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Metal materials and Welding materials 3 Iron and Steel Materials 3.1 Basic knowledge of steel materials - and coated arc welding rod due to hand arc welding Iron and Steel Materials summaryMild Steel Less carbon content and widely used High tensile strength steel Stainless steel Heat resistant steel Aluminum Titanium 3.1.1 Iron Steel The IronElement Latin name "Fe"Properties of pure iron Can not be used as structural materialLow Hardness Low strength 5 elements of SteelAdditive elementCarbon C Manganese Mn Silicon Si Impurity elementPhosphorus P Sulfur S Types of carbon content for steelSteel Contains about, to 2.00 [%] from 0.03 [%] carbon. Cast iron Contains about, to 4.50 [%] from 2.00 [%] carbon. Types of steel hardness for added elementsSteel tension steel classificationNote [N/mm^{2}] is "SI" formulaTensile strength 490 [N/mm^{2}] grade 50 [kgf/mm^{2}] Tensile strength 590 [N/mm^{2}] grade 60 [kgf/mm^{2}] Tensile strength 780 [N/mm^{2}] grade 80 [kgf/mm^{2}] Additive Cr Ni Mo alloy classificationImproved corrosion resistance, heat resistance, high temperature strengthLow Alloy Steel Additive amount less than 10 [%]3.5 [%] Ni Steel 9.0 [%] Ni Steel High Alloy Steel Additive amount 10 [%] or moreStainless Steel 18.0 [%] Cr+8.0 [%] NiNote SUS Steel use stainless Additive element for purificationDeoxidizerMixing of Mn and Si promotes the formation of MnO and SiO_ {2} and reduces oxidation Contaminating impuritiesP and S mixed by smelting process Generally reduced to less than 0.04 [%] in the smelting process 3.2 Material change of steel weld 3.2.1 Metallurgical change of weld zone Method for cooling heat treatment of carbon steelHardeningHeat it to about 900 [^{\circ} C],settle down in water or oil and improve hardness by rapid cooling. TemperingAfter Hardening, after heating at 723 [^ {\ circ} C] (A_ {1} point)Air cooling to reduce hardness and improve viscosity. AnnealingHigh temperature annealingAfter heating to about 900 [^{\circ} C], gradually cooling in the furnaceImprove viscosity by eliminating processed metal structure GrillingApproximately 900 [^{\circ} C] air-cooled after heating,Smoothing of metallic structure changed by welding and others. 3.2.2 Omission 3.2.3 Welding heat input Increase of thermal energy amount to weldingIncrease in welding current Increase in arc voltage fixed in actual welding machine Weld heat input is inversely proportional to welding speedH [J/cm] welding heat input I [A] welding current E [V] arc voltage k = 60 [sec] v [cm / min] welding speedH=\frac{k\times E\times I}{v}~[J/cm]
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MP Map Checklist Visit the link below section to see a checklist for everything required to get a multiplayer map up and running. マルチプレ-ヤーマップを動かせるために必要とされるすべてのための照合表を見るために項の下にリンクを訪れてください。 MP Map Checklist Setting up gameplay modes This section covers how to set up a multiplayer map for the various gameplay modes in CoD4. この項は CoD4 でどのようにマルチプレ-ヤーの上に種々のゲームプレイモードのためのマップを設定するべきかを取り扱います。 To place an MP entity, right-click in the 2D view of Radiant and go down to the “mp” section in the bottom division. MPエンティティを置くために、 Radiant の2Dビューを右クリックして、そして最下段除算で「mp」項に行ってください。 You can also place an MP entity by creating a brush, going to the Entities menu (“n” key), selecting the name (mp_tdm_spawn for instance), and pressing the “enter” key. あなたは、ブラシを作って、(「n」が主要な) Entities メニューに行って、名前(実例のための mp_tdm_spawn)を選択して、そして「enter」のキーを押すことによって、同じくMPエンティティを置くことができます。 MP prefabs are located in the map_source/prefabs/MP directory, and are used for several of the gameplay modes. MPプレハブは map_source / prefabs / MPディレクトリに位置していて、そしてゲームプレイモードのいくつかのために使われます。 Global To start out, place the mp/global_intermission entity and rotate it to face a cool-looking angle. This is the scene that will be displayed behind the scoreboard at the end of a match and is required to run the map. 出発するために、 mp / global_intermission エンティティを置いて、そしてクールのように見えるアングルに直面するためにそれを回転させてください。これは試合の終わりにスコアボードの後ろに表示されるであろう場面であって、そしてマップを走らせるように要求されます。 Free-For-All For FFA, place mp/dm_spawn entities around the entire map where you want players to spawn. FFAのため、あなたが生成するべきプレーヤーを欲する全部のマップの周りの場所 mp / dm_spawn エンティティ。 Team Deathmatch For TDM, place mp/tdm/spawn entities around the entire map, generally overlapping FFA spawn locations. In the friendly base, place 8-12 mp/tdm/spawn/allies_start entities. In the enemy base, place 8-12 mp/tdm/spawn/axis_start entities. TDMのため、全部のマップ、一般に重複FFA子ロケーションの周りの場所 mp / tdm / spawn エンティティ。フレンドリーベースで、8-12の mp / tdm / spawn / allies_start エンティティを置いてください。敵のベースで、8-12の mp / tdm / spawn / axis_start エンティティを置いてください。 The start spawn entities determine where players on each team spawn at the beginning of a match. They should generally be placed in rows and spaced out evenly. スタートスポーンエンティティはマッチの始まりにそれぞれに関するプレーヤーがどこ(で・に)スポーンを組みにするか決定します。それらは一般に均等に列と字間あきに置かれるべきです。 Domination For DOM, place mp/dom/spawn entities around the entire map. These sometimes overlap FFA spawns, but keep in mind that proximity to a DOM flag determines which spawns are linked to which flags. The command “set scr_domdebug 1” shows these flag to spawn connections in-game. DOMのため、全部のマップの周りの場所mp/dom/spawnエンティティ。これらは時々FFAスポーンに重なりますが、DOMへの近接がどのスポーンがどのフラグに関連づけられるか決定するということを念頭におきます。コマンドは“set scr_domdebug 1」これらがフラグを付けるショー、からスポーン接続ゲーム内。 In the friendly base, place 9-16 mp/dom/spawn/allies_start entities. In the enemy base, place 9-16 mp/dom/spawn/axis_start entities. These normally overlap the TDM start spawns. 味方基地の中に、9-16のmp/dom/spawn/allies_startエンティティを置いてください。 敵基地の中に、9-16のmp/dom/spawn/axis_startエンティティを置いてください。 これらは通常TDMスタートスポーンに重なります。 Next, 3 DOM flags must be placed throughout the map. Generally these are either placed in a “line” from the friendly to enemy base, or are evenly placed around asymmetrical maps. 次に、3つのDOM flagsがマップを通じて置かれなくてはなりません。 一般にこれらは味方から敵基地まであるいは「ライン」に置かれるか、あるいは非対称のマップの周りに均等に置かれます。 To place a prefab, right-click in the 2D view of Radiant and choose the misc/prefab option. Browse to the map_source/prefabs/MP directory and place dom_flag_primary_a.map, dom_flag_primary_b.map and dom_flag_primary_c.map in the appropriate locations. プレハブを置くために、2Dの中にRadiantの表示を右-クリックして、そしてmisc/prefab選択肢を選択してください。 map_source/prefabs/MPディレクトリへのブラウズ、そしてdom_flag_primary_a.map、dom_flag_primary_b.mapとdom_flag_primary_c.mapを適切な位置に置いてください。 Next to each flag, place a script/origin entity. The settings of this entity determine friendly and enemy spawning when that flag is captured. (For instance, if linkto has two values, enemies might spawn at either one of those locations when friendlies have that flag captured.) それぞれのフラグの隣りに、script/originエンティティを置いてください。 そのフラグが取り込まれるときこのエンティティ決定味方と敵を産むことの設定値。 (実例のため、もしリンクを、からフレンドリーがぶんどるそのフラグを得るとき2つの文字、敵力がそれらの位置のどちらかにおいてのスポーンを持っていますか。) The middle B flag in a linear map would have the following settings 中間Bフラグはリニアマップの中に以下の設定値を得るでしょう: script_linkname flag2 script_linkto flag1 flag3 targetname flag_descriptor Flag A and Flag C would have a linkname value of flag1 and flag3, respectively. In a linear map, Flag A would have a linkto value of flag2. However, with an asymmetrical layout it might have a script_linkto value of flag2 flag3. 旗Aと旗Cがそれぞれ flag1 と flag3 の linkname 値を持っているでしょう。直線マップで、旗Aが flag2 の linkto 値を持っているでしょう。しかしながら、非対称のレイアウトでそれは flag2 flag3 の script_linkto 値を持っているかもしれません。 Sabotage For SAB, the spawn layout will be slightly different from other gameplay modes. Determine where the invisible line in the map would be. One half of the map is the friendly base, and the other half of the map is the enemy base. SABのために、スポーン配置は少し他のゲームプレイモードと異なるでしょう。 見えないラインがマップの中にどこにあるであろうか決定してください。 1つはマップの2分の1味方基地です、そしてマップのもう一方の半分が敵基地です。 Place mp/sab/spawn/allies entities around the friendly base, and mp/sab/spawn/axis entities around the enemy base. These could overlap FFA spawns on each respective side of the map, but keep in mind that you generally want a good distance between where the two sides are going to spawn from each other. フレンドリー基本要素の周りに mp/sab/spawn/alliesエンティティ、そして敵の基本要素の周りに mp/sab/spawn/axisエンティティを置いてください。これらはマップのそれぞれのそれぞれのサイドでFFAスポーンに重なりますが、あなたが一般にお互いから2つのサイドがスポーンに行くところの間の良い距離を欲するということを念頭におくことができました。 In the friendly base, place 9-16 mp/sab/spawn/allies_start entities. In the enemy base, place 9-16 mp/sab/spawn/axis_start entities. These are normally placed in a location with the same distance from the middle bomb as the other side. フレンドリー基本要素で、9-16の mp/sab/spawn/allies_start エンティティを置いてください。敵の基本要素で、9-16の mp/sab/spawn/axis_start エンティティを置いてください。これらは通常中間にある爆弾から向こう側と同じ距離の場所に置かれます。 Now, the middle bomb needs to be placed, generally somewhere along the invisible dividing line in the middle of the map. Browse to the map_source/prefabs/MP directory and place sab_bomb.map in that location. 今、中間の爆弾は一般に、マップの真ん中に、見えない境界線に沿って、どこかに、置かれる必要があります。map_source/prefabs/MP ディレクトリとそのロケーションでの場所 sab_bomb.map へのブラウズ。 Next, each base needs a bomb target prefab. The friendly bomb target prefab is sab_bomb_allies.map, while the enemy bomb target prefab is sab_bomb_axis.map. 次に、それぞれの基地が爆弾ターゲットプレハブを必要とします。味方爆弾ターゲットプレハブは sab_bomb_allies.map です、他方敵の爆弾ターゲットプレハブは sab_bomb_axis.map です。 We’ve found that the bomb doesn’t always work well if it’s too close to the start_spawn locations, because of how far back they are to the end of the map. If you find during playtesting that both teams are having a difficult time of planting the bomb, you should consider moving the bombs more towards the dividing line of the map. (Keeping in mind to keep the bomb locations of each side balanced.) 我々ははるか後ろにそれらがマップの終わりへである方法のために、もしそれが start_spawn ロケーションにあまりにも近いなら、爆弾が常によく機能するわけではないことに気付きました。もしあなたが playtesting の間に両方のチームが爆弾を仕掛ける困難な時を持っていることに気付くなら、あなたはいっそうマップの境界線に向かって爆弾を動かすことを考えるべきです。(両側の爆弾ロケーションを保持する心の釣合がバランスをとりました。) Search and Destroy Because SD doesn’t have respawns, only two types of spawning entities needs to be placed. Place 9-16 mp/sd/spawn/attacker entities in the attackers start location, and 9-16 mp/sd/spawn/defender entities in the defenders start location. These aren’t necessarily in the same place as the other start spawns, because they need to be placed in relation to where the two bomb targets will be placed. なぜなら SD はリスポーン、置かれる唯一のエンティティ必要性を生むことについての2つのタイプを持っていませんから。9-16の mp / sd / spawn / アタッカーエンティティをアタッカースタートロケーションで、そして9-16の mp / sd / spawn / ディフェンダーエンティティをディフェンダースタートロケーションに置いてください。これらは必ず他のスタートスポーンと同じ場所にいません、なぜならそれらは2つの爆弾ターゲットが置かれるであろうところに関係に置かれる必要がありますから。 In front of the attacker spawns, the bomb needs to be placed. Place it far enough away from the attacker spawns so it won’t be automatically picked up at the beginning of a round. Also, put it in a highly visible location so it won’t be missed. Browse to the map_source/prefabs/MP directory and place sd_bomb.map in that location. 攻撃者スポーン、置かれる爆弾必要性の前で。それがラウンドの始まりに自動的に拾い上げられないであろうように、攻撃者スポーンから離れて十分に遠くにそれを置いてください。同じく、それがミスされないであろうように、大いに明らかなロケーションにそれを入れてください。map_source / prefabs / MPディレクトリとそのロケーションでの場所 sd_bomb.map へのブラウズ。 To supplement the bomb prefab, the bomb trigger prefab needs to be placed somewhere in the map. This prefab is sd_bombtrigger.map. It can be anywhere, but for consistency place this prefab in the top-left corner of the map. 爆弾プレハブ、どこか(に・で)マップに置かれる爆弾トリガープレハブ必要性を補うために。このプレハブは sd_bombtrigger.map です。それはどこ(で・に)もありますが、無矛盾性のためにこのプレハブをマップの左上隅に置くことができます。 Now, the two possible bomb targets need to be placed. It depends on the map, but these are generally placed closer to the defenders than the attackers, giving them time to get in location and prepare for the assault. They should also be spread far enough apart that defenders can’t cover both bomb sites from the same location. The prefab names of the bomb targets are sd_bombzone_nuke_a.map and sd_bombzone_nuke_b.map. 今、可能な2(人・つ)は置かれるターゲット必要性を爆破します。それはマップに依存します、しかしこれらは一般に、それらにロケーションに入って、そして襲撃のために準備する時間を与えて、攻撃者より防御者により近く置かれます。それらは同じく遠くに広げられるべきです、離れて十分同じロケーションからサイトを爆破するので、防御者が両方ともをカバーすることができません。爆弾ターゲットのプレハブ名は sd_bombzone_nuke_a.map と sd_bombzone_nuke_b.map です。 Headquarters HQ uses TDM spawn entities, so there are no extra spawns to be placed for this game type. To set up a map for HQ, up to 7 locations need to be set up as HQ points. Interior locations tend to work the best for an HQ location. HQがTDMスポーンエンティティを使います、このゲームタイプのされるエキストラスポーンもそこにそうではありません。HQのため、7つのロケーションまでのマップを上にのぼって、HQが指し示すように、準備される必要性を設定するために。内部のロケーションがHQロケーションのためのベストをもたらす傾向があります。 To set up an HQ location, place a trigger/multiple brush entity covering the volume of a location. This is the space a player needs to touch in order to capture or destroy the HQ point. This trigger should have a targetname value of “radiotrigger”. HQを上にのぼってロケーションを設定するために、トリガー / 複数ブラシエンティティカバーリング、ロケーションの量、をしてください。これはプレーヤーがHQポイントを捕えるか、あるいは破壊するために触れる必要があるスペースです。このトリガーは「radiotrigger」の targetname 値を持っているべきです。 Inside of each of these triggers, place a war_hq_obj.map prefab. There must be one for each of the 7 triggers, and each one must be fully inside of a trigger volume. These crates will appear and disappear along with the currently activated HQ location. これらのトリガーのそれぞれの内部で、 war_hq_obj.map プレハブを置いてください。そこにトリガーのボリュームの1つが完全に中であるに違いない7つのトリガーとそれぞれのそれぞれのための1つであるに違いありません。これらのクレートは現在活性化するHQロケーションとともに現われて、そして見えなくなるでしょう。 Setting up UAV, Airstrike and Helicopter This section covers how to set up a map to support the various awards given for kill streaks. この項はどのようにマップを上にのぼってサポートにキル連続のための与えられた種々の賞を設定するべきかを取り扱います。 Creating a Minimap Image A custom minimap image is required for the UAV and Airstrike bonuses to work properly. The following section describes the process of creating a new image for a user-made map. カスタムミニマップイメージが UAV と空襲ボーナスのために適切に機能するために必要とされます。次の項はユーザ製のマップの新しいイメージを引き起こすことについてのプロセスを記述します。 Creating a custom minimap image Setting up Helicopter Paths To get helicopter strikes working, three different paths of linked script_origins need to be added. 機能しているヘリコプタ攻撃、加えられるリンクしたscript_origins必要の3つの異なった経路を取るために。 General Each script/origin entity that is placed has a few values that can be used for control. つまりが置いたそれぞれのscript/originエンティティがそうであり得る値が使った少数をコントロールのためであるようにします。 script_accel Acceleration of the heli from that point to the next point. script_airspeed Speed of the heli from that point to the next point. script_delay Causes the heli to pause at that point for X seconds before proceeding. script_accel そのポイントから次のポイントまでのヘリの加速度。 script_airspeed そのポイントから次のポイントまでのヘリのスピード。 script_delay 進行の前にX秒後の間のその時点での休止にヘリを起こします。 The linked points determine where the helicopter rotor will travel. So, always put your path higher than you might think, since the entire body of the helicopter will be traveling underneath the path. ヘリコプタローターが移動するであろうリンクしたポイント決定。 それで、ヘリコプタの全部のボディーが経路の下で移動しているでしょうから、あなたが考えるかもしれないより高く常にあなたの経路を記入してください。 To quickly link two script/origin entities, select the first point, then the target point, then press the “W” key. すぐに2つのscript/originエンティティをリンクするために、選択最初ポイント、それからターゲットポイント、がそれから「W」キーを押します。 Path 1 - Approach Path The approach path is the method that the helicopter enters the playable space. In CoD4 maps it’s generally split into 3 possible approach paths, all converging into a central point in the middle of a map. 進入路はヘリコプターがプレーすることができるスペース入る方法です。CoD4 マップでそれは一般に、すべてマップの真ん中に中央のポイントの中に一点に集まっている3つの可能な接近経路に分かれました。 To start one of the three paths, add a script/origin entity with a targetname value of “heli_start”. This point should be linked to the first point on the path with script_accel and script_airspeed values. 3つの経路の1つを始動させるために、「heli_start」のtargetname値でscript/originエンティティを加えてください。 このポイントはscript_accelを持っている経路の上の最初ポイントとscript_airspeedな値に関連づけられるべきです。 Once all three approach paths are completed, they should eventually all link to a central script/origin entity. This entity can be targeted by another script/origin entity with a targetname value of “heli_dest”. すべての3つの接近経路が完了である途端に、それらはすべてやがてエンティティを中央のscript/originにリンクするべきです。 このエンティティキャンは「heli_dest」のtargetname値でもう1つのscript/originエンティティによって目標を定められます。 Path 2 - Circle Path The circle path should form a circle around the playable space of the map. It’s generally higher up than the approach paths. Use script_delay to make the heli stop in key points of the path. サークル経路はマップのプレーすることができるスペースの周りにサークルを形成するべきです。 それは上へ進入経路より一般により高いです。 script_delayを経路のキーポイントでヘリ停止をするために使ってください。 Once a circle is created, a starting point on the circle needs to be designated (to determine the first point the heli will travel to after it finishes with the approach path. サークルが作られる途端に、円の上の始点が指定される必要があります(決定にヘリがそれの後に移動するであろう最初のポイントは進入でパスを終えます。 Designate this starting point with a script/origin entity linked to one of the circle points, with a targetname value of “heli_loop_start”. script/originエンティティを持っているこの始点が、「heli_loop_start」のtargetname値で、サークルポイントの1つに関連づけた指定。 Path 3 - Crash Path If a heli is shot down, it will travel from the point it’s currently at to the crash path. This path should be in a central location that can be reached from any part of the circle path. もしヘリが撃ち落とされるなら、それはそれが現在あるポイントから破壊パスまで移動するでしょう。このパスは円パスのどんな部分からでも届かれることができる中央のロケーションにあるべきです。 Designate the first point of a crash path by another script/origin entity linked to the first point with a targetname of “heli_crash_start”. The end doesn’t need to be specified… the heli will explode at the end of the path. 最初のポイントに「heli_crash_start」の targetname に関連したもう1つのscript/originエンティティによる破壊パスの最初のポイントを指定してください。終わりは指定される必要がありません、…、ヘリ、がパスの終わりに爆発するでしょう。 Exit Points If a heli doesn’t get shot down, it will eventually fly away to one of several placed points in a map. These are generally placed in each of the four corners of a map. もしヘリが撃ち落とされないなら、それはポイントマップに置かれていくつかの1つにやがて飛び去るでしょう。これらは一般にマップの4つのコーナーのそれぞれに置かれます。 To make an exit point, place a script/origin entity with a targetname value of “heli_leave”. 出口点を作るために、「heli_leave」の targetname 値でscript/originエンティティを置いてください。 Setting up Old School Mode The only additional thing required for Old School mode is a series of placed weapons / pickups. Most CoD4 maps have one weapon in the Assault Rifle, SMG, Shotgun, Sniper, and Explosives class, in addition to two perks. However, there are no restrictions to what can be placed in this regard. ことが旧式のモードのために必要とした唯一の付加的は置かれた兵器/ピックアップのシリーズです。 たいていのCoD4マップが付加の中に2つのPerkにライフル銃、SMG、散弾銃、狙撃兵と爆薬クラス、の中に1つの兵器を得ます。 しかしながら、そこにこの点に関して置かれることができるものに制限ではありません。 To place a weapon, select any of the weapons tagged with mp in the “weapon” section of the right-click menu in the 2D view. For instance, place the weapon/g3/acog_mp entity. Then, check the SUSPENDED and SPIN values in the entity window. Finally, give it a targetname value of “oldschool_pickup”. 兵器を置くために、2Dビューで右クリックメニューの「兵器」項に mp でタグを付けられた兵器のいずれでも選択してください。例えば、 weapon/g3/acog_mp エンティティを置いてください。それなら、中断をチェックしてください、そしてエンティティ表示で文字を紡いでください。最終的に、それに「oldschool_pickup」の targetname 値を与えてください。 To place perks, Browse to the map_source/prefabs/MP/pickups directory and select one of the six available perks. The available old-school perks are Double Tap, Juggernaut, Last Stand, Martyrdom, Sleight of Hand, and Stopping Power. 場所 Perk に、 map_source/prefabs/MP/pickups ディレクトリへのブラウズ、そして6つの利用可能な Perk の1つを選択してください。利用可能な旧式の Perk は Double Tap、 Juggernaut、 Last Stand です、 Martyrdom、 Sleight of Hand、と Stopping Power 。 Setting up factions Faction sets in a MP CoD4 game are either Marines vs. Opfor, or SAS vs. Spetsnaz. MP CoD4 ゲームの中の派閥セットは Spetsnaz に対して海兵隊員対 Opfor 、あるいはSASです。 Marines vs. Opfor Add the following lines to your map’s GSC file あなたのマップの GSC ファイルに次のラインを加えてください: game["allies"] = "marines"; game["axis"] = "opfor"; game["attackers"] = "axis"; game["defenders"] = "allies"; game["allies_soldiertype"] = "desert"; game["axis_soldiertype"] = "desert"; Add the following to your map's CSV file あなたのマップのCSVファイルに次のことを加えてください: include,mptypes_desert SAS vs. Spetsnaz Add the following lines to your map’s GSC file あなたのマップの GSC ファイルに次のラインを加えてください: game["allies"] = "sas"; game["axis"] = "russian"; game["attackers"] = "axis"; game["defenders"] = "allies"; game["allies_soldiertype"] = "woodland"; game["axis_soldiertype"] = "woodland"; Add the following to your map's CSV file あなたのマップのCSVファイルに次のことを加えてください: include,mptypes_woodland Creating a Load Screen Making a custom MP load screen Packaging files for server First create an .iwd file. It is a regular renamed .zip file. Create this folder structure with these files 最初に、.iwdファイルを作ってください。 それは.zipファイルとリネームされる常連です。 これらと一緒のこのフォルダ構造がファイルする作成: images/compass_map_[yourmapname].iwi images/loadscreen_[yourmapname].iwi maps/[yourmapname].csv ( i am not sure in this point, maybe it is maps/mp/[yourmapname].csv 私はこのポイントの中に、多分それがmaps/mp/[yourmapname].csvであると確信していません) materials/compass_map_[yourmapname] materials/loadscreen_[yourmapname] mp/[yourmapname].arena Pack these folders into .zip file and rename it [yourmapname].iwd .zipファイルの中にこれらのフォルダをパックして、そしてそれを[yourmapname].iwdと命名し直してください Next create a folder called usermaps in call of duty 4 folder and in this new directory create another with the same name as your map 次に、フォルダとこれの中に新しいディレクトリが同一名をあなたのマップとしてもう1つを作成するというcall of duty 4の中にusermapsと呼ばれるフォルダを作成してください: [cod4folder]/usermaps/[yourmapname]/ Copy [yourmapname].ff and [yourmapname]_load.ff into the directury you have just created. Copy [yourmapname].ffとあなたがちょうど創設されて得るdirecturyの中への[yourmapname]_load.ff。 [cod4folder]/usermaps/[yourmapname]/[yourmapname].ff [cod4folder]/usermaps/[yourmapname]/[yourmapname]_load.ff table of files Extension Details Location Creation Tutorial .map Map source, prefabs, edited by radiant map_source/ Radiant Many tutorials .d3dbsp Compiled map data raw/maps/mp Step 1 compilation Compile Tools .ff Fast file - optimised packed map files zone/English/ Step 3 compilation Compile Tools _load.ff Fast file for loading ? zone/English/ Step 3 compilation Compile Tools .scv Zone file zone_source/English/ Step 4, compilation Compile Tools .iwi Infinity Ward iamge ? raw/images Asset manager, converter Making a custom MP load screen No ext. Material for .iwi file raw/materials/ Asset manager Making a custom MP load screen .gdt Asset manager game data raw/source_data/ Asset manager Making a custom MP load screen .arena Makes map visible on map list usermaps/[mapname]/ [mapname].iwd/mp Notepad http //www.modsonline.com/Tutorials-read-446.html .iwd Renamedl.zip usermaps/[mapname]/ Winzip, Winrar,... Tutorial on this p age Add sounds to your custom maps Some sound found in raw/soundaliases/multiplayer.csv or common.csv cannot be used directly in custom because they are set for specific stock SP and MP maps, example 彼らが特定のストックのSPとMPマップに設定されるので、raw/soundaliases/multiplayer.csvまたはcommon.csvで見つかる若干の音が習慣において直接使われることができません、例: emt_whopper_comp,,amb_emitters/emt_whopper_computer1.wav,1,1,max,1,1,100,720,auto,streamed,,rlooping,,launchfacility_b,,,,,,,,0.2,,,75,200,0.65 Note on this example the soundalias is set to the SP map/level launchfacility_b この例に関する注意、SPマップ/レベルlaunchfacility_bへのsoundalias設定されている The solution (as long as the .wav is in the main/iw_xx.iwd) is to create your own soundaliases file. Example for added sound for uber computer sound) 解法(同じぐらい長くが.wavがmain/iw_xx.iwd)の中にそうであるようにあなた自身のsoundaliasesファイルを作るはずです. ユーザコンピュータの音のための付加的な音のための例) 1. create a file called whatever.csv under raw/soundaliases 1.raw/soundaliases2以下のwhatever.csvと呼ばれるファイルを作ってください。 2. Add the following in the empty file 2.空ファイルの中に以下の(人たち・もの)を加えてください: #Emitters,,,,,,,,,,,,,,,,,,,,,,,,, emt_whopper_comp,,amb_emitters/emt_whopper_computer1.wav,1,1,max,1,1,100,720,auto,streamed,,rlooping,,all_mp,,,,,,,,0.2,,,75,200,0.65 Note the change in the line from launchfacility_b to all_mp to allow for the sound in your custom map. あなたのカスタムマップの中に音のための許可にlaunchfacility_bからall_mpまでラインの中に変化に気付いてください。 3. If you dont already have on, create a file in raw/maps/mp/ called mp_mapname_fx.gsc, put/add this to it 3.もしあなたがすでにdont するなら、上に持っていてください、mp_mapname_fx.gscと呼ばれるraw/maps/mp/、これほどそれへのプット/追加の中にファイルを作ってください: main() { level.scr_sound["emt_whopper_comp"] = "emt_whopper_comp"; /# if ( getdvar( "clientSideEffects" ) != "1" ) maps\createfx\mp_mapname_fx main(); #/ } mp_mapname is your map name mp_mapnameはあなたのマップ名です 4. Again, if not already there create a file under raw/maps/createfx/ called mp_mapname_fx.gsc, put/add this to it 4.でないならもしすでにそこに再びmp_mapname_fx.gscと呼ばれるunder raw/maps/createfx/のファイル、これほどそれへのプット/追加を作ってください: //_createfx generated. Do not touch!! main() { ent = maps\mp\_utility createOneshotEffect( "light_shaft_dust_large" ); ent.v[ "origin" ] = (X, Y, Z); ent.v[ "angles" ] = ( 270, 0, 0 ); ent.v[ "fxid" ] = "light_shaft_dust_large"; ent.v[ "delay" ] = -15; ent.v[ "soundalias" ] = "emt_whopper_comp"; } X, Y, Z are the coordinate of where you want the origin of the sound to come from. X、Y、Zはあなたが来るべき音の起点を欲するところの座標です。 5. Finally add this to your zone_source/mp_mapname.csv 5.最終的にあなたのzone_source/mp_mapname.csv にこれを加えてください sound,whatever,,all_mp 6. Compile! 6.コンパイル! Add FXs to your custom maps In this example a large fire FX with metal fire sound is used この例では、金属火音による大火FXが、使われます 1. Create a folder createfx under /raw/maps/ 1.under /raw/maps/フォルダcreatefxを作ってください 2. In that folder create a new file called mp_mapname_fx.gsc, in it put the following / mapname being your map name 2.そのフォルダの中に、mp_mapname_fx.gscと呼ばれる新規ファイルを作成してください、それの中に、あなたのマップ名であって次のこと/ mapnameを置いてください //_createfx generated. Do not touch!! main() { ent = maps\mp\_utility createOneshotEffect( "firelp_vhc_lrg_pm_farview" ); ent.v[ "origin" ] = ( X, Y, Z ); ent.v[ "angles" ] = ( 270, 0, 0 ); ent.v[ "fxid" ] = "firelp_vhc_lrg_pm_farview"; ent.v[ "delay" ] = -15; ent.v[ "soundalias" ] = "fire_metal_large"; } X, Y, Z are the coordinate where you wish to place your FX. X、Y、ZはあなたがあなたのFXを置くことを望む座標です。 3. under raw/maps/mp/ create another file called mp_mapname_fx.gsc / mapname being your map name 3.raw/maps/mp/の下で、あなたのマップ名であってもう1つのmp_mapname_fx.gsc / mapnameと呼ばれるファイルを作成してください 4. put the following in it 4.それに以下の(人たち・もの)を入れてください: main() { level._effect[ "firelp_vhc_lrg_pm_farview" ]= loadfx( "fire/firelp_vhc_lrg_pm_farview" ); /# if ( getdvar( "clientSideEffects" ) != "1" ) maps\createfx\mp_mapname_fx main(); #/ } 5. In your raw/maps/mp/mp_mapname.gsc put the following after maps\mp\_load main(); 5.後で以下の(人たち・もの)を発されたあなたのraw/maps/mp/mp_mapname.gscの中にmaps\mp\_load main(); maps\mp\mp_mapname_fx main(); 6. Last step, in your zone_source/mp_mapname.csv add this line 6.最後のステップ、あなたのzone_source/mp_mapname.csvの中に、この行を加えてください: fx,fire/firelp_vhc_lrg_pm_farview This will work for any FX you see under raw/fx folder. For soundaliases its a little bit different, i found creating your own soundaliases file is best. In this example thought the soundalias fire_metal_large is from stock and load automatically on any MP map. これはあなたがraw/fxフォルダーの下で見るどんなFXのためにも働くでしょう。 soundaliasesに関しては、それはほんの少し異なっていて、私は、あなた自身のsoundaliasesファイルを作成するのが最も良いのがわかりました。 この例でsoundaliasと考えられて、fire_metal_largeは自動的にどんなMPマップの上にでもストックとロードからあります。 (Original "http //www.infinityward.com/wiki/index.php?title=MP_Mapping") 名前 すべて読む
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Magic Items Magic items are gleaned from the hoards of conquered monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner’s capabilities in wondrous ways. Attunement Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a spellcasting class, a monster qualifies if it has spell slots and uses that class’s spell list.) If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like. Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties. Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can’t be the same short rest used to learn the item’s properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words. An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can’t attune to more than one copy of an item. For example, a creature can’t attune to more than one ring of protection at a time. A creature’s attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed. Wearing and Wielding Items Using a magic item’s properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, a shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held. In most cases, a magic item that’s meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer. Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn’t adjust. For example, drow-made armor might fit elves only. Dwarves might make items usable only by dwarf-sized and dwarf-shaped folk. When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can’t wear boots. Multiple Items of the Same Kind Use common sense to determine whether more than one of a given kind of magic item can be worn. A character can’t normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, and one cloak. You can make exceptions; a character might be able to wear a circlet under a helmet, for example, or to layer two cloaks. Paired Items Items that come in pairs—such as boots, bracers, gauntlets, and gloves—impart their benefits only if both items of the pair are worn. For example, a character wearing a boot of striding and springing on one foot and a boot of elvenkind on the other foot gains no benefit from either. Activating an Item Activating some magic items requires a user to do something special, such as holding the item and uttering a command word. The description of each item category or individual item details how an item is activated. Certain items use the following rules for their activation. If an item requires an action to activate, that action isn’t a function of the Use an Item action, so a feature such as the rogue’s Fast Hands can’t be used to activate the item. Command Word A command word is a word or phrase that must be spoken for an item to work. A magic item that requires a command word can’t be activated in an area where sound is prevented, as in the area of the silence spell. Consumables Some items are used up when they are activated. A potion or an elixir must be swallowed, or an oil applied to the body. The writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic. Spells Some magic items allow the user to cast a spell from the item. The spell is cast at the lowest possible spell level, doesn’t expend any of the user’s spell slots, and requires no components, unless the item’s description says otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires concentration. Many items, such as potions, bypass the casting of a spell and confer the spell’s effects, with their usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell. A magic item, such as certain staffs, may require you to use your own spellcasting ability when you cast a spell from the item. If you have more than one spellcasting ability, you choose which one to use with the item. If you don’t have a spellcasting ability—perhaps you’re a rogue with the Use Magic Device feature—your spellcasting ability modifier is +0 for the item, and your proficiency bonus does apply. Charges Some magic items have charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when an identify spell is cast on it, as well as when a creature attunes to it. Additionally, when an item regains charges, the creature attuned to it learns how many charges it regained. Magic Items A-Z Magic items are presented in alphabetical order. A magic item’s description gives the item’s name, its category, its rarity, and its magical properties. Adamantine Armor Armor (medium or heavy, but not hide), uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any critical hit against you becomes a normal hit. Ammunition, +1, +2, or +3 Weapon (any ammunition), uncommon (+1), rare (+2), or very rare (+3) You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical. Amulet of Health Wondrous item, rare (requires attunement) Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher. Amulet of Proof against Detection and Location Wondrous item, uncommon (requires attunement) While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors. Amulet of the Planes Wondrous item, very rare (requires attunement) While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1–60, you travel to a random location on the plane you named. On a 61–100, you travel to a randomly determined plane of existence.
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https //www.excellovers.com/archive/category/VBA Option Explicit Sub slect() SQLアクセスのFunction化 ワークシート処理をsub化 Application.ScreenUpdating = False 画面描画の停止 Call clearSheet シートのクリア Call writeVal(accSQL(1, 1000)) accSQLで検索した結果をwriteValでシートに転記 Application.ScreenUpdating = True 画面描画の停止解除 End Sub Function accSQL(ByVal startCD As Long, ByVal endCD As Long) As Variant 生徒コードの開始、終了の値を受けてSQLから生徒データをダウンロードする。 ==============DB接続 Dim db As ADODB.connection アクセス用のオブジェクト宣言 Dim openFl As Boolean openFl = False オープンフラグ エラー処理の宣言 On Error GoTo ErrorHandler If db Is Nothing Then インスタンスが存在しない場合 Set db = New ADODB.connection インスタンス生成 openFl = True オープンフラグをTrue Else オブジェクトが存在する場合 If db.State = adStateClosed Then コネクション状態がクローズの場合 openFl = True オープンフラグオン End If End If If openFl = True Then オープンフラグがオンの場合 DB に接続 db.Open "Provider=-----;" _ "Data Source=DBname;" _ "Initial Catalog= tablename;" _ "User Id=********;" _ "Password=******;" Call MsgBox("接続されました", vbInformation) End If ==============SQL実行 Dim rs As ADODB.Recordset SQLにアクセスするオブジェクト宣言 Set rs = New ADODB.Recordset インスタンス生成 rs.ActiveConnection = db dbの接続をrsのActivConnectionにセット テストデータ取得SQL文をrsにセット rs.Source = "SELECT " _ " STUCD,SUTNMPRT,SEX,SCHOOLNM " _ "FROM " _ " dbo.TM_STUDENT " _ " WHERE " _ " STUCD between " startCD " and " endCD " and" _ " SCHOOLNM " rs.Open SQL実行 If rs.EOF = True Then データが存在ない場合 Call MsgBox("該当データが存在しません") Else データが存在する場合 accSQL = rs.GetRows GetRowsメソッドでデータを戻り値に格納) End If ==============SQLの後処理 rs.Close レコードセットクローズ Set rs = Nothing rsを破棄 If Not db Is Nothing Then オブジェクトが存在する場合 コネクション状態がオープンの場合 If db.State = adStateOpen Then db.Close DBクローズ End If Set db = Nothing オブジェクト破棄 End If Exit Function エラーの場合 ErrorHandler Call MsgBox("エラー" Err.Number Chr(13) Err.Description, vbCritical) End Function Sub writeVal(gotVal As Variant) gotVal のデータをセルに転記する SQL からダウンロードしたデータは縦と横がエクセルと逆なので、 そのままでは範囲を指定した一括代入に向かない。 一括代入後worksheetfuncitonで入れ替えペーストすることもできるが 列の上限は行の上限を下回るのでデータ数が多いと入りきらない可能性がある。 ここでは取り込んだデータを仮の配列に入れなおしてから貼り付けている。 Dim b As Workbook Set b = ThisWorkbook Dim w As Worksheet Set w = b.Worksheets(1) 貼り付けるシートはここで決まる。 Dim r As Range Dim RowSize, columnSize, i, j As Long Dim temp() As Variant 縦と横を入れ替えるための仮の配列 columnSize = UBound(gotVal, 1) RowSize = UBound(gotVal, 2) ReDim temp(RowSize, columnSize) 縦と横を入れ替えるための設定 For i = 0 To UBound(gotVal, 1) For j = 0 To UBound(gotVal, 2) temp(j, i) = gotVal(i, j) Next j Next i RowSize = UBound(temp, 1) + 1 columnSize = UBound(temp, 2) + 1 Set r = w.Range("A2").Resize(RowSize, columnSize) 貼り付ける範囲を設定 r.Value = temp シートに貼り付け End Sub Sub clearSheet() シートのクリア 1行目は残している 特定の範囲だけを更新したい場合にはここで範囲を決めること Range("A2 XFD1048576").Select Selection.ClearContents End Sub
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?xml version="1.0"? TextLibrary Text tag="[Q0Q7_ACTION0]" Meet with Khalkus /Text Text tag="[Q0Q7_ACTION1]" Protect the Caravan /Text Text tag="[Q0Q7_ACTION2]" Battle against Dugog /Text Text tag="[Q0Q7_AMBUSH]" As you are making your way through the Hammer Pass, a band of Ogres leap out at you! /Text Text tag="[Q0Q7_BATTLE0]" Khalkus is impressed with the way you saved the Caravan. He joins you as a Companion. /Text Text tag="[Q0Q7_LOSE3]" You will need to defeat these Ogres before you can progress any further. /Text Text tag="[Q0Q7_LOSE4]" Dugog is too strong - you cannot get past him. You must try again. /Text Text tag="[Q0Q7_REWARD]" Dugog is dead, and the way into Dhun-Kor is clear. You take all of his treasure, including a huge Club that looks obviously magical. /Text Text tag="[Q0Q7_STEP1]" You must travel to the Hammer Pass and meet with Khalkus. /Text Text tag="[Q0Q7_STEP2]" You must travel to Theira and help the Caravan safely through. /Text Text tag="[Q0Q7_STEP3]" You must travel to Dhun-Kor and defeat Dugog, the two-headed Ogre. /Text Text tag="[Q0Q7_WIN3]" The Ogres have been defeated and you may travel down into the lands of Kor. /Text Text tag="[Q0Q7_DUGOG]" Dugog, the giant two-headed Ogre, stands at the gates of Dhun-Kor, blocking your way. /Text Text tag="[QUEST_Q0Q7_BATTLE0_FAIL]" The Wight has captured the Caravan. You must fight him again to capture it back. /Text Text tag="[QUEST_Q0Q7_QMHELP0]" This Wight is better equipped and armored than most. /Text Text tag="[QUEST_Q0Q7_QMHELP1]" This Ogre is wearing Chainmail armor for better protection. /Text Text tag="[QUEST_Q0Q7_QMHELP2]" Dugog, the two-headed Ogre, is the leader of the forces that have been attacking Agaria. Beware the second head! /Text /TextLibrary
https://w.atwiki.jp/mydefrag_jp/pages/17.html
FileBoolean FileBoolean (...) All Archive AverageFragmentSize Compressed CreationDate Directory DirectoryName DirectoryPath Encrypted FileLocation FileName FragmentCount Fragmented FullPath Hidden ImportListFromFile ImportListFromProgramHints Largest LargestFragmentSize LastAccess LastAccessEnabled LastChange NOT NotToBeIndexed Offline OR Readonly SelectNtfsSystemFiles Size SmallestFragmentSize Sparse System Temporary Virtual 原文 http //www.mydefrag.com/Scripts-FileBoolean.html 更新日 2010/12/12 (ここで取り扱っている内容の原文をコピーした日付です) (...) Combine file booleans into a single boolean. Syntax ( FILEBOOLEAN ) Example FileSelect Size(10000000,0) and ( Name("-.zip") or Name("-.arj") ) FileActions ... FileEnd See also FileSelect FileBoolean FileActions All Select all the items (files, directories) that have not yet been placed in a previous zone. Syntax all Example FileSelect All FileActions ... FileEnd See also FileSelect FileBoolean FileActions Archive Select all the items that have the "archive" attribute set (yes) or not set (no). Applications use this attribute to mark files for backup or removal. Syntax Archive(yes) Archive(no) Example FileSelect # Select all the items that have the "archive" attribute. Archive(yes) FileActions .... FileEnd See also FileSelect FileBoolean FileActions AverageFragmentSize Select all the items that have an average number of bytes per fragment between the minimum (first number) and the maximum (second number). If the second number is zero then the maximum is infinity. For example, if an item is 300 bytes in size and has 3 fragments then it has an average fragment size of 100 bytes. Syntax AverageFragmentSize(NUMBER , NUMBER) Example FileSelect # Select all the items that have an average fragment size between 100 and 1000 bytes. AverageFragmentSize(100,1000) FileActions .... FileEnd See also FileSelect FileBoolean FileActions Compressed Select all the items that have the "compressed" attribute set (yes) or not set (no). For a file the attribute indicates if the file is compressed by the build-in Windows compression. For directories the attribute is the default for new files (directories by themselves cannot be compressed). Syntax Compressed(yes) Compressed(no) Example FileSelect # Select all the items that are compressed with the built-in Windows compression. Compressed(yes) FileActions .... FileEnd See also FileSelect FileBoolean FileActions CreationDate Select all the items that were created between the minimum time (first parameter) and the maximum time (second parameter). If the first parameter is empty then the minimum time is the beginning of time. If the second parameter is empty then the maximum time is infinity. - The creation date can be newer than the last-changed date, for example when a file was downloaded, or unpacked from an archive (such as zip or arj). Syntax CreationDate(DATETIME , DATETIME) Example FileSelect # Select all the items that were created less than 10 days ago. CreationDate(10 days ago,now) FileActions .... FileEnd See also FileSelect FileBoolean FileActions Directory Select all the directories (yes) or all the other files (no). Please note that this boolean does not select the files in a directory, but the directory itself. Directories and files are separate entities. Directories cannot be moved (defragmented, optimized) on FAT32 volumes. This is a known limitation of the Windows defragmentation API and not a bug in MyDefrag. Moving directories is slower than moving files of the same size, presumably because Windows has to update indexes and links in the MFT. Syntax Directory(yes) Directory(no) Example FileSelect # Select all the directories. Directory(yes) FileActions .... FileEnd See also FileSelect FileBoolean FileActions DirectoryName STRINGにマッチする名前を持つディレクトリをすべて選択し、そのディレクトリ以下にあるすべてのファイルとサブディレクトリを選択します。 STRINGにはワイルドカードとして"*"(0文字以上の任意の文字)と"?"(1文字の任意の文字)を選択できます STRINGにはスラッシュ・バックスラッシュ(および\マーク)を含めないでください。これはすべてのファイルのファイル名について比較しますが、このファイル名には(ファイルパスではないので)スラッシュなどが含まれていません。 この関数はすべてのハードリンク ファイル名を一つのアイテム(二つ名を持ち、同時に違う場所に存在するが、その実体は同じファイル)として扱います。ログファイルには最初に見つかった名前が載ります, so it may appear as if the function has selected some wrong items. この関数はソフトリンク(ジャンクション・シンボリックリンク)を追従しません。 Syntax DirectoryName(STRING) Example FileSelect # Select everything in the "Program Files" directory. DirectoryName("Program Files") FileActions .... FileEnd See also DirectoryPath FileName FullPath FileSelect FileBoolean FileActions DirectoryPath STRINGにマッチするフルパスを持つディレクトリをすべて選択します、そしてそのディレクトリ以下にあるすべてのファイルとサブディレクトリを選択します。STRINGにはワイルドカードとして"*"(0文字以上の任意の文字)と"?"(1文字の任意の文字)を選択できます。 この条件構文はDirectoryName()とよく似ていますが、これはディレクトリ名ではなくフルパスで比較するために多少遅いです。 STRINGはディレクトリのフルパスと比較され、マッチするでしょう。(The STRING is compared with and must match the full path of the directories.) ドライブレターにマッチするようなマスクを確認してください。ディレクトリパスというのは"c \windows\System32"といったような物のことです。バックスラッシュの追跡はしないことを覚えておいてください。(訳注 自信がないのでエロイ人お願いします。) この関数はすべてのハードリンク ファイル名を一つのアイテム(二つ名を持ち、同時に違う場所に存在するが、その実体は同じファイル)として扱います。ログファイルには最初に見つかった名前が載ります, so it may appear as if the function has selected some wrong items. この関数はソフトリンク(ジャンクション・シンボリックリンク)を追従しません。 Syntax DirectoryPath(STRING) Example FileSelect # Select everything in the "? \Program Files" directory. DirectoryPath("? \Program Files") FileActions .... FileEnd See also DirectoryName FileName FullPath FileSelect FileBoolean FileActions Encrypted Select all the items that have the "encrypted" attribute set (yes) or not set (no). For a file the attribute indicates if the file is encrypted by the build-in Windows encryption. For directories the attribute is the default for new files (directories by themselves cannot be encrypted). Syntax Encrypted(yes) Encrypted(no) Example FileSelect # Select all the items that have the "encrypted" attribute. Encrypted(yes) FileActions .... FileEnd See also FileSelect FileBoolean FileActions 原文 http //www.mydefrag.com/Scripts-FileBoolean.html 更新日 2010/12/12 (ここで取り扱っている内容の原文をコピーした日付です) FileLocation Select the items (files, directories) that are located in a specified area on the disk. The ARGUMENT specifies one of several options to choose from, the first NUMBER is the beginning of the area and the second NUMBER the end, both in LCN (Logical Cluster Number). If the first NUMBER is zero then the area begins at the beginning of the disk. If the second NUMBER is zero then the area ends at the end of the disk. Syntax FileLocation(ARGUMENT , NUMBER , NUMBER) Argument Possible values for ARGUMENT BeginOfFile Select files if the beginning of the file is inside the area. EndOfFile Select files if the end of the file is inside the area. EntireFile Select files that have all their data inside the area. AnyPart Select files if any of their data is inside the area. AnyCompleteFragment Select files if at least 1 complete fragment is inside the area. Example # Highlight files from the beginning of the disk up to LCN=10000. SetFileColor(FileLocation(EntireFile,0,10000),all,255,255,255) See also FileSelect FileBoolean FileActions FileName STRINGにマッチするファイル名を持つファイルやディレクトリといったアイテムすべてを選択します。 STRINGにはワイルドカートとして*と?(ry)を含められます。 STRINGにはスラッシュやバックスラッシュ(および\円マーク)を含めないでください。すべてのファイル名について比較しますが、このファイル名にはスラッシュなどは含まれません。 この関数はすべてのハードリンク ファイル名を一つのアイテム(二つ名を持ち、同時に違う場所に存在するが、その実体は同じファイル)として扱います。ログファイルには最初に見つかった名前が載ります, so it may appear as if the function has selected some wrong items. この関数はソフトリンク(ジャンクション・シンボリックリンク)を追従しません。 Syntax FileName(STRING) Example FileSelect FileName("*.mp3") FileActions .... FileEnd See also DirectoryPath DirectoryName FullPath FileSelect FileBoolean FileActions FragmentCount Select all the items that have a number of fragments between the minimum (first number) and the maximum (second number). If the second number is zero then the maximum is infinity. Syntax FragmentCount(NUMBER , NUMBER) Example FileSelect # Select all the items that have at least 3 fragments and at most 10 fragments. FragmentCount(3,10) FileActions .... FileEnd See also FileSelect FileBoolean FileActions Fragmented Select all the items that are fragmented(yes) or not fragmented(no). Syntax Fragmented(yes) Fragmented(no) Example FileSelect # Select all the fragmented items. Fragmented(yes) FileActions .... FileEnd See also FileSelect FileBoolean FileActions FullPath STRING1にマッチするフルパスを持つディレクトリをすべて選択します。また、そのディレクトリ以下でSTRING 2にマッチするすべてのディレクトリとサブディレクトリが選択されます。 STRING1/2にはワイルドカード"*" "?" (ry)が使用できます。 ドライブレターにもマッチするようにディレクトリマスクを書いてください。 ディレクトリパスとは "c \windows\System32"のような物のことです。ノート バックスラッシュは追跡しません。ただしルート(たとえば"C \")に限りバックスラッシュを持ちます。 "*"(star)ワイルドカードはディレクトリデリミタの"\"(backslash)もマッチします。(訳注 ちょっと自信ないです)、The "*" (star) wildcard will also match the "\" (backslash) character, so it span s directories. サブディレクトリにあるファイルもまた選択されます。たとえば 「FullPath("c \Windows","*.exe")」というコマンドはWindowsフォルダの中の.exeファイルだけを選択しますが、"Windows\System32"フォルダやWindows以下のすべてのサブフォルダの.exeファイルも処理されます。 この関数はすべてのハードリンク ファイル名を一つのアイテム(二つ名を持ち、同時に違う場所に存在するが、その実体は同じファイル)として扱います。ログファイルには最初に見つかった名前が載ります, so it may appear as if the function has selected some wrong items. この関数はソフトリンク(ジャンクション・シンボリックリンク)を追従しません。 Syntax FullPath(STRING1 , STRING2) Example FileSelect // Select all *.mp3 files in all "music" folders and subfolders. FullPath("*\music","*.mp3") FileActions .... FileEnd // How to include files in a directory but not it s subdirectories. FullPath("c \windows","*") and not (FullPath("c \windows\*","*")) See also FileName DirectoryName DirectoryPath FileSelect FileBoolean FileActions Hidden Select all the items that have the "hidden" attribute set (yes) or not set (no). Hidden items are not included by Windows in an ordinary directory listing. Syntax Hidden(yes) Hidden(no) Example FileSelect # Select all the items that have the "hidden" attribute. Hidden(yes) FileActions .... FileEnd See also FileSelect FileBoolean FileActions ImportListFromBootOptimize Select the files that are listed in the "%SystemRoot%\Prefetch\Layout.ini" file. Windows XP and Vista create a list of items (files, directories, streams, etc.) that are accessed when the computer boots. MyDefrag can use that list to place the items in a zone. If used in conjunction with the * SortByImportSequence function it will place the items in the order in which they are loaded when booting. * If an item was already placed in a previous zone then it will not be selected and will not be moved. For example, the default Optimize scripts first place the MFT, then the directories, and then the items used when booting. The MFT and the directories are used when booting, but are not moved to the boot optimization zone because they have already been placed in a previous zone. * If you have a multiboot environment then the disk(s) will be optimized for the currently booted Windows. * Boot optimization is not limited to the volume where Windows is installed. If Windows uses items on other volumes, then those other volumes will also be boot optimized. Syntax ImportListFromBootOptimize() Example # Optimize the disks for faster booting. FileSelect ImportListFromBootOptimize() FileActions SortByImportSequence(Ascending) FileEnd Changing the list The "layout.ini" file is a standard Unicode text file and you can look at it with for example the Windows Notepad text editor. Microsoft (and I) feel that booting is finished when the desktop is visible and all programs have been started. The "layout.ini" file therefore lists all items that are used by Windows itself and by the first 32 programs that run after booting. The list is automatically updated by Windows, look at the date/time of the file to see when it was updated last. You can force an update with the following commandline. Rundll32.exe advapi32.dll,ProcessIdleTasks The list can contain some surprising items, files that you were not expecting to be accessed while booting. For example, Windows seems to scan lot s of folders when booting, perhaps it is looking for drivers or DLL s. The folders are listed in the layout.ini file, but the contents of the folders is not. Another example is that many programs contain their icon inside the main executable program. The executable will therefore be listed, not because the program was run when booting but because Windows needed to show the icon on the desktop. The same applies for other kinds of files, for example a big movie may end up in the list because you have a media player that is started in the background that does a quick check to see if the last played file is still there. Other background programs can do similar things. It s possible to change the list in several ways. The easiest way is to use the standard MyDefrag scripting commands. For example, to exclude all files larger than 100 megabytes you can do this # Create zone with files that are used while booting and are smaller than 100Mb. FileSelect ImportListFromBootOptimize() and Size(0,100MB) FileActions SortByImportSequence(Ascending) FileEnd Another way to change the list is by making a copy of the file, editing the file, and then using the MyDefrag * ImportListFromFile fileboolean to import the file. The advantage is that you will get a MyDefrag zone that changes very little. The disadvantage is that you have to do it all over again when something changes on the computer, for example when you install a new driver. See also SortByImportSequence FileSelect FileBoolean FileActions ImportListFromFile Select the items (files, directories) that are listed in the listfile. The STRING is the full path to an item on disk. The listfile is a flat text file, Unicode, UTF-8, or ASCII. The listfile must contain a list of full paths, 1 path per text line. For example C \WINDOWS\SYSTEM32\NTOSKRNL.EXE C \WINDOWS\SYSTEM32\PSHED.DLL C \WINDOWS\SYSTEM32\KDCOM.DLL C \WINDOWS\SYSTEM32\CLFS.SYS Paths that do not exist (or invalid paths) are quietly ignored. Folders are entities by themselves. If the listfile contains the name of a folder then only the folder will be selected, not the items in that folder or subfolders. If the listfile contains the name of an item that has already been processed (placed in a previous zone) then the item will not be selected (ignored). This is a fileboolean function and it only selects items. The FileActions will process the selected items, for example sort by name. The * SortByImportSequence fileaction will order the items in the same sequence in which they are listed in the listfile. Syntax ImportListFromFile(STRING) Example # Select and sort items exactly how I want it. FileSelect ImportListFromFile("c \users\jeroen\MyOptimizeList.txt") FileActions SortByImportSequence(Ascending) FileEnd See also SortByImportSequence FileSelect FileBoolean FileActions ImportListFromProgramHints Select the files that are listed in the "%SystemRoot%\Prefetch\*.pf" files. Windows XP and Vista create a logfile for every program that is started, containing (amongst other things) a list of items (files, directories, streams, etc.) that are accessed during the first 10 seconds of program startup. The logfiles are called "hint" files and are used by the Windows prefetcher to optimize disk access. MyDefrag can analyze the hint files and create a zone that contains all the referenced files. The zone will by default be sorted so that the most used program is first in the zone, with it s files in the order in which they are accessed. The STRING argument specifies which hint file(s) must be imported. Default is all the files in the "%SystemRoot%\Prefetch" folder. You can specify a wildcard "*" to match any character or "?" to match a single character. If the STRING contains a backslash ("\") then it is assumed to be a full path to a folder, to be used instead of the Windows prefetch folder. Hint files older than 30 days are ignored (skipped). The zone is sorted by how often programs have been started, the most started program first. This number is one of the statistics available in the hint files. Please note that a high number of startups does not necessarily mean that a program is important to the user. If a file was already placed in a previous zone then it will not be selected and will not be moved. For example, the default Optimize scripts first place the MFT, then the directories, and then the items used when booting. The MFT and the directories are used when starting a program, but are not moved to the program-hints zone because they have already been placed in a previous zone. The hint files do not list all files that belong to a program. Only the files that are accessed during the first 10 seconds of program startup. Program hints are not limited to the volume where Windows is installed. If a program uses files on other volumes then those other volumes will also be optimized. If you have a multiboot environment then the disk(s) will be optimized for the currently booted Windows. The hint files change a lot. A zone based on these files therefore also changes a lot. Syntax ImportListFromProgramHints(STRING) Example # Optimize the disk for faster program startup. FileSelect ImportListFromProgramHints("*") FileActions SortByImportSequence(Ascending) FileEnd See also SortByImportSequence FileSelect FileBoolean FileActions Largest Select the largests items (size in bytes). The argument is the number of items to be selected. Syntax Largest(NUMBER) Example FileSelect # Select the 10 largest files on the disk. Largest(10) FileActions .... FileEnd See also Smallest FileSelect FileBoolean FileActions LargestFragmentSize Select all the items that have a largest fragment with a size (in bytes) between the minimum (first number) and the maximum (second number). If the second number is zero then the maximum is infinity. Syntax LargestFragmentSize(NUMBER , NUMBER) Example FileSelect # Select all the items that have a largest fragment between 100 and 1000 bytes in size. LargestFragmentSize(100,1000) FileActions .... FileEnd See also FileSelect FileBoolean FileActions LastAccess Select all the items that have a last access time between the minimum time (first parameter) and the maximum time (second parameter). If the first parameter is empty then the minimum time is the beginning of time. If the second parameter is empty then the maximum time is infinity. * See the * LastAccessEnabled fileboolean to test if Windows is configured to record (update) the last access times. * Some improperly programmed utilities cause a change in the last access time of all items on the disk when they scan the disk. Examples are virus scanners, backup programs, text indexers. * On FAT volumes the resolution of the last access time is 1 day. NTFS delays updates to the last access time by up to one hour. Syntax LastAccess(DATETIME , DATETIME) Example FileSelect # Select all the items that were accessed less than 10 days ago. LastAccessEnabled(yes) and LastAccess(10 days ago,now) FileActions .... FileEnd See also LastAccessEnabled FileSelect FileBoolean FileActions LastAccessEnabled Select the items if Windows is configured to record (update) the last access times. This fileboolean is designed to be used together with the * LastAccess fileboolean. Windows XP and Vista have a setting to enable/disable the recording (updating) of the last access times of files. On Vista the default setting is not to record the last access times. You can enable or disable the Windows setting from a commandline with the "fsutil" command See current setting fsutil behavior query disablelastaccess Enable recording of last access time fsutil behavior set disablelastaccess 0 Disable recording of last access time fsutil behavior set disablelastaccess 1 Syntax LastAccessEnabled(yes) LastAccessEnabled(no) Example FileSelect # Select all the items that were accessed less than 10 days ago. LastAccessEnabled(yes) and LastAccess(10 days ago,now) FileActions .... FileEnd See also LastAccess FileSelect FileBoolean FileActions LastChange Select all the items that were changed between the minimum time (first parameter) and the maximum time (second parameter). If the first parameter is empty then the minimum time is the beginning of time. If the second parameter is empty then the maximum time is infinity. * The last-changed date can be older than the creation date, for example when a file was downloaded, or unpacked from an archive (such as zip or arj). Syntax LastChange(DATETIME , DATETIME) Example FileSelect # Select all the items that were changed less than 10 days ago. LastChange(10 days ago,now) FileActions .... FileEnd See also FileSelect FileBoolean FileActions 原文 http //www.mydefrag.com/Scripts-FileBoolean.html 更新日 2010/12/12 (ここで取り扱っている内容の原文をコピーした日付です) NOT Logically negate (invert) a file boolean. If the boolean is true then the result is false, and if the boolean is false then the result is true. Syntax not ( FILEBOOLEAN ) Example FileSelect not ( Name("*.zip") or Name("*.arj") ) FileActions ... FileEnd See also FileSelect FileBoolean FileActions NotToBeIndexed Select all the items that have the "NotToBeIndexed" attribute set (yes) or not set (no). This attribute is used by the Windows content indexing service and indicates that the item is not to be indexed. Syntax NotToBeIndexed(yes) NotToBeIndexed(no) Example FileSelect # Select all the items that have the "NotToBeIndexed" attribute. NotToBeIndexed(yes) FileActions .... FileEnd See also FileSelect FileBoolean FileActions Offline Select all the items that have the "offline" attribute set (yes) or not set (no). This attribute is used by the Windows Remote Storage service and indicates that the file data is physically moved to offline storage. Syntax Offline(yes) Offline(no) Example FileSelect # Select all the items that do not have the "Offline" attribute. Offline(no) FileActions .... FileEnd See also FileSelect FileBoolean FileActions OR Logical OR of two file booleans. The result is true if at least 1 of the booleans is true. Syntax FILEBOOLEAN or FILEBOOLEAN FILEBOOLEAN | FILEBOOLEAN FILEBOOLEAN || FILEBOOLEAN Example FileSelect Size(10000000,0) or LastAccess("","1 month ago") FileActions ... FileEnd See also FileSelect FileBoolean FileActions Readonly Select all the items that are read-only (yes) or not read-only (no). Syntax Readonly(yes) Readonly(no) Example FileSelect # Select all the items that are read-only. Readonly(yes) FileActions .... FileEnd See also FileSelect FileBoolean FileActions SelectNtfsSystemFiles Select all the NTFS system files. These files are usually not visible, but they exist on all NTFS disks. The function selects all the files that are in the root directory of the volume and have a name that begins with "$" (dollar sign), except for "$RECYCLE.BIN", and all files in the $Extend folder and it s subfolders. * This function is intended to be used together with the * PlaceNtfsSystemFiles fileaction. Inode Filename Description 0 $MFT Master File Table - An index of every file. 1 $MFTMirr A backup copy of the first 4 records of the MFT. 2 $LogFile Transactional logging file. 3 $Volume Serial number, creation time, dirty flag. 4 $AttrDef Attribute definitions. 6 $Bitmap Contains volume s cluster map (in-use vs. free). 7 $Boot Boot record of the volume. 8 $BadClus Lists bad clusters on the volume. 9 $Quota [Windows NT only] Quota information. 9 $Secure Security descriptors used by the volume. 10 $UpCase Table of uppercase characters used for collating. 11 $Extend A directory for $ObjId, $Quota, $Reparse, $UsnJrnl. $Extend\$ObjId Unique Ids given to every file. $Extend\$Quota Quota information. $Extend\$Reparse Reparse point information. $Extend\$UsnJrnl USN Journal. $Extend\$RmMetadata Transactional data. Syntax SelectNtfsSystemFiles(yes) SelectNtfsSystemFiles(no) Example FileSelect # Select all the NTFS system files. SelectNtfsSystemFiles(yes) FileActions # Place the selected files, sorted by their full path. PlaceNtfsSystemFiles(Ascending,MftSize * 0.1) FileEnd See also PlaceNtfsSystemFiles ReclaimNtfsReservedAreas Size Select all the items that have a size in bytes between the minimum (first number) and maximum (second number). If the second number is zero then the maximum is infinity. * Sparse files can have a larger size than what they are actually using on the disk. Syntax Size(NUMBER , NUMBER) Example FileSelect # Select all files with a size up to 10 gigabyte. Size(0,10000000000) FileActions .... FileEnd See also FileSelect FileBoolean FileActions Smallest Select the smallest items (size in bytes). The argument is the number of items to be selected. Syntax Smallest(NUMBER) Example FileSelect # Select the 10 smallest files on the disk. Smallest(10) FileActions .... FileEnd See also Largest FileSelect FileBoolean FileActions SmallestFragmentSize Select all the items that have a smallest fragment with a size (in bytes) between the minimum (first number) and the maximum (second number). If the second number is zero then the maximum is infinity. Syntax SmallestFragmentSize(NUMBER , NUMBER) Example FileSelect # Select all the items that have a smallest fragment between 100 and 1000 bytes in size. SmallestFragmentSize(100,1000) FileActions .... FileEnd See also FileSelect FileBoolean FileActions Sparse Select all the items that are sparse (yes) or not sparse (no). Syntax Sparse(yes) Sparse(no) Example FileSelect # Select all the items that are sparse. Sparse(yes) FileActions .... FileEnd See also FileSelect FileBoolean FileActions System Select all the items that have the "system" attribute set (yes) or not set (no). This attribute is used by Windows to indicate items that are part of Windows, or that are used exclusively by Windows. This definition includes files such as the pagefile, "desktop.ini" files, just about everything in the Windows folder (including infrequently used stuff), temporary files, files in the recycle bin, and lot s of other stuff. Syntax System(yes) System(no) Example FileSelect # Select all the items that have the "System" attribute. System(yes) FileActions .... FileEnd Tip You can get a list of all the system files on the C disk with the following Windows commandline dir /A S /S c See also FileSelect FileBoolean FileActions Temporary Select all the items that have the "temporary" attribute set (yes) or not set (no). This attribute is used by Windows to indicate temporary items. The file system will attempt to keep all of the data in memory for quick access, rather than flushing it back to mass storage. Syntax Temporary(yes) Temporary(no) Example FileSelect # Select all the items that have the "Temporary" attribute. Temporary(yes) FileActions .... FileEnd See also FileSelect FileBoolean FileActions Unmovable Select all the items that MyDefrag could not move. MyDefrag initially assumes that all items on disk are movable. Only after the Windows defragmentation API has refused to move an item will an item be "unmovable". Syntax Unmovable(yes) Unmovable(no) Example FileSelect # Select all the items that have the "Unmovable" attribute. Unmovable(yes) FileActions .... FileEnd See also FileSelect FileBoolean FileActions Virtual Select all the items that have the "virtual" attribute set (yes) or not set (no). Syntax Virtual(yes) Virtual(no) Example FileSelect # Select all the items that have the "Virtual" attribute. Virtual(yes) FileActions .... FileEnd See also FileSelect FileBoolean FileActions
https://w.atwiki.jp/hmiku/pages/11535.html
【登録タグ W もわもわP 巡音ルカ 曲】 作詞:もわもわP 作曲:もわもわP 編曲:もわもわP 唄:巡音ルカ 曲紹介 【重要な更新】世界がアップグレードされ、v2.0になります(笑)。 全英語詞のオリジナルロック。 歌詞 (ピアプロより転載) Finally a major update is released. The world is upgraded to version 2.0. Backward compatibility is not guaranteed. Old ideas may not work on the new version. If you accept this, please click now to experience brave new world beyond your imagination. World 2.0, something wonderful. World 2.0, Something cool. Upgrade at once or remain archaic forever. There is a critical update available. Upgrade the world now to version 2.0. It consumes much less resources of the Earth. You can expect to reduce heat emissions. No fear of freezing and shutting down. What a difference from the infamous unstable previous version. World 2.0, something wired. World 2.0, Something fun. Upgrade at once and keep yourself up-to-date. World 2.0, World 2.0... + 日本語訳 歌詞(日本語) ついに大型アップデートのリリースです 世界がアップグレードされ バージョンが2.0になります 旧バージョンとの互換性は保証されません 古い考えは新バージョン上で動作しないかもしれません このことに同意できるなら 今すぐクリックしてください そして 想像を超えた新世界を体験してください 世界2.0 すばらしい何か 世界2.0 かっこいい何か 今すぐアップグレードしないと 永遠に遅れたままよ 重要な更新が利用可能です すぐに世界を20.にアップグレードしてください 地球のリソース消費量が大きく減少しました 排熱量の削減が期待できます フリーズやシャットダウンの心配も無用です 悪名高い不安定な前バージョンとなんという違いでしょう 世界2.0 奇妙な何か 世界2.0 おもしろい何か 今すぐ更新して あなた自身を最新の状態に保ってね 世界2.0 世界2.0 コメント 名前 コメント
https://w.atwiki.jp/cohstatsjp/pages/283.html
Vehicle Wehrmacht Panther Contents 1 Wehrmacht Panther Veterancy 2 Tactics 3 History 4 Built From 4.1 Panzer Command 5 Doctrinal Abilities 5.1 Blitzkrieg 6 Vehicle Abilities 6.1 Vehicle Cover 7 Vehicle Weapons 7.1 75mm Panther 7.2 MG42 Coaxial MG 7.3 MG42 Hull MG 7.4 MG42 Turret Wehrmacht Panther Health 742 Max Speed 5.2 Sight 35 Cost 600110 Acceleration 2.5 Detection 0/0 Time 70 Deceleration 4 Hotkey P Population 12 Rotation 35 Target Type armour_panther Upkeep 18.816 Crush Human true Critical Type armour Crush Mode crush_heavy Rear Damage Enabled true Wehrmacht Panther Veterancy [Expand][Hide] Received Damage 0.85 MG42 Gunner Add-on Panther Armored Skirts Add-on 1.15 Tactics The Panther has better frontal amour then the Tiger, use this to your advantage by facing the front towards the oncoming fire. Be advised, though that the Panther has weak rear and side armor, making it vulnerable to flanking attacks. The Panther already has an advantage over most allied tanks. Use the Panther to overpower Shermans or Cromwells. History After the shock of facing the Soviet T-34 tank for the first time, German designers scrambled to create their own version of this tank to equip their Panzer forces. Though it utilized sloped amour like the T-34, the Panther owed very little to the T-34 aside from inspiration. One of the strengths of the T-34 was its robust and simple construction, something which the designer s of the Panther did not copy. Its frontal amour was more effective than the Tiger I s, and it carried a new 7.5cm KwK42 gun that possessed better amour penetration than the Tiger I s 8.8cm KwK36 gun. Though classified as a medium tank, it weighed the same as heavy tanks field by other nations, and boasted the same level of amour and armament. Its ground pressure ratio was excellent, giving it good mobility in off-road areas. All this came at a price, as the Panther was initially very unreliable, and later models still required a strict maintenance schedule to stay operational. Built From Panzer Command [Expand][Hide] Health 775 Target Type building Cost 26050 Critical Type building Time 165 Hotkey P Effects Deploys the most powerful Units in the Axis Army. Panther tanks, Panzer IV tanks, Ostwind Flak tanks, and Knights Cross Holders. ESee Structure Panzer Command for details. Doctrinal Abilities Blitzkrieg [Expand][Hide] Cost 150 Activation timed Duration 30 Target tp_any Recharge 60 Hotkey Effects All Tanks and Armored Vehicles move more quickly, crush everything in their path, and fire more frequently. Infantry sprint to keep pace. ESee Ability Blitzkrieg for details. Vehicle Abilities Vehicle Cover [Expand][Hide] Cost Activation always_on Duration _ Target tp_any Recharge 0 Hotkey Effects $0 no key ESee Ability Vehicle Cover for details. Vehicle Weapons 75mm Panther [Expand][Hide] Weapon 75mm Panther See Weapon 75mm Panther for details. MG42 Coaxial MG [Expand][Hide] Weapon MG42 Coaxial MG See Weapon MG42 Coaxial MG for details. MG42 Hull MG [Expand][Hide] Weapon MG42 Hull MG See Weapon MG42 Hull MG for details. MG42 Turret [Expand][Hide] Weapon MG42 Turret See Weapon MG42 Turret for details. Retrieved from http //coh-stats.com/Vehicle Wehrmacht_Panther
https://w.atwiki.jp/touhoukashi/pages/190.html
【登録タグ Alstroemeria Records D Dolls Exserens - A selection of Alstroemeria Records nomico 少女綺想曲 ~ Dream Battle 曲】 【注意】 現在、このページはJavaScriptの利用が一時制限されています。この表示状態ではトラック情報が正しく表示されません。 この問題は、以下のいずれかが原因となっています。 ページがAMP表示となっている ウィキ内検索からページを表示している これを解決するには、こちらをクリックし、ページを通常表示にしてください。 /** General styling **/ @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight 350; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/10/NotoSansCJKjp-DemiLight.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/9/NotoSansCJKjp-DemiLight.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/8/NotoSansCJKjp-DemiLight.ttf) format( truetype ); } @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight bold; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/13/NotoSansCJKjp-Medium.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/12/NotoSansCJKjp-Medium.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/11/NotoSansCJKjp-Medium.ttf) format( truetype ); } rt { font-family Arial, Verdana, Helvetica, sans-serif; } /** Main table styling **/ #trackinfo, #lyrics { font-family Noto Sans JP , sans-serif; font-weight 350; } .track_number { font-family Rockwell; font-weight bold; } .track_number after { content . ; } #track_args, .amp_text { display none; } #trackinfo { position relative; float right; margin 0 0 1em 1em; padding 0.3em; width 320px; border-collapse separate; border-radius 5px; border-spacing 0; background-color #F9F9F9; font-size 90%; line-height 1.4em; } #trackinfo th { white-space nowrap; } #trackinfo th, #trackinfo td { border none !important; } #trackinfo thead th { background-color #D8D8D8; box-shadow 0 -3px #F9F9F9 inset; padding 4px 2.5em 7px; white-space normal; font-size 120%; text-align center; } .trackrow { background-color #F0F0F0; box-shadow 0 2px #F9F9F9 inset, 0 -2px #F9F9F9 inset; } #trackinfo td ul { margin 0; padding 0; list-style none; } #trackinfo li { line-height 16px; } #trackinfo li nth-of-type(n+2) { margin-top 6px; } #trackinfo dl { margin 0; } #trackinfo dt { font-size small; font-weight bold; } #trackinfo dd { margin-left 1.2em; } #trackinfo dd + dt { margin-top .5em; } #trackinfo_help { position absolute; top 3px; right 8px; font-size 80%; } /** Media styling **/ #trackinfo .media th { background-color #D8D8D8; padding 4px 0; font-size 95%; text-align center; } .media td { padding 0 2px; } .media iframe nth-of-type(n+2) { margin-top 0.3em; } .youtube + .nicovideo, .youtube + .soundcloud, .nicovideo + .soundcloud { margin-top 0.75em; } .media_section { display flex; align-items center; text-align center; } .media_section before, .media_section after { display block; flex-grow 1; content ; height 1px; } .media_section before { margin-right 0.5em; background linear-gradient(-90deg, #888, transparent); } .media_section after { margin-left 0.5em; background linear-gradient(90deg, #888, transparent); } .media_notice { color firebrick; font-size 77.5%; } /** Around track styling **/ .next-track { float right; } /** Infomation styling **/ #trackinfo .info_header th { padding .3em .5em; background-color #D8D8D8; font-size 95%; } #trackinfo .infomation_show_btn_wrapper { float right; font-size 12px; user-select none; } #trackinfo .infomation_show_btn { cursor pointer; } #trackinfo .info_content td { padding 0 0 0 5px; height 0; transition .3s; } #trackinfo .info_content ul { padding 0; margin 0; max-height 0; list-style initial; transition .3s; } #trackinfo .info_content li { opacity 0; visibility hidden; margin 0 0 0 1.5em; transition .3s, opacity .2s; } #trackinfo .info_content.infomation_show td { padding 5px; height 100%; } #trackinfo .info_content.infomation_show ul { padding 5px 0; max-height 50em; } #trackinfo .info_content.infomation_show li { opacity 1; visibility visible; } #trackinfo .info_content.infomation_show li nth-of-type(n+2) { margin-top 10px; } /** Lyrics styling **/ #lyrics { font-size 1.06em; line-height 1.6em; } .not_in_card, .inaudible { display inline; position relative; } .not_in_card { border-bottom dashed 1px #D0D0D0; } .tooltip { display flex; visibility hidden; position absolute; top -42.5px; left 0; width 275px; min-height 20px; max-height 100px; padding 10px; border-radius 5px; background-color #555; align-items center; color #FFF; font-size 85%; line-height 20px; text-align center; white-space nowrap; opacity 0; transition 0.7s; -webkit-user-select none; -moz-user-select none; -ms-user-select none; user-select none; } .inaudible .tooltip { top -68.5px; } span hover + .tooltip { visibility visible; top -47.5px; opacity 0.8; transition 0.3s; } .inaudible span hover + .tooltip { top -73.5px; } .not_in_card span.hide { top -42.5px; opacity 0; transition 0.7s; } .inaudible .img { display inline-block; width 3.45em; height 1.25em; margin-right 4px; margin-bottom -3.5px; margin-left 4px; background-image url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2971/7/Inaudible.png); background-size contain; background-repeat no-repeat; } .not_in_card after, .inaudible .img after { content ; visibility hidden; position absolute; top -8.5px; left 42.5%; border-width 5px; border-style solid; border-color #555 transparent transparent transparent; opacity 0; transition 0.7s; } .not_in_card hover after, .inaudible .img hover after { content ; visibility visible; top -13.5px; left 42.5%; opacity 0.8; transition 0.3s; } .not_in_card after { top -2.5px; left 50%; } .not_in_card hover after { top -7.5px; left 50%; } .not_in_card.hide after { visibility hidden; top -2.5px; opacity 0; transition 0.7s; } /** For mobile device styling **/ .uk-overflow-container { display inline; } #trackinfo.mobile { display table; float none; width 100%; margin auto; margin-bottom 1em; } #trackinfo.mobile th { text-transform none; } #trackinfo.mobile tbody tr not(.media) th { text-align left; background-color unset; } #trackinfo.mobile td { white-space normal; } document.addEventListener( DOMContentLoaded , function() { use strict ; const headers = { title アルバム別曲名 , album アルバム , circle サークル , vocal Vocal , lyric Lyric , chorus Chorus , narrator Narration , rap Rap , voice Voice , whistle Whistle (口笛) , translate Translation (翻訳) , arrange Arrange , artist Artist , bass Bass , cajon Cajon (カホン) , drum Drum , guitar Guitar , keyboard Keyboard , mc MC , mix Mix , piano Piano , sax Sax , strings Strings , synthesizer Synthesizer , trumpet Trumpet , violin Violin , original 原曲 , image_song イメージ曲 }; const rPagename = /(?=^|.*
https://w.atwiki.jp/touhoukashi/pages/828.html
【登録タグ Alstroemeria Records Double Counterpoint S mican* オリジナル 曲】 【注意】 現在、このページはJavaScriptの利用が一時制限されています。この表示状態ではトラック情報が正しく表示されません。 この問題は、以下のいずれかが原因となっています。 ページがAMP表示となっている ウィキ内検索からページを表示している これを解決するには、こちらをクリックし、ページを通常表示にしてください。 /** General styling **/ @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight 350; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/10/NotoSansCJKjp-DemiLight.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/9/NotoSansCJKjp-DemiLight.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/8/NotoSansCJKjp-DemiLight.ttf) format( truetype ); } @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight bold; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/13/NotoSansCJKjp-Medium.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/12/NotoSansCJKjp-Medium.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/11/NotoSansCJKjp-Medium.ttf) format( truetype ); } rt { font-family Arial, Verdana, Helvetica, sans-serif; } /** Main table styling **/ #trackinfo, #lyrics { font-family Noto Sans JP , sans-serif; font-weight 350; } .track_number { font-family Rockwell; font-weight bold; } .track_number after { content . ; } #track_args, .amp_text { display none; } #trackinfo { position relative; float right; margin 0 0 1em 1em; padding 0.3em; width 320px; border-collapse separate; border-radius 5px; border-spacing 0; background-color #F9F9F9; font-size 90%; line-height 1.4em; } #trackinfo th { white-space nowrap; } #trackinfo th, #trackinfo td { border none !important; } #trackinfo thead th { background-color #D8D8D8; box-shadow 0 -3px #F9F9F9 inset; padding 4px 2.5em 7px; white-space normal; font-size 120%; text-align center; } .trackrow { background-color #F0F0F0; box-shadow 0 2px #F9F9F9 inset, 0 -2px #F9F9F9 inset; } #trackinfo td ul { margin 0; padding 0; list-style none; } #trackinfo li { line-height 16px; } #trackinfo li nth-of-type(n+2) { margin-top 6px; } #trackinfo dl { margin 0; } #trackinfo dt { font-size small; font-weight bold; } #trackinfo dd { margin-left 1.2em; } #trackinfo dd + dt { margin-top .5em; } #trackinfo_help { position absolute; top 3px; right 8px; font-size 80%; } /** Media styling **/ #trackinfo .media th { background-color #D8D8D8; padding 4px 0; font-size 95%; text-align center; } .media td { padding 0 2px; } .media iframe nth-of-type(n+2) { margin-top 0.3em; } .youtube + .nicovideo, .youtube + .soundcloud, .nicovideo + .soundcloud { margin-top 0.75em; } .media_section { display flex; align-items center; text-align center; } .media_section before, .media_section after { display block; flex-grow 1; content ; height 1px; } .media_section before { margin-right 0.5em; background linear-gradient(-90deg, #888, transparent); } .media_section after { margin-left 0.5em; background linear-gradient(90deg, #888, transparent); } .media_notice { color firebrick; font-size 77.5%; } /** Around track styling **/ .next-track { float right; } /** Infomation styling **/ #trackinfo .info_header th { padding .3em .5em; background-color #D8D8D8; font-size 95%; } #trackinfo .infomation_show_btn_wrapper { float right; font-size 12px; user-select none; } #trackinfo .infomation_show_btn { cursor pointer; } #trackinfo .info_content td { padding 0 0 0 5px; height 0; transition .3s; } #trackinfo .info_content ul { padding 0; margin 0; max-height 0; list-style initial; transition .3s; } #trackinfo .info_content li { opacity 0; visibility hidden; margin 0 0 0 1.5em; transition .3s, opacity .2s; } #trackinfo .info_content.infomation_show td { padding 5px; height 100%; } #trackinfo .info_content.infomation_show ul { padding 5px 0; max-height 50em; } #trackinfo .info_content.infomation_show li { opacity 1; visibility visible; } #trackinfo .info_content.infomation_show li nth-of-type(n+2) { margin-top 10px; } /** Lyrics styling **/ #lyrics { font-size 1.06em; line-height 1.6em; } .not_in_card, .inaudible { display inline; position relative; } .not_in_card { border-bottom dashed 1px #D0D0D0; } .tooltip { display flex; visibility hidden; position absolute; top -42.5px; left 0; width 275px; min-height 20px; max-height 100px; padding 10px; border-radius 5px; background-color #555; align-items center; color #FFF; font-size 85%; line-height 20px; text-align center; white-space nowrap; opacity 0; transition 0.7s; -webkit-user-select none; -moz-user-select none; -ms-user-select none; user-select none; } .inaudible .tooltip { top -68.5px; } span hover + .tooltip { visibility visible; top -47.5px; opacity 0.8; transition 0.3s; } .inaudible span hover + .tooltip { top -73.5px; } .not_in_card span.hide { top -42.5px; opacity 0; transition 0.7s; } .inaudible .img { display inline-block; width 3.45em; height 1.25em; margin-right 4px; margin-bottom -3.5px; margin-left 4px; background-image url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2971/7/Inaudible.png); background-size contain; background-repeat no-repeat; } .not_in_card after, .inaudible .img after { content ; visibility hidden; position absolute; top -8.5px; left 42.5%; border-width 5px; border-style solid; border-color #555 transparent transparent transparent; opacity 0; transition 0.7s; } .not_in_card hover after, .inaudible .img hover after { content ; visibility visible; top -13.5px; left 42.5%; opacity 0.8; transition 0.3s; } .not_in_card after { top -2.5px; left 50%; } .not_in_card hover after { top -7.5px; left 50%; } .not_in_card.hide after { visibility hidden; top -2.5px; opacity 0; transition 0.7s; } /** For mobile device styling **/ .uk-overflow-container { display inline; } #trackinfo.mobile { display table; float none; width 100%; margin auto; margin-bottom 1em; } #trackinfo.mobile th { text-transform none; } #trackinfo.mobile tbody tr not(.media) th { text-align left; background-color unset; } #trackinfo.mobile td { white-space normal; } document.addEventListener( DOMContentLoaded , function() { use strict ; const headers = { title アルバム別曲名 , album アルバム , circle サークル , vocal Vocal , lyric Lyric , chorus Chorus , narrator Narration , rap Rap , voice Voice , whistle Whistle (口笛) , translate Translation (翻訳) , arrange Arrange , artist Artist , bass Bass , cajon Cajon (カホン) , drum Drum , guitar Guitar , keyboard Keyboard , mc MC , mix Mix , piano Piano , sax Sax , strings Strings , synthesizer Synthesizer , trumpet Trumpet , violin Violin , original 原曲 , image_song イメージ曲 }; const rPagename = /(?=^|.*