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Questions and Answers
Discussion on Questions and Answers within the Planetside forum part of the Shooter category.
12/24/2007, 00:37
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#121
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Quote:
Originally Posted by LaughingMan925
Imatyr whats JnR?
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Jump N' Run or fly hack.
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12/24/2007, 02:36
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#122
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o, the one that uses inf stanima?
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12/25/2007, 02:33
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#123
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I'm working on BFR capacitor right now and I'm pretty sure its a MOV EDX but i'm hazy on the the amount i'm supposed to use. 1 dosnt seem to have an effect. The initial value is like .4000000008 or something along those lines, but i cant set floats for code caving.
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12/26/2007, 00:06
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#124
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Is it possible to change the backpack code so cloakers can carry HA?
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12/26/2007, 20:07
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#125
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thats a good question qb123 never thought about that. That would be pretty cool.
One question is the offset too control reloading clientside. Was wondering if its possible too elimnate the reloading animation.
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12/27/2007, 03:03
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#126
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Lmao Clowns, me and Liquid were going to work on that next.
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12/27/2007, 09:46
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#127
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Im telling you this game is so funny. The other day i noped a offset that made most of the stuff look like it was under a black light. Crazy stuff i tell you.
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12/27/2007, 20:04
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#128
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Aye, I like my COF as Green Blue! More sexy I think lol. Jolt n I were talking bout making the VS wearing Diapers. rofl. Just a thought.
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12/29/2007, 02:45
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#129
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Right now PS isn't accepting the replacement textures. But in time I'll do a mass redo of how PS looks.
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01/10/2008, 09:12
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#130
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In Liquids guide, why are there 3 pokes for ON and 3 for OFF. Is it always 3 for each?
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01/10/2008, 13:14
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#131
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Conventional coordinates
x y z
first address is x (X-axis being the horizontal)
second address is y (Y-axis the vertical)
last address is z (Z-axis the up and down or elevation of each character)
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01/11/2008, 10:38
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#132
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Quote:
Originally Posted by evilclowns
Conventional coordinates
x y z
first address is x (X-axis being the horizontal)
second address is y (Y-axis the vertical)
last address is z (Z-axis the up and down or elevation of each character)
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Question...
If Y is Vertical, then how is Z up and down? lol
It's a commend mistake by people, that are not familiar with the XYZ axis.
Z-axis the optical axis of the system... In simple terms. allows the user to go West and East.
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01/11/2008, 12:51
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#133
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RoF would sure be funny haha, Im still trying to figure out a freeze hack though :/ runnin on 2 hours of sleep so I can't really think on it lol
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01/12/2008, 07:21
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#134
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Quote:
Originally Posted by joltting
Question...
If Y is Vertical, then how is Z up and down? lol
It's a commend mistake by people, that are not familiar with the XYZ axis.
Z-axis the optical axis of the system... In simple terms. allows the user to go West and East.
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From what I can tell the letters are just a guideline. It could be ABC instead. Also that what ever is pointing up (be it X, Y OR Z) is the optical axis. I think to avoid all this confusion we just say "horizontal", "vertical" and "optical".
Quote:
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Originally Posted by Correct Quote
Conventional coordinates for optical system analysis, the X-axis being the horizontal, the Y-axis the vertical and the Z-axis the optical axis of the system.

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Quote:
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Originally Posted by URL Quote
The z-axis in three-dimensional Cartesian coordinates which is usually oriented vertically.

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More data
Optical axis - Wikipedia, the free encyclopedia
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01/14/2008, 17:37
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#135
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Craby, We gunna talk about this again?
Suggest you take a good look at 3d programs like maya or 3dmax. **** I got a 23gb's of 3d Training that can back me up on this.
Craby fails again.
Maya:
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