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#norelated キャラクター名 infinity♪ IDネーム infinityFine8 種族 ヒュマ娘 クラスレベル Hu 70 Ra 55 Fo 47 Fi 70 Gu 66 T 47 Br 70 Bo 50 プレイタイム 平日:19時~24時 休日:9時~24時 好きなもの ボーイッシュ 口癖 まぁ 一言 ボーイッシュください なんでもしますから! SS メンバーリストに戻っても過去は待ってはくれないんだ・・・ 以下コメント 名前 コメント
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ARMA3における車両作成、改造におけるガイドラインを翻訳しましたので作成等にご利用下さい。 専門用語が有るので、日本語、英語共に不自由な人間が翻訳していると言う事をご理解ください。 文章そのままだと日本語的に理解し辛いので、意訳+注釈です。 ※実際にmoddingした訳ではなく、読んで意訳しただけなので、実際の意味と違う可能性が ありますのでご注意ください。 Arma 3 Cars Config Guidelines Arma 3 Cars Config Guidelines ARMA3の車両に関するコンフィグガイドライン Contents 内容 1 Intro 最初に 2 Additional functionality compared to A2/OA ARMA2、OAとの違い 3 Model requirements {p3d} p3d形式の model の条件 4 Model config changes {model.cfg} model.cfgの変更点 5 New config parameters {config.cpp} config.cppの新しいパラメータ 5.1 Basic parameters 基本パラメータ 5.1.1 Differential parameters パラメーターの違い 5.1.2 Engine parameters エンジン用パラメータ 5.2 Wheel parameters ホイール用パラメータ 5.2.1 General parameters 一般的なパラメータ 5.2.2 Wheel PX parameters ホイールPXパラメータ 5.2.3 Wheel simulation parameters ホイールシュミレーションパラメータ 5.2.4 Suspension parameters サスペンションパラメータ 5.2.5 Tire parameters タイヤパラメータ 5.3 Floating and sinking 浮く、沈む(水の上等) 5.4 PhysX 3 integration PhysX3 統合 5.4.1 Anti-roll bars アンチロールバー 5.4.2 Complex gearbox 複雑なギアボックス 5.4.3 Gearbox parameters ギアボックスパラメータ 5.4.4 Different amount of torque 個別のトルクの量 5.5 IK for hands and legs 乗車時、キャラクタの手足の位置 5.6 Picture in Picture for screens and mirrors スクリーンとミラーにピクチャーインピクチャー(画像の中に別の画像を表示する)する方法 ※要約すると、車両にバックミラーやモニター等に表示させる記述 5.7 Random visual variants ランダムにビジュアルを変化させる ※ハッチバック等、スポーンする度にテクスチャが違うアレ 5.7.1 Random variants script ランダムに表示させる為のスクリプト 5.8 Reflectors, markerlights and beacons 反射板、マーカーライト、ビーコン 5.8.1 Reflectors 反射板 5.8.2 Markerlights マーカーライト 5.8.3 Beacons ビーコン 6 Basic config hints 基本的なコンフィグのヒント 6.1 Diagnostics 診断(作成した車両のテスト) 6.2 Suspension サスペンション 6.3 Gearbox ギアボックス 7 Reference 参照場所 Intro 初めに 101 - How to set up a car for Arma 3 ARMA3用の車の作り方 Please be aware of our Arma 3 modding license http //community.bistudio.com/wiki/Arma_3_Modding_License ARAM3用MOD作成に関するライセンス規定を確認してください。 Additional functionality compared to A2/OA ARAM2、OAとの違い PhysX 3 integration ○PhysX3と統合 IK for hands/legs ○車両乗車時の手足の位置 Picture in Picture - Render to texture ○PiP テクスチャーのレンダー Random visual variants (textures, accessories, doors) ○ランダムでビジュアルの変化 ※テクスチャー、アクセサリー(バリエーション的なもの)、ドアをスポーン時にランダム表示 Floating and sinking ○水上での浮き沈み Reflectors, markerlights and beacons ○反射板、マーカーライト、ビーコン Model requirements {p3d} p3dモデルに関する必須項目 A new PhysX lod ○新しいPhysX LOD There needs to be a lod (4e13) consisting of convex components as simple as possible, some 60 faces shall be sufficient for most cars 作成には単純な構造のものが必要です。ただ、大半は60面程あれば車両を作成するには十分です。 ※私の知識不足で、LOD(4e13)がexで40trillionなのか、それ以外の「何か」なのか良く解りません。 Current public Oxygen version doesn t support showing correct name of this lod and displays only Geometry instead. Don t be afraid of having two geometries, it s going to be fixed with new tools. Oxygen(BIツール名)では、このLODの名前を表示できません。代わりにジオメトリだけを示します。(使用に問題なし)この問題は新しいツールで解消する予定です。 Just the main body of car should be in this lod, wheels are added by engine later 車両の基本部分は、上記のLODで構成される必要があります。 作成する順番はエンジン→ホイールの順に追加していきます。 Memory lod メモリーLOD There should be an axis for each wheel named wheel_X_Y_axis (X is position of wheel from front, Y is 1 for left and 2 for right), the name is defined in selected wheel as center ホイールの軸(中心)をwheel_X_Y_axisという名前で定義される必要があります。それぞれ(X,Y)でホイールの中心位置を定義します。 車両の正面から見た状態でホイールの位置をXの部分に記入します。Yは左右同じです(じゃないと傾くので)。 There should be a point at the edge of each wheel named wheel_X_Y_bound which is used to determine wheel radius (distance from wheel axis is used for this) - there is no other need than placing the point at the edge, even memory points for tracks could be used for this, the name is defined in selected wheel as boundary ホイール(タイヤ含めた)の大きさを測定するのに必要です。何かというと、ホイール外径の一カ所だけ指定すればwheel_X_Y_axisを中心として円を判定してくれます。 wheel_X_Y_boundのX、Yに何処でも良いので、外径部分の座標を指定します。 ※公式の解説画像ではホイールの中心から垂直方向の地面を座標定義してます。 ○注釈 ホイールの中心から外輪の距離を定義。 ・wheel_X_Y_axis ホイールの中心 ・wheel_X_Y_bound ホイールの半径(中心からの距離) ※多分、wheel_X_Y_boundの「X または Y」のどちらかをホイールの半径分入力すれば良いと思います。Yが無難ですが。 Mirrors and screens should have their camera position defined in pipX_pos and direction in pipX_dir - parameters pointPosition and pointDirection in class RenderTargets ミラーとスクリーン(車載モニター)はカメラの位置(pipX_pos)と向き(pipX_dir)で定義する必要があります。 ※ミラーは実際に反射しているのではなく、カメラ機能を使って擬似的に「反射してる様に」見えるだけ。なので、「ミラー」を使うと当然、左右反転するようです。 Reflectors should have their position defined in LightCarHeadYXX (Y is a side - R/L, XX is a number) and direction defined in LightCarHeadYXX_end 反射器は LightCarHeadYXXで定義する必要があります。LightCarHeadYXX_end でその方向を定義します。Yは左右それぞれの横軸、XXは定義した番号です。 Mirrors and screens should have RTT texture #(argb,256,512,1)r2t(rendertargetX,1.0) - where X in rendertarget should be a number ミラーとスクリーンはRTTテクスチャを #(argb,256,512,1)r2t(rendertargetX,1.0)で指定します。Xは定義した番号を記入します。 Randomly generated accessories should have their selections independent on all other selections (mainly the main body and all the glass selections), glass as a part of hide-able accessory should be handled as two separate selections ランダムに発生するアクセサリーパーツは全て独立した部品である必要があります。 アクセサリの一部分を隠すように扱うには、2つの部分に分割(離れて)する必要があります。 ※ここ良く解りません。すいません。多分ですが、車両にオブジェクトを貼り付ける場合、車体に埋めると内部から見える場合があるので、 はみ出てた部分を隠したいなら部分を別パーツとして定義する必要があるという意味かと思われます。 Beacons and markerlights should have their material set to emit light ビーコンとマーカーライトは、発光させるために設置しなければなりません。 Spare wheel should have defined selections for it, texture underneath and correct hitpoints like a normal wheel スペアホイール(予備タイヤ)に交換できるようにするには定義する必要があります。予備タイヤの耐久性(壊れやすさ)は標準タイヤと同じ数値です。 ※交換なので、エンジニアの修理とは別です。 Man-held turrets shouldn t be hidden when destroying them without destroying the whole vehicle - IK issues would crash the game ターレット(銃座)の乗員が乗っている状態(と定義して)でターレットを隠すように指定した場合、ゲームがクラッシュします(IK定義の関連) ただし、車両が「完全に破壊(ドカーンって燃えた)」された状態であれば、問題ありません。 ※車両がアライブの状態で「見えないターレット」を定義して使うとクラッシュするという事かと思われます。多分。 Model config changes {model.cfg} model.cfgの変更点 Only the dampers are affected by the changes, best way to set them is to place an axis with the length of moveable part alongside the damper and set offsets to +-0.5 ダンパー(サスペンション)は凹凸路面などの影響を受けて可動します。そのため、定義する際に「ダンパーの中心から±0.5ほどオフセットするといいと思います。 Example {model.cfg} class Wheel_1_1_Damper { type= translation ; source= damper ; selection= wheel_1_1_damper_land ; axis= posun wheel_1_1 ; animPeriod = 1; minValue= 0 ; maxValue= 1 ; offset0= 0.5 ; offset1= -0.5 ; memory=1; }; ●●●●●●●●●●●●訳 28/Oct/2013●●●●●●●●●●●●●●●●●●●● Sections for hiddenSelectios[] should be set in model.cfg hiddenSelectios[]の部分はmodel.cfgで定義する必要があります。 New config parameters {config.cpp} config.cppの新しい追加パラメータについて Basic parameters 基本パラメータ Following parameters are defined in vehicle class. vehicle classという定義内で以下のパラメーターを使います。 ※config.cppの車両に関する定義部分にviecle classという場所があるので、そのクラスを定義する際に使用するという事。 string (required) simulation = carx ; float 0.0 dampersBumpCoef = 0.3; Differential parameters 他と異なるパラメータ string; accepable values all_open , all_limited , front_open , front_limited , rear_open , rear_limited all_limited differentialType = all_limited ; float 0.5 frontRearSplit = 0.5 float 1.3 frontBias = 1.3; float 1.3 rearBias = 1.3 float 1.3 centreBias = 1.3 float 10.0 clutchStrength = 10.0; float 0.01 switchTime = 1.01; Engine parameters エンジンパラメータ float (required) enginePower = 600; float 600 which is cca 6000 rounds per minute. maxOmega = 600; float value calculated from enginePower according to http //en.wikipedia.org/wiki/Horsepower#Relationship_with_torque peakTorque = 600; float, float, float 0.08, 2.0, 0.35 dampingRateFullThrottle = 0.08; dampingRateZeroThrottleClutchEngaged = 2.0; dampingRateZeroThrottleClutchDisengaged = 0.35; Array[i][2] where i = number of samples, maximum 8; {{0.0, 0.8}, {0.33, 1.0}, {1.0, 0.8}} torqueCurve[] = {{0.0, 0.8}, {0.33, 1.0}, {1.0, 0.8}}; Wheel parameters ホイールパラメータ This parameters relates to each wheel. In the vehicle class, there has to be subclass called Wheels, which contains subclass for every wheel the vehicle has. These are the parameters that could be defined in that subclasses. このパラメータはそれぞれのホイールに関する項目です。vehicle classはwheelsというサブ(隷下)クラス(viecle classがメインクラス)が必要です。 要は、車両に付いている全てのホイール(タイヤ)をサブクラスという定義でそれぞれ設定できるパラメータです。 General parameters 一般的なパラメータ string boneName = wheel_1_1 ; bool (required) steering = true; string right side = left ; Wheel PX parameters ホイールPXパラメータ memory point (required) center = wheel_1_1_axis ; memory point (required) boundary = wheel_1_1_bound ; float 0.3*(raidus of the wheel) width = 0.2 ; float 10.0 mass = 150; float 0.5 * WheelMass * WheelRadius * WheelRadius MOI = 40; float 0.1 dampingRate = 0.1; float 2500 maxBrakeTorque = 7500; float 2*maxBrakeTorque maxHandBrakeTorque = 0 Wheel simulation parameters ホイールシミュレーションパラメータ Array[3] {0, -1, 0} suspTravelDirection[] = {0, -1, 0}; memory point center suspForceAppPointOffset = wheel_1_1_axis ; memory point suspForceAppPointOffset tireForceAppPointOffset = wheel_1_1_axis ; Suspension parameters サスペンションパラメータ float 0.15 maxCompression = 0.15; mMaxDroop = 0.15; float vehicleMass/numberOfWheels sprungMass = 2066; float sprungMass*5,0*5,0 springStrength = 51653; float 0,4*2*sqrt(springStrength*sprungMass) springDamperRate = 8264; Tire parameters タイヤパラメータ float 10000 longitudinalStiffnessPerUnitGravity = 10000; float, float 25, 180 latStiffX = 25; latStiffY = 180; Array[3][2] {{0, 1}, {0.5, 1}, {1,1}} frictionVsSlipGraph[] = {{0, 1}, {0.5, 1}, {1,1}}; Floating and sinking 浮き沈み(水で) WaterLeakiness should be amount of water in liters that goes into selected object per second. This is set to zero by engine for all vehicles with simulation of a ship or having canFloat = 1 (unless they are toppled of destroyed, then config value takes precedence). WaterLeakiness = 10; seems to be a good value to start with for all kinds of vehicles no matter the size (which is a bit spooky, but it works). 浸水具合は指定パーツをℓ/secで定義します。浸水具合によってエンジンが止まります。ただ、船又はcanFloat=1と定義されたものは完全にブッ壊されない限り浮いてます。 最初はWaterLeakiness=10と定義して、どのぐらい水に浸かったらエンジンがブッ壊れるかテストすると良いでしょう。 PhysX 3 integration PhysX3で統合 WheelMask ホイールマスク thrustDelay is time in second in which thrust goes from 0 to 1 when standing still (doesn t affect driving car during change of gears), 0.2 seems to be a reasonable value. You may want to tweak this to higher values if wheels slide during initial acceleration. キー入力をしてから実際に車輪が動作するまでの遅延をthrustDelayで定義します。スラストが0→1になるまでの数値です。0.2位が妥当と思われます。もし1にしたら一瞬で加速します。 brakeIdleSpeed is speed in m/s under which the brakes are automatically applied to the vehicle. This speed should be reasonably low, higher value would mean strange breaking of slow cars, too low value would cause inability to stop the car. 1秒当たりのブレーキの定義です。 brakeIdleSpeedはm/secで定義します。この数値は低めに設定した方が良いです。高めに設定すると不自然な急ブレーキになります。 逆に異常に低すぎると止まれません。 idleRpm sets the idle RPM of engine. Primary use is for sound engine アイドリング時の回転数をidleRpmで定義します。停車時のエンジン音に関係します。 redRpm sets the maximum for engine RPM, should be according to maxOmega (see later) エンジンの最高回転数(レブリミット)をredRpmで定義します。後記のmaxOmegaに関係しています。 Anti-roll bars アンチロールバー Anti-roll bars is the system in vehicle that should prevent it to do a barrel-roll during sharper turns. Using ARB enables us to make center of mass realistically high and cause cars to roll down the steep slopes if placed sideways to the slope. It works the same way as the real ones - system computes difference of applied weight to wheels in pair and tries to compensate difference by applying opposite forces. アンチロールバーは急激なターンとか無茶な運転等で横転するのを防ぎます。錘みたいな物です。なので、横転しやすい車両も作れます。以下がそのパラメータ。 antiRollbarForceCoef is a coefficient of applied force, could be taken as strength of the system. Setting this value to zero disables ARB (and all next values), which is good for civilian vehicles, higher values reduce not only the risk of rolling, but effects of suspension. この数字を0にすると動かなくなります。逆にantiRollbarForceCoefの数字を高くすると横転しやすいどころか止まれません。 antiRollbarForceLimit is the highest strength of ARB applied to vehicle. We may want to roll the car at certain situations (full van taking sharp hand-brake turn at high speed), tunning without diag mode is almost impossible because we are not able to imagine forces needed (values are rather low, 2 should be high enough for most of vehicles) 高速移動中に急ハンドルで横転させたいとか、そういう時に必要になります。 antiRollbarSpeedMin and antiRollbarSpeedMax are limits of applied force coefficient. Coefficient is 0 at speeds lower than antiRollbarSpeedMin, interpolates to antiRollbarForceCoef at antiRollbarSpeedMax and is set to antiRollbarForceCoef for any higher speeds. This allows cars to drive on steep slopes using their radial speed, falling of the hill once they stop and rolling over at too high speeds (where coefficient doesn t grow and force is limited by the limit). antiRollbarForceCoefの上下限をantiRollbarSpeedMinとantiRollbarSpeedMaxで定義します。 Complex gearbox 複雑なギアボックス All PhysX 3 vehicles use complex gearbox to give some data to PhysX gearbox PhysX3の車両は全部ギアボックスが搭載されてます。 Complex gearbox settings is inside class complexGearbox which is a subclass of vehicle class ギアボックスのセッティングはcomplexGearboxというサブクラスで、viecle classの隷下です。 GearboxRatios[] is an array of gear names and gear ratios starting with reverse gear (with negative ratios), neutral gear (which should have zero ratio) and forward ratio (eg { R1 ,-3.231, N ,0, D1 ,2.462, D2 ,1.870, D3 ,1.241, D4 ,0.970, D5 ,0.711};). Gear names are not used in retail version, they are just for epevehicle diagnostics R1がバックで、Nニュートラル(数字入れたら勝手に前進します)、D1、D2・・・となります。GearboxRatios[]で定義すれば何ギアでも可能ですがギア比が訳解らなくなるので程々に。 TransmissionRatios[] is an array of transmission ratios in the same format as gearboxRatios. Most of cars have only one transmission ratio, some heavy trucks may have two. The final ratio of engine is gearboxRatio * TransmissionRatio, that means transmissionRatios shouldn t be multiplicates of each other and gearbox ratios to prevent the same final ratio for two different gears. 普通は1つ定義すれば良いですが、大型トラックは2つ定義が必要でしょう。 ※良く解らん・・・・ gearBoxMode is set to full-auto by engine gearBoxModeはエンジンによってフルオートでセットされます(・・は? イミフ) moveOffGear defines what gear an automatic or semi-automatic gearbox will move off from stationary in. 1 by default. この定義(moveOffGear)はオートマもしくはセミオートでギアボックスが静止状態から発車します。(動作にギア操作を入れるかどうか)標準(普段通りの操作)は1です。 driveString, neutralString and reverseString define displayed strings for driving forward, neutral and backward. この3つ(driveString, neutralString, reverseString)は前進、キー無操作、後進を表示させるために定義を紐づけします。 ※これを入れればギアがドライブ(D)、ニュートラル(N)、バック(R)のどの状態かHUDに表示されるようです。 -------------------------------------------------------- {config.cpp} class complexGearbox { GearboxRatios[] = { R1 ,-3.231, N ,0, D1 ,2.462, D2 ,1.870, D3 ,1.241, D4 ,0.970, D5 ,0.711}; TransmissionRatios[] = { High ,4.111}; // Optional defines transmission ratios (for example, High and Low range as commonly found in offroad vehicles) moveOffGear = 1; // defines what gear an automatic or semi-automatic gearbox will move off from stationary in. 1 by default. driveString = D ; // string to display in the HUD for forward gears. neutralString = N ; // string to display in the HUD for neutral gear. reverseString = R ; // string to display in the HUD for reverse gears. }; -------------------------------------------------------- Gearbox parameters ギアボックスパラメータ Some gearbox parameters are defined outside of class complexGearbox, they are mainly to setup automatic gearbox 幾つかのギアボックスパラメータはcomplexGearboxのクラス外で定義します。サブクラスでは有りません。 通常、オートマ用のギアボックスに使用します。 changeGearMinEffectivity[]Value of minimal gear effectivity to hold current gear. If there is better gear and effectivity is below this value then change gear. It is an array of effectivities ordered by gears in complex gearbox. Neutral should have rather low effectivity (0.15 seems to be a good value), drive gears should have rather high value (around 0.95) to prevent switching gears too often switchTimeThe switch time describes how long it takes (in seconds) for a gear change to be completed. RPM interpolate to optimal value for the new gear at current speed during the changing of gears. The time should be rather low, around 0.3 s, to keep the momentum of the car. latencyis the minimum time (in seconds) that must pass between each gear change that is initiated by the autobox. This should be set to value higher than switchTime. Setting this time too low makes some issues with changing gears - the car slows down a lot Different amount of torque coefficients for different speeds of Slow, Forward and Fast are now configurable slowSpeedForwardCoefis set to 0.3 by default normalSpeedForwardCoefis set to 0.85 by default default speed coefficient for fast movement is 1 meaning that full throttle is applied and maximal speed is maxSpeed of the vehicle (it is going to apply less throttle upon reaching the limit) IK for hands and legs It s not Inverse Kinematics in fact, but as close to it as possible. A soldier should have IK defined for hands and legs by default Each vehicle pose using IK should haveleftHandIKCurve[]andrightHandIKCurve[]set to 1 Driver should havedriverLeftHandAnimNameanddriverRightHandAnimNamedefined as drive wheel bone of the vehicle (drivewheelby default) Gunner should havegunnerLeftHandAnimNameandgunnerRightHandAnimNamedefined on handles of the gun, or shaking bone of the weapon shall be sufficient (usually something likeotocHlaven_shake) Double check names of bones if the game crashes upon loading this vehicle and call stack points to IK. Wrong definition causes CTD all the time and removing the bone causes the same (eg. by hiding it). Picture in Picture for screens and mirrors All sources for textures to be rendered on are defined inclass RenderTargetswhich is a subclass of vehicle class Each source is a separate subclass with unique name parameterrenderTargetdefines which texture shall the source be mapped at (only therendertargetXpart is used) class CameraView1is a subclass of this source and contains all the parameters for rendered scene pointPositionandpointDirectionshould be respective memory points in model renderQualityis in range from 0 to 2 and defines quality of rendering for said source renderVisionModedefines the vision mode - 0 = HDR, 1 = NightVision, 2 = ThermalVision, 3 = Color, 4 = Mirror fovdefines field of view of this source {config.cpp} class RenderTargets { class LeftMirror { renderTarget = rendertarget0 ; class CameraView1 { pointPosition = PIP0_pos ; pointDirection = PIP0_dir ; renderQuality = 2; renderVisionMode = 0; fov = 0.7; }; }; }; Random visual variants Randomization of variants is done by script ran upon start of mission via init event handler The car should inheritclass EventHandlers EventHandlers {config.cpp} init event handler should be changed to something like this init= (_this select 0) execVM \pathToCar\scripts\scriptName.sqf ; Don t forget to hide all the added accessories upon destruction of vehicle, they are usually in proxies, this is handled by killed event handler {config.cpp} killed = _this call (uinamespace getvariable BIS_fnc_effectKilled ); _this select 0 animate [ RandomAnimation ,0]; Random variants script All random settings should be done on server side to prevent different car looks for different users {script.sqf} if (isLocal) then {_rnd1 = floor random Y; _this setVariable [ BIS_randomSeed1 , _rnd1, TRUE]; _this animate [ RandomAnimation , X];}; Ystands for the number of random variants Even all the animations should be handled server-side to ease clients,RandomAnimationshall be replaced by any animation needed to be randomly chosen,Xstands for animation phase {script.sqf} waitUntil {!(isNil {_this getVariable BIS_randomSeed1 })}; _randomSeed1 = _this getVariable BIS_randomSeed1 ; Random textures shall be taken with this statement {script.sqf} _this setObjectTexture [0, [ \pathToCar\Data\variant_1_co.paa , ..., \\pathToCar\Data\variant_Y_co.paa ] select _randomSeed1]; Reflectors, markerlights and beacons Reflectors Reflectors need to be defined inclass Reflectors Default cars should have two reflectors defined as separate subclasses inside class Reflectors. These two classes should differ only inposition,direction,hitpointandselection. Position and direction are self-descriptive, they use memory points in mode, hitpoint is the name of selection in hitpoint lod in model, selection is a visual selection in resolution lods. Most of reflectors should haveuseFlareset to 1, they are bright enough to have a flare. Size of this flare is defined byflareSize, value should be rather low, around 0.1 seems to be good for start. class Attenuationinside each reflector subclass defines behavior of light from distance. Attenuation is combination ofconstant,linearandquadraticcoefficient,startis a distance from position where attenuation starts to work (the light is at it s full strength if distance is lower than start). aggregateReflectors[]outside of Reflectors class is used to ease computing of too many light sources and combines light together. Both reflectors should be aggregated for a default car but feel free to experiment. Just run some FPS test after testing non-standard settings. Markerlights Markerlights are purely model side based on assigned emissive materials Beacons Beacons consist of two parts on model side - emissive one and unlit one. The emissive one is hidden by default by an user controller and periodically hidden by time controller in model.cfg Config contains only user actions to turn beacons off/on by hiding/unhiding them, this is insideclass UserActions UserActions There should be two actions per beacons set - one to turn them off and other to turn them on, each as a subclass of UserActions {config.cpp} class UserActions UserActions { class beacons_start { userActionID = 50; displayName = Beacons start ; displayNameDefault = ; position = mph_axis ; radius = 1.8; animPeriod = 2; onlyForplayer = false; condition = this animationPhase BeaconsStart 0.5 AND Alive(this) AND driver this == player ; statement = this animate [ BeaconsStart ,1]; ; }; class beacons_stop beacons_start { userActionID = 51; displayName = Beacons stop ; condition = this animationPhase BeaconsStart 0.5 AND Alive(this) AND driver this == player ; statement = this animate [ BeaconsStart ,0]; ; }; }; Basic config hints Diagnostics Drive around as much as possible, preferably using real islands. Use Stratis airstrip for acceleration, gear change and sinking of vehicle purposes Path from Jay Cowe to Airstation Mike-26 on Stratis is great to test uphill performance of the car and AI driving skills Whole Chernarus is excellent playground to test vehicles Suspension Easier way to set up suspension is to have center of mass centered according to wheels. Non-centered center of mass is more interesting for driving performance, just be sure to make center of mass centered at least in left-to-right axis. Each wheel could have different suspension parameters but try to keep them the same for wheel pairs. You may try to use ARB if the car sways a lot sideways during turns. This causes lesser side sway but doesn t reduce bumping of suspension when accelerating and breaking. Gearbox Real gearbox ratios have extremely good results for higher speeds and are realistic for lower speeds. But it is better to use some lower values for lower gears to improve acceleration Look out for too big steps between gear ratios, this may prove to be problematic with steeptorqueCurve- engine would change gear later than expected and sound would go fubar dampingRateZeroThrottleClutchEngagedanddampingRateZeroThrottleClutchDisengagedcould be the same, this works really well for FWD cars - engine would slow them down way too much and lock the wheels when only directional arrow is pressed Reference This page is discussedon the BI forums
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Shit, where are we gonna get the two G s for Eddie? くそっ, エディに2000ドルもの大金をどうやって返せばいいんだ? You got any idea how much a car like this goes for? ここの車って どのくらいで売れるか分かるか? What? Why... なんだって? なぜ... Damn, Vito, you re a genius! These babies ain t cheap, right? I bet Derek would give us at least a grand for that one. ヴィト, お前すごいな! これは高くつくぞ. デレクのとこなら 少なくとも1000ドルにはなるぞ. Alright, I m gonna drive this baby over to Derek s. I ll meet you back at the Falcon. よし, デレクのとこに持って行くぞ. マルタの鷹で落ち合おう. Sounds like a plan. I ll see you at the bar. それは良い. バーで会おう. n_Fuck, I guess I gotta find some other way to get the money now. n_I ain t taking that piece of shit. Get it off my docks, will you? n_Alright... be right back. n_Thank you.
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Pinball FX 項目数 15(12+1+2) 総ポイント 200+10+40(無料DLC10、有料DLC40) 難易度 ★★★★☆ 製品情報 http //marketplace.xbox.com/ja-JP/Product/Pinball-FX/66acd000-77fe-1000-9115-d80258410834 配信日 2007年4月25日 DL費用 800MSP(有料DLC200+200MSP) ジャンル パーティー スポーツ ※2013年1月末、配信ページが削除されました。→いつの間にか、お試し版のみ配信復活しました。 続編はPinball FX2 英語だが攻略方法の説明有り http //www.neoseeker.com/resourcelink.html?rlid=150318 Alien Technology Collect at least five artifacts on the Agents pinball table.Agents台でアーティファクトを5個以上集める 10 Angel Do a plus Airwalk free trick during any competition on the Extreme pinball table.Extreme台でCompetitionモードのときにAirwalkを余分に集める 15 Multi-tasker Start any of the multi-ball modes to get this achievement.どれでもいいのでマルチボールを起動 10 Emerald Flasher You'll have this one after scoring enough to earn your first Extra Ball.エキストラボールをとる 10 First Aid Kit Complete the Bungee Jumping game on the Extreme pinball table.Extreme台でBungee Jumpingを成功させる(指示がでてから上半分のレーン) 10 Mr. Falcon Be the best by winning the State Championship on the Extreme pinball table.Extreme台のState Championshipモードで優勝する 30 Speed Demon Win the Wizard Tournament on the Speed Machine pinball table.Speed Machine台のWizard Tournamentモードで優勝する 30 Platinum Cylinders Complete the Overheat Hurry Up mode on the Speed Machine pinball table.Speed Machine台のOverheat Hurry Upモードを成功させる 10 Professional Win the Final Confrontation game mode on the Agents pinball table.Agents台のFinal Confrontationモードで勝利 30 Sweet Ride Collect at least two tunings on the Speed Machine pinball table.Speed Machine台で2つ以上チューニングを集める 20 Good Luck Earn 2 Million points on any pinball table.どの台でもいいので200万点獲得 10 Elite Operative 1Complete a Hurry Up mode within 20 seconds on the Agents pinball table.Agents台で20秒以内にHurry Upモードをクリア 15 無料DLC追加実績 Ball Madness Only few would manage this. An experienced pirate you are!マルチボールを発動 10 有料DLC Monster Hunter You have explored the deepest cellars of Nightmare Mansion.Cellar(地下室)のミニ台で、骸骨をかこむ「H」「I」「T」を点灯させ、骸骨にボールを当てる 20 True Friend Obtain the special award by rotating the spinner 300 times on the Rocky and Bullwinkle table!Rocky and Bullwinkle台にて、スピナーを300回回転させる 20 各台をプレイしている時のHelpで台の仕組みの説明が読める。ただし説明は不完全。基本的には矢印などが点灯しているところを狙う。 実績獲得はマルチプレイヤーでも可能。マルチプレイヤーの100万点モード(ボール落としたペナルティ高)で長く続けていればそれなりに各台の実績を取るチャンスが増える。 Speed Machine 各レースミッションを制覇→Wizard Tournament。レースミッションのうちチューニングに勝つためには最低3つのチューニングアップグレードを取る必要がある。ターボは手段を問わずマルチボール(左上のフリッパーでドラゴンのところを通すと勝利)、サスペンションは中央のヤクモノ、ニトロは中央レーンを通して充填後3回叩いて時間内にホールへ入れる、チップは右フリッパーの右上奥の穴に「1ボールで4回」入れるとアップグレード。(異常に難しい上に、大してメリット無いのでこれ以外の3つを成立させた方が良い。) 一定時間やってると開始ミッションがおかしくなり、開始ホールに入れたボールが帰ってこなくなるバグ有り。 Extreme AIRWALKを集める→Competitionモード(既定のランプを通したり、文字をそろえたりして技を出す)の繰り返しで、State Championshipが最終。 Agents タンカーの船首あたりの穴に入れてミッション開始→ミッションの報酬としてEvidence(証拠)を集める→6つの証拠でFinal Confrontation Find Himモードではフリッパーの少し上の左右の顔のところで点灯しているものを狙う。時間内に3回当てればEvidence1つ入手。 pinballFXの実績解除のコツは 基本的にどの台でも、マルチボールを狙うようにしてると生存率があがるのでおすすめ Extremeは、バンパー上の3つを点灯させていくと、x8の次にエクストラボールの権利が得られるのでそれを狙う。 あとダブルキックボードなんちゃらのマルチボールをつねに狙っておく。 STATEに挑戦するときは、バンジージャンプを取っておくとプレッシャーが減っていいと思う。 Agentのミッションで一番おすすめなのはSNIPERミッション、これが一番Evidenseを稼ぎやすいと思う。
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CheckIO Incineratorの問題和訳 問題ページのうち, 問題の前提となる小話は訳してません. また各問題ページ下部にある「Precondition」は「前提条件」のため訳しません(数値の範囲などだけなので). The Good Radix CheckSum The shortest Knight's path Mono Captcha Restricted Prime Area of a convex polygon Snake Bulls and Cows Anagrams By Stacks Keywords Finder Sudoku Solver The Good Radix Find the minimal possible number for a radix. In mathematical numeral systems, the radix or base is the number of unique digits (including zero) that a positional numeral system uses to represent numbers. For example in the decimal system, the radix is ten. This is because it has ten digits from 0 through 9. In a system with a radix of 13, there would be 13 digits. For example a string of digits such as 398 denotes the decimal number 3 * 13^2 + 9 * 13^1 + 8 * 13^0. For the systems with a radix more than 10, we will use capital Latin symbols from A to Z, where A = 10, B = 11 ... You are given some number n written as a string with the radix equal to k (1 k 37). We know that our number is divisible by (k - 1) without a remainder. You should find the minimal possible k, if it exists, or return 0. For example n = "18". As we can see k should be greater than 8. If k == 9, then n = 20 in the decimal system and 20 % 9 == 2. The wrong radix. If k == 10, then n = 18 in the decimal system and 18 % 9 == 0. We found the answer. Input A number as a string. Output The radix k as an integer. How it is used Let s familiarize with numeral systems more careful and examine the radix. Many devices are built to accept numbers in decimal representation and display results in decimal. Often such devices convert from decimal to some internal radix on input, do all internal operations in that radix, and then convert the results from the internal radix to decimal on output. Such devices could in principle use any radix internally. The people who design such computing devices sometimes wonder what would be the "best" radix to use internally -- radix economy. The octal, hexadecimal and base-64 systems are often used in computing because of their ease as shorthand for binary. 訳 数学のp-進法では, 数を表現するのに0を含む桁に基数が使われる. たとえば, 10進法では基数は10だ. これは0から9の数字が10個あるからだ. 13進数では, 13個の数字がある. たとえば, 398という13進数の文字列を10進数で表すと, 3 * 13^2 + 9 * 13^1 + 8 * 13^0となる. 10以上の進数のために, 私たちはA=10, B=11,...としてAからZを使う. あなたには基数kのいくつかの数が文字列として与えられる. 私たちはその数が(k - 1)で割り切れることを知っている. あなたは最小のk(存在するなら)を返す. 存在しないなら0を返す. 例 n = "18", kは少なくとも8より大きいことがわかる. k == 9なら, 10進数ではn = 20となるが, 20 % 9 == 2だ. よってこの基数はダメだ. k == 10なら, 10進法ではn = 18となり, 20 % 10 == 0だ. 答えが見つかった. 入力 文字列として数字 出力 整数の基数k 備考 p-進法や基数の調査に慣れよう. 多くのデバイスでは10進数が組み込みで使われ, 表示も10進数だ. しばしばデバイスは10進数からいくつかの基数に変換され, その基数によって演算され, 再び10進数として変換される. このようなデバイスは内部で基数変換の原理が使われている. コンピュータをデザインした人々は, 内部で効率的なよい基数を使う. 2進数を短く表現できる8進数, 16進数, そして64進数はしばしばコンピュータで使われる. CheckSum Help reduce the likelihood of errors during a transcription by introducing a final character that is calculated from the previous characters. Errors during transcription are rather common. Unintentional keystrokes can cause characters to be rearranged, dropped or inserted in manually typed text. Luckily for the robots, you have ways to solve problems like this. Your CheckSum helps to reduce the likelihood of errors by introducing a final character that is calculated from the previous characters. With the proper reasoning, the final character can always be calculated. This way, when inputs are entered, you can instantly verify that the final character matches the character predicted by CheckSum. If the two do not match, the input is rejected. The end result is that you would see fewer data entry errors. 訳 転送時のエラーは一般的である. 何気ないキーストロークは文字の再配置, 落字, または手動で入力したテキストへの挿入を引き起こす. ロボットにとっては幸運なことに, あなたはこのような問題を解く方法を知っている. あなたのチェックサムは前の文字から計算される最後の文字を使うことで, エラーを低減させる可能性を助ける. その理由は, 最後の文字は常に計算によって得られるからだ. この方法では, チェックサムによって最後の文字が予測されるため, 容易に確認が行える. もしマッチしなければ, 入力は拒否される. この結果はあなたにデータエントリーエラーを見せる. メモ +... 図を見ればどう計算するかわかるので思いっきり省略. The shortest Knight s path Find the shortest path for a knight crossing a chessboard. Sofi found a chess set in the supply closet on the robots ship. She has decided to learn how to play the game of chess starts by attempting to understand how the knight moves. Chess is played on a square board of eight rows (called ranks and denoted with numbers 1 to 8) and eight columns (called files and denoted with letters a to h) of squares. The knight moves to any of the closest squares that are not on the same rank, file, or diagonal, thus the move forms an "L"-shape two squares vertically and one square horizontally, or two squares horizontally and one square vertically. You are given the start and end squares as chess coordinates separated by a hyphen. You should find the length of the shortest path for the knight from one point to another on the chessboard. Input Squares coordinates as a string. Output The number of moves in the shortest path the knight can take as an integer. How it is used Let s think about chess and how we can use pathfinding and computer science to play this awesome game. The game structure and nature of chess is related to several branches of mathematics. Many combinatorial and topological problems connected to chess have been known for hundreds of years. 訳 ソフィーはロボット船のクローゼットにチェスのセットを見つけた. 彼女はナイトがどう動くかを理解するために, チェスのゲームの遊び方を学ぶことを決めた. チェスは8行(ranksと呼ばれ1から8まである)と8列(filesと呼ばれaからhまである)の正方形のボードでプレイする. ナイトの移動は最も近いマスには行けず, L字型に移動する. 1マス水平に, 2マス垂直に, もしくはその逆. あなたにはハイフンで区切られたチェス盤の始点と終点が与えられる. あなたは始点から終点までのナイトの最短経路を見つける必要がある. 入力 文字列として2マス(始点と終点) 出力 始点から終点までの最短手, 整数 備考 チェスとコンピュータサイエンスでの経路探索について考えよう. このゲームの構造とチェスの特徴は数学のいくつかの分野と関連している. 多くの組み合わせ論やトポロジーの問題とチェスは結び付いているということが何百年もの間知られている. Mono Captcha Can you read the number shown in an image encoded as a 0-1 2D array? Let s teach Stephan to recognize simple numbers. The Robots use monospaced fonts with low resolution. You can see the font on the picture below. This font has noise immunity to one-pixel error. Your program should read the number shown in an image encoded as a binary matrix. Each digit can contain a wrong pixel, but no more than one for each digit. The space between digits is equal to one pixel (just think about "1" which is narrower than other letters, but has a width of 3 pixels). Input An image as a list of lists with 1 or 0. Output The number as an integer. How it is used This task will show you how optical character recognition works and will familiarize you with low-resolution fonts requiring noise-immunity. This can be useful for the systems that required the reliability. 訳 ステファンに単純な数字の認識を教えよう. ロボットは低解像度のモノスペースなフォントを分析できる. あなたは下の写真にあるフォントを見ることができる. このフォントは1ピクセルだけノイズを持つことがある. あなたのプログラムは2進数の行列としてエンコードされた画像から, 数字を読みとる. それぞれの数値は間違ったピクセルを含みうるが, それは多くても1つまでである. 数値同士の間は1ピクセル分開いている(ただし"1"は他と比べて幅がせまいが, 数値自体の幅は3ピクセルである). 入力 1と0からなるリストのリストを画像として扱ったもの. 出力 読みとった数値を整数で. 備考 このタスクは光学文字認識の方法を示し, ノイズ除去を必要とする低解像度のフォントに慣れさせるだろう. これは信頼性が必要なシステムでよく使われる. Restricted Prime Check if a number is a prime or not. Sounds easy? You re in for a surprise... Next, we want to teach our censored calculator to check if numbers are primes or not. This crazy calculator has learned new some words (but forgotten some others) and does not accept new words, certain symbols and it hates digits! The list of forbidden words and symbols import div eval range len ⁄ % − digits (0-9) Given a number (0 n 10000), you should check if it is a prime or not. Your solution should not contain any of the forbidden words, symbols or digits (even as a part of another word). Input A number as an integer. Output Is it prime or not as a boolean. How it is used Challenge your creativity and come up with a solution to fit this mission s specs! 訳 さて, 私たちは数値が素数かどうかチェックするために, 検閲された計算機を教えたい. このクレイジーな計算機は記号と数値を憎み, いくつか新しい単語を学んでいる(しかしいくつかは忘れている). 下のリストが禁じられた単語と記号のリストだ. import div eval range len / % - digits(0-9) ある数n(0 n 10000)が与えられ, あなたはそれが素数かどうか判定する. あなたの解答は禁じられた単語, 記号, 数値を含んでいてはならない. 入力 ある数, 整数 出力 素数かどうか, TrueかFalse, boolean 備考 あなたの創造力への挑戦だ! Area of a convex polygon Calculate the area of a convex polygon located on a coordinate plane. There is a convex polygon on a coordinate plane. This polygon is presented as a list of vertices coordinates. Each vertex is connected sequentially with the last connecting back to the first. A polygon has N vertices. You should write a program that will calculate the area of a polygon. The result should be given with one digits precision as ±0.1. Input Coordinates as a list of lists. Each list contains two integers. Output The area of the polygon as a float. How it is used This concept is very useful in topography and architecture. You can improve the algorithm and calculate the area of any zone on the map taking into account elevation and other points of interest. You could also use this idea to construct something like a building, or a boat. 訳 平面に凸多角形がある. この多角形は頂点の座標のリストで表現される. それぞれの頂点は連続してつながっており, 最後の頂点は最初の頂点につながる. 多角形はN個の頂点を持つ. あなたは多角形の面積を計算するプログラムを書く. 結果の誤差は±0.1とする. 入力 リストのリストとしての頂点. それぞれのリストは2つの整数を持つ. 出力 多角形の面積を浮動小数点で. 備考 このコンセプトは地形学や建築学でとてもよく使われる. あなたはアルゴリズムを改善し, あらゆる領域の面積の計算できるだろう. これは建物や船を組み立てるためのアイデアでもある. Snake Relive the classic game "Snake" and eat 5 cherries randomly placed on the field. We all know the classic game "Snake". You are given a 10x10 field of cells. You control a snake and your task is to eat 5 cherries which are randomly placed on the field. The snake starts the game 5 units long and grows by one unit for each cherry it eats. In order to survive long enough to eat the cherries, the snake must not hit a tree, the edge of the field, or its own body. Doing so would trigger a game over. The snake does not sit still and is constantly moving. It can go in one of 3 directions Forward “F”, Left “L” and Right “R”. Left and right are defined by the current position and trajectory of the snakes head. The map of field is presented as list of strings, where "." - Empty cell "T" - Tree "C" - Cherry "0" - Snake head "1..9" - Numbered Segments of the Snake Body This is a multi-call task and your function will be called repeatedly until the game is complete. During each function call, you can return a character or a string that contains a sequence of actions (example “FRFLF.”) Once the snake eats a cherry the remaining actions are dropped, a new cherry appears and the game continues. Once 5 cherries are eaten the game is over and you win. This version of snake has an interesting twist you must eat the 5 cherries in 250 steps or less or face a game over. Input The map of field as a list of strings. Output One or more actions as a string. How it is used With this game you prove that you can write a simple artificial intelligence. Here you should figure out pathfinding and planning. These are useful skills for many spheres of the real life. ;-) 訳 私たち皆は古典的なゲーム"Snake"を知っている. あなたには10x10のセルで出来たフィールドが与えられる. あなたは蛇を操作し, フィールドにランダムにおかれたサクランボを蛇に食べさせる. 蛇はゲーム開始時に5ユニット分の長さを持ち, サクランボを1つ食べるごとに1ユニット分大きくなる. サクランボを十分食べて長く生き残るためには, 蛇は木とマップの端, そして自身の体に衝突してはならない. そうしたらゲームオーバーになる. 蛇は止まることなく一定に動き続ける. 蛇は3つの方向, すなわち, 前進"F", 左"L", 右"R"のどれかを向くことができる. 左と右は現在の位置と蛇の軌道で決定される. フィールドのマップは文字列のリストとして表現される. ここで各記号の意味は以下のとおりである. "." - 空のセル "T" - 木 "C" - サクランボ "0" - 蛇の頭 "1..9" - 蛇の体の数字 これは多重呼び出しのタスクで, あなたの関数はゲームが完了するまで繰り返し呼ばれ続ける. それぞれの関数が呼ばれている間, あなたはアクションのシーケンスを含んだ文字列か文字を返す(例 "FRFLF"). 蛇がサクランボを食べると残っているアクションは廃棄され, 新しいサクランボが出現し, ゲームは続行する. 5回サクランボを食べさせると, ゲームをクリアし, あなたの勝利となる. このバージョンの蛇は興味深いねじれをする. あなたは5つのサクランボを250ステップ以内食べさせないとゲームオーバーになる. 入力 文字列のリストとしてフィールドのマップ 出力 1つ以上のアクションを文字列として 備考 このゲームはあなたに単純なAIをあなたが書けるということを証明する. ここであなたは経路探索と計画を理解するだろう. 様々な分野でこのスキルは使われる. Bulls and Cows Have you ever played the old game "Bulls and Cows"? Yeehaaww! In his grandfather s notebook Nicola found a description of an old game called "Bulls and Cows", which was popular amongst ancient humans. He wants to try and play it with Stephan, but Nicola does not losing games. That s where we come in! The host thinks up a 4-digits sequence. The digits must all be different. Then, in turn, you try to guess the sequence. If the matching digits are on their right positions, they are called "bulls", when they are on different positions, they are "cows". The host tells you how many "bulls" and "cows" you ve guessed. You should attempt to solve the code in eight turns (it is however, possible in seven turns). On each step, your function receives a list with information from the previous steps. Each element of the list contains your guess and the result in the following format "XXXX YBZC", where XXXX is a guess Y is a quantity of "bulls" Z is a quantity of "cows" For each step your function returns your new guess as a string with four digits. Let s consider an example. The hidden code is "5612". At the start your function receives an empty list. Your guess is "1234" -- two digits are on different positions but appear in the code. So the next call will be ["1234 0B2C"]. Your next guess is "6512" -- two "bulls", two "cows". The next input is ["1234 0B2C", "6512 2B2C"]. And the last guess is "5612". Aaand you win! Input Information from your last steps as a list of strings. Output The guess as a string. How it is used This is a simple game that might even amuse you without requiring much coding; however when you write the code, your algorithm is an example of what prediction software looks like. 訳 ニコラは祖母のノートに古い"Bulls and Cows"というゲームの記述を見つけた, そのゲームは古代人の中で最も有名だった. 彼はステファンとともに遊んでみたが, ニコラはゲームに負けなかった. それではやってみよう! ホストは4桁の数を考える. その数字は全ての桁が違う数字でなければならない. そしてあなたはその数字を当てようと試みる. もし数が正しい位置でマッチしたら, かれらは"bulls"と呼び, 異なる位置でマッチしたら, 彼らは"cow"という. ホストはあなたの推測に対し何回"bulls"と"cow"があるかを教える. あなたは8ターン以内に解くコードを書く必要がある(実のところ7ターンで可能である). それぞれのステップでは, あなたの関数は前のステップからの情報とリストを受け取る. リストの要素はあなたの推測と, "XXXX YBZC"というフォーマットの結果である. ここで結果のフォーマットをまとめる. XXXXは推測 Yは"bulls"の数 Zは"cows"の数 それぞれのステップではあなたの関数は新しい推測を4桁の文字列として返す. 例で考えてみよう. 隠された数字は"5612"だ. まずあなたの関数は空のリストを受け取る. あなたの推測は"1234"だ, 2つの数字が異なる位置でマッチしている. なので, 次は["1234 0B2C"]だ. あなたの次の推測は"6512", 2つの"bulls"と2つの"cows"だ. 次の入力は["1234 0B2C", "6512 2B2C"]だ. 最後の推測は"5612". そしてあなたの勝利だ! 入力 文字列のリストとしてあなたの最後のステップからの情報 出力 推測の文字列 備考 これは単純なゲームで, たぶんコードなしにあなたを楽しませるだろう, しかしながら, コードを書いたとき, あなたのアルゴリズムは予想システムの例となるだろう. Anagrams By Stacks Play with letters to create a new word from an old word. You have been given two anagrams as a string, separated by dash. You need to rearrange the letters to turn the first word into the second. The tools you have for this mission are two stacks and a one-letter buffer. The first stack is the beginning of a word; the second stack is where you will put the anagram. The word is placed in the stack, letter by letter. The first letter of the anagram is placed in the bottom stack and the last letter in the middle stack, until it is needed as the end of the anagram. You need to return the shortest sequence of actions to move and turn the word in the first stack into the anagram in the second. The first stack is labeled 1, the second is labeled 2, and the buffer as 0. The action is written as a string of two numbers which signify the original location of the letter and the new location. For example 12 means that from the first stack, we take the last letter and place it at the end of the second stack. For the result, you need to get a string that lists the steps, separated by commas. Input Two words separated by dash as a string. Output A sequence of actions as a string. How it is used Here you can play with stacks and how they work in games. We see stacks in everyday life, they’re in the books in our library, and the blank sheets of paper in our printer tray. 訳 あなたにはダッシュで区切られた文字列として, 2つのアナグラムが与えられる. あなたは最初の文字と2つ目の文字を再配置する必要がある. あなたはこのミッションのために2つのスタックと1文字のバッファをツールとして持っている. 最初のスタックは単語の始まりで, 次のスタックはアナグラムを置くものだ. 単語は文字ごとスタックに置かれる. アナグラムの最初の文字はスタックの底におかれ, 最後の文字はアナグラムの終わりとして必要になるまで, 中央のスタック(1文字のバッファ)に置かれる. あなたは最初のスタックから次のスタックのアナグラムへと移動させるアクションの, 最も短い数列を返す必要がある. 最初のスタックはラベル1, 次のスタックはラベル2, バッファはラベル0となっている. アクションは文字の元の場所と新しい場所を示す2つの数字の文字列として書かれる. たとえば, 12は最初のスタックの最後の文字が, 2つ目のスタックの最後の文字に移動することを意味する. 結果として, あなたはコンマで区切られたステップのリストを文字列として得る. 入力 ダッシュで区切られた2つの単語, 文字列 出力 アクションの数列, 文字列 備考 ここであなたはスタック操作とそれらがどう動くかをゲームで遊ぶことができる. 私たちは毎日の生活でスタックを見ており, それらは図書館の本の中だったり, プリンタートレイの中の印刷用紙だったりする. Keywords Finder Help write a CTRL+F function for the robots Sophie has found a stash books and she wants to find information about the ancients who lived on the islands. Unfortunately, she does not have a text search module and needs some help. Let s write a program to help her search for keywords on the pages of a book. You are given some plain text (without tags) and a string with keywords (or parts of words, or letters) separated by spaces. You will need to find all the keywords and put these words into " span /span " wrappers to highlight them for Sophie. You can ignore upper or lower cases for the key words, but the original letter cases in the text should remain. For the cases when keywords contain or intersect each other you should highlight the larger word without nested span tags. Let s look it with example. The text "Hello World! Or LOL" and keywords "hell world or lo". The word "World" contains two keywords thus we tag only larger part " span World /span ". "Hello" contains two intersected words "hell" and "lo" and we tag the larger part again " span Hello /span ". Be careful, a result like " span Hel span lo /span /span " is considered wrong because it contains nested tags. Input Two arguments. A text and key words as strings. Output The text with wrapped key words. How it is used You see this task every day when use your browser or work with documents. Every time when you search something on the page and want to see the found fragments as highlighted parts, you encounter the concept seen in this task. This problem can be more complex if you use it for the languages where you need to write "lowercase" rules. 訳 ソフィアは隠された本を見つけ, この島に住んでいた古代人についての情報を調べていた. 不運な事に, 彼女はテキストの検索モジュールを持っていなかったので, 手助けを必要とした. さぁ彼女のために本のページにあるキーワードを検索するプログラムを書こう. あなたにはタグのないいくつかの平文とキーワードとしての文字列(部分文字列や文字)がスペースで区切られて与えられる. あなたは全てのキーワードを見つけ, ソフィアのために単語を" span /span "で囲む必要がある. あなたはキーワードの大文字と小文字を無視することができるが, テキストにあるオリジナルの文字は残さねばならない. spanタグがネストしないように, キーワードの中に見つかった場合は長いほうの単語にタグをつける. 例を見てみよう. テキストは"Hello World! Or LOL"で, キーワードは"hell world or lo"だ. "World"は2つのキーワードを含むが, 大きいほうをとるので, " span World /span "となる. "Hello"は2つの単語"hell"と"lo"が交わるので, 同じように" span Hello /span "となる. " span Hel span lo /span /span "とならないように注意しよう, それはネストしたタグである. 入力 2つの引数, テキストとキーワード. 出力 キーワードにタグが挿入されたテキスト 備考 あなたはこのタスクをブラウザやドキュメントの操作で毎日見るだろう. 毎回あなたはページで検索し, ハイライトされた単語を見ているだろう. あなたはこのタスクでそのコンセプトと出会う. この問題はあなたが小文字ルールを書く必要があるような言語などでは更に複雑になる. Sudoku Solver Another classic puzzle on this island solve a Sudoku grid. Sudoku is a logic-based combinatorial number-placement puzzle. The objective is to fill a 9×9 grid with digits so that each column, each row and each of the nine 3×3 sub-grids that compose the grid contains all of the digits from 1 to 9. The puzzle setter provides a partially completed grid, which typically has a unique solution. Input The initial 9x9 grid composed by integers. A zero value means that the value hasn t been set. Output Return the result of the sudoku (9x9 grid). 訳 数独は組み合わせ理論をもとにした数字を配置するパズルだ. このパズルの目的は行, 列と, 3x3の子グリッドからなる9x9のグリッドに, それぞれ1から9を全て満たすことである. このパズルには最初いくつかの数値が入っており, 固有の解を持つ. 入力 整数で初期化された9x9グリッド. 0はそのセルの値が未設定であることを意味する. 出力 数独の解, 9x9のグリッド
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GENRE TITLE ARTIST bpm notes CLEAR RATE NATURAL SOUND Wonder Bullfighter Twin AmadeuS 126 729 60%(2011-09-05) 攻略・コメント ☆9~10下位レベルの片手力を要求される。右利きはFLIPでラストが有利に。穴と違い、皿力は大して必要でない -- 名無しさん (2008-07-15 22 46 52) gradiusic cyberが☆9に居る事を考えると☆10下位も無いと思う。こっちは白いけどグラディウスは片手地帯がぼろぼろで点滅 -- 名無しさん (2010-09-07 16 01 02) Gradiusic~は片手乱打、Wonder~は階段メインなので単純比較は控えた方が・・・。ラストの連皿は三連符になってるので注意 -- 名無しさん (2010-09-08 17 35 25) 大体どこからGRADIUSICが? 全然関係ないと思う。☆8としては強いけど、さすがに☆9はない。 -- 名無しさん (2018-07-21 03 28 53) EXHは最後の方まで残る とにかく非利き手側のノーツ次第で、利き手側はノーツが取りやすいようにオプションを弄るのもいい 自分は右鏡でEXHできた 20小節目の2P側の鍵盤→皿→皿→鍵盤→皿は気合あるのみ -- 名無しさん (2020-12-06 18 24 52) 名前 コメント
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tags innvation open_innovation definition url definition Chesbrough2003open cited in West2006does **pp. 5 \item licencing technology depend on the firm s IP strategy \item business model consistent with both the valie of the IP and the innovator s position in the value network ChesbroughRosenbloom2002role. BaldwinVonHippel2011modeling An innovation is “open” in our terminology when all information related to the innovation is a public good— nonrivalrous and nonexcludable. This usage is closely related to the meaning of open in the terms “open source software” (Raymond1999Cathedral) and “open science” (Partha and David 1994). Partha, D., David, P. A. (1994). Toward a new economics of science. Research policy, 23(5), 487-521. categorization effects history origin terms derivative terms related terms related references Rosenbloom1996engines @book{Rosenbloom1996engines, title={Engines of innovation US industrial research at the end of an era}, author={Rosenbloom, R.S. and Spencer, W.J.}, year={1996}, publisher={Harvard Business Press} } @book{Rosenbloom1996engines, title={Engines of innovation US industrial research at the end of an era}, author={Rosenbloom, R.S. and Spencer, W.J.}, year={1996}, publisher={Harvard Business Press}, note ={(西村 吉雄 訳, 中央研究所の時代の終焉 - 研究開発の未来, 日経BP社 (1998))}
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ラリーでのアルピーヌ レースヒストリー 1963 1964 1965 1966 1967 1968 1969 日付 ラリー名 ドライバー コドライバー 車番 順位 クラス クラス順位 排気量 châssis 1月24日 38ème Rallye Automobile de Monte-Carlo Jean Vinatier Jean-François Jacob 26 3 3 3 1300 - 1月24日 38ème Rallye Automobile de Monte-Carlo Roland Charrière Yannick Castel 206 R 3 R 1300 - 1970 1971 1972 日付 ラリー名 ドライバー コドライバー 車番 順位 クラス クラス順位 排気量 châssis 11月5日 16ème Tour de Corse Jean-Claude Andruet Biche 5 1 5 1 1800 - 11月5日 16ème Tour de Corse Jean-Pierre Manzagol Pierre Alessandri 18 3 4 1 1800 - 11月5日 16ème Tour de Corse Bernard Darniche Alain Mahé 1 4 5 3 1800 - 11月5日 16ème Tour de Corse Jean-Luc Thérier Claude Roure 15 5 4 2 1800 - 11月5日 16ème Tour de Corse Jean-Pierre Nicolas Marcel Callewaert 10 6 4 3 1800 - 11月5日 16ème Tour de Corse Michel Jullien Yves Célestin 39 9 3 1 1600 - 11月5日 16ème Tour de Corse Benoit Mattei Joël Mariani 24 14 4 4 1600 - 11月5日 16ème Tour de Corse Laloge Joseph Pantalacci 40 15 3 2 1600 - 11月5日 16ème Tour de Corse Robert Simonetti Jean-Michel Simonetti 32 19 3 5 1600 - 11月5日 16ème Tour de Corse Francis Serpaggi Félix Mariani 21 R 4 R 1600 - 11月5日 16ème Tour de Corse Jean-Charles Sévelinge Joseph Sévelinge 35 R 3 R 1600 - 11月5日 16ème Tour de Corse Marianne Hoepfner Yveline Vanoni 41 R 3 R 1600 - 1973 日付 ラリー名 ドライバー コドライバー 車番 順位 クラス クラス順位 排気量 châssis 1月26日 42ème Rallye Automobile de Monte-Carlo Jean-Claude Andruet Biche 18 1 グループ4 1 1800 - 1月26日 42ème Rallye Automobile de Monte-Carlo Ove Andersson Jean Todt 15 2 グループ4 2 1800 - 1月26日 42ème Rallye Automobile de Monte-Carlo Jean-Pierre Nicolas Michel Vial 21 3 グループ4 3 1800 - 1月26日 42ème Rallye Automobile de Monte-Carlo Jean-Luc Thérier Marcel Callewaert 4 5 グループ4 4 1800 - 1月26日 42ème Rallye Automobile de Monte-Carlo Jean-François Piot Jean-Louis Marnat 23 6 グループ4 5 1800 - 1月26日 42ème Rallye Automobile de Monte-Carlo Bernard Darniche Alain Mahé 1 10 グループ4 9 1800 - 1月26日 42ème Rallye Automobile de Monte-Carlo Bob Wollek Pierre Thimonier 36 14 グループ4 10 1800 - 1月26日 42ème Rallye Automobile de Monte-Carlo Jacques Henry Dominique Thiry 33 22 グループ3 1 1600 - 1月26日 42ème Rallye Automobile de Monte-Carlo Claude Ballot-Léna Jean-Claude Morenas 39 23 グループ4 12 1800 - 1月26日 42ème Rallye Automobile de Monte-Carlo Klaus Russling Wolfgang Weiß 211 27 グループ4 13 1600 - 日付 ラリー名 ドライバー コドライバー 車番 順位 クラス クラス順位 排気量 châssis 2月18日 24th International Swedish Rally Jean-Luc Thérier Marcel Callewaert 11 3 4 1 1800 - 1974 1975 1976 1977 1978 1979
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Pathfinder Adventure Path Rise of the Runelords Rise of the Runelords Player s Guide Burnt Offerings The Skinsaw Murders The Hook Mountain Massacre Fortress of the Stone Giants Sins of the Saviors Spires of Xin-Shalast Curse of the Crimson Throne Curse of the Crimson Throne Player s Guide Edge of Anarchy Seven Days to the Grave Escape from Old Korvosa A History of Ashes Skeletons of Scarwall Crown of Fangs Second Darkness Shadow in the Sky Children of the Void The Armageddon Echo Endless Night A Memory of Darkness Descent into Midnight Legacy of Fire Howl of the Carrion King House of the Beast The Jackal s Price The End of Eternity The Impossible Eye The Final Wish Council of Thieves Council of Thieves Player s Guide The Bastards of Erebus The Sixfold Trial What Lies in Dust The Infernal Syndrome Mother of Flies The Twice-Damned Prince Kingmaker Kingmaker Player s Guide Stolen Land Rivers Run Red The Varnhold Vanishing Blood for Blood War of the River Kings Sound of a Thousand Screams Serpent s Skull Serpent s Skull Player s Guide Souls for the Smuggler s Shiv Racing to Ruin The City of Seven Spears Vaults of Madness The Thousand Fangs Below Sanctum of the Serpent God Carrion Crown Carrion Crown Player s Guide Haunting of Harrowstone Trial of the Beast Broken Moon Wake of the Watcher Ashes at Dawn Shadows of Gallowspire Jade Regent Jade Regent Players Guide The Brinewall Legacy Night of Frozen Shadows The Hungry Storm Forest of Spirits Tide of Honor The Empty Throne Jade Regent Poster Map Folio Jade Regent Interactive Maps Jade Regent Marketing Poster Skull Shackles Skull & Shackles Player s Guide The Wormwood Mutiny Raiders of the Fever Sea Tempest Rising Island of Empty Eyes The Price of Infamy From Hell s Heart Shattered Star Shattered Star Player s Guide Shards of Sin Curse of the Lady s Light The Asylum Stone Beyond the Doomsday Door Into the Nightmare Rift The Dead Heart of Xin Reign of Winter Reign of Winter Player s Guide The Snows of Summer The Shackled Hut Maiden, Mother, Crone The Frozen Stars Rasputin Must Die! The Witch Queen’s Revenge Wrath of the Righteous Wrath of the Righteous Player s Guide The Worldwound Incursion Sword of Valor Demon s Heresy The Midnight Isles Herald of the Ivory Labyrinth City of Locusts Mummy s Mask Mummy s Mask Player s Guide The Half-Dead City Empty Graves Shifting Sands Secrets of the Sphinx The Slave Trenches of Hakotep Pyramid of the Sky Pharaoh Iron Gods Iron Gods Player s Guide Fires of Creation Lords of Rust The Choking Tower Valley of the Brain Collectors Palace of Fallen Stars The Divinity Drive Giantslayer Giantslayer Player s Guide Battle of Bloodmarch Hill The Hill Giant s Pledge Forge of the Giant God Ice Tomb of the Giant Queen Anvil of Fire Shadow of the Storm Tyrant Hell s Rebels Hell s Rebels Player s Guide In Hell s Bright Shadow Turn of the Torrent Dance of the Damned A Song of Silver The Kintargo Contract Breaking the Bones of Hell Hell s Vengeance Hell s Vengeance Player s Guide The Hellfire Compact Wrath of Thrune The Inferno Gate For Queen & Empire Scourge of the Godclaw Hell Comes to Westcrown Strange Aeons Strange Aeons Player s Guide In Search of Sanity The Thrushmoor Terror Dreams of the Yellow King The Whisper Out of Time What Grows Within Black Stars Beckon Ironfang Invasion Ironfang Invasion Player s Guide Trail of the Hunted Fangs of War Assault on Longshadow Siege of Stone Prisoners of the Blight Vault of the Onyx Citadel Ruins of Azlant Ruins of Azlant Player s Guide The Lost Outpost Into the Shattered Continent The Flooded Cathedral City in the Deep Tower of the Drowned Dead Beyond the Veiled Past War for the Crown War for the Crown Player s Guide Crownfall Songbird, Scion, Saboteur The Twilight Child City in the Lion s Eye The Reaper s Right Hand The Six-Legend Soul Return of the Runelords Return of the Runelords Player s Guide Secrets of Roderic s Cove It Came from Hollow Mountain Runeplague Temple of the Peacock Spirit The City Outside of Time Rise of New Thassilon Tyrant s Grasp Tyrant s Grasp Player s Guide The Dead Roads Eulogy for Roslar s Coffer Last Watch Gardens of Gallowspire Borne by the Sun’s Grace Midwives to Death カテゴリー:製品リスト