高の壁をひょいと跳ぶでしょう • window_over_40.map - AIが40以上の単位最高ウィンドウフレームをひょいと跳ぶでしょう • slide_across_car.map - AIが横断プレハブを置いている自動車ボンネットの向こう側に滑るでしょう 1. Select traverse prefab right clicking in the orthographic view pane and select "misc -- prefabs". In the dialog box, navigate to \map_source\prefabs\traverse and select an appropriate traverse prefab. 1.選り抜きの横断プレハブ: orthographic ビューパネルを右クリックしていて、そして選り抜きの「misc - > prefabs」の。 問答で、ボックス、\に map_source \ prefabs \ traverse をナビゲートして、そして適切な横断プレハブを選択してください。 2. Place prefab Place the prefab on the geometry/obstacle using the test map "test_traverses.map" as a reference. Be sure to rotate the prefab in the direction in which the AI should approach it (the arrows on the negotiation nodes point in the direction the AI will execute the traverse). Ensure there are enough path nodes to allow AI to navigate to the traverse. 2.場所プレハブ:レファレンスとしてプレハブをジオメトリ / 障害物使用、テストマップ「test_traverses.map」、の上に置いてください。 AIがそれに接近するべきである方向(ノードが方向、AI、に向ける交渉に関する矢印は横移動部を実行するでしょう)でプレハブを回転させることを確かにしてください。 横断にナビゲートするべきAIを許すのに十分なパスノードがあることを保証してください。 (Original "http //www.infinityward.com/wiki/index.php?title=Nodes") 名前 すべて読む