約 3,157,834 件
https://w.atwiki.jp/hellgate_london/pages/769.html
Subtle Converter [部分編集] Category Unique Item Class Cabalist Type Mind-control Weapon Item Level 34 Require Level 27 Damage Type N/A Rate of fire constant Interrupt Strength 0 Critical Chance 0% Critical Damage 0% Range 20m Equip Cost 30 Accu, 18 Stam, 45 Will Modification N/A Inherent Attributes Mind Control Strength 18 in a 1.5m radius for 7.5 seconds; field lasts 3 seconds Special Attributes SUMMON STORM ELEMENTAL 1 Adds 176 defense against all special damage effects All Attributes +9 Energy Consumption -6 ※上記に画像がないときはアイテム名.jpgでアップロードしてください。 [部分編集] Special Attributes 固定 Affix名 効果 ★ Kaleidoscopic? Adds 171-192 defense against all special damage effects ★ Courageous? All Attributes + 7-10 ★ Steady? Energy Consumption -6 Able? SUMMON STORM ELEMENTAL 1 BLOOD SURGE 1 WORD OF FEAR 1 MEAT SHIELD 1 [部分編集] ・追加画像 関連ページ Id Pulsar Unique Cabalist Weapons
https://w.atwiki.jp/battlestationsmidway/pages/60.html
Allied ships 連合国艦船 Elco PT Boat エルコ哨戒艇 Troop Transport 兵員輸送船 Clemson Class クリムゾン級 Lexington Class レキシントン級 Fletcher Class フレッチャー級 Northampton Class ノーザンプトン級 York Class ヨーク級 Narwhal Class ナーファル級 Landing Ship Tank Mark 2 戦車揚陸艦2型 Yorktown Class ヨークタウン級 Cleveland Class クリーヴランド級 Atlanta Class アトランタ級 New York Class ニューヨーク級 King George V Class キングジョージⅤ世級 Renown Class レナウン級 De Ruyter Class デ・ロイテル級 Higgins Boat ヒギンズ艇 Hermes Class ハーミズ級 Japanese Ships 日本国艦船 Type A Minisub 甲標的 SB Boat Second Class 二等輸送艦 Daihatsu Barge 大発上陸用舟艇 Minekaze Class 峯風級 Japanese Patrol Boat 日本軍哨戒艇 Cargo Transport 貨物輸送船 Tone Class 利根級 Fuso Class 扶桑級 Fubuki Class 吹雪級 Kuma Class 球磨級 Tanker 油槽船 Takao Class 高雄級 Kongo Class 金剛級 Mogami Class 最上級 Soryu Class 蒼龍級 Akagi Class 赤城級 Yamato Class 大和級 Type B Submarine 乙型潜水艦 Allied Planes 連合国航空機 Curtiss P-40 Warhawk カーチス P-40 ウォーホーク Grumman F4F Wildcat グラマン F4F ワイルドキャット Douglas SBD Dauntless ダグラス SBD ドーントレス Grumman TBF Avenger グラマン TBF アヴェンジャー Boeing B-17 Flying Fortress ボーイング B-17 フライングフォートレス Douglas TBD Devastator ダグラス TBD デヴァステイター PBY Catalina PBY カタリナ B-25 Mitchell B-25 ミッチェル Brewster F2A Buffalo ブリュースター F2A バッファロー Hawker Hurricane ホーカー ハリケーン Fairey Swordfish フェアリー ソードフィッシュ Douglas DC-3 ダグラス DC-3 Japanese Planes 日本国航空機 Mitsubishi A6M Zero-Sen Zeke 三菱 A6M 零式艦上戦闘機『ゼロ戦』 “ジーク” Aichi D3A Val 愛知 D3A 99式艦上爆撃機 “ヴァル” Nakajima B5N Kate 中島 B5N 97式艦上攻撃機 “ケイト” Mitsubishi G4M Betty 三菱 G4M 1式陸上攻撃機 “ベッティ” Kawanishi H6K5 Mavis 川西 H6K5 97式飛行艇 “メイヴィス” Aichi E13A Jake 愛知 E13A 零式三座水上偵察機 “ジェイク” Mitsubishi G3M Nell 三菱 G3M 96式陸上攻撃機 “ネル” Kawanishi H8K Emily 川西 H8K 2式飛行艇 “エミリー” Nakajima Ki-43 Oscar 中島 Ki-43 1式戦闘機『隼』 “オスカー” Mitsubishi F1M Pete 三菱 F1M 零式水上観測機 “ピート” Yokosuka D4Y Judy 横須賀 D4Y 艦上爆撃機『彗星』 “ジュディ” Weapons 兵器 14 /45 Gun 14インチ45口径砲 15 /42 gun 15インチ42口径砲 8 /55 Gun 8インチ55口径砲 4.5 /45 DP Gun 4.5インチ45口径両目的砲 5.25 /50 DP Gun 5.25インチ50口径両目的砲 6 /47 Gun 6インチ47口径砲 6 /53 Model 1942 6インチ53口径砲1942年型 5 /38 DP Gun 5インチ38口径両目的砲 4 /50 Gun 4インチ50口径砲 M2 0.50 Machine Gun M2 50口径機関銃 20mm Oerikon AA gun エリコン20ミリ対空砲 28mm Quad AA gun 28ミリ4連装対空砲 40mm Bofors AA gun ボフォース40ミリ対空砲 Torpedo 魚雷 Depth Charge 爆雷 1000 lbs/500kg bomb 1000ポンド(500キロ)爆弾 M1919 0.30 Machine Gun M1919 30口径機関砲 18.1 /45 Gun 18.1インチ45口径砲 8 /50 Gun 8インチ50口径砲 6.1 /60 DP Gun 6.1インチ60口径両目的砲 5 /50 DP Gun 5インチ50口径両目的砲 5.5 /50 Gun 5.5インチ50口径砲 4.7 /45 Gun 4.7インチ45口径砲 13mm/76 AA gun 13ミリ76口径対空砲 25mm/60 AA gun 25ミリ60口径対空砲 5 /25 Gun 5インチ25口径砲 5 /40 Gun 5インチ40口径砲 Aerial Torpedo 航空魚雷 200 lbs/100kg bomb 200ポンド(100キロ)爆弾 450 lbs/250kg bomb 450ポンド(250キロ)爆弾 20mm Type 99M1 Autocannon 20ミリ99式1号機銃
https://w.atwiki.jp/virtualmarket/pages/24.html
Virtual Market 3 Booth Rules ver2019.07.03 日本語 Exhibitor Terms Conditions Regarding Booths The venues will host an average of 40 booths each. The idea is to create a busy, colorful ambience with booths of various designs lined up next to each other. Having a large number of booths in each venue, optimization will be vital in ensuring a smooth and enjoyable experience for the attendees. This section is made to ensure that optimization of each booth is kept to an acceptable standard. Before submitting the assets for your booth, please ensure that your booth passes all checks in accordance to these booth rules. Further details regarding the checking process can be found at the [Booth Regulation and Checking Manual] section scheduled to be released at a later date. Submitted booth assets that has failed the regulations check may be required to be resubmitted or removed from the event. Submitted booth assets that has passed the regulations check, but are resource intensive may be required to be resubmitted. Submission Deadline Submission deadline will vary depending on the booth type. Regular / Joint booths must be submitted by [10th August 2019]. Limit break booths must be submitted by [27th July 2019]. A private venue will be open from the 1st ~ 7th September for final checks. Requests for changes will not be entertained past this date. Booth rules introduction explanation (Archive) Video explaining the booth rules and specifics for each rule. Contents Regarding booths Submission Deadline A. Submission Techinical Requirements B. File Folder Formatting C. Scene Structure and Formatting D. Booth Requirements D’. Joint Booths D’’. Limit Break Booths E. Shader Requirements F. Components Avatar Pedestals World Specifications Update Log A. Submission Techinical Requirements Submitted assets must be prepared in Unity 2017.4.28f1 Ensure that you are using the latest VRCSDK version prior to submission Submit your assets using the provided tool Include all of the asset files under a folder with your group s ID. Set an empty gameobject as the parent to all objects in the hierarchy and rename said parent gameobject to your group s ID B. File Folder Formatting File and folder names can only include alphanumerical characters, hyphen [-], underscore [_], period [.] and parentheses [()]. Please ensure all files used within the project follow the above naming format. Please ensure all files addresses does not exceed 184 characters under the project s [Assets/] folder. Please ensure all files are in formats supported by Unity. C. Scene Structure and Formatting Parent all gameobjects under an empty gameobject renamed to your group s ID Under the parent gameobject, create 2 empty gameobjects, one Dynamic and another Static. Assign your gameobjects as children of either the Dynamic or Static gameobjects according to the following table GameObject Name Corresponding objects Static Settings (Apply to all child objects) Static Stationary mesh objects Dynamic Moving or interactable objects such as - Objects involved in animations (All animation types including component active/inactive, rotation, scaling, moving etc)- Active/Inactive toggle objects controllable by VRC_Trigger- Pickup objects- (Negotiable) Objects with Rigidbody component and IsKinematic unchecked- Particle System- Various objects containing the VRC_Trigger component ※1 Lightmap Static is recommended for objects with materials using the Standard shaders. ※2 Please disable Batching Static if it results in visual glitches/deformities D. Booth Requirements A regular booth is 4m wide, 4m deep and 5m tall. The origin of each booth space is set to the center, spreading out 2m both X and Z axes and 5m up in the Y axis. The front of the booth is aligned with the Z axis (Blue arrow in Unity). Maximum of 10 materials per booth. Including non-visible objects. Unity s built-in materials (e.g. Default UI materials) does not count towards this limit. No texture limits. Atlassing strongly recommended, however. Single larger (4k) atlassed texture preferable over mutiple smaller (1k~2k) textures. World upload size within 10MB. Size of a world with only the booth when uploaded to VRChat. Too many objects will cause the venues to stutter and lessen the experience for all attendees. As such, please follow the following guidelines for your booth When in play mode in Unity, SetPassCalls under 20. When in play mode in Unity, Batches under 30. In addition to regular booths, exhibitors can opt to make use of the central stage in [Virtual Factory | The Hangar]. Exhibitors will be able to showcase a scaled-up version of an exhibit model in the central stage. The central display will have a diameter of 10m and height of 18m. D’. Joint Booths Joint booths will come with 2x (8mx4mx5m) or 4x (16mx4mx5m) the space of a regular booth, depending on the number of participating groups. Material count, booth filesize, SetPassCalls and Batches count limits will be raised by 2x or 4x respectively. D’’. Limit Break Booths Limit break booths are used when your booth has to go over the imposed limits in certain areas like the material counts or Batches. Limit break booths will have certain objects within the booth hidden by default, only showing when players are nearby or when a button is pressed, and will return to being hidden once the players leave. A special prefab package will be sent to exhibitors with limit break booths. Limit break booths will have an earlier submission deadline (27th July 2019). The initial state of the booth with objects hidden must meet the regular booth limits. There is no limit for when every object is visible in limit break booths, but moderation and texture atlassing is highly recommended. Initially hidden objects can not have the ObjectSync component attached. Limit break booths that have missed the submission deadline (27th July 2019) will be treated as a regular booth. ※References A limit break booth sample have been prepared for reference. Please click on the URL below and click on the Launch World button to view it in VRChat. https //www.vrchat.net/home/launch?worldId=wrld_4bdd86d6-14c2-4bb0-a652-bac83530658a instanceId=14802~private(usr_1d3cd199-2bab-4151-8cec-10ccfef168af)~nonce(0748442b-1a3a-4a94-8637-84997dcce141)~canRequestInvite E. Shader Requirements The following shaders will be distributed along with the official submission tools. Cubed Unity Shaders ver0.26 Arktoon Shader ver1.0.2.4 Manmaru Shader MnMrShader 2.0 Unity-chan Shader 2.0.7.5 Reflex Shader 2.1.2 Unlit_WF_ShaderSuite 20190601_ForVket3 Please create backups of your shaders to prevent version conflicts or for fallbacks in case of shader modifications. In the case of custom shaders, please try to reduce the keyword count. Usage of _CameraDepthTexture is not allowed. F. Components Allowed components VRCSDK related VRC_Trigger Broadcast Type Local Trigger Custom OnInteract OnEnterTrigger OnExitTrigger OnPickup OnDrop OnPickupUseDown OnPickupUseUp Action Animation related ActivateCustomTrigger AudioTrigger PlayAnimation SetComponentActive SetGameObjectActive SetParticlePlaying SendRPC(SetAvatarUse) VRC_Object Sync Please use only the provided [PickupObjectSync] prefab. Contact us to inquire about other use cases. Objects with the ObjectSync component attached must remain active at all times. Allow Collision Transfer is not allowed. VRC_Pickup Please use only the provided [PickupObjectSync] prefab. Contact us to inquire about other use cases. Max of 5 objects. Contact us to inquire about higher pickup object counts. VRC_Tutorial Area Marker VRC_Audio Bank VRC_Avatar Pedestal Please only use the provided prefab. VRC_Ui Shape Physics and calculations related Rigidbody Contact us to inquire about usage of rigidbodies outside of the provided prefabs. Cloth Please try your best to reduce the performance cost for all cloth objects. Colliders Mesh colliders are not recommended. Please use other colliders to match the shape of the object. Contact us to inquire about non-stationary colliders. Colliders sticking out of booth bounds are forbidden. Dynamic Bone / Dynamic Bone Collider Rendering/Lighting related Skinned Mesh Renderer Please limit the bounds within the booth boundaries. Mesh Renderer / Mesh Filter Particle System Collision based rendering effects will significantly impact performance, please use it in moderation. Trail Renderer / Line Renderer Light Baked lights only. Contact us to inquire about realtime lights. Directional Lights are banned. Limit the range of the lights within reasonable distance from the booth. Light Probe Group Reflection Probe Custom only. Others Animator / Animation Moving bones will significantly impact performance, please use it in moderation. Using VRC_Pickup and/or VRC_ObjectSync in conjunction with Animator is not allowed. Usage of the [../] directory is not allowed. Realtime material swaps are not allowed. [Cull Completely] is recommended for Culling Mode settings, but may result in unexpected culling behavior. Audio Source Please only use the provided Audio Source prefab for the correctly tuned audio range. Audio loops will require a limit break application, with the audio source disabled by default. Canvas related Strongly suggested for use as billboards and signages. Usage of the distributed canvas prefab recommended. Banned components VRC_Station VRC_Mirror Contact us to inquire about the usage of other components. Avatar Pedestals Avatars displayed on VRC_Avatar Pedestal must follow the following limits. Max of 2 Skinned Mesh Renderers. Max of 6 Materials. Max of 32 Dynamic Bone Transforms Max of 2 Dynamic Bone Colliders Max of 70000 Polygons. World Specifications Objects in world VRC_Station VRC_Mirror Light Settings Varies between venues. Please refer to the distributed materials. Update Log 2019/07/03 B.1 File/Folder naming rules F.1-4.1.5 Animator recommended culling settings 2019/06/26 D.4.2 Built-in materials D.8 Virtual Factory | The Hangar central exhibition space F.1-1.2.4 Allow Collision Transfer rule addition 2019/06/19 A.1 Unity version update Avatar pedestal specifications 1, 2 and 3 updated to reflect VRC s official guidelines Avatar pedestal 5. Polygon count limits added 2019/06/13 A.5 Added scene setting requirements D”.8 Added limit break booth post deadline actions E.1.6 Unlit_WF_ShaderSuite version update 2019/05/29 Release
https://w.atwiki.jp/orange_space/pages/14.html
ShuttleMissions/STS-133 Missions/STS-132 Missions/STS-131 Missions/STS-130 HII-A/BMissions/H2B-2 Missions/H2A-18 トップページ
https://w.atwiki.jp/bemani2dp/pages/4975.html
GENRE TITLE ARTIST bpm notes CLEAR RATE HARDTECHNO Submerge Serenade lapix 157 940 n%(yyyy/mm/dd) 攻略・コメント 名前 コメント
https://w.atwiki.jp/ceviouser/pages/110.html
[編集] KAMITSUBAKI STUDIOは、THINKR傘下のレーベル、アーティストマネジメント組織(*1)。 「音楽的同位体」シリーズの「可不(KAFU)」「星界(SEKAI)」「裏命(RIME)」「狐子(COKO)」「羽累(HARU)」の企画・制作・製造・販売を行う。 可不の音声提供者でありバーチャルアーティストとして活動している花譜、星界の音声提供者であるヰ世界情緒、裏命の音声提供者である理芽、狐子の音声提供者である幸祜、羽累の音声提供者である春猿火が所属する。 また公式デモ曲も手掛けるボカロPのカンザキイオリ、大沼パセリ、Guianoらも所属する。 発売日 製品名 対応エディタ 言語 企画・販売 2021年7月7日 音楽的同位体 可不(KAFU) AIソング 日本語 KAMITSUBAKI STUDIO 2021年4月29日 音楽的同位体 星界(SEKAI) AIソング 日本語 2022年10月25日 音楽的同位体 裏命(RIME) AIソング 日本語 2023年1月25日 音楽的同位体 狐子(COKO) AIソング 日本語 2023年11月13日 音楽的同位体 羽累(HARU) AIソング 日本語 外部リンク 公式サイト BOOTH FINDME STORE by THINKR note Twitter (@kamitsubaki_jp) YouTube (KAMITSUBAKI STUDIO) 微博 関連製品 可不 ソングボイス 星界 ソングボイス 裏命 ソングボイス 狐子 ソングボイス* 羽累 ソングボイス*
https://w.atwiki.jp/emeditor/pages/94.html
PerlUnitのテスト結果(okがテストの数だけ並ぶ形式)の構文ファイルです。 ; EmEditor Syntax File ; ; To import this file to an existing configuration, select Configuration ; under the Tool menu, select Define Configurations, select a configuration ; you want to import to, press [Properties], select the Highlight page, and ; press [Import]. ; ; Submit your customized file to submit@emurasoft.com ; to be listed in www.emurasoft.com user files pages. ; #Highlight=on #BeginTag= #EndTag= #CommentBegin= #CommentEnd= #LineComment1= #LineComment2= #SingleQuote=on #DoubleQuote=on #ContinueQuote=off #Escape= #ScriptBegin= #ScriptEnd= #SpecialSyntax=off #HighlightBraces=on #Keyword color=1,word=off,rightall=on,case=off,insidetag=off,regexp=off not ok #Keyword color=4,word=on,rightall=off,case=off,insidetag=off,regexp=off Failed #Keyword color=4,word=on,rightall=off,case=off,insidetag=off,regexp=on \$VAR\d undef #Keyword color=3,word=on,rightall=off,case=off,insidetag=off,regexp=on \d+ #Keyword color=9,word=on,rightall=off,case=off,insidetag=off,regexp=on line \d+ #Keyword color=2,word=on,rightall=on,case=off,insidetag=off,regexp=off Test Name
https://w.atwiki.jp/game_staff/pages/668.html
モンスターハンター ポータブル 対応機種 プレイステーション・ポータブル 発売日 2005年12月1日 開発 カプコン 発売 カプコン MONSTER HUNTER POPTABLE staff Director 一瀬泰範 / Yasunori Ichinose Planning 江口勝博 / K-Eguchi(IORYA) 松本裕司 / Yuji Matsumoto 今村謙介 / Kennsuke Imamura 池田陽一郎 / Youichiro Ikeda 小嶋慎太郎 / s-kojima(KOZY) Eri Sawada(Apple) Goro Terada Stage CG Artworks 吾郷智博 / AGOT 京谷有紀 / Yuki Kyotani 宇野亮 / Ryo Uno Interface Design 山本行史 / Kohji Yamamoto 遠西愛美 / Manami Tonishi Chie Morisaki Character CG Artworks 井川純 / Jun Ikawa 戸田勝己 / KATSUMI TODA 桧垣賢児 / Kenji Higaki 永木佑命 / Hirochika Nagaki 神戸知典 / TOMO Hiromitsu Kawashima Hiroko Koike Motion Animators 森本みずえ / Mizue Morimoto YOKO / Yoko Yamane 宮本慎弥 / Shinya Miyamoto 祐源宏史 / U-GEN Special Effects 來田大介 / D-kurita Software Design 中尾義治 / Yoshiharu Nakao 田口陽子 / Yoko Taguchi 実兼大祐 / Daisuke Sanekane 多田英樹 / Hideki Tada 眞延厚司 / Atsushi Manobe 澤田一紀 / Kazunori Sawada 西村幸雄 / Yukio Nishimura 廣瀬紀生 / Sailor 池田良磨 / Ryoma Ikeda 染谷勝彦 / Katsuhiro Sometani 向井廣樹 / Hiroki Mukai Taro Akabane Online System Direction Planning 辻本良三 / Ryozo Tsujimoto 森善崇 / MORI-ba 中江竜也 / ANLI Programmers parsetag 上野智弘 / Tomohiro Ueno 三須康至 / miss Tatsuya Koide MINAMI.O Sound CREW Sound Direction Design 黒岩理加 / Rika Kuroiwa Composers 甲田雅人 / Masato Kohda 小宮山優子 / Yuko Komiyama 成田暁彦 / Akihiko Narita Sound Coordinator 柴田徹也 / Tetsuya Shibata Sound Driver Programmer 近藤広明 / Hiroaki Kondo Recording Enginner 瀧本和也 / Kazuya Takimoto Sound Quality Control Mariko Kishihara Sound Design by Soundelux Design Music Group Software Manual Design M-ru Logo Design 岡野正衛 / SHOEI Package CG 北島サブミッション / Kitajima Submission Quality Control (割愛) Supporting Campanies ALL CG MOVIE PRODUCED BY Links DigiWorks Inc. Director Koichi Yamagishi Producer Shinji Shinohara Assistant Director Yoshiyuki Koie Special Thanks Toshiaki Matsuda Kazuo Chouya Michiyo Aoki Hidenori Ojima Tetsuya Ohno Kenichi Tanaka Yuji Itoh Yumiko Asai Megumi Kuwano Shosuke Suzuki Yoshinobu Harada Takahiro "Antonio" Onoguchi Kunio Funahara Yasuhiro Kobayashi Tetsuya Tabuchi Mito Yamaguchi Presented in DOLBY PROLOGIC II Producer 田中剛 / Tsuyoshi Tanaka MONSTER HUNTER G staff Director 藤岡要 / KANAME Planning 江口勝博 / K-Eguchi(IORYA) 長山剛士 / T.NagayamA (Akamania) 小嶋慎太郎 / s-kojima(KOZY) 木下研人 / Kent Kinoshita 布施宏樹 / Kouki"BOY"Fuse 徳田優也 / Yuya Tokuda Eri Sawada(Apple) 下野知嗣 / Tomotsugu Shimoto 今村謙介 / Kensuke Imamura Stage CG Artworks 宇野亮 / Ryo Uno Yasuhiro Yamamoto Character CG Artworks 神戸知典 / TOMO 枝木真也 / edayan 坪田聡美 / Satomi Tsubota 東誉之 / Takayuki Higashi Motion Animators YOKO / Yoko Yamane 陰山みずほ / Mizuho Kageyama Special Effects 來田大介 / D-kurita Software Design 廣瀬紀生 / Sailor 池田良磨 / Ryoma Ikeda 染谷勝彦 / Katsuhiko Sometani 伊野前幸子 / Sachiko Inomae 向井廣樹 / Hiroki Mukai 小松多恵 / Tae Komatsu Yam Nathan Online System Direction Planning 中江竜也 / ANLI 辻本良三 / Ryozo Tsujimoto Programmers parsetag 上野智弘 / Tomohiro Ueno 三須康至 / miss Tatsuya Koide MINAMI.O Sound CREW Sound Director Designer Momora Movie Sound Designers 鉢迫渉 / Wataru Hachisako Composers 甲田雅人 / Masato Kohda 柴田徹也 /Tetsuya Shibata Sound Coordinator 柴田徹也 /Tetsuya Shibata Recording Enginner 瀧本和也 / Kazuya Takimoto Sound Design by Soundelux Design Music Group
https://w.atwiki.jp/gtavi_gta6/pages/427.html
小型潜水艇(Minisub) 概要 ミッション攻略 ゴールドメダル取得条件備考 動画 概要 強盗ミッションに必要な小型潜水艇を奪うため、トレバーは、Jetsam Terminalに停泊中のメリーウェザーが守る小型潜水艇を乗せた船へ…。 ミッション攻略 コンテナ船Daisy Leeに忍び込んで小型潜水艇Submersibleを奪う。メリーウェザーは二人しかいないが、見つかれば当然戦闘になる。または、小型潜水艇が見える南側へ移動し、ワイヤーを4箇所撃てば小型潜水艇が海に落下する。ワイヤーは細いのでスナイパーライフルが確実だが、動く訳ではないのでピストルでも意外に行ける。いずれにせよ、サプレッサーの付いた武器がいいだろう。 海に落下した小型潜水艇に乗り込み、Bugstarsなどがある「West Docks Pier 400 Elysian Island」の指定の場所へ向かう。操作が独特なので後の強盗のためここで慣れておくべし。 小型潜水艦を引き揚げてもらったら、PackerでLos Santos Marineへ運ぶ。着いたらミッション完了。Los Santos MarineはPost OP Depositoryの北向かいにある。モデルはSouthwest Marine 。 ゴールドメダル取得条件 タイム08 30以内にクリアしろ。 スナイパーライフルで撃ち落として無駄な動きをせず指定の場所へ向かえば簡単に達成できる。 乗船不要ボートに乗らないで潜水艇を盗め。 船に乗り込まず、ワイヤーを撃って落とせば達成できる。 備考 ブリッターへの書き込み○@jacksonbbj_1996貨物用の港で、潜水艦がハイジャックされた話を先生がしてたから、「それってハイジャックじゃなくてロージャックだよね」って言ってやった。潜水艦は空の上じゃなく、水面の下にあるから。超面白くて、クラスの皆も大爆笑だった。 動画
https://w.atwiki.jp/thesublimate/pages/11.html
徳島のオルタナティブ・ギターポップバンド、the sublimateのweb siteです。 NEWS 6月14日(土)Siberian mist主催のイベント『シベリアン鉄道の夜 vol.1』に出演します! the sublimate初の音源を無料配布中です! 現在までのアクセス数 - 今日 - 昨日 -