Paste what you copied last:
Forum rules
The global forum rules are found here.
NOTE: posts in this section are not counted towards your total.
The global forum rules are found here.
NOTE: posts in this section are not counted towards your total.
-
- Registered User
- Posts: 10628
- Joined: 26 Mar 2007, 02:00
- Location: In the river of thoughts
- Contact:
Re: Paste what you copied last:
18 May 2007 : INC-14841-075513-001
INC-14477-021810-001 - 19 sep 07
INC-14477-021810-001 - 19 sep 07
- hamin_aus
- Forum Moderator
- Posts: 18363
- Joined: 28 Aug 2003, 02:00
- Processor: Intel i7 3770K
- Motherboard: GA-Z77X-UP4 TH
- Graphics card: Galax GTX1080
- Memory: 32GB G.Skill Ripjaws
- Location: Where beer does flow and men chunder
- Contact:
Re: Paste what you copied last:
• Why will it take 6 to 8 hours? Leyton can to the Server migration on Friday and be ready for Saturday. When would you want to do the data migration in order that we finish by Saturday afternoon?
• Rodrigo has also questioned why there is an issue with separate instances being installed. Could we not do separate instances and if there are issues, move these into a single instance later on?
• Moving the cognos databases onto the SQL2005 server. Will it be a lot of work moving this from this server onto the SQL2008 server once it has been setup?
• Would there be any need for Akash’s team to be on standby for the duration of this project? Is there anything that they need to do or test following the Database move?
• Rodrigo has also questioned why there is an issue with separate instances being installed. Could we not do separate instances and if there are issues, move these into a single instance later on?
• Moving the cognos databases onto the SQL2005 server. Will it be a lot of work moving this from this server onto the SQL2008 server once it has been setup?
• Would there be any need for Akash’s team to be on standby for the duration of this project? Is there anything that they need to do or test following the Database move?
-
- Registered User
- Posts: 17269
- Joined: 26 Feb 2007, 02:00
- Contact:
- Tribble
- Registered User
- Posts: 88465
- Joined: 08 Feb 2007, 02:00
- Processor: Intel Core i7-4770K CPU@3.50GHz
- Motherboard: ACPI x64-based PC
- Graphics card: GeForce GTX 780 Ti
- Memory: 16GB
- Location: Not here
- Contact:
Re: Paste what you copied last:
Absconded
Did not attend training
Re-wrote Accident
Resigned
Resigned
Attended on day 1 only
Re-wrote Accident
Re-wrote Accident
Re-wrote Intro & Accident
Re-wrote Funeral
Did not attend training
Re-wrote Accident
Resigned
Resigned
Attended on day 1 only
Re-wrote Accident
Re-wrote Accident
Re-wrote Intro & Accident
Re-wrote Funeral
-
- Registered User
- Posts: 28520
- Joined: 06 Oct 2003, 02:00
- Processor: Intel i5 650
- Motherboard: Asus P7H55-M LX
- Graphics card: Gigabyte 7850 2GB OC
- Memory: 8GB Kingston DDR3
- Location: In my skin
- Contact:
Re: Paste what you copied last:
632005
"Every thinking man is a drinking man."
Member of the Barberton Tigers
Member of the Barberton Tigers
Re: Paste what you copied last:
CPU: AMD Phenom II X2 555 (OC'ed to 3.8Ghz)
CPU Cooler: CM Hyper TX3 P/P
GPU: Sapphire Radeon HD5850
Motherboard: Asus M4A785T-M
Memory: 4GB Corsair XMS3 DDR3 1333
Case: Zalman Z7
Display: Samsung Syncmaster 2243BWX
CPU Cooler: CM Hyper TX3 P/P
GPU: Sapphire Radeon HD5850
Motherboard: Asus M4A785T-M
Memory: 4GB Corsair XMS3 DDR3 1333
Case: Zalman Z7
Display: Samsung Syncmaster 2243BWX
Re: Paste what you copied last:
____________________________________________________________________________________________________________________________________________________________________________________________
- Tribble
- Registered User
- Posts: 88465
- Joined: 08 Feb 2007, 02:00
- Processor: Intel Core i7-4770K CPU@3.50GHz
- Motherboard: ACPI x64-based PC
- Graphics card: GeForce GTX 780 Ti
- Memory: 16GB
- Location: Not here
- Contact:
Re: Paste what you copied last:
/ot What you pasting lines for mousey?
TRANSFORM Count(qryAssureDeadlinesSupervisionExco.IDNum) AS CountOfIDNum
SELECT qryAssureDeadlinesSupervisionExco.Channel, qryAssureDeadlinesSupervisionExco.Branch, Count(qryAssureDeadlinesSupervisionExco.IDNum) AS [Total Of IDNum]
FROM qryAssureDeadlinesSupervisionExco
GROUP BY qryAssureDeadlinesSupervisionExco.Channel, qryAssureDeadlinesSupervisionExco.Branch
PIVOT qryAssureDeadlinesSupervisionExco.Supervised;
TRANSFORM Count(qryAssureDeadlinesSupervisionExco.IDNum) AS CountOfIDNum
SELECT qryAssureDeadlinesSupervisionExco.Channel, qryAssureDeadlinesSupervisionExco.Branch, Count(qryAssureDeadlinesSupervisionExco.IDNum) AS [Total Of IDNum]
FROM qryAssureDeadlinesSupervisionExco
GROUP BY qryAssureDeadlinesSupervisionExco.Channel, qryAssureDeadlinesSupervisionExco.Branch
PIVOT qryAssureDeadlinesSupervisionExco.Supervised;
-
- Registered User
- Posts: 10962
- Joined: 03 Oct 2003, 02:00
- Processor: Intel 2500K
- Motherboard: Gigabyte B75M D3H
- Graphics card: inno3d Jericho 570GTX
- Memory: 8Gig DDR3 1333mhz
- Location: I'm so Goth, my wrists slit themselves.
- Contact:
Re: Paste what you copied last:
;//debug-----------
;//:state=1,plrfacing=1:fpgcrawtextsize=18,fpgcrawtextfont=arial,fpgcrawtextr=200,fpgcrawtextg=200,fpgcrawtextb=200,fpgcrawtextx=50,fpgcrawtexty=10,fpgcrawtext=state 1 ready
;//:state=2,plrfacing=1:fpgcrawtextsize=18,fpgcrawtextfont=arial,fpgcrawtextr=200,fpgcrawtextg=200,fpgcrawtextb=200,fpgcrawtextx=50,fpgcrawtexty=10,fpgcrawtext=state 2 enemy close
;//:state=10,plrfacing=1:fpgcrawtextsize=18,fpgcrawtextfont=arial,fpgcrawtextr=200,fpgcrawtextg=200,fpgcrawtextb=200,fpgcrawtextx=50,fpgcrawtexty=10,fpgcrawtext=state 10 gut check
;//:state=20,plrfacing=1:fpgcrawtextsize=18,fpgcrawtextfont=arial,fpgcrawtextr=200,fpgcrawtextg=200,fpgcrawtextb=200,fpgcrawtextx=50,fpgcrawtexty=10,fpgcrawtext=state 20 fall back to cover
;//:state=30,plrfacing=1:fpgcrawtextsize=18,fpgcrawtextfont=arial,fpgcrawtextr=200,fpgcrawtextg=200,fpgcrawtextb=200,fpgcrawtextx=50,fpgcrawtexty=10,fpgcrawtext=state 30 heard sound
;//:state=55,plrfacing=1:fpgcrawtextsize=18,fpgcrawtextfont=arial,fpgcrawtextr=200,fpgcrawtextg=200,fpgcrawtextb=200,fpgcrawtextx=50,fpgcrawtexty=10,fpgcrawtext=state 55 closing in
;//:state=67,plrfacing=1:fpgcrawtextsize=18,fpgcrawtextfont=arial,fpgcrawtextr=200,fpgcrawtextg=200,fpgcrawtextb=200,fpgcrawtextx=50,fpgcrawtexty=10,fpgcrawtext=state 67 falling back
;//:varequal=911,plrfacing=1:fpgcrawtextsize=18,fpgcrawtextfont=arial,fpgcrawtextr=200,fpgcrawtextg=200,fpgcrawtextb=200,fpgcrawtextx=50,fpgcrawtexty=10,fpgcrawtext=911 responding
;//----------------------
;//Start
;//local var flags default, escort or responder behavior. 0=default, 1=escort (Ally), 911=responder
:always:localvar=1
:state=0:aiusefullaim=1,setvar=0
;//Dark AI Animations----------------------------------------------------------------------------------------------------
;Walking animations
:ducking=0,strafingleft=1:animationnormal,animate=3
:ducking=0,strafingright=1:animationnormal,animate=4
:ducking=0,movingforwards=1:animationnormal,animate=2
:ducking=0,runningforwards=1:animationnormal,animate=5
:ducking=0,movingbackwards=1:animationreverse,animate=2
:ducking=0,idle=1:animate=1
;Crouching Animations
:ducking=1,movingforwards=1:animate=32
:ducking=1,movingbackwards=1:animationreverse
:ducking=1,strafingleft=1:animate=32
:ducking=1,movingbackwards=1:animate=32
:ducking=1,idle=1:animate=31
;//Common behavior triggers---------------------------------------------------------------------------------
:state=1:airotatetotarget
:state=1,idle=1,aicanshoot=0,aiheardsound=2500:aistop,state=30,etimerstart
:state=1,idle=0,aicanshoot=0,aiheardsound=1000:aistop,state=30,etimerstart
:state=1,ifweapon=1,aicanshoot=1,aitargetdistfurther=70,idle=1,random=1:aisettarget,useweapon,rundecal=6
:state=1,ifweapon=1,aicanshoot=1,aitargetdistfurther=70,idle=0,rateoffire:aisettarget,useweapon,rundecal=6
:state=1,varequal=0,aicanshoot=1,aitargetdistfurther=70,aitargetdistwithin=250:state=54,aistop
:state=1,varequal=1,aicanshoot=1,aitargetdistfurther=70,aitargetdistwithin=150:state=54,aistop
:state=1,varequal=911,aicanshoot=1,aitargetdistfurther=70,aitargetdistwithin=100:state=54,aistop
:state=1,aitargetdistwithin=70:state=2
:state=1,hasweapon=1,ifweapon=0:state=10
;//Take cover when shot
:state=1,shotdamage=1:state=60,aisettarget
:state=30,shotdamage=1:state=60,aisettarget
;//Enemy at close range
:state=2,ifweapon=1,aicanshoot=1,random=3:aifollowplr=0,state=60,aistop,animate=1
:state=2,ifweapon=0,random=5:aifollowplr=0,state=60,aistop,animate=1
:state=2,ifweapon=1,random=1:airotatetotarget,state=190
:state=2,ifweapon=0:airotatetotarget,state=190
:state=2,aitargetdistfurther=100:state=1
:state=2:aisettarget
;//Respond to any sounds
:state=30:aisettarget,airotatetotarget
:state=30,varequal=1,aiheardsound=3000:airotatetosound
:state=30,varequal=0,aiheardsound=3000:aimovetosound
:state=30,healthless=50,aicanshoot=1:aistop,state=1,aicallteam=2000
:state=30,aicanshoot=1:aisettarget,useweapon,rundecal=6,state=1
:state=30,etimergreater=4000,idle=1:state=1
:state=30,ifweapon=0:state=10
;//Fall back to cover while returning fire
:state=60:state=67,etimerstart
:state=67:airotatetotarget
:state=67,aiatcover=0:aimovetocover=0,aisettarget,airotatetotarget
:state=67,ifweapon=1,aicanshoot=1,rateoffire:aisettarget,useweapon,rundecal=6
:state=67,etimergreater=1000,aitargetdistwithin=70,aicanshoot=1,ratoffire:aistop,state=190
:state=67,etimergreater=1000,aicanshoot=0:state=1
:state=67,etimergreater=1000,ifweapon=0:freeze,setaiactive=0,state=25
;//close with enemy for melee if seen nearby
:state=54,idle=1:animate=1,state=55
:state=55,ifweapon=1,aicanshoot=1,rateoffire:aisettarget,useweapon,rundecal=6
:state=55:aisettarget,aimovetotarget
:state=55,aitargetdistwithin=60:state=191
:state=55,aitargetdistfurther=150,varequal=1:aistop,state=1,aifollowplr=1
:state=55,aitargetdistfurther=210:aistop,state=1
:state=55,aicanshoot=0:state=1
;//reloading-------------------------------------------------------------------------
;//when out of ammo, choose to fall back and reload or charge foreward and melee.
;//Assess situation
:state=10,varequal=1,idle=1:aistop,setaiactive=0,aifollowplr=0,state=25
:state=10,varequal=911,idle=1:aistop,setaiactive=0,state=25
:state=10,aitargetdistwithin=70:state=190
:state=10,aitargetdistfurther=70,aitargetdistwithin=120:state=54
:state=10,aiatcover=0,idle=1:aisettarget,state=20,etimerstart
:state=10,aiatcover=1,ducking=0,idle=1:freeze,setaiactive=0,state=25
:state=10,aiatcover=1,ducking=1,idle=1:freeze,setaiactive=0,state=45
:state=10,ducking=0,idle=1:freeze,setaiactive=0,state=25
:state=10,ducking=1,idle=1:freeze,setaiactive=0,state=45
;//Attempt to fall back to cover and reload
:state=20,aiatcover=0:aimovetocover=0,airotatetotarget
:state=20,aiatcover=1,ducking=0:freeze,setaiactive=0,state=25
:state=20,aiatcover=1,ducking=1:freeze,setaiactive=0,state=45
:state=20,etimergreater=500,idle=1,ducking=0:freeze,setaiactive=0,state=25
:state=20,etimergreater=500,idle=1,ducking=1:freeze,setaiactive=0,state=45
:state=20,etimergreater=2000,ducking=0,random=10:freeze,setaiactive=0,state=25
:state=20,etimergreater=2000,ducking=1,random=10:freeze,setaiactive=0,state=45
:state=20,aitargetdistwithin=70:aistop,state=191
;//Reload standing
:state=25:freeze,setframe=6,state=26
:state=26:freeze,incframe=6
:state=26,framebeyond=6 60:reloadweapon
:state=26,varequal=1,frameatend=6:sound=audiobank\guns\reload.wav,state=28
:state=26,frameatend=6:sound=audiobank\guns\reload.wav,state=27
:state=27:state=1,setaiactive=1
:state=28:state=1,setaiactive=1,aifollowplr=1
;//Reload crouched
:state=45:freeze,setframe=36,state=46
:state=46:freeze,incframe=36
:state=46,framebeyond=36 60:reloadweapon
:state=46,varequal=1,frameatend=36:sound=audiobank\guns\reload.wav,state=48
:state=46,frameatend=36:sound=audiobank\guns\reload.wav,state=47
:state=47:state=1,setaiactive=1
:state=48:state=1,setaiactive=1,aifollowplr=1
;//melee strike
:state=190,varequal=0:state=191
:state=190,varequal=1:state=291
:state=190,varequal=911:state=191
:state=191:aisettarget,airotatetotarget
:state=191,aitargetdistwithin=70,aicanshoot=1:state=192,aistop
:state=191,aitargetdistfurther=70:state=1
:state=191,aicanshoot=0:state=1
:state=192:setaiactive=0,state=193,setframe=8
:state=193:incframe=8,airotatetotarget
:state=193,framebeyond=8 60,aitargetdistwithin=70:aisetmeleedamage=10,aiusemelee=1,state=194,sound=audiobank\misc\melee.wav
:state=193,frameatend=8:animate=1,state=1,setaiactive=1,airotatetotarget
:state=194,frameatend=8:animate=1,state=1,setaiactive=1,airotatetotarget
:state=291:aisettarget,airotatetotarget
:state=291,aitargetdistwithin=70,aicanshoot=1:state=292,aistop
:state=291,aitargetdistfurther=70:state=1,aifollowplr=1
:state=291,aicanshoot=0:state=1,aifollowplr=1
:state=292:setaiactive=0,state=293,setframe=8
:state=293:incframe=8,airotatetotarget
:state=293,framebeyond=8 60,aitargetdistwithin=70:aisetmeleedamage=10,aiusemelee=1,state=294,sound=audiobank\misc\melee.wav
:state=293,frameatend=8:animate=1,state=1,setaiactive=1,airotatetotarget
:state=294,frameatend=8:animate=1,state=1,setaiactive=1,airotatetotarget
;//Enemy team2 behavior------------------------------------------
;//Enemy idle- move about randomly
:state=1,aiteam=2,aiaction=0,aicanshot=0,random=30:aimoverandom
;//Ally team1 behavior------------------------------------------
;//Ally idle- start escort/follow when 'G' is pressed and switch to escort behavior
;//Ally Following stop when 'H' is pressed
:aiteam=1,varequal=0,plrdistwithin=70,plrfacing=10:fpgcrawtextsize=18,fpgcrawtextfont=arial,fpgcrawtextr=200,fpgcrawtextg=200,fpgcrawtextb=200,fpgcrawtextx=50,fpgcrawtexty=10,fpgcrawtext=Press [G] To Recruit Ally
:aiteam=1,varequal=0,plrdistwithin=70,plrfacing=10,etimergreater=200,scancodekeypressed=34 1:etimerstart,setvar=1,sound=audiobank\switches\click.wav,aifollowplr=1
:aiteam=1,varequal=1,plrdistwithin=70,plrfacing=10:fpgcrawtextsize=18,fpgcrawtextfont=arial,fpgcrawtextr=200,fpgcrawtextg=200,fpgcrawtextb=200,fpgcrawtextx=50,fpgcrawtexty=10,fpgcrawtext=Press [H] To Leave Ally
:aiteam=1,varequal=1,plrdistwithin=70,plrfacing=10,etimergreater=200,scancodekeypressed=35 1:etimerstart,setvar=0,sound=audiobank\switches\click.wav,aifollowplr=0
:aiteam=1,varequal=1,plrdistfurther=200:aifollowplr=1
:state=1,aiteam=1,varequal=1,idle=1,plrdistwithin=100,aicanshoot=0:aimoverandom
;//-----------------------------------------------------------
;//free teammate respond to call
:varequal=0,aiaction=0,aicalled=2000:airespondtocall,setvar=911
:varequal=911,aicanshoot=1:setvar=0
:varequal=911,idle=1:setvar=0
:varequal=911,shotdamage=1:setvar=0
;//-----------------------------------------------------------
:state=0:setaiactive=1,alwaysactive=1,reloadweapon,state=1
:nearactivatable=0:settarget,activatetarget=2
;//End
;//:state=1,plrfacing=1:fpgcrawtextsize=18,fpgcrawtextfont=arial,fpgcrawtextr=200,fpgcrawtextg=200,fpgcrawtextb=200,fpgcrawtextx=50,fpgcrawtexty=10,fpgcrawtext=state 1 ready
;//:state=2,plrfacing=1:fpgcrawtextsize=18,fpgcrawtextfont=arial,fpgcrawtextr=200,fpgcrawtextg=200,fpgcrawtextb=200,fpgcrawtextx=50,fpgcrawtexty=10,fpgcrawtext=state 2 enemy close
;//:state=10,plrfacing=1:fpgcrawtextsize=18,fpgcrawtextfont=arial,fpgcrawtextr=200,fpgcrawtextg=200,fpgcrawtextb=200,fpgcrawtextx=50,fpgcrawtexty=10,fpgcrawtext=state 10 gut check
;//:state=20,plrfacing=1:fpgcrawtextsize=18,fpgcrawtextfont=arial,fpgcrawtextr=200,fpgcrawtextg=200,fpgcrawtextb=200,fpgcrawtextx=50,fpgcrawtexty=10,fpgcrawtext=state 20 fall back to cover
;//:state=30,plrfacing=1:fpgcrawtextsize=18,fpgcrawtextfont=arial,fpgcrawtextr=200,fpgcrawtextg=200,fpgcrawtextb=200,fpgcrawtextx=50,fpgcrawtexty=10,fpgcrawtext=state 30 heard sound
;//:state=55,plrfacing=1:fpgcrawtextsize=18,fpgcrawtextfont=arial,fpgcrawtextr=200,fpgcrawtextg=200,fpgcrawtextb=200,fpgcrawtextx=50,fpgcrawtexty=10,fpgcrawtext=state 55 closing in
;//:state=67,plrfacing=1:fpgcrawtextsize=18,fpgcrawtextfont=arial,fpgcrawtextr=200,fpgcrawtextg=200,fpgcrawtextb=200,fpgcrawtextx=50,fpgcrawtexty=10,fpgcrawtext=state 67 falling back
;//:varequal=911,plrfacing=1:fpgcrawtextsize=18,fpgcrawtextfont=arial,fpgcrawtextr=200,fpgcrawtextg=200,fpgcrawtextb=200,fpgcrawtextx=50,fpgcrawtexty=10,fpgcrawtext=911 responding
;//----------------------
;//Start
;//local var flags default, escort or responder behavior. 0=default, 1=escort (Ally), 911=responder
:always:localvar=1
:state=0:aiusefullaim=1,setvar=0
;//Dark AI Animations----------------------------------------------------------------------------------------------------
;Walking animations
:ducking=0,strafingleft=1:animationnormal,animate=3
:ducking=0,strafingright=1:animationnormal,animate=4
:ducking=0,movingforwards=1:animationnormal,animate=2
:ducking=0,runningforwards=1:animationnormal,animate=5
:ducking=0,movingbackwards=1:animationreverse,animate=2
:ducking=0,idle=1:animate=1
;Crouching Animations
:ducking=1,movingforwards=1:animate=32
:ducking=1,movingbackwards=1:animationreverse
:ducking=1,strafingleft=1:animate=32
:ducking=1,movingbackwards=1:animate=32
:ducking=1,idle=1:animate=31
;//Common behavior triggers---------------------------------------------------------------------------------
:state=1:airotatetotarget
:state=1,idle=1,aicanshoot=0,aiheardsound=2500:aistop,state=30,etimerstart
:state=1,idle=0,aicanshoot=0,aiheardsound=1000:aistop,state=30,etimerstart
:state=1,ifweapon=1,aicanshoot=1,aitargetdistfurther=70,idle=1,random=1:aisettarget,useweapon,rundecal=6
:state=1,ifweapon=1,aicanshoot=1,aitargetdistfurther=70,idle=0,rateoffire:aisettarget,useweapon,rundecal=6
:state=1,varequal=0,aicanshoot=1,aitargetdistfurther=70,aitargetdistwithin=250:state=54,aistop
:state=1,varequal=1,aicanshoot=1,aitargetdistfurther=70,aitargetdistwithin=150:state=54,aistop
:state=1,varequal=911,aicanshoot=1,aitargetdistfurther=70,aitargetdistwithin=100:state=54,aistop
:state=1,aitargetdistwithin=70:state=2
:state=1,hasweapon=1,ifweapon=0:state=10
;//Take cover when shot
:state=1,shotdamage=1:state=60,aisettarget
:state=30,shotdamage=1:state=60,aisettarget
;//Enemy at close range
:state=2,ifweapon=1,aicanshoot=1,random=3:aifollowplr=0,state=60,aistop,animate=1
:state=2,ifweapon=0,random=5:aifollowplr=0,state=60,aistop,animate=1
:state=2,ifweapon=1,random=1:airotatetotarget,state=190
:state=2,ifweapon=0:airotatetotarget,state=190
:state=2,aitargetdistfurther=100:state=1
:state=2:aisettarget
;//Respond to any sounds
:state=30:aisettarget,airotatetotarget
:state=30,varequal=1,aiheardsound=3000:airotatetosound
:state=30,varequal=0,aiheardsound=3000:aimovetosound
:state=30,healthless=50,aicanshoot=1:aistop,state=1,aicallteam=2000
:state=30,aicanshoot=1:aisettarget,useweapon,rundecal=6,state=1
:state=30,etimergreater=4000,idle=1:state=1
:state=30,ifweapon=0:state=10
;//Fall back to cover while returning fire
:state=60:state=67,etimerstart
:state=67:airotatetotarget
:state=67,aiatcover=0:aimovetocover=0,aisettarget,airotatetotarget
:state=67,ifweapon=1,aicanshoot=1,rateoffire:aisettarget,useweapon,rundecal=6
:state=67,etimergreater=1000,aitargetdistwithin=70,aicanshoot=1,ratoffire:aistop,state=190
:state=67,etimergreater=1000,aicanshoot=0:state=1
:state=67,etimergreater=1000,ifweapon=0:freeze,setaiactive=0,state=25
;//close with enemy for melee if seen nearby
:state=54,idle=1:animate=1,state=55
:state=55,ifweapon=1,aicanshoot=1,rateoffire:aisettarget,useweapon,rundecal=6
:state=55:aisettarget,aimovetotarget
:state=55,aitargetdistwithin=60:state=191
:state=55,aitargetdistfurther=150,varequal=1:aistop,state=1,aifollowplr=1
:state=55,aitargetdistfurther=210:aistop,state=1
:state=55,aicanshoot=0:state=1
;//reloading-------------------------------------------------------------------------
;//when out of ammo, choose to fall back and reload or charge foreward and melee.
;//Assess situation
:state=10,varequal=1,idle=1:aistop,setaiactive=0,aifollowplr=0,state=25
:state=10,varequal=911,idle=1:aistop,setaiactive=0,state=25
:state=10,aitargetdistwithin=70:state=190
:state=10,aitargetdistfurther=70,aitargetdistwithin=120:state=54
:state=10,aiatcover=0,idle=1:aisettarget,state=20,etimerstart
:state=10,aiatcover=1,ducking=0,idle=1:freeze,setaiactive=0,state=25
:state=10,aiatcover=1,ducking=1,idle=1:freeze,setaiactive=0,state=45
:state=10,ducking=0,idle=1:freeze,setaiactive=0,state=25
:state=10,ducking=1,idle=1:freeze,setaiactive=0,state=45
;//Attempt to fall back to cover and reload
:state=20,aiatcover=0:aimovetocover=0,airotatetotarget
:state=20,aiatcover=1,ducking=0:freeze,setaiactive=0,state=25
:state=20,aiatcover=1,ducking=1:freeze,setaiactive=0,state=45
:state=20,etimergreater=500,idle=1,ducking=0:freeze,setaiactive=0,state=25
:state=20,etimergreater=500,idle=1,ducking=1:freeze,setaiactive=0,state=45
:state=20,etimergreater=2000,ducking=0,random=10:freeze,setaiactive=0,state=25
:state=20,etimergreater=2000,ducking=1,random=10:freeze,setaiactive=0,state=45
:state=20,aitargetdistwithin=70:aistop,state=191
;//Reload standing
:state=25:freeze,setframe=6,state=26
:state=26:freeze,incframe=6
:state=26,framebeyond=6 60:reloadweapon
:state=26,varequal=1,frameatend=6:sound=audiobank\guns\reload.wav,state=28
:state=26,frameatend=6:sound=audiobank\guns\reload.wav,state=27
:state=27:state=1,setaiactive=1
:state=28:state=1,setaiactive=1,aifollowplr=1
;//Reload crouched
:state=45:freeze,setframe=36,state=46
:state=46:freeze,incframe=36
:state=46,framebeyond=36 60:reloadweapon
:state=46,varequal=1,frameatend=36:sound=audiobank\guns\reload.wav,state=48
:state=46,frameatend=36:sound=audiobank\guns\reload.wav,state=47
:state=47:state=1,setaiactive=1
:state=48:state=1,setaiactive=1,aifollowplr=1
;//melee strike
:state=190,varequal=0:state=191
:state=190,varequal=1:state=291
:state=190,varequal=911:state=191
:state=191:aisettarget,airotatetotarget
:state=191,aitargetdistwithin=70,aicanshoot=1:state=192,aistop
:state=191,aitargetdistfurther=70:state=1
:state=191,aicanshoot=0:state=1
:state=192:setaiactive=0,state=193,setframe=8
:state=193:incframe=8,airotatetotarget
:state=193,framebeyond=8 60,aitargetdistwithin=70:aisetmeleedamage=10,aiusemelee=1,state=194,sound=audiobank\misc\melee.wav
:state=193,frameatend=8:animate=1,state=1,setaiactive=1,airotatetotarget
:state=194,frameatend=8:animate=1,state=1,setaiactive=1,airotatetotarget
:state=291:aisettarget,airotatetotarget
:state=291,aitargetdistwithin=70,aicanshoot=1:state=292,aistop
:state=291,aitargetdistfurther=70:state=1,aifollowplr=1
:state=291,aicanshoot=0:state=1,aifollowplr=1
:state=292:setaiactive=0,state=293,setframe=8
:state=293:incframe=8,airotatetotarget
:state=293,framebeyond=8 60,aitargetdistwithin=70:aisetmeleedamage=10,aiusemelee=1,state=294,sound=audiobank\misc\melee.wav
:state=293,frameatend=8:animate=1,state=1,setaiactive=1,airotatetotarget
:state=294,frameatend=8:animate=1,state=1,setaiactive=1,airotatetotarget
;//Enemy team2 behavior------------------------------------------
;//Enemy idle- move about randomly
:state=1,aiteam=2,aiaction=0,aicanshot=0,random=30:aimoverandom
;//Ally team1 behavior------------------------------------------
;//Ally idle- start escort/follow when 'G' is pressed and switch to escort behavior
;//Ally Following stop when 'H' is pressed
:aiteam=1,varequal=0,plrdistwithin=70,plrfacing=10:fpgcrawtextsize=18,fpgcrawtextfont=arial,fpgcrawtextr=200,fpgcrawtextg=200,fpgcrawtextb=200,fpgcrawtextx=50,fpgcrawtexty=10,fpgcrawtext=Press [G] To Recruit Ally
:aiteam=1,varequal=0,plrdistwithin=70,plrfacing=10,etimergreater=200,scancodekeypressed=34 1:etimerstart,setvar=1,sound=audiobank\switches\click.wav,aifollowplr=1
:aiteam=1,varequal=1,plrdistwithin=70,plrfacing=10:fpgcrawtextsize=18,fpgcrawtextfont=arial,fpgcrawtextr=200,fpgcrawtextg=200,fpgcrawtextb=200,fpgcrawtextx=50,fpgcrawtexty=10,fpgcrawtext=Press [H] To Leave Ally
:aiteam=1,varequal=1,plrdistwithin=70,plrfacing=10,etimergreater=200,scancodekeypressed=35 1:etimerstart,setvar=0,sound=audiobank\switches\click.wav,aifollowplr=0
:aiteam=1,varequal=1,plrdistfurther=200:aifollowplr=1
:state=1,aiteam=1,varequal=1,idle=1,plrdistwithin=100,aicanshoot=0:aimoverandom
;//-----------------------------------------------------------
;//free teammate respond to call
:varequal=0,aiaction=0,aicalled=2000:airespondtocall,setvar=911
:varequal=911,aicanshoot=1:setvar=0
:varequal=911,idle=1:setvar=0
:varequal=911,shotdamage=1:setvar=0
;//-----------------------------------------------------------
:state=0:setaiactive=1,alwaysactive=1,reloadweapon,state=1
:nearactivatable=0:settarget,activatetarget=2
;//End
"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"
Re: Paste what you copied last:
Announcement sheet for church on Sunday. Blank lines in case someone needs to add something.Tribble wrote:/ot What you pasting lines for mousey?
-
- Permanently Banned
- Posts: 5906
- Joined: 04 Mar 2003, 02:00
- Location: The HoffPalace
Re: Paste what you copied last:
I am sure that at that exact moment, pistols girl never imagined that her facial expression would be a disappointment to so many people.
- Tribble
- Registered User
- Posts: 88465
- Joined: 08 Feb 2007, 02:00
- Processor: Intel Core i7-4770K CPU@3.50GHz
- Motherboard: ACPI x64-based PC
- Graphics card: GeForce GTX 780 Ti
- Memory: 16GB
- Location: Not here
- Contact:
Re: Paste what you copied last:
/ OT Ah I do understand now
Re: Paste what you copied last:
G
****
****
Last edited by chowzen on 13 May 2011, 14:08, edited 1 time in total.
Re: Paste what you copied last:
Cognitive dissonance
"It is the mark of an educated mind to be able to entertain a thought without accepting it." - Aristotle
Intel i5 2500; AsRock Z77 Extreme 4; Asus GTX580; 4x 2GB DDR3 1333; Intel 520 240GB SSD + 2x WD 3TB + 2TB Samsung; Samsung 22X DVD/RW; 23" LG W2343T-PF; Huntkey 700W
Intel i5 2500; AsRock Z77 Extreme 4; Asus GTX580; 4x 2GB DDR3 1333; Intel 520 240GB SSD + 2x WD 3TB + 2TB Samsung; Samsung 22X DVD/RW; 23" LG W2343T-PF; Huntkey 700W
- Tribble
- Registered User
- Posts: 88465
- Joined: 08 Feb 2007, 02:00
- Processor: Intel Core i7-4770K CPU@3.50GHz
- Motherboard: ACPI x64-based PC
- Graphics card: GeForce GTX 780 Ti
- Memory: 16GB
- Location: Not here
- Contact:
Re: Paste what you copied last:
Late Show Video - Kaley Cuoco's Broken Leg - CBS.com
www.cbs.com
"Big Bang Theory" star Kaley Cuoco tells how she nearly lost her leg following an accident with her horse.
www.cbs.com
"Big Bang Theory" star Kaley Cuoco tells how she nearly lost her leg following an accident with her horse.
- THE_STIG
- Spoiled Brat
- Posts: 11762
- Joined: 26 Aug 2010, 20:33
- Processor: Core i7 6800k
- Motherboard: Asrock x99 taichi
- Graphics card: Zotac 1080ti amp extreme
- Memory: 16gb(4x4gb) corsair vengeance
- Location: Some say.......
Re: Paste what you copied last:
ResX=1024
ResY=768
MaxAnisotropy=16
MaxMultisamples=1
Trilinear=True
LensFlares=True
UseHighQualityBloom=False
Bloom=True
DepthOfField=True
AmbientOcclusion=True
bEnablePSSMShadows=True
FlareOuts=True
TextureQuality=0
FoliageDrawRadiusMultiplier=1.0
DynamicDecals=True
PopulationAdjustment=0
ResY=768
MaxAnisotropy=16
MaxMultisamples=1
Trilinear=True
LensFlares=True
UseHighQualityBloom=False
Bloom=True
DepthOfField=True
AmbientOcclusion=True
bEnablePSSMShadows=True
FlareOuts=True
TextureQuality=0
FoliageDrawRadiusMultiplier=1.0
DynamicDecals=True
PopulationAdjustment=0
- THE_STIG
- Spoiled Brat
- Posts: 11762
- Joined: 26 Aug 2010, 20:33
- Processor: Core i7 6800k
- Motherboard: Asrock x99 taichi
- Graphics card: Zotac 1080ti amp extreme
- Memory: 16gb(4x4gb) corsair vengeance
- Location: Some say.......
Re: Paste what you copied last:
I used to love that game.....
- Tribble
- Registered User
- Posts: 88465
- Joined: 08 Feb 2007, 02:00
- Processor: Intel Core i7-4770K CPU@3.50GHz
- Motherboard: ACPI x64-based PC
- Graphics card: GeForce GTX 780 Ti
- Memory: 16GB
- Location: Not here
- Contact:
Re: Paste what you copied last:
Can't wait for the new one. Just wonder if I will be able to let my son play with all the nudity and adult stuff
- THE_STIG
- Spoiled Brat
- Posts: 11762
- Joined: 26 Aug 2010, 20:33
- Processor: Core i7 6800k
- Motherboard: Asrock x99 taichi
- Graphics card: Zotac 1080ti amp extreme
- Memory: 16gb(4x4gb) corsair vengeance
- Location: Some say.......
Re: Paste what you copied last:
I don't think he will mind.....I defiantly will get the new one. btw I still have duke nukem 3D but it wont work on windows 7.
-
- Registered User
- Posts: 4099
- Joined: 03 Jan 2007, 02:00
- Contact:
Re: Paste what you copied last:
Justin Stumps Thomas stella cider? firts ever heard of that! lager for the win i say!
Hapy happy happy
Back in NL...
Back in NL...
- Tribble
- Registered User
- Posts: 88465
- Joined: 08 Feb 2007, 02:00
- Processor: Intel Core i7-4770K CPU@3.50GHz
- Motherboard: ACPI x64-based PC
- Graphics card: GeForce GTX 780 Ti
- Memory: 16GB
- Location: Not here
- Contact:
Re: Paste what you copied last:
The line must be drawn here! This far and no further! And I will make them pay for what they've done! -Picard on the Borg in Star Trek:
- Iceblade
- Moderator Emeritus
- Posts: 6087
- Joined: 25 Jan 2004, 02:00
- Processor: Intel i5 4670K
- Motherboard: MSI gaming Z87 MPower
- Graphics card: MSI R9290 OC edition Twin FROZR
- Memory: CORSAIR Vengeance Pro 2x8gb 2400
- Location: Free State
- Contact:
Re: Paste what you copied last:
LED Vs LCD Monitor: Basic Difference
LED and LCD monitors are based on the same basic technology for image display but differ in the kind of backlighting used. While LCD monitors use cold cathode fluorescent lamps for backlighting, LED monitors use light emitting diodes. This is the main difference between the two display technologies. So LEDs are a type of LCD monitors.
Unlike CRT monitors that generate their own light through cathode ray incidence on fluorescent materials, LCD displays have to rely on external lighting as their display is created through manipulation of light passing through polarized liquid crystals. The backlighting affects picture quality substantially and light shed by LEDs offer superior picture quality compared to LCDs.
This is because LEDs offer much more gradation in intensity, giving a much more truer color quality. These types of monitors offer a better dynamic contrast ratio too. So if you compare LED vs LCD monitor for gaming and other intensive graphic applications, LED monitors are surely better choices. You might want to check out the best LED TV on the market, and LED TV vs LCD TV before choosing your new television set.
There are two types of LED backlighting techniques used. One is RGB dynamic LED and the other one is edge LED. The former type of backlighting uses LEDs placed behind the LCD TV or monitor screens, while the latter uses LEDs placed around the monitor rim, from where light is made to diffuse behind the screen. Since LEDs are placed around the rim on edge LED monitors, they can be a lot more slimmer than conventional LCDs.
LED Vs LCD Monitor: Power Consumption
LED monitors are a very recently introduced technology and they are preferred over LCD monitors because of the amazingly rich picture quality and comfort of viewing. One more advantage that LED monitors have over LCD ones is the power consumption factor. LED monitors require a lot less power to operate than cold cathode fluorescent lamps. This property can be attributed to the inherently low energy needs of an LED.
LED monitors are also a lot more softer on the eyes than LCD monitors which make them popular choices for people who work for long hours on their desktop computers. Their power consumption is as much as 40% lesser than conventional LCD monitors. They are also a lot more eco-friendly because mercury is not used in their production.
LED Vs LCD Monitor: Cost
One major factor that has been holding back LED technology from reaching the masses is the high price factor. The manufacturing of these devices is a lot more costlier currently compared to LCD displays which have raised their overall price. To get an idea about the complete range of choice available to you while buying new computer monitors or TVs, refer to LCD vs LED vs plasma comparison or a LCD vs plasma vs DLP comparison.
Hope this LED vs LCD monitor comparison has left no doubt in your minds about how these two technologies are different. It will take time for the manufacturing costs of this technology to lower down but when it does, it will surely replace conventional LCD monitors in large numbers.
Source(s):
Google.Pilgrim.
LED and LCD monitors are based on the same basic technology for image display but differ in the kind of backlighting used. While LCD monitors use cold cathode fluorescent lamps for backlighting, LED monitors use light emitting diodes. This is the main difference between the two display technologies. So LEDs are a type of LCD monitors.
Unlike CRT monitors that generate their own light through cathode ray incidence on fluorescent materials, LCD displays have to rely on external lighting as their display is created through manipulation of light passing through polarized liquid crystals. The backlighting affects picture quality substantially and light shed by LEDs offer superior picture quality compared to LCDs.
This is because LEDs offer much more gradation in intensity, giving a much more truer color quality. These types of monitors offer a better dynamic contrast ratio too. So if you compare LED vs LCD monitor for gaming and other intensive graphic applications, LED monitors are surely better choices. You might want to check out the best LED TV on the market, and LED TV vs LCD TV before choosing your new television set.
There are two types of LED backlighting techniques used. One is RGB dynamic LED and the other one is edge LED. The former type of backlighting uses LEDs placed behind the LCD TV or monitor screens, while the latter uses LEDs placed around the monitor rim, from where light is made to diffuse behind the screen. Since LEDs are placed around the rim on edge LED monitors, they can be a lot more slimmer than conventional LCDs.
LED Vs LCD Monitor: Power Consumption
LED monitors are a very recently introduced technology and they are preferred over LCD monitors because of the amazingly rich picture quality and comfort of viewing. One more advantage that LED monitors have over LCD ones is the power consumption factor. LED monitors require a lot less power to operate than cold cathode fluorescent lamps. This property can be attributed to the inherently low energy needs of an LED.
LED monitors are also a lot more softer on the eyes than LCD monitors which make them popular choices for people who work for long hours on their desktop computers. Their power consumption is as much as 40% lesser than conventional LCD monitors. They are also a lot more eco-friendly because mercury is not used in their production.
LED Vs LCD Monitor: Cost
One major factor that has been holding back LED technology from reaching the masses is the high price factor. The manufacturing of these devices is a lot more costlier currently compared to LCD displays which have raised their overall price. To get an idea about the complete range of choice available to you while buying new computer monitors or TVs, refer to LCD vs LED vs plasma comparison or a LCD vs plasma vs DLP comparison.
Hope this LED vs LCD monitor comparison has left no doubt in your minds about how these two technologies are different. It will take time for the manufacturing costs of this technology to lower down but when it does, it will surely replace conventional LCD monitors in large numbers.
Source(s):
Google.Pilgrim.