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9A31自走発射機は、基本的に、BRDM-2偵察戦闘車に9M31ミサイルの4連装発射機を搭載した設計となっている。 BRDM-2は自動車化狙撃連隊や戦車連隊の連隊本部で使用されていたことから、相互運用性を確保しておくことは有用であった。 シャーシと車体は展開式で非力な予備車輪を撤去し、エンジンをガソリンからディーゼルに変更している。
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A3 CHAMPIONS CUP 2006 A3チャンピオンズカップ概要【Regulation】 試合方式 日本、韓国、中国の国内リーグ戦優勝3クラブ、主催国推薦1クラブの計4クラブ 4クラブによる総当たりリーグ戦(セントラル方式) 試合数 全3節/6試合 開催期間 2006年8月2日~2006年8月8日 試合会場 国立霞ヶ丘競技場 試合方式 90分間(前後半各45分)の試合を行い、勝敗が決しない場合は引分 勝点 勝利:3点、引き分け:1点、敗戦:0点 タイトルランク ★(一ツ星) 参加クラブ【Participating Club】 ガンバ大阪 (日本:2005年Jリーグ優勝) ジェフユナイテッド千葉 (日本:2005年ヤマザキナビスコカップ優勝) 蔚山現代ホランイ (韓国:2005年Kリーグ優勝) 大連実徳 (中国:2005年Cリーグ優勝) リーグ戦結果【Group League Results】 順位 ク ラ ブ 呼 称 勝点 試合 勝 敗 得 失 点 備 考/参 考 勝利 引分 敗北 得点 失点 点差 1 蔚山現代ホランイ 6 3 2 0 1 12 3 +9 2 ガンバ大阪 6 3 2 0 1 5 8 -3 3 ジェフユナイテッド千葉 4 3 1 1 1 5 6 -1 4 大連実徳 1 3 0 1 2 4 9 -5 ※以下に沿い総合順位を決定 ①勝点合計 ②得失点差 ③総得点数 ④当該クラブ間の対戦成績(勝点、得失点差、総得点数の順) 権利/昇降格【Privilege】 なし 最終GPランキング【Ranking】 Rank J-League Club Appellation Game Pts Club Link Reference/Result 1 ガンバ大阪 480 詳細 2位 2 ジェフユナイテッド千葉 320 詳細 3位 この大会における参加2クラブ(Jリーグ所属)のゲームポイントランキングです。 尚、それぞれの試合重要度は以下になります。 1:全6試合...レベル3 2006年結果【Season Results】 J-LEAGUE DIVISION 1 (★★★) J-LEAGUE DIVISION 2 J-LEAGUE J1-J2 PLAY OFF J-LEAGUE YAMAZAKI NABISCO CUP (★★) THE 86TH EMPEROR S CUP (★★) XEROX SUPER CUP (☆) A3 CHAMPIONS CUP 2006 (★) AFC CHAMPIONS LEAGUE 2006 (★★★★) 2006年ランキング【Season Ranking】 2006年 開幕 3月 4月 5月 6月 7月 8月 9月 10月 11月 12月 1月 閉幕 A3チャンピオンズカップ歴代結果【Results History】 Rank (★) 2007年 A3 CHAMPIONS CUP 2007 2006年 A3 CHAMPIONS CUP 2006 2005年 A3 NISSAN CHAMPIONS CUP 2005 2004年 A3 NISSAN CHAMPIONS CUP 2004 2003年 A3 MAZDA CHAMPIONS CUP 2003 関連ニュース【News】 「ウマ娘」、「うまよん」発売記念で楽曲「ぴょいっと♪はれるや!」を配布決定! - GAME Watch ファンクラブ会報誌「FREAKS」が生まれた理由。「細部に見せる勝利へのこだわりとは」【未来へのキセキ-EPISODE 11】 - スポーツナビ - スポーツナビ [TGS 2021]「パズドラチャンピオンズカップ TOKYO GAME SHOW 2021 決勝大会」レポート。海斗☆選手がチャンピオンの座をつかむ - 4Gamer.net 「パズドラチャンピオンズカップ TOKYO GAME SHOW 2021 ONLINE」が9月30日より開催決定 - 4Gamer.net 「始まりは1人のサポーターでした」鹿島一筋23年…GK曽ヶ端準が現役引退を発表 | ゲキサカ - ゲキサカ 観客動員数 本日 - 人(昨日 - 人) / 総観客動員数 - 人
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A3 NISSAN CHAMPIONS CUP 2005 A3チャンピオンズカップ概要【Regulation】 試合方式 日本、韓国、中国の国内リーグ戦優勝3クラブ、主催国推薦1クラブの計4クラブ 4クラブによる総当たりリーグ戦(セントラル方式) 試合数 全3節/6試合 開催期間 2005年2月13日~2005年2月19日 試合会場 済州ワールドカップ競技場 (韓国) 試合方式 90分間(前後半各45分)の試合を行い、勝敗が決しない場合は引分 勝点 勝利:3点、引き分け:1点、敗戦:0点 タイトルランク ★(一ツ星) 参加クラブ【Participating Club】 横浜Fマリノス (日本:2004年Jリーグ優勝) 水原三星ブルーウィングス (韓国:2004年Kリーグ優勝) 浦項スティーラース (韓国:2004年Kリーグ優勝) 深圳健力宝 (中国:2004年Cリーグ優勝) リーグ戦結果【Group League Results】 順位 ク ラ ブ 呼 称 勝点 試合 勝 敗 得 失 点 備 考/参 考 勝利 引分 敗北 得点 失点 点差 1 水原三星BW 7 3 2 1 0 8 4 +4 2 浦項スティーラース 5 3 1 2 0 5 3 +2 3 横浜Fマリノス 4 3 1 1 1 4 4 0 4 深圳健力宝 0 3 0 0 3 1 7 -6 ※以下に沿い総合順位を決定 ①勝点合計 ②得失点差 ③総得点数 ④当該クラブ間の対戦成績(勝点、得失点差、総得点数の順) 権利/昇降格【Privilege】 なし 最終GPランキング【Ranking】 Rank J-League Club Appellation Game Pts Club Link Reference/Result 1 横浜Fマリノス 320 詳細 3位 この大会における参加1クラブ(Jリーグ所属)のゲームポイントランキングです。 尚、それぞれの試合重要度は以下になります。 1:全6試合...レベル3 2005年結果【Season Results】 J-LEAGUE DIVISION 1 (★★★) J-LEAGUE DIVISION 2 J-LEAGUE J1-J2 PLAY OFF J-LEAGUE YAMAZAKI NABISCO CUP (★★) THE 85TH EMPEROR S CUP (★★) XEROX SUPER CUP (☆) A3 NISSAN CHAMPIONS CUP 2005 (★) AFC CHAMPIONS LEAGUE 2005 (★★★★) 2005年ランキング【Season Ranking】 2005年 開幕 3月 4月 5月 6月 7月 8月 9月 10月 11月 12月 1月 閉幕 A3チャンピオンズカップ歴代結果【Results History】 Rank (★) 2007年 A3 CHAMPIONS CUP 2007 2006年 A3 CHAMPIONS CUP 2006 2005年 A3 NISSAN CHAMPIONS CUP 2005 2004年 A3 NISSAN CHAMPIONS CUP 2004 2003年 A3 MAZDA CHAMPIONS CUP 2003 関連ニュース【News】 「ウマ娘」、「うまよん」発売記念で楽曲「ぴょいっと♪はれるや!」を配布決定! - GAME Watch ファンクラブ会報誌「FREAKS」が生まれた理由。「細部に見せる勝利へのこだわりとは」【未来へのキセキ-EPISODE 11】 - スポーツナビ - スポーツナビ [TGS 2021]「パズドラチャンピオンズカップ TOKYO GAME SHOW 2021 決勝大会」レポート。海斗☆選手がチャンピオンの座をつかむ - 4Gamer.net 「パズドラチャンピオンズカップ TOKYO GAME SHOW 2021 ONLINE」が9月30日より開催決定 - 4Gamer.net 「始まりは1人のサポーターでした」鹿島一筋23年…GK曽ヶ端準が現役引退を発表 | ゲキサカ - ゲキサカ 観客動員数 本日 - 人(昨日 - 人) / 総観客動員数 - 人
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LV 1 Bonus 50% Xien 守護精霊 MR/DEF LV 2 AGI 極振り 2up Xien 共通系 DEX/AGI LV 3 - 9 AGI 極振り 17up LV 10 - 14 DEX 極振り 7up LV 15 - 35 AGI 極振り 30up LV 36 AGI, MR * 3 LV 37 - 38 MR 極振り 8up LV 39 MR * 2 LV 40 - 51 AGI 極振り 13up LV 52 AGI, DEF LV 53 - 56 DEF 極振り 10up LV 57 - 84 AGI 極振り 26up LV 85 - 89 MR 極振り 15up LV 90 - 121 AGI 極振り 25up LV 122 - 126 DEF 極振り 11up LV 127 - 140 AGI 極振り 10up LV 141 AGI, MR LV 142 - 159 MR 極振り 35up LV 160 LV 161 - 166 AGI 極振り 4up LV 167 AGI, DEF LV 168 - 175 DEF 極振り 14up LV 176 - 187 MR 極振り 19up LV 188 - 199 DEF 極振り 19up LV 200 DEF, MR LV 201 - 214 MR 極振り 18up LV 215 - 229 DEF 極振り 20up LV 230 - 244 MR 極振り 19up LV 245 - 247 Xien 守護精霊 MR/DEF LV 248 - 254 MR 極振り 11up LV 255 - 262 DEF 極振り 10up LV 263 - 264 LV 265 DEF 極振り 3up アナイス/守護精霊 Bonus 132 / 264 Point 7 LV 265 STAB 1 HACK 2 INT 1 DEF 102 MR 155 DEX 255 AGI 255
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前列 戦王の斬撃 編集 発動確率100 範囲内の敵にAT×0.7のダメージを与える 効果1 効果2 属性青 属性なし 範囲タイプ相対 範囲タイプなし 効果範囲 クリティカル率 効果範囲 クリティカル率 確率 倍率 確率 倍率 ■□□ 65% ×0.70 ■■□ 25% ×0.84 ■□□ 10% ×1.05 備考
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Arma 3 Weapon Config Guidelines Arma3 武器コンフィグガイドライン Arma 3 Weapon Config Guidelines Contents 1 Intro ○初めに 2 Additional functionality compared to A2/OA ○追加機能(A2OA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 Slotable weapons ○武器のスロット 5.1.1 Muzzle accessories ○銃口部分のアタッチメント 5.1.2 Optics ○光学アイテム 5.1.3 Side Accessory ○武器アクセサリアタッチメント 5.2 Custom reload animations ○リロード時の動きの設定 5.3 Underwater weapons ○水中武器 5.4 Ammo changes on fly and on hit ○発射された弾、着弾した弾の変更 5.5 Explosion shielding ○爆発の保護 6 Reference ○参照 Intro 101 - How to set up a weapon for Arma 3 Arma3での武器の作り方 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 Arma3で追加された機能 Slotable weapon accessories ○武器にスロットが追加されました。 Custom reload animations ○リロード時の動きをカスタム(武器ごとに固有の動きを与えるという意味かと) Adjustable sights ○照準を調整できます。(ACEでの機能とは別物) Underwater weapons ○水中武器の設定 Ammo changes on fly and on hit ○ Rotating muzzle-flash ○マズルフラッシュ Explosion shielding Model requirements {p3d} p3dモデルに関する必須項目 proxies for slotable accessories ○ スロットできるアクセサリの格納場所 muzzle accessory should be on proxy\A3\data_f\proxies\weapon_slots\MUZZLE ○銃口部分のアタッチメント(サイレンサー) optics should be on proxy\A3\data_f\proxies\weapon_slots\TOP ○光学アイテム(スコープ) side accessory should be on proxy\A3\data_f\proxies\weapon_slots\SIDE ○武器のアクセサリアタッチメント(ライト) all these proxies could be redefined incfgWeapons Weapon WeaponSlotsInfo XXX linkProxyparameter where XXX is the slot name ○すべてのアイテムはXXX(スロットの名前)で定義されます。 selections for folding iron sights ○アイアンサイトを(折畳)倒すかどうか選べます。 You need to create selections and axes for iron sights if You want them folded once the optics is put on the weapon ○もし折畳式アイアンサイトを武器につけたい場合、アイアンサイトの中心を定義する必要があります。 Front part should be namedForeSightwithForeSight_axisin memory lod ○フロントサイトの名前は定義は↑ ↑ ※axis は 中心って意味 Rear part should be namedBackSightwithBackSight_axisin memory lod ○リアサイトの名前定義は ↑です ※axis は 中心って意味 adjustable sights for grenade launchers ○グレネードランチャー用の調整可能な照準器 there needs to be a selection that is going to rotate (in case of collimator sights), default naming isOP this selection needs to have an axis in memory lod, default naming isOP_axis there needs to be a focus point, the best place is the red dot of collimator, with memory pointOP_lookby default and several points for eye, usuallyOP_eyeXwhere X is the number of the point. Good practice is to place them in same distance form focus point Model config changes {model.cfg} custom reload animation have a good use of newly added parameterunHideValuefor hide type of animations - you are now able to make asymmetrical animations eg. for hiding of magazine {model.cfg} class magazine_hide { type = hide ; source = reloadMagazine ; selection = magazine ; minValue = 0.000000; maxValue = 1.00000; hideValue = 0.220; unhideValue = 0.550; }; the animations could look a bit better by simply adding a translation for the magazine and adding an axis for that in model - magazine should translate at first, then disappear, appear and translate back {model.cfg} class magazine_reload_move_1 { type = translation ; source = reloadMagazine ; selection = magazine ; axis = magazine_axis ; minValue = 0.145; maxValue = 0.170; offset0 = 0.0; offset1 = 0.5; }; foldable iron sights usehasOpticscontroller {model.cfg} class BackSight_optic { type = rotation ; source = hasOptics ; selection = BackSight ; axis = BackSight_axis ; memory = 1; minValue = 0.0000000; maxValue = 1.0000000; angle0 = 0.000000; angle1 = (rad 90); }; new animation controllerszeroingandzeroing2take values fromdiscreteDistance[]of first and second muzzle of the weapon. The value is index number of current zeroing in the array starting with zero (that means the first value is 0, second is 1, the last is number of discrete distances plus one). It might be used for iron sights of the weapon if desired but better use is for UGL collimator sights rotation {model.cfg} class OP_ROT { type= rotation ; source= zeroing2 ; // use second muzzle zeroing for rotation sourceAddress= loop ; // loop when phase out of bounds selection= OP ; // selection we want to rotate axis= OP_axis ; // has its own axis minValue=0; maxValue=3; // this weapon has array with 4 distances angle0= rad 0 ; angle1= rad 65 ; }; rotating muzzle flashes are done using a new animation sourceammoRandomwhich changes it s value every time weapon is fired. Various degrees of rotation may be set up by using correct muzzle flash shape and minValue maxValue combination. {model.cfg} class MuzzleFlashROT { type= rotationX ; source= ammoRandom ; //use ammo count as phase for animation sourceAddress= loop ; //loop when phase out of bounds selection= zasleh ; //selection we want to rotate axis= ; //no own axis - center of rotation is computed from selection centerFirstVertex=true; //use first vertex of selection as center of rotation minValue=0; maxValue=4; //rotation angle will be 360/4 = 90 degrees angle0= rad 0 ; angle1= rad 360 ; }; New config parameters {config.cpp} Slotable weapons Available slots are defined in each weapon but are usually inherited from a parent weapon. They are stored as classes inclass WeaponSlotsInfowhich contains the slots and parameters for inventory Massis a new unit used to describe weight and volume of an object used. Each container has a set capacity in the same units. allowedSlots[] is an array of slot numbers where you may put the weapon. 701 stands for vest, 801 stands for uniform, 901 stands for backpack each weapon slot is a separate subclass in class WeaponSlotsInfo parameterlinkProxydefines a proxy in weapon model for said slot (see standard names on top) parameterdisplayNamedescribes a mouse-over name of slot in Inventory arraycompatibleItems[]lists possible accessory placeable into that slot. Most weapons are able to have any RIS equipment, but eg. muzzle accessory differs according to caliber. external classesCowsSlotandPointerSlotare used for standard optics and side accessory. That means these classes are outside cfgWeapons and changeable for all weapons at once. class SlotInfo; class CowsSlot SlotInfo { // targetProxy linkProxy = \A3\data_f\proxies\weapon_slots\TOP ; // display name displayName = $STR_A3_CowsSlot0; // class names with items supported by weapon compatibleItems[] = { optic_Arco , optic_aco , optic_ACO_grn , optic_hamr , optic_Holosight }; }; class PointerSlot SlotInfo { // targetProxy linkProxy = \A3\data_f\proxies\weapon_slots\SIDE ; // display name displayName = $STR_A3_PointerSlot0; // class names with items supported by weapon compatibleItems[] = { acc_flashlight , acc_pointer_IR }; }; class cfgWeapons { class myWeapon { class WeaponSlotsInfo { mass = 4; /// default mass of a weapon class MuzzleSlot SlotInfo { // targetProxy linkProxy = \A3\data_f\proxies\weapon_slots\MUZZLE ; // display name displayName = Muzzle Slot ; // class names with items supported by weapon compatibleItems[] = {}; // moved to each weapon }; class CowsSlot CowsSlot {}; class PointerSlot PointerSlot {}; allowedSlots[] = {901}; // you simply cannot put this into your pants }; }; }; Muzzle accessories suppressors are configured as a weapon inheriting some item abilities from classItemCore the class itself consists only from scope, displayName, picture and model, there is a separate subclassItemInfowith all the required parameters there is subclassMagazineCoefinside class ItemInfo with parameterinitSpeed- this is just a multiplier of initSpeed of weapon s magazine subclassAmmoCoefof class ItemInfo has more parameters for the ammo shoot through the suppressor hitis the coefficient of hit of original ammo visibleFire,audibleFire,visibleFireTimeandaudibleFireTimeare coefficients for detection upon shooting the weapon highercostcoefficient should make AI think more about shooting the suppressed weapon typicalSpeedandairFrictioncoefficients change the ballistic characteristics of the ammo there are alternatemuzzleEndandalternativeFiredirectly inside class ItemInfo to have different muzzle effects origin and muzzle flashes you may set upmodes[]and specific fire modes for the suppressed weapon directly in class ItemInfo class Mode_SemiAuto; class cfgWeapons { class ItemCore; class InventoryMuzzleItem_Base_F; class myMuzzleAccessory { scope = 2; displayName= My Muzzle Accessory ; picture= \A3\weapons_F\Data\UI\myMuzzleAccessory_CA.paa ; model = \A3\weapons_f\acc\myMuzzleAccessory ; class ItemInfo InventoryMuzzleItem_Base_F { class MagazineCoef { initSpeed = 0.8; }; class AmmoCoef { hit=0.8; visibleFire=0.3; audibleFire=0.8; visibleFireTime=0.5; audibleFireTime=1.0; cost = 1.0; typicalSpeed= 0.8; airFriction = 1.0; }; muzzleEnd = zaslehPoint ; // memory point in muzzle supressor s model alternativeFire = Zasleh2 ; // class in cfgWeapons with model of muzzle flash modes[] = { Single }; class Single Mode_SemiAuto { begin1[]={ A3\sounds_f\weapons\silenced\silent-25.wav , db0, 1,600}; begin2[]={ A3\sounds_f\weapons\silenced\silent-26.wav , db0, 1,600}; soundBegin[]={begin1,0.5, begin2,0.5}; closure1[]={ A3\sounds_f\weapons\closure\closure_rifle_2.wav , db0, 1,300}; closure2[]={ A3\sounds_f\weapons\closure\closure_rifle_3.wav , db0, 1,300}; soundClosure[]={closure1,0.5, closure2,0.5}; weaponSoundEffect = DefaultRifle ; }; }; }; }; Optics in addition to default parameters mentioned in muzzle accessories class, there isweaponInfoTypeto choose a correct resource for weapon info directly inside optic class there is the same ItemInfo subclass but with different parameters don t forget that ItemInfo inherits some parameters from InventoryOpticsItem_Base_F (eg. muzzlePos and muzzleEnd) in case you rename the memory points parameteropticTypeis used for balancing the optics for specific fire modes (should be further described by balancing crew) modelOpticsis the 2D model for selected optics subclassOpticsModesworks the same way it used to work in A2/OA class cfgWeapons { class ItemCore; class InventoryOpticsItem_Base_F; class myOpticsAccessory { scope = 2; displayName= My Optics Accessory ; picture= \A3\weapons_F\Data\UI\myOpticsAccessory_CA.paa ; model = \A3\weapons_f\acc\myOpticsAccessory ; weaponInfoType = RscOptics_myOptics ; class ItemInfo InventoryOpticsItem_Base_F { mass = 7; modelOptics= \A3\Weapons_f\acc\reticle_MyOptics_F ; class OpticsModes { class MyOptics { opticsID = 1; useModelOptics = true; opticsPPEffects[]={ OpticsCHAbera1 , OpticsBlur1 }; opticsZoomMin = 0.0555; opticsZoomMax = 0.1300; opticsZoomInit= 0.1300; discreteDistance[] = {100,300,400,500,600,700,800,900,1000}; discreteDistanceInitIndex = 1; distanceZoomMin = 100; distanceZoomMax = 1000; nFovLimit = 0.07; discretefov[] = {0.1300,0.0555}; discreteInitIndex = 0; modelOptics[] = { \A3\Weapons_f\acc\reticle_MyOptics_F , \A3\Weapons_f\acc\reticle_MyOptics_z_F }; memoryPointCamera = opticView ; visionMode[] = { Normal , NVG }; opticsFlare = true; opticsDisablePeripherialVision = true; cameraDir = ; }; class IronOnTopOfMyOptics MyOptics { opticsID = 2; useModelOptics = false; opticsFlare = false; opticsDisablePeripherialVision = false; opticsZoomMin=0.375; opticsZoomMax=1.1; opticsZoomInit=0.75; memoryPointCamera = eye ; visionMode[] = {}; discretefov[] = {}; }; }; }; }; }; Side Accessory the class of side accessory is made the same way as for muzzle accessory subclass ItemInfo contains some specific parameters, but they work the same way as they did in A2/OA class cfgWeapons { class ItemCore; class InventoryFlashLightItem_Base_F; class mySidesAccessory { scope = 2; displayName= My Sides Accessory ; picture= \A3\weapons_F\Data\UI\mySidesAccessory_CA.paa ; model = \A3\weapons_f\acc\mySidesAccessory ; class ItemInfo InventoryFlashLightItem_Base_F { mass = 9; class Pointer { irLaserPos= laser pos ; irLaserEnd= laser dir ; }; class FlashLight{}; }; }; }; Custom reload animations parameterreloadActionis now for both a magazine and the weapon. if it is not defined for any of them, default reload is played. if the parameter is defined for the weapon but isn t defined for a magazine, reloadAction for weapon is played upon reloading said weapon if the magazine has reloadAction defined, the action selected by this parameter is played every time (not depending on weapon). This ensures different reloads for different magazines of one weapon (eg. UGLs) the action chosen by reloadAction is played according to config of animations for said soldier (action in CfgMovesMaleSdr leads to a state in CfgGesturesMale for default soldier), different target states could be defined for different action maps (eg. there could be a different reload gesture for crouch and prone with rifle) class CfgMovesBasic { class DefaultDie; class ManActions { reloadMyWeapon = reloadMyWeapon ; }; }; class CfgGesturesMale { class Default; class States { class reloadMyWeapon Default { file= \A3\anims_f\Data\Anim\Sdr\wop\erc\stp\rld\rfl\reloadMyWeapon.rtm ; looped=0; speed=0.400000; mask= handsWeapon ; headBobStrength=0.200000; headBobMode=2; rightHandIKBeg=1; rightHandIKEnd=1; leftHandIKCurve[]={0,1,0.050000,0,0.950000,0,1,1}; }; }; }; class cfgWeapons { class myWeapon { reloadAction = reloadMyWeapon ; }; }; Underwater weapons weapons withcanShootInWaterset to 1 are able to shoot under water parametersoundBeginWater[]has the same use assoundBegin[]and defines what sounds and with what probability is going to be played while shooting under the water surface, both of them are defined per fire mode class Mode_SemiAuto; class cfgWeapons { class myWeapon { modes[] = { Single }; // this example weapon has just one fire mode canShootInWater = 1; // allows to shoot under water class Single Mode_SemiAuto { begin1[]={ A3\sounds_f\weapons\myWeapon\myWeapon_st_1b.wav , db5, 1,900}; begin2[]={ A3\sounds_f\weapons\myWeapon\myWeapon_st_2b.wav , db5, 1,900}; begin3[]={ A3\sounds_f\weapons\myWeapon\myWeapon_st_3b.wav , db5, 1,900}; soundBegin[]={begin1,0.33, begin2,0.33, begin3,0.34}; // all three sounds have roughly the same probablity beginwater1[]={ A3\sounds_f\weapons\myWeapon\underwater_myWeapon_st_1b.wav , db0, 1,200}; beginwater2[]={ A3\sounds_f\weapons\myWeapon\underwater_myWeapon_st_2b.wav , db5, 1,200}; beginwater3[]={ A3\sounds_f\weapons\myWeapon\underwater_myWeapon_st_3b.wav , db5, 1,200}; soundBeginWater[]={beginwater1,0.33, beginwater2,0.33, beginwater3,0.34}; // all three sounds have roughly the same probablity }; }; }; underwater ammo has some different characteristics waterFrictionis underwater equivalent ofairFrictionand supercavitating ammunition has this close to zero. Standard ammo doesn t have this set and that means it is set to -0.4 by default (ie. stops nearly right after entering water) timeToLivefor underwater ammo is rather low to let it be harmless after some 40 meters the fancy bubble effect is done by havingeffectFlyset toAmmoUnderwater, you ll try to modify it to work even on ground and we all know it class cfgAmmo { class BulletBase; class myAmmo BulletBase // For myWeapon { waterFriction = -0.00096; // nearly direct line underwater timeToLive = 0.12; // that s enough for 45 meters underwater effectFly = AmmoUnderwater ; }; }; Ammo changes on fly and on hit there are two new simulations of ammo available mainly for artillery, but usable for many other means simulationshotSubmunitionallows to deploy multiple ammo from the parent one upon meeting certain conditions parametersubmunitionAmmodefines class of newly created ammo and this could be used multiple times you could set the inherited ammo and it would spread in cone according tosubmunitionConeAngle(and it is in degrees) submunitionConeType[]describes pattern of ammo in detail, first part is a distribution function ( random , randomcenter , poissondisc , poissondisccenter , custom ), second parameter is number of ammo except of custom one, where it is another array of pairs for specific locations submunitionConeType[] = { random , 10}; submunitionConeType[] = { randomcenter , 10}; submunitionConeType[] = { poissondisc , 10}; submunitionConeType[] = { poissondisccenter , 10}; submunitionConeType[] = { custom , {{0,0}, {-1,0}, {1,0}, {0,-1}, {0,1}} }; parametertriggerDistanceis used to deploy ammo in set 3D distance before expected target parametertriggerTimeis used to deploy ammo in set time after being fired parametertriggerSpeedCoefis a coefficient of speed of inherited ammo relative to speed of parent ammo for Artillery computer use arrayaimAboveTarget[]andaimAboveDefaultas a index of the array to set different heights to change the ammo to something different (eg. flare) class cfgAmmo { class SubmunitionBase; class MyAmmo SubmunitionBase { submunitionAmmo = MySubmunitionAmmo ; submunitionConeType[] = { poissondisc , 10}; submunitionConeAngle = 10; triggerDistance = 100; }; }; simulationshotDeployis used to change ammo upon impact (eg. change to a mine) it uses the samesubmunitionAmmoparameter as described above class cfgAmmo { class ShotDeployBase; class Mo_ClassicMineRange ShotDeployBase { submunitionAmmo = APERSMine_Range_Ammo ; // some random mine deployable by a mortar airFriction = 0; // artillery ammo works better without friction EffectFly = ArtilleryTrails ; // some funky effect of smoke trails and stuff }; }; Explosion shielding class hitpoints in configuration of all vehicles (including soldiers) has got a new parameter calledexplosionShielding this parameter simply multiplies inidrectHit taken from explosives (that makes it explosion vulnerability in an effective way) - the higher it is the more damage would selected hitpoint get from the hit class cfgVehicles { class myVehicle { class HitPoints { class HitLFWheel {armor=0.12; explosionShielding = 0.8;}; }; }; }; Reference You may want to seeArma 2 Weapon to Arma 3for correct icons and other stuff. This page is discussedon the BI forums
https://w.atwiki.jp/china_pad/pages/136.html
SystemAndroid 2.2 Video 1080P video playback Video formats supported AVI, MKV(XVID/px/H.264), MOV,TS,M2TS,RM/RMVB, FLV, WMV, 3GP, MPEG, DAT, MP4 PictureSupport JPEG、GIF、PNG、BMP files Picture rotating, zooming out Support Painting OthersMulti-language support flash 10.3 Hardware Specs CPU "ARM Cortex A9 Dual core @ 533MHz 3-D graphics acceleration 1080P video decoder Memory"DDR2 512MBytes Storage"NAND flash 4G Wireless"IEEE 802.11 b/g/n network Bluetooth2.1(Option) Embedded(WCDMA/EV-DO/TD-SCDMA)(Option) USB 1*Mini USB 2.0 port camera30W Screen Size 7 inch Resolution 800*480 Colors 16 million colors Operation capacitive touch-screen OthersProduct Size About 195mm(length) ×115mm(width) ×13mm(depth) ColorWhite Product Weight430g Battery3200mAH Built-in Li-poly battery
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