5/30/2023 0 Comments Resident evil 3 remake unlockablesadded chance trigger, works the same as the one from perfect dodge mod, which is independent from other triggers. added one more link to table post on this thread. added more item ids shared by PrinceRevivalDK now, you won't be able to activate the enable script, unless you've allowed the Table Lua scripts to run on table opening, or until the anti-cheat patching have finished. updated the anti-cheat patching process once more. also it allows you to choose to let the knife to cut limbs easily or not. updated piercing ammo mod, gun shot landed on enemies would have the critical hit effect now, e.g., the visual effect when the shot hit an enemy, if it's a humanoid zombie, the limb being hit would be destroyed (same as the previous versions), most non-humanoid enemies would be stunned or knocked back, etc. some filters added to prevent you from NOT reacting to situation like barrel blast, enemies popping in front of you, etc., IF a auto perfect dodge is supposed to be triggered by the script. added one hit kill trigger and aiming trigger. also, you can do critical hit with shotgun now, shotgun becomes very powerful as a result - it can one hit-kill many enemies with a critical shot, and in the clock tower fight with Nemesis, it can be killed in just a few shots. you can do critical shot on the Pale Head now. updated piercing ammo mod to critical shot mod. Remember to thanks them if you find them useful! Gir489's, which contains a script that unlocks everything. SevenLife's, which contains player coord pointers. **if enable doesn't activate automatically, check your CE's settings, make sure you have set "Table: Lua scripts" to Always.**įrom Update3.3 onwards, you won't be able to activate the enable script, unless you've allowed the Table Lua scripts to run on table opening, or until the anti-cheat patching have finished.Īpache81's, which contains 3 game stats related scripts. then you can activate the scripts you want.** instead, open both the game and the table, wait a while, and the enable script should be activated automatically. **from Update3.1 onwards, you shouldn't activate enable script yourself anymore. REMEMBER you have to allow CE to run the LUA when you open the table for it to work properly. Implemented some TESTING anti-anti-cheat to the table. This instalment uses anti-cheat, some memory check that would stop you from interact with world objects when the game found you altered stuff. hopefully no more updates until the full game released. or just wait til the full release.īut still a few hours until I need to goto work.
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5/29/2023 0 Comments Portal turret song remixThe script contents are merged with the script scope of the receiving entity. RunScriptFile (in all games since ) ( also in ) Execute a VScript file from disk, without file extension. DispatchEffect ( removed since ) !FGD Dispatches a special effect from the entity's origin see also List of Client Effects. DispatchResponse !FGD Dispatches a response to the entity. Use !FGD Same as a player invoking +use no effect in most cases. The entity retains its position relative to the attachment at the time of the input being received. SetParentAttachmentMaintainOffset As above, but without teleporting. Entities must be parented before being sent this input. The entity will teleport so that the position of its root bone matches that of the attachment. SetParentAttachment Change this entity to attach to a specific attachment point on its parent. The name should match the key of an existing context. RemoveContext Remove a context from this entity's list. KillHierarchy Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than Killinput. Kill Removes this entity and any entities parented to it from the world. FireUser1 to FireUser4 Fires the respective OnUseroutputs see User Inputs and Outputs. ClearParent Removes this entity from the the movement hierarchy, leaving it free to move independently. // Raw text : "OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1" ClearContext Removes all contexts from this entity's list. Format of changing KeyValues : "AddOutput " //// Raw text : "OnUser1" "!self,AddOutput,targetname new_name" // Format of adding an Output : "AddOutput " //// Raw text : "OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1" // Arguments can be left blank, but the empty blank should still be contained. Enable Disable Toggle Active/deactivate the turret's mechanisms. The turret will act as if it was hit with a Laser, unless its Used As Actor keyvalue is enabled, then it'll just burn normally. SetAsBouncePainted (in all games since ) Force this turret to be painted with bounce paint. SelfDestructImmediately (in all games since ) Cause the turret to explode immediately. DisablePickup (in all games since ) Disables player pickup of the turret. EnablePickup (in all games since ) Enables player pickup of the turret. DisableGagging (in all games since ) Allows the turret to speak again. EnableGagging (in all games since ) Prevents the turret to speak. Inputs FireBullet Causes the turret to instantly fire at the specified entity. This turret will be allied with the player and use a special skin : Citizen modified (Friendly) (in all games since ).Makes this turret unable to shoot at acquired targets Makes this turret return to its dormant state faster after losing a target Name (targetname) The targetname that other entities refer to this entity by. Skin Number Which skin to use for this turret. 3 : Backwards ("Load Defective Models" must be activated).Defaults to "models/combine_turrets/floor_turret.mdl" Model (in all games since ) Which model the turret uses. Only useful on the normal model, to choose a 'broken' skin. SkinNumber (in all games since ) !FGD Set the skin set to use for the model. Collision Type (in all games since ) Allow collision with the player to be turned off for very special cases. Use Super Damage (in all games since ) Setting this to true will scale the turret's damage by a very large amount. Load Defective Models (in all games since ) Should this turret precache the defective models? Needed for late switching. Maximum Range (in all games since ) How far the turret will be able to see targets. Allow Shooting through portals (in all games since ) Turrets will not try to shoot through portals unless this is set. Disable Motion (in all games since ) Set for turrets that can't move in the world. Turret can be picked up by player (in all games since ) Disables pickup by player. Used As Actor (in all games since ) Turret will not run the standard floor turret code so it can be used as an actor. Turret is Gagged (in all games since ) Turret will not speak any lines. Damage pushes player (DamageForce) Being hit by this turret will push the player back. Aperture Science floor turret as seen in Portal. 5/29/2023 0 Comments Davinci resolve lite support avchdVideo is fine.Ĭlick here for more details regarding the test result on DaVinci Resolve 16 Version 16.1.2.026 on MacĬlick here for the guide for clip import on - from SD,P2 card (Mac) DaVinci Resolve Ver.16.1Ĭlick here for more details regarding the test result on DaVinci Resolve 16 Version 16.1.2.026 on WindowsĬlick here for the guide for clip import from SD,P2 card (Windows) DaVinci Resolve 16 Ver.16.1Ĭlick here for more details regarding the test result on EDIUS Workgroup 9 Version 9.51Ĭlick here for the guide for clip import from SD card on(Windows) EDIUS Workgroup 9 Ver. Audio playback might not be smooth at 4GB-spanned portion of clips.The recorded AVCHD 59.94p,59.94i,23.98p format clip timecode always starts from「 00:00:00:00」Ĭlick here for more details regarding the test result on DaVinci Resolve Studio 16 Version 16.1.2.026 on WindowsĬlick here for the guide for clip import - from SD,P2 card - (Windows) DaVinci Resolve Studio16 Ver.16.1.The recorded AVCHD 59.94p,59.94i,23.98p format clip timecode always starts from 「 00:00:00:00」Ĭlick here for more details regarding the test result on DaVinci Resolve Studio 16 Version 16.1.2.026 on MacĬlick here for the guide for clip import on from SD,P2 card (Mac) DaVinci Resolve Studio 16 Ver.16.1. Video might not be smoothly played back.Timecode and duration might be different from original.Ĭlick here for more details regarding the test result on Media Composer Ultimate Version 2019.12 + P2 Plug-in EX Ver.4.9.0.4 on Windows.Ĭlick here for the guide for clip import from SD,P2 card on (Windows) Media Composer Ver.2019.12ĭaVinci Resolve Studio 16 Version 16.1.2.026.Source audio L-ch is played back on both L and R channel tracks.Timecode of 59.94p and 50p might be different from AG-CX10 recording display.Video and Audio playback might not be smooth.HEVC import and playback is possible by installing Drastic Technologies Media Reactor Lite for Avid plug-in software.Timecode display of AVCHD (PH,HA,) format might be different from AG-CX10 recording display.Media Composer Ultimate Version 2019.12 + P2 Plug-in EX Version 4.9.0.4 Please select whole PRIVATE folder only when copying to HDD.Ĭlick here for more details regarding the test result on Final Cut Pro X Version 10.4.8Ĭlick here for the guide for clip import from SD,P2 card on (Mac) Final Cut Pro X Ver.10.4 When importing from SD card, restart Final Cut Pro X after mounting SD card. AVCHD or MOV or MP4 files might not be recognized on Media Import due to Contents folder. In that case, the clips are recognized by Directory viewers function.Ĭlick here for more details regarding the test result on Premiere Pro CC 2020 Version 14.01 Build(71) on Mac.Ĭlick here for the guide for clip import on - from SD,P2 card - (Mac) Premiere Pro CC Ver.14.0Ĭlick here for more details regarding the test result on Premiere Pro CC 2020 Version 14.01 Build(71) on WindowsĬlick here for the guide for clip import - from SD,P2 card - (Windows) Premiere Pro CC Ver.14.0
5/29/2023 0 Comments Gradekeeper and school speakSecondly, you can contact Mastery Connect directly - they may also have an option for you for students to view their course work outside of Canvas since there technically is a second gradebook (on their platform) that they are syncing over to Canvas. They may be able to provide an alternative to achieve your goal and/or work with Canvas directly to set up something custom for you. Firstly, you should speak with your school or institution. We understand the need and want for something like this and you may have options. The Mastery gradebook (connected to Mastery Connect) is tied to the canvas gradebook and disabling assignment views or the grades tab altogether will also disable the mastery view. Basically, the Mastery Connect gradebook and Canvas gradebook integrated within your course are not able to be separated for student view. We're sorry to hear you've been experiencing issues with allowing students to only view the mastery gradebook. Hello you for contacting the Canvas Community. In addition, as part of the teacher and staff. Hello you for contacting the Canvas Community. Instructor works with gradebook function and report cards within School Speak (student information system). |