rock mech chap2
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我的世界CSM2是什么 CustomStuff2MOD怎么使用在我的世界中我们不仅可以体验正常的游戏,还可以体验各种mod,Custom Stuff 2在我的世界中是一个自定义物品MOD,我们可以利用它来实现添加方块物品等功能,但是Custom Stuff 2的使用方法有很多小伙伴都不是太清楚,那么下面小编就给大家详细介绍一下。
注意下面的中/、和=都是全角字,若想简单复制粘贴请先用替换工具换成半角的/、和=其实这个mod自配的Document已经把他的用法讲的很详细了,所以这里我只是抛砖引玉地简化讲下这个mod玩法。
这里我不细讲javascript,因为一般玩家可能不需要用到javascript(虽然我后面举例可能要用到比较难的javascript),只是往里面添加方块的话只需要注意javascript的“区分大小写”的特性就可以了。
这个Mod可以实现往里面添加方块,物品,改变图形界面(GUI,用户图形接口),在地图上生成方块等功能,可惜不能生成生物,应该会在以后的版本里改进。
首先先安装CustomStuff2,将这个mod下载之后放到.Minecraftmods下面就好了。
启动minecraft,这个mod就会在.minecraftconfig文件夹下面生成一个叫CustomStuff的文件夹,打开,就会看到里面有个mods文件夹,在这里我们可以添加自制的方块和物品。
【例1】例如我们可以尝试做一个蘑菇阶梯:①先在这个文件夹里面新建一个叫mushroomStairs的文件夹,打开,然后在里面新建一个文本文档,起名为mod.js,用记事本打开(当然也可以用Notepad++等打开),往里面输入如下代码:(注意大小写!)config.addBlockIdProperty(“StairId”,2000);mod.addBlock(“mushroomStair.js”,”stairs”);解释下上面这段话的功效,第一句config.addBlockIdProperty(“StairId”,2000);是实现了往你的自制方块或物品的cfg文件中添加登记一个名为“StairId”的“方块id”属性的功能,它的初始值为2000,cfg文件保存在config文件下面,众所周知玩家是可以通过修改mod的cfg文件来更改mod 的功能的,这个也不例外。
铁匠迷情2PuzzleForge2铁匠斗技场玩法详
解
以下就是小编为大家带来的铁匠迷情2Puzzle Forge2铁匠斗技场玩法详解:
就是城市地图背景的那个城堡,必须达到一定的人物等级才能解锁进入,属于比较核心的三消玩法。
(不晓得其他人是什么情况,我主要是靠这里赚钱)
斗技场是一个挑战自我极限的游戏项目,每年的每个季节都可以免费参加一次(当季第二次参加需要消耗智慧石),年年都有免费机会,在这里你无法使用任何仓库道具,仅凭自己对格子数的计算与现有的技能等级来刷新高分,估计是容错率较低的缘故,最后的结算分数有多少,就给你多少钱。
斗技场有三个不同版面大小的关卡,每个关卡都有几个小关,每个小关有一个数值计量表,计量表满了就能进入下一个小关,填满计量表的方法是制造装备,装备的金属等级越高,计量表填的越多。
选好版面大小后,你要选择一个顾客给你提供附加效果,好感度越高,附加效果越好,这里我建议找那位手里拿着一把像是吉他的弦乐器的吟游诗人做搭档,他的效果是计算版面上的成品矿石,然后乘以3倍加入分数当中。
Benjamin West Janke6 Feb2019165-year-old brand alleges trademark infringement against best-selling videogameBaker Donelson - USACo-publishedIn under three months, Red Dead Redemption 2 became the highestselling video game of 2018. Set in the 1800s in the Wild West, Red Dead 2is as much a film (with a main storyline that unfolds over more than60 hours) as it is an interactive action-adventure game with over 100missions for the player to navigate. It was released to universal acclaimand received several perfect scores from leading critics, due in large partto the game developers' creation of an immersive and complex environmentwith a relentless commitment to historical accuracy and detail. Red Dead2's developers, Take-Two Interactive Software and Rockstar Games, spentover seven years with the efforts of more than 2,000 people to create agame with more than 500,000 lines of dialogue and 300,000 animations.Red Dead 2 is widely celebrated for its realism and historical accuracy. Forexample, an article in The Guardian noted that the developers aim to provide players with a Wild West fantasy so authentic that "you can forget it is not real”. Other historically andgeographically accurate details (eg, flora and fauna, music, technology and wildlife)contribute to the game's believable and authentic experience. Even the birds are location-appropriate and sing with accurate pitch. Such commitment to realism has garneredattention from unlikely sources: the Audubon Society praised the game's inclusion of 200 distinct, interactive species of animals and 40 different plant species. In one of the 100 or so missions throughout Red Dead 2's story, fact meets fiction when the game's protagonists rob a train. The owner of the train hires Pinkerton security agents to find the culprits. In a cinematic cut-scene, two men introduce themselves to the main character as agents of the "Pinkerton Detective Agency, seconded to the United States government”, and tell him he is a wanted man with a bounty on his head. The detectives are dressed in bowler hats, red vests, ties and grey coats – apparel typical of the real Pinkerton detectives.They also wear silver shield-shaped badges on their chest and at times, the Pinkerton name can be seen. It is the same badge that the Pinkerton National Detective Agency used from 1850 to 1925. The Pinkerton detectives make appearances in 10 of the 100 or so missions. Red Dead 2 introduces the Pinkerton detectives in the same context that the company was founded in real life: hired by railroad companies to act as private security to protect shipments in the American West. In real life, the US government hired the Pinkerton National Detective Agency to track down criminals, including famous Wild West outlaws such as Jesse James and Butch Cassidy. In the latter part of the twentieth century, when agencies like the FBI subsumed much of the detective work, Pinkerton focused more on security. Today, Pinkerton provides a variety of corporate risk management services as a subsidiary of Securitas AB, a Swedish security firm and one of the largest in the world.Rockstar Games and Take-Two Interactive did not ask for Pinkerton's permission to use its name or badge. But did they have to?Six weeks after the release of Red Dead 2, Pinkerton sent Rockstar and Take-Two Interactive a cease and desist letter alleging that the unauthorised use of the Pinkerton brand, including PINKERTON'S (US Registration Number 887,265), and the Pinkerton Detective Badge (US Registration Number 546,426), constitutes trademark infringement.In response, Take-Two Interactive and Rockstar Games filed a declaratory judgment action in the US District Court for the Southern District of New York, seeking a declaration that it is not liable for trademark infringement based on three theories.First, the developers relied on First Amendment grounds, arguing that "Red Dead 2 references the Pinkerton Detective Agency and Historical Pinkerton Badge as part of the creative expression of the video game”, which references are relevant to their "artistic message as [they] have sought to create a historically realistic depiction of the Wild West, and the references relate to the historical feel, setting, and plot of the video game”. The developers argued that the Pinkerton name and badge are only used in the context of the video game itself and are not used in the game packaging or promotional material. In such a context, they do not suggest sponsorship or affiliation between Red Dead 2 and Pinkerton and that the First Amendment precludes a trademark infringement claim when "the use of a mark in a creative work that is artistically relevant to the work and not overly misleading”. Second, the developers sought a declaratory judgment that their use of the Pinkerton name and badge constitute nominative fair use. Under US trademark law, a commercial user is entitled to a nominative fair use defence under the following circumstances:◾the product or service in question is not readily identifiable without the use of the trademark;◾only so much of the mark or marks is used as is reasonably necessary to identify the product or service; and◾the user does not do anything that would, in conjunction with the mark, suggest sponsorship or endorsement by the trademark holder.Red Dead 2's developers argued that they used the Pinkerton name and badge to refer to the historical Pinkerton National Detective Agency, that they only used so much of the name and badge as necessary to identify it as such, and that consumers are not likely to be confused about the source of their products as compared with those of Pinkerton.Finally, the developers sought a declaratory judgment that their use of the Pinkerton name and badge is not likely to cause confusion as to the source or affiliation of its products or confuse consumers into believing that its products are sponsored or endorsed by the defendants, because the developers and the defendants provide completely different goods and services (video games versus corporate risk management and security).The developers' declaratory judgment action is in its infancy and Pinkerton has not yet filed a response. Prior to the lawsuit, Pinkerton's lawyers argued in writing to the developers that there must be artistic relevance of the use of the mark for the First Amendment defence to apply:Assessing the game's use of the Pinkerton assets, it is difficult to see how suchuse enhances the content, tone, style, purpose or appeal over the use of any otherlaw enforcement brand, and thus leaves the question of whether the use wasarbitrarily chosen to exploit the Pinkerton brand.The game developers addressed Pinkerton's argument in its lawsuit in part by identifying extensive use of the Pinkerton name in media and popular culture, including dozens of classic and contemporary television shows and movies.Pinkerton's president also issued a public statement on Red Dead 2, arguing that the game's claim to historical accuracy was “misleading”. The statement says in part:One cannot rewrite history to create profit in the present at the expense of real-life people who represent a brand today. In the game, Pinkertons are seenshooting horses, shooting guns and firebombs into buildings where women andchildren are present, and as violent villains in the community. History tells adifferent story.The statement also lamented that Pinkerton employees "now have to explain to their young game players why Red Dead Redemption 2 encourages people to murder Pinkertons," and that such an image is inaccurate and detrimental to the Pinkerton brand.CommentThe Red Dead 2 lawsuit raises several interesting issues. In particular, it highlights two aspects of trademark law that are often overlooked.First, consider the duration of trademark rights, which theoretically can last forever so long as they remain in use, as compared to other IP disciplines such as copyright and patent law, which are statutorily limited. Red Dead 2 is set in 1899 – nearly 50 years after the first Pinkerton office opened. In 1899 commercial electricity was in its infancy and the notion of a video game would not have crossed even the wildest of imaginations. Over 100 years later avenerable security company that has been using the same name for over 165 years is accusing a video game company of trademark infringement.Second, the Red Dead 2 lawsuit spotlights how trademark infringement claims require trademark use. It is never sufficient to simply claim "you can't do that, it's trademarked”. Whether ‘use’ constitutes trademark use, and whether it is permissible is a nuanced analysis. Inquiry must be made into such matters as the nature of the goods and services, or whether there is no descriptive subsite for the mark.The Red Dead 2 lawsuit is certainly one to watch. The developers of the game could have made up a fictitious detective agency in the style of the Pinkerton agency, but to provide the player with the most realistic experience of the 1890s Wild West, they went further – using the Pinkerton name and badge, as well as apparel and bowler hats distinctive of Pinkerton detectives. The developers defend that they used Pinkerton's marks only as much as necessary to identify Pinkerton in historical context. Arguably, historical details are even more important in a visual context than in a strictly literary one and the game relies on those details as anchor points to create an immersive and realistic experience. On the other hand, does the fictional aspect of historical fiction permit the developers to take creative licence when it suits them, if to do so is not authorised by the owner of the brand depicted in historical fiction? Red Dead 2's developers put dozens of outlaws in the game, but Pinkerton is hoping it can apprehend just one more.For further information contact:Benjamin West JankeBaker DonelsonView websiteEmail:************************Tel: +1 504 566 8607Meghan E CarterBaker DonelsonView websiteEmail:*************************Tel: +1 504 566 8607This is a co-published article whose content has not been commissioned or written by the IAM editorial team, but which has been proofed and edited to run in accordance with the IAM style guide.TAGSNorth America, United States of America。
发条人2之隐藏的世界The Clockwork Man: The Hidden WorldWalkthroughA Tutorial is available at the start of the game. You may skip it, but when playing the game for the first time, we recommend that you take the tutorial. Since the lists of items to find changes every time you play the game, the objects marked in the screenshots below may differ from those in your game. PrologueABANDONED MINES – TUNNEL∙Pick up the crowbar.∙Take the crowbar from your inventory and place it on the lever. Click on the lever to light up the tunnel.∙Zoom in towards the back of the tunnel.ABANDONED MINES – RAIL TRACKS∙Take a closer look at the steam engine.∙Click on the furnace door to open it.∙Take the Bucket from inside the furnace.∙Click outside the steam engine to return to the mines.∙Find the items on the list.∙Some of them are in the inner mines; some are in the outer tunnel.∙Use the zoom controls to switch between the two areas.ABANDONED MINES – TUNNEL∙When completed, a Matchbox and a Pile of Coal will go into your inventory.∙Take the Bucket from your inventory and place it under the water pump.∙Click on the water pump handle to try filling the Bucket.∙Pick up the Bucket again.∙Click on the Map icon on the bottom right of the screen.∙Go to the Village Stream.VILLAGE STREAM∙Find the items on the list.∙When completed, an iron Rod and a Lantern will go into your inventory.∙Take the Bucket from your inventory and scoop up some water from the stream.∙Click on the Map icon and go back to the Abandoned Mines. ABANDONED MINES – RAIL TRACKS∙Go forward to the train tracks.∙You’ll need to clear the rail barriers, but a lever is missing from the control panel.∙Take the Rod from your inventory and insert it in the missing lever slot.∙Click the levers to find the correct positions that will clear all the barriers.Each lever controls 2 barriers.∙The solution is as follows: Left lever -middle position. Center lever - bottom position. Right lever - top position.∙Zoom in on the steam engine.∙Pour water from the Bucket into the water tank.∙Place the Coal inside the furnace.∙Next, pour some oil from the Lantern.∙Use the Matchbox on the oiled coals to light the furnace.∙Close the furnace door and release the brake.Chapter 1: London, England – Four days earlier PARENTS’ BEDROOM∙Find the items on the list.∙Lift up the carpet edge. You’ll need a tool to pry the floor planks open.∙Click on the Map icon and go to the Parents’ Attic.PARENTS’ ATTIC∙Find the items on the list.∙When completed, a Hammer will go into your inventory.∙G o back to the Parents’ Bedroom.PARENTS’ BEDROOM∙Take the hammer from your inventory and use it twice to remove both floor planks.∙Examine the floor safe. Try opening the chest lock.CEMETERY∙Click on the Map icon and go to Kensal Green Cemetery.∙Gather the flowers on the list.∙When completed, a bunch of Flowers will go into your inventory.∙Take the Flowers from your inventory and place them on the graves beneath the angel.∙Zoom in on Father’s grave.∙Click on the birthdate.∙Push down the pins in the right order so that all will remain pressed down.∙Click the center pin first. All the other pins will stay down after that.∙Click on the “9” to rotate it.∙ A heart-shaped socket will appear on the angel’s chest.∙Return to the Attic.PARENTS’ ATTIC∙Find the items on the list.∙When completed, a Heart-shaped Locket will go into your inventory.∙Return to the Kensal Green Cemetery.CEMETERY∙Zoom in on the stone angel.∙Take the Heart-shaped Locket from your inventory and insert it in the Heart-shaped Socket o n the angel’s chest.∙ A box pops out from beneath the grave cross. Pick up the Key inside.∙Go back to the Parents’ Bedroom.PARENTS’ BEDROOM∙Zoom in on the floor safe.∙Take the Key from your inventory and use it to open the chest lock.∙Take the Cylinder and the Handwritten Notes.∙Click on the Map icon and go to the Professor’s Office. PROFESSOR’S OFFICE∙Find the items on the list.∙Click on the broken vase on the floor.∙Assemble the pieces of the Valentine postcard.∙Double-click or use the mouse wheel to rotate a piece clockwise.∙When two pieces fit correctly, they will lock together.∙There is no Skip option for this puzzle. However, using a Hint will show two pieces that go together.∙The puzzle in the screenshot above is left undone to show where each piece belongs.∙When completed, the code and notes will be added to your journal.∙Zoom in on the wall safe.∙Click on the safe dial.∙Find the correct six symbols, referring to the postcard notes in your Journal.∙The code on the postcard is 832619.∙These correspond to the following books on the list: Moby Dick, The Origin of Species, the Bible, The Iliad, Alice in Wonderland, and The Raven.∙The symbols representing these books are: whale, monkey, cross, Trojan horse, rabbit, raven.∙Click on the symbols in the order listed above.∙Take all the items inside the safe. The 3 cylinders will go into your inventory.Chapter 2: Ballyscath, Ireland – Two days later VILLAGE SQUARE∙Click on the sleeping man.∙Click on the Map icon and go to the Farmhouse.FARMHOUSE∙Find the items on the list.∙When completed, a Cage, Trowel and Trumpet will go into your inventory.∙Take the Cage from your inventory and place it on the squirrel in the cottage window.∙Click on the Map icon and go to the Village Stream.VILLAGE STREAM∙Find the items on the list.∙When completed, a pile of Acorns will go into your inventory.∙Take the Trowel from your inventory and dig up the earth pile on the ground.∙Dig 4 times until a Bone is unearthed. Pick up the Bone.∙Click on the Map icon and return to the Village Square.VILLAGE SQUARE∙Take the Bone from your inventory and give it to the dog.∙ A ball of Yarn rolls forward. Pick up the Yarn.∙Take the Yarn and toss it at the cat, which runs away.∙ A Piece of Red String goes into your inventory.∙Pick up the Oak Stick from where the cat was standing.∙Click on the Map icon and return to the Farmhouse.FARMHOUSE∙Take the branch of Oak from your inventory and place it on the cage.∙Take the Piece of Red String from your inventory and tie it to the bottom of the stick.∙Place the Acorns inside the cage.∙Once the squirrel is inside the cage, pull the tied string.∙The squirrel will be added to your inventory.∙Find the food items on the list.∙After chatting with Martha, a Cup of Tea will go into your inventory.∙Click on the Map icon and go back to the Village Square.VILLAGE SQUARE∙Take the Trumpet from your inventory and use it on the sleeping man. ∙Once Patrick is awake, give him the Cup of Tea from your inventory.∙Borrow the fishing rod leaning on the bench beside Patrick.∙When completed, the Fishing Rod will go into your inventory.∙Use the Fishing Rod to reach the scarecrow on the tree branch.∙Pick up the Mini Scarecrow that has fallen to the ground.∙Click on the Map icon and go to the Farmhouse. FARMHOUSE∙Take the Mini Scarecrow from your inventory and place it on the crow.∙The crow drops the ring on the ground. Pick up the Ring.∙Also, pick up the Key from where the crow was perched.∙Take the Key from your inventory and use it to unlock the red drawer.∙Zoom into the open drawer.∙Find the items on the list.∙When completed, a Fishing Hook will go into your inventory.∙Click on the Map icon and go to the Village Stream.VILLAGE STREAM∙In your inventory, combine the Fishing Rod and the Fishing Hook.∙Use the repaired Fishing Rod to retrieve the tangled object from the stream.∙The 5th cylinder will go into your inventory.∙Click on the Map icon and go back to the Village Square.VILLAGE SQUARE∙Take the Ring from your inventory and give it to Patrick.∙Martha’s charm will go into your inventory.∙Click on the Map icon and return to the Farmhouse.FARMHOUSE∙Martha confirms that the cylinder is the object she threw into the stream.∙Take Martha’s Charm from your inventory and gi ve it to her. Chapter 3: The Submarine – Present timeNOTE: This chapter is available in the Premium and Ultimate Editions only. SUBMARINE EXTERIOR∙Zoom in on the entrance hatch.∙Lift the cap in front of the entrance hatch.∙Insert one of the Cylinders from your inventory into the circular opening.∙The hatch opens. Click on the ladder to descend.NAVIGATION ROOM∙On the left of the cockpit is another circular socket.∙Insert another Cylinder from your inventory into the socket.∙Pick up a Screwdriver, dirty Rag, and 5 Metallic Cards.∙Click on the Map icon and go to the Engine Room. ENGINE ROOM∙Pick up a bottle of sour Wine and 2 Metallic Cards.∙Zoom in on the wall panel on the left, above the lever.∙Use the Screwdriver from your inventory to remove all 4 screws.∙Click on the panel plate to remove it. The panel goes into your inventory.∙Pick up 1 Metallic Card.∙In your inventory, combine the sour Wine with the dirty Rag.∙Use the soaked rag to clean the rusty chain 4 times.∙Take the panel from your inventory and replace it on the wall.∙Exit the close-up view.∙Pull the large lever below the panel.∙Once the water is drained, take the last 2 Metallic Cards on the floor. ∙Zoom in on the pressure gauge system on the right wall.∙The gauges’ maximum capaciti es are 5, 8, and 6 from left to right.∙The numbers 3-4-6 scratched above indicate that the gauges should contain 3, 4, and 6 units of liquid, from left to right.∙The 2 top buttons below each gauge are used to fill and drain.∙The lower button transfers liquid to the gauge on its right. The rightmost gauge will transfer its contents equally between the other two.∙Solution: first, make sure all the gauges are empty. Then do the following:1. Fill up the center gauge.2. Transfer from the center.3. Drain the right gauge.4. Transfer from the center.5. Transfer from the right.6. Drain the left gauge.7. Fill up the right gauge.8. Transfer from the right.9. Fill up the right gauge.∙Return to the Navigation Room.NAVIGATION ROOM∙Zoom in on the glass panel.∙Set the coordinates for the Hidden World by choosing the 6 correct metallic cards and placing them in their proper positions.∙The coordinates for the Hidden World are on page 13 of the journal.∙As you place the cards on the slots, the markings of each row and column will be combined on the 5 black areas.∙These should look like the symbols on the 5 coordinates. The symbols on the black areas should go in this order: from top to bottom, and then from left to right.∙Pull the throttle to start the submarine.Chapter 4: The Cavern – Four days later CAVERN∙Use your Crowbar to open the locked trunk on the right side of the cavern.∙Zoom in on the open trunk.∙Find the items on the list.∙When completed, a Brush and a Pickaxe will go into your inventory.∙Use your Pickaxe on the frozen stone carving.∙Keep removing the ice until the whole carving is revealed.∙Pick up the 6 stone disks scattered around the cavern.∙One disk is inside the trunk.∙Zoom in on the mosaic on the floor.∙Use your Brush to remove the dust from the mosaic.∙Keep cleaning it until the mosaic is revealed.∙The moons will go into your inventory.∙Place the moons and stone disks in their proper slots.∙The moons form a pattern repeatedly around the carving: large, medium, small, large, medium, small and so forth.∙The face disk goes in the center, the jackals on top, the ivy on the sides, and the circular symbol at the bottom.∙Rotate the disks to complete the carving.PLATEAU∙Click on the wooden elevator to raise it up. Chapter 5: The Hidden WorldTUNDRA∙Find the items on the list.∙ A bone Knife and a Ladder will go into your inventory.∙Click on the Map icon and go to the Woodland. WOODLAND∙Find the items on the list, zooming in and out of the hut.∙ A pair of Tweezers will go into your inventory.∙Place the Ladder from your inventory on the tree. Take the slingshot. ∙Pick up some red Clay from the ground.∙Go into the hut and take some Pebbles from the hanging basket on the left.∙Click on the Map icon and go to the Desert.DESERT∙Find the items on the list.∙ A mortar and pestle will go into your inventory.∙Use the Tweezers to gather some cactus thorns from the large cactus.∙Click on the Map icon and go to the Rainforest.RAINFOREST∙Examine the tree door. A carnivorous plant snaps at you.∙Use the Slingshot and pebbles on the beehive.∙Shoot at the beehive to make it fall on the carnivorous plant.∙Zoom in on the door of the treehouse.RAINFOREST TREEHOUSE∙Find the items on the list.∙Two Bamboo sticks and a drinking Cup will go into your inventory.∙Use the bone Knife to cut the musky flower on the top right of the scene.∙In your inventory, combine the musky Flower with the mortar and pestle.∙Cut the Bamboo sticks with the bone Knife to make blowguns.∙Combine the Clay with the cactus needles to make darts.∙Go back to the Tundra.TUNDRA∙Snap off some Icicles hanging from the fence.∙In your inventory, place the Icicles in the drinking Cup.∙Switch to another location to make the Icicles melt.DESERT∙Mix the flower Paste with the cup of Water.∙Coat the Darts with the tranquilizing Liquid.∙Place the darts on the Blowguns.∙Return to the Tundra.Chapter 6: The Fall of Darkness DESERT∙Pick up the disk from the Obsidian pedestal. TUNDRARAINFORESTWOODLAND∙Pick up the disk from the Obsidian pedestal.∙Go to the Overlook Plateau.OVERLOOK PLATEAU∙Zoom in on the spindle on the large rock.∙From your inventory, place the 4 disks on the center spindle.∙Rotate the disks so that the lines connect matching symbols from the stone to the innermost disk.∙Start with the outermost disk and work your way inward, making sure the lines are connected.∙Clicking on the right side of a disk rotates it clockwise; clicking on the left rotates it counter-clockwise.∙Diagrams for the 4 element puzzles are added to your journal.∙Go to each of the 4 stations to activate them.RAINFOREST∙The symbol above this station is that of Air.∙Zoom in on the panel.∙Take the Cylinder from your inventory and place it into the round opening.∙Click on the contraption to solve the puzzle.∙Click on the white diamond button to blow air into the pipes, lifting the discs upwards.∙Refer to Air puzzle diagram in the journal to see the how high a disc should be in each pipe.∙The round button in between two pipes swaps their air strength levels.∙Take the Metallic Sphere and hexagonal artifact that appear.∙Go to the next station.WOODLAND∙The symbol above this station is that of Earth.∙Zoom in on the panel.∙Take the Cylinder from your inventory and place it into the round opening.∙Click on the contraption to solve the puzzle.∙Take the Metallic Sphere from your inventory and place it on the puzzle. ∙Refer to the Earth diagram puzzle in the journal.∙Move the balls between columns until you have the correct number of balls in each.∙Then, use the bars with magnets to raise or lower the balls according to the diagram.∙To make balls hover, place magnets on both ends of its column.∙Take the hexagonal artifact that appears.∙Go to the next station.DESERT∙The symbol above this station is that of Water.∙Zoom in on the panel.∙Take the Cylinder from your inventory and place it into the round opening.∙Click on the contraption to solve the puzzle.∙The buttons on the edges of the puzzle start and stop the flow of water.∙The valve junctions control the direction of the water.∙Refer to the Water diagram puzzle in the journal to see what the flow of water should look like.∙Not all the valve junctions will be used.∙Take the Glass Tile and hexagonal artifact that appear.∙Go to the next station.TUNDRA∙The symbol above this station is that of Fire.∙Zoom in on the panel.∙Take the Cylinder from your inventory and place it into the round opening.∙Click on the contraption to solve the puzzle.∙Take the Glass Tile from your inventory and place it on the puzzle. ∙Refer to the Fire diagram puzzle in the journal.∙Arrange the 5 glass tiles on the grid so that all the squares are lit up. ∙ A glass tile lights up th e squares it’s placed on, as well as the surrounding squares by half.∙Take the hexagonal artifact that appears.∙On the map, go to the Machine Entrance.MACHINE ENTRANCE∙Take the Ladder from your inventory and place it on the wall.∙Zoom in on the circular opening.∙Place the Cylinder in the circular socket.∙Place the 4 Hexagons on the slots.∙Arrange them according to the poem on page 14 of the journal.∙The poem mentions Earth first, then Wind, then Sun (Fire), and last is Water.∙The door to the Machine opens. Click on the entrance to find the Chief. ∙Click on the pillar structure to confront Ransom.。
红警2老鲍飞机声音代码
(原创版)
目录
1.红警 2 老鲍飞机声音代码的概念与背景
2.红警 2 老鲍飞机声音代码的获取与应用
3.红警 2 老鲍飞机声音代码的发展与影响
正文
红警 2 是一款经典的即时战略游戏,自发布以来受到了广大玩家的喜爱。
游戏中,各种单位和建筑都有独特的声音效果,为游戏增添了丰富的氛围。
其中,老鲍飞机作为游戏中的一种飞行单位,其声音代码更是引发了玩家们的热烈讨论。
红警 2 老鲍飞机声音代码是指游戏中老鲍飞机的音效文件,通常以.wav 或.ogg 格式存在。
这些声音代码可以通过游戏本身的资源文件或者第三方网站获取。
许多玩家会将这些声音代码提取出来,用于自己制作的游戏地图、任务或者视频作品中,以增强游戏的趣味性和观赏性。
获取红警 2 老鲍飞机声音代码后,玩家可以通过一些简单的方法将其应用到游戏中。
例如,在制作地图时,玩家可以将声音代码添加到触发器中,使得单位进入该区域时播放相应的音效。
同样,在制作任务或视频时,玩家可以将声音代码导入到相关的软件中,进行音效的编辑和处理。
红警 2 老鲍飞机声音代码的发展与影响可以从多个方面来看。
首先,它为游戏爱好者提供了一个新的创作平台,使得玩家可以更加自由地进行游戏内容的创作和分享。
其次,红警 2 老鲍飞机声音代码的出现促进了游戏声音资源的开发与利用,为游戏产业的发展提供了新的思路。
最后,红警 2 老鲍飞机声音代码的流行也反映出玩家对于游戏细节的关注,以及对于游戏体验的追求。
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半条命2秘籍和命令(Half life 2 secrets and commands)In this paper, we are presented with the secret of half life.I hope you can read it carefully, and it will help you to master the secret of half-life, so that you can experience more exciting game life in the game.Sv_cheats 1 enabled cheating (no record of achievements)God mode (invincible)Noclip through wall mode (host/server valid)Mat_depthbias_normal 1 perspective modeImpulse 101 all weaponsImpulse 82 got a jeepImpulse moisturiser 83 launchNotarget will not find youMap [map name] loads the specified mapGive [item name] to create an itemBuddha's living Buddha model (which can be accomplished)Hurtme # hurting blood (#)Maps map listCl_ragdoll_collide 1. This parameter makes the various modules of the body close to each other so as to avoid each other's embedding so that the physical contact in the game looks much betterDeveloper [0-2] developer mode; 2 is a detailedPicker kicks in person modeCl_drawhud [0 or 1] shows HUDCl_enablehud [0 or 1] shows HUDCl_showfps [0 or 1] frames+ mlook to enable mouse appearanceHud_quickhelp/text? 1 display approval starViewmodel_fov # set the size of the weapon; The default 54Exec [filename] executes script filesNpc_create [name] calls to the NPCNpc_create_challenge calls an NPCSetpos coordinate transferSv_gravity # sets the gravity valueSv_stopspeed # sets the minimum stop speedThe sv_friction # sets the frictionSv_bounce # simulate object collision?Sv_maxvelocity # sets the maximum speed for moving objectsSv_waterdist #?Sv_infinite_aux_power 1 unlimited powerSv_show_crosshair_target 1 shows that NPCS are enemies and friendsCl_phys_timescale [0.00-1.00] set time; The default is 1Air_density # changes air densityDsp_explosion_effect_duration # sets the length of the explosion chaosProp_debug enters the test modeMat_numtextureunits # limit unit textureMat_wireframe1 network modelPhysical effects of vcollide_wireframe 1 wireframe objectMat_fastnobump [0 or 1] bump mappingImpulse 200 has no weapons model on the screen Impulse 203 removes the object or person NoClip flies and wears a wallShowtriggers_toggle shows the game triggerMat_normalmaps 1 shows an ordinary mapMat_normals 1 shows the surface materialMat_yuv 1 black and white screenNpc_create npc_alyx alix (ceiling turret)Npc_create npc_antlion ant lionNpc_create npc_antlionguard ant lion guard Npc_create npc_barnacle barnaclesNpc_create npc_barney barneyNpc_create npc_breen brinNpc_create npc_citizen and civiliansNpc_create npc_combine_s union armyNpc_create npc_combinedropship transportNpc_create npc_combinegunship attack helicopter Npc_create npc_crow crowNpc_create npc_cscanner detection machineNpc_create npc_dog dogNpc_create npc_eli alex's dad (eli)Npc_create npc_fastzombie fast zombieNpc_create npc_gman mystery manNpc_create npc_headcrabNpc_create npc_headcrab_black black crabNpc_create npc_headcrab_fast crabNpc_create npc_headcrab_poison black crabNpc_create npc_helicopterNpc_create npc_ichthyosaur dragon fishNpc_create npc_kleiner karenaNpc_create npc_launcher is similar to a specific battery (dry gunner, or pulse battery)Npc_create npc_manhack flying sawNpc_create npc_metropolice national guardNpc_create npc_monk priestsNpc_create npc_mossman mossmanNpc_create npc_pigeon doveNpc_create npc_poisonzombie black zombieNpc_create npc_rollermine rolling thunderNpc_create npc_seagull seagullNpc_create npc_stalker ghostNpc_create npc_strider tripodNpc_create npc_turret_ceiling camera??Npc_create npc_turret_floor turret (combine turret)Npc_create npc_vortigauntNpc_create npc_zombie zombiesNpc_create npc_zombie_torso half zombieNpc_create npc_alyx alex (ceiling turret)Npc_create npc_antlion ant lionNpc_create npc_antlionguard ant lion guardNpc_create npc_barnacle barnaclesNpc_create npc_barney barneyNpc_create npc_breen brinNpc_create npc_citizen and civiliansNpc_create npc_combine_s union armyNpc_create npc_combinedropship transportNpc_create npc_combinegunship attack helicopter Npc_create npc_crow crowNpc_create npc_cscanner detection machineNpc_create npc_dog dogNpc_create npc_eli alex's dad (eli)Npc_create npc_fastzombie fast zombieNpc_create npc_gman mystery MAN g-man Npc_create npc_headcrabNpc_create npc_headcrab_black black crab Npc_create npc_headcrab_fast crabNpc_create npc_headcrab_poison black crab Npc_create npc_helicopternpc_create npc_ichthyosaur鱼龙npc_create npc_kleiner卡莱纳博士npc_create npc_launcher ? ?npc_create npc_manhack飞锯npc_create npc_metropolice国民护卫队npc_create_equipment weapon_pistol手枪npc_create_equipment weapon_shotgun散弹枪npc_create_equipment weapon_smg1机关枪npc_create_equipment weapon_cubemap ? ?npc_create_equipment weapon_cguard ? ?npc_create_equipment weapon_physgun ? ?npc_create_equipment weapon_ml ? ?npc_create_equipment weapon_hmg1 ? ?npc_create_equipment weapon_immolator ? ?npc_create_equipment weapon_irifle ? ?npc_create_equipment weapon_sniperrifle ? ? npc_create_equipment weapon_crowbar铁钩npc_create_equipment weapon_extinguisher ? ? npc_create_equipment weapon_frag手榴弹npc_create_equipment weapon_rollerwand ? ?npc_create_equipment weapon_slam ? ?npc_create_equipment weapon_brickbat ? ?npc_create_equipment weapon_gauss ? ?npc_create_equipment weapon_binoculars ? ?npc_create_equipment weapon_alyxgun艾里克斯的枪npc_create_equipment weapon_hopwire ? ?npc_create_equipment weapon_Molotov ? ?npc_create_equipment weapon_physcannon重力枪npc_create_equipment weapon_ar2来复枪npc_create_equipment weapon_bugbait蚁狮心npc_create_equipment weapon_ar1 ? ?npc_create_equipment weapon_rpg火箭炮npc_create_equipment weapon_smg2手榴弹npc_create_equipment weapon_stickylauncher ? ? npc_create_equipment weapon_stunstick电棒(护卫队) npc_create_equipment weapon_thumper ? ?npc_create_equipment weapon_iceaxe ? ?npc_create_equipment weapon_annabelle神父的枪npc_create_equipment weapon_357左轮枪给item_ar2_grenade榴弹给item_ammo_smg1_grenade榴弹给item_box_buckshot散弹枪子弹给item_box_lrounds来复枪子弹给item_ammo_ar2来复枪子弹给item_ammo_ar2_large来复枪子弹给item_large_box_lrounds来复枪子弹给item_ammo_ar2_altfire离子球给item_box_mrounds机关枪子弹Give item_ammo_smg1_large machine gun cartridge Give item_large_box_mrounds machine gun cartridges Give item_ammo_smg1 machine gun cartridgeGive item_box_srounds pistol bulletsGive item_ammo_pistol pistolGive item_ammo_pistol_large pistol bulletsGive item_large_box_sgun bulletsGive item_healthkit first aid kitGive the item_battery chargerDifference item_ml_grenade shellsDifference item_rpg_round shellsDifference item_suit?Give item_healthvial small first aid kitGive item_ammo_357 revolver bulletsGive item_ammo_357_large revolver bulletsDifference item_ammo_crossbow bows and arrowsWith physcannon_mega_enabled 1, you can get a blue gravity gun at ep1 ep2HL2 - physcannon_megacannon 1Additional additions (you need to change the number to achieve what you want)The amount of ammunition for sk_airboat_max_ammo 100 (and the amount of ammunition for a helicopter)Set to 1 can make it hard for a helicopter machine gun to hit youSk_airboat_recharge_rate 15 launch ammunition recovery speed (which is also the recovery speed of the helicopter) the larger the number of helicopters, the more time the helicopter will cease fire after each shotThe maximum recharge of sk_healthcharger 50 wall filling HPThe maximum amount of blood in sk_healthkit 25 medical kitSk_healthvial 10 is the largest amount of blood in a medical tank like a canSk_battery 15 battery maximum armorThe smaller the amount of blood in sk_the ter_health 5600 helicopter is likely to be shot downThe maximum charge of sk_suitcharger 75 wall chargerThe maximum load on the sk_max_357 12 left wheel is due to a large box of 20 rounds in the left wheelAnd the default load is only 12 I think it's going to be at least 100The maximum ammunition for sk_max_ar2 machine gun is recommended to be changed to 200 by defaultSk_max_ar2_altfire 3 ar2_altfire 3 AR2 light ball's maximum quantity of ammo is a little bit biggerSk_max_buckshot 30 shotguns are recommended to be changed to more than 100 bulletsThe maximum weight of the sk_max_crossbow 10 crossbow is more than 30The maximum load of sk_max_grenade 5 grenade should be more than 30 if the previous Fried APC is recommendedThe maximum load of the sk_max_pistol 150 pistol can be changed to some extraThe maximum load of the sk_max_rpg_round 3 launcher is of course changed to more than 100The maximum loading quantity of sk_max_smg1 225 SMG microcharge is recommended for more than 600 roundsMaximum load of sk_max_smg1_grenade 3 microimpact grenadeIt is important to note that there are many supply boxes for HL2 and 2Some of the supply boxes can only be used to paint objects that can be brushed away from what you are missing (which can also be the grenade and grenade).And the one that brushes the lack of quality supplies small suppliessometimes A scenario may not need a lot of ammunition This maybe caused by the waste supply package In the canal waterway someone give you after machine guns Whenever the game automatically archive or load You can pass the following commands store open artifact of ammunitionSk_max_smg1_grenade XXX and sk_max_grenade XXX,sk_max_buckshot XXX, sk_max_ar2 to adjust the contents of the supply boxBecause it must be a waste to brush the pistolNote that other sk_max_ commands do not affect the contents of the supply boxThe value of sk_max_smg1_grenade XXX XXX is a quantity that needs to be adjusted in real timeMaybe you don't have to go from 50 to 5000 changes every time you pick up 5 to 10, you need to add 100。
System RequirementsThis plugin was crafted to be as light as possible on your CPU, enabling you to put this on many tracks without eating up your processing power.Mac: VST2, AU and RTAS require OSX 10.5 or greater. VST3 and AAX require OSX 10.7 or greater.Windows: Windows XP or greater.Available FormatsSasquatch 2 is available in both 32 and 64 bit versions of each format (except RTAS, which is 32 bit only). It is available in the following formats:Mac VST2, VST3, AU, RTAS, AAX NativeWindows VST2, VST3, RTAS, AAX NativeRegistrationThe first time you run Sasquatch 2, it will ask you for your username and serial number. You can find this information in your downloads page. If you do not have a serial number and you would like to demo the plugin you can press “Continue Trial” to use the plugin in trial mode.Downloads page URL: h ttp:///my-account/downloads/Trial ModeWhen Sasquatch 2 is in trial mode, you can use all of the plugin’s functionality. The only difference is that it will not save its settings when you close and reopen the plugin. The preset save function is also disabled, but the default presets will still load.BackgroundSasquatch Kick Machine is sort of our baby. It was the plugin that started it all. Right out of the gate, Sasquatch made an entrance and it has been used heavily by professionals and hobbyists alike.After a few years, we decided it was time to give Sasquatch the update it deserved. Sasquatch 2 is bigger, more versatile and easier to use and we hope that it gets you faster results. Whether you need subtle kick enhancement or completely built from scratch electronic kicks, Sasquatch 2 has you covered.- Boz MillarThe ControlsFor quick reference, Sasquatch 2 provides a short description of each control when you hover your mouse over any knob or button. This manual will give you a more in depth understanding of what these controls do.Header BarPresetsSasquatch 2 comes equipped with its own preset menu. To save a preset, just hit the ‘Save’ icon next to the preset menu, type the name of the preset and hit e nter. If you enter a name of an existing preset, the old preset will be overwritten.Presets can be organized into sub menus by sorting them into folders in your finder/explorer window. Note that the preset menu only supports one layer of sub folders, so if you put presets inside a folder that is inside a folder, the preset scanner will not find them.Presets are shareable across formats, computers and operating systems. This means that if you save a preset in your DAW in OSX, you can send that preset file to a friend who uses a different DAW on Windows and it will work exactly the same.Next to each preset control is a “Reset” button, which resets the controls to their default settings.For convenience, you can scroll through the presets by hitting the next/previous buttons.A/B BankThis lets you quickly compare different settings in the plugin without losing your knob settings. As you make changes to the knobs on the plugin, those changes are saved into whichever bank is selected. Switch banks to change all the values to what is stored in the other bank. Note that when you first open the plugin, all changes are stored to both banks until you switch banks for the first time.HelpOpens this manual.Bypass PluginThis switch enables/bypasses the entire plugin. The plugins background will turn dark when it is disabled. Nothing is worse than adjusting a knob and wondering why it isn’t doing anything, only to find out the plugin is bypassed.Main ControlsSasquatch is broken up into 3 main sections: Boom, Click and Dry. Each of these has its own set of controls for dialing in exactly what you want. The main screen gives you a simple mixer with volume, mute and solo options so you can quickly adjust each section without needing to dive deep into the controls.OomphControls the level of the low frequency generator.ClickControls the level of the Click generator.DryControls the level of the dry sound passthrough.MuteMutes the selected channel.SoloSolos the selected channel. Only one channel can be soloed at a time. Also, when you solo a channel, that channel’s detailed controls will open.DetailsEach channel lets you dive in deep and adjust the parameters if you want more control. Clicking on the D etails b utton exposes these controls.Trigger SectionMonitorAllows you to listen to the sound that is being fed to the trigger.This is helpful for dialing in the most prominent frequencies in theoriginal kick drum so that Sasquatch can more accurately triggerit’s algorithm.LockWhen enabled, all of the parameters in the Trigger section willstay the same when switching through presets. This is so youcan jump through new sounds without messing up your triggersettings.Trigger ModeThe trigger mode determines how Sasquatch will interpret theincoming sound so that it knows when a kick is being hit. It has 3separate modes.Transient - This causes Sasquatch to look for transientsto trigger the algorithm. This mode is best for when youroriginal kick has lots of sustain and you want to replace itwith a tighter sound.Volume- This looks at the raw volume of the trigger to set off the algorithm. This may result in fewer missed triggers if your original kick is really soft, but can limit how short your generated O omph a nd C lick w ill be if you have a sustained original kick sound.MIDI - This allows a MIDI input to trigger Sasquatch, allowing you to play your kick on a MIDI controllerNote: Transient and Volume modes cannot be selected at the same time, but MIDI can be selected whether Volume or Transient is selected.ThresholdAny incoming sound below the threshold will not trigger the O omph a nd C lick g enerators. Use this to prevent Sasquatch from being triggered by bleeding drums.Filter ModeThe filter lets you filter out any unwanted frequencies from your sidechain for better triggeringHigh Pass / Low Pass- This mode is especially helpful for taking out low resonant frequencies and to focus more on the attack.Band Pass- This mode is best for dialing in on a specific frequency. It works well when there’s lots of bleed or noise in the track.Flat - No filter. It just triggers off of the raw audio input.Oomph SectionThis section controls the meat of your kick drum sound. New low frequencies are being generated and follow the volume envelope of your original kick drum, letting you get super clean and super deep low end from your kick drum. Setting up this section is the key to getting your kick to sound its best.WaveformYou can select between 4 different waveforms (Sine, Triangle, Square and Sawtooth). Each waveform has its own characteristic sound and harmonics.LinkIn addition to the 4 main waveform types, you can “unlink” the top half of the waveform from the bottom half. When the L ink b utton is set to unlink, you can choose one waveform for the top half of the wave, and another waveform for the bottom half, which gives you a whole extra level different harmonic characteristics.RoundWhen using harsher waveforms, the upper harmonics can often be a bit too harsh. By turning down the R ound c ontrol, you can turn down those upper harmonics and focus on the low end.Tip: Small speakers usually have a hard time playing back low frequencies. One trick to get deep sound on small speakers is to add subtle harmonics to the low frequencies.This tricks our ears into hearing low frequencies that aren’t really there. Instead of usinga sine wave, try using another waveshape and bring the Round control down to 1. Thiswill make the harmonics very quiet, but still be audible on small systems, giving youdeep kicks even if the speakers can’t play back the low end.SustainThis tells you how long it will take for your low frequency tone to decay. Keep it short for quick percussive hits, make it long for drawn out sustainAttackDetermines how long it takes for the low frequency tone to come up to full volume. Keep it low for harder hitting kicks, make it higher for softer swooshier kicks.DropThis control is the speed at which the frequency of the tone generator will drop from the higher frequency to the lower. This, in combination with the upper frequency setting, will determine the impact of your kick.Note: For a more natural impact, set the Drop between 10ms and 25ms. For a moreelectronic kick sound, move this time a little longer. For bass drops, crank it high.Tone GeneratorThe tone generator has 2 frequencies which control the bulk of how Sasquatch will sound.Root ToneOn the left is the root tone. This is the tone that determines the pitch of your kick drum. This is one of the most important settings in the plugin, so it’s a good idea to get familiar with it.Drop ToneThis frequency determines where tone will start when Sasquatch is first triggered. This replicates the real world effect that happens when you hit a drum head. At the moment of impact, the pitch is slightly higher than it is when it decays. That effect contributes a lot to the sound of the impact of a drum.It’s important to note that this top frequency is only a rough estimate of the frequency that will be played. The actual tone played will be bent sharper the harder it is hit, just like a real drum. If your original kick drum is at a lower level, you may need to set this frequency to a higher setting to get the desired effect.This drop effect can be disabled by turning off the top frequency, in which case Sasquatch will only play a constant tone.MIDI FollowWhen the MIDI Follow option is enabled, the bass frequency will jump to the note that is being pressed on the virtual MIDI keyboard or coming in through the MIDI input. This is an easy way to automate the frequency of the kick drum to different notes.Note: MIDI Follow and MIDI Trigger are two separate options. MIDI Follow only sets thefrequency of the Oomph Root Tone when MIDI is present or the keyboard is clicked. MIDI Trigger tells it to trigger a kick when it is enabled. If MIDI Follow is enabled but MIDI Trigger is disabled, clicking on a note will change the frequency, but not play a kick sound. If MIDI Trigger is enabled but MIDI Follow is disabled, clicking on the keyboard will play a kick sound, but it won’t change the frequency of the kick. In this situation, you could play any note on the keyboard and the kick will sound the same. If both are enabled, then playing a note on the keyboard will play a kick at that frequency.Click SectionThis section lets you simulate the sound of a beater click. It’s a great way to get your kick to cut through a dense mix and add a bit of attack to your kick.SustainThis controls how long the click will last. In general, a short sustain time should be sufficient unless you are going for some other effect.High Pass / Low Pass filterYou can apply a high pass or low pass filter to your click noise. To be perfectly honest, the high pass filter needs to be set pretty high to be audible and is probably best left disabled for normal use.Use the low pass filter to control how harsh the click is. Bring this down for a less dramatic click.ResonanceThese knobs control how much boost is applied at the cutoff frequency.Master SectionDespite being under the Dry knob, this section gives you some options for your master output. All of the filters in this section can be applied to either the wet sound (Oomph and Click) or the dry sound (or both).Bass BoostThis lets you add even more low end. This algorithm is take from the Passive mode in Bark of Dog 2. It gives you a nice clean low end boost while preventing mud.HPFThis is a standard high pass filter. It works best for filtering out the original low end from the dry kick so that it doesn’t clash with the new low end that is being created by Sasquatch.LimiterSometimes you need the low end to be consistent. The limiter prevents the sound from going over the threshold, keeping your kick under control.CreditsPlugin concept and design: Boz MillarGraphic design: Boz MillarThank youA quick thank you is in order for everybody who helped out making this plugin. Thank you to all of our beta testers who had to put up with all the changes we made since the first demo. A huge thanks to the CockOS team (h ttp:///) and Oliver Larkin(h ttp:///) and Tale (h ttp:///combov/) for putting together a great set of tools for creating plugins, and putting up with all our stupid questions.ContactIf you ever run into issues or have any questions, you can send an email to**************************.For information on becoming an affiliate marketer, you can contact us at****************************。
Table of Contents1. Features (Keyboard) 32. Features (Software) 33. Specifications (Keyboard) 34. Packaging Contents 35. Keyboard Overview 45.1 Multimedia Keys 46. Connecting to Computer 57. Installing the Software 58. The Configurator 78.1 Starting the Configurator 78.2 Main Menu 8 8.3 Profiles 98.4 Key Programming 98.4.1 Keyboard in the basic function 98.5 Macro Settings 10 8.5.1 Macro Assignments 11 8.5.2 Multimedia 12 8.5.3 Windows Keys 13 8.5.4 Standard 13 8.5.5 Assign Shortcuts 14 8.5.6 Key O ff 148.6 Advanced Settings 159. Functions without the Software 16 9.1 Illuminate 169.2 Standard Mode 169.3 WASD & Arrow keys 16Dear Customer,Congratulations and thank you for your purchase of this high-quality Sharkoon product. To ensure a long service life, and full functionality of the product, we recommend that you read this manual thoroughly. We hope you enjoy our product!SHARKOON Technologies1. Features (Keyboard)• Illuminating gaming keyboard• 3-block standard layout• 9 multimedia, 6 macro and 3 profile keys• Software for individual programming of keys• Multi-key rollover support• On-board memory• Supported operating systems: Windows XP/Vista/7/8 (32 and 64 bit)• Operating life cycles of keys: > 10 million keystrokesConnection USBCable length150 cmNumber of keys104 + 9 multimedia, 6 macro and 3 profile keysDimensions (L x W x H)480 x 190 x 32 mmWeight888 g (including cable)2. Features (Software)• Special software for the individual programming of key functions in games and other applications (e.g., Photoshop, Windows, browser, etc.)• Supports three different profiles, indicated by the active LEDs for M1 and M2. The M3 profile is active when both lights are simultaneously illuminated.• Fully programmable keys (excluding multimedia keys)• Programmable keys can record macros, macro loops, media functions, internet functions, keystrokes, mouse functions, etc.• Backlight: The brightness can be adjusted in 10% iterations or continuously run at 100%. It is alsopossible to change the lighting mode to “Pulsate” or turn them off completely.3. Specifications (Keyboard)Input voltage 5 VOperating life of the keys10 million keystrokesOperating temperature0°C ~ +40°CStorage temperature-15°C ~ +60°C4. Packaging Contents• SKILLER PRO• CD with software and PDF manual• 1 anti-slip padNote:Should any of the above items be missing, please contact us immediately by E-mail or our customer service:********************(GermanyandEurope)5. Keyboard OverviewA - Multimedia keysB - US, UK, ES, CN or German layoutC - Macro keysD - Palm restE - Profile keys5.1 Multimedia KeysFunction key combinations Secondary FeaturesFN+F1RewindFN+F2Fast ForwardFN+F3Decrease report rateFN+F4Increase report rateFN+F5PlayFN+F6StopFN+F7PreviousFN+F8NextFN+F9Start media playerFN+F10MuteFN+F11Volume -FN+F12Volume +DE ABCD D6. Connecting to Computer1. Insert the keyboard’s USB plug into an available USB port on your computer.2. The operating system will automatically detect the keyboard and all requireddrivers will be installed.3. If the keyboard is not recognized, disconnect and try another USB port on your computer. 7. Software Installation1. All existing keyboard software should be uninstalled before installing the included software.2. Insert the provided Tools CD into your CD/DVD drive.3. Open the CD/DVD drive (e.g. D:\) directory.4. Open the folder “SHARKOON Skiller Pro”.5. Start the “setup.exe” and follow the instructions on the installation agent until complete.6. Once the installation is complete, the SKILLER PRO icon will appear on your Windows taskbar.7. Congratulations, the software is successfully installed.8. The Configurator8.1 Starting the ConfiguratorStart the application by double-clicking the SKILLER PRO icon in the icon taskbar.8.2 Main MenuA -The SKILLER PRO offers three different profiles with the selection of tabs M1, M2, M3( see 8.3 ).B - Each key on the keyboard can be individually programmed (excluding multimedia keys) ( see 8.4 ).C - All profile settings reset the to default settings.D - Through these tabs profiles can be created, loaded, saved or edited.E - Through Macro Setting, desired functions of the keys L1 to L6 are assigned ( see 8.5 ).F - Fine tuning (Polling Rate, Key Response time, Window Key Setting and Light Intensity) options are made in the Advanced Setting tab ( see 8.6 ).G -Through Macro Manager, individually stored macros can be called directly.ABCD D D DE FG8.3 ProfilesThe M1, M2 and M3 keys can be assigned different profiles. The profiles are independent from each other, therefore, each profile can be assigned different profiles.(If a profile is active, the Windows key is automatically disabled)8.4 Key ProgrammingEach key can be individually programmed, for this, proceed as follows:Choose the key you wish to program by selecting it in the configuration using theleft-click on the mouse. The configurator will appear:You can now customize the keys to your wishes and save the changes.8.4.1 Keyboard in the basic functionUse key combination FN + Print Screen key to disable gaming mode and the returnthe keyboard to its basic functions.+8.5 Macro SettingsEE - Through the Macro Setting, various macros can be created in the Macro Manager. To edit, select one of the fields from L1 to L6 by using the left mouse button. The selection menu window opens.Here you have possibility through the various options to assign your personal preferences.8.5.1 Macro AssignmentsWhen selecting Macro Manager, the Record Options field will appear.Here you can summarize key tasks.8.5.2 MultimediaEach key can be assigned a media function within the configurator:Select a “media hotkey” via multimediaThe choices (mute switch, volume loud/quiet) will be stored on the selected L-key after being saved.8.5.3 Windows functionsEach L-key can be assigned a Windows function in the configurator.Select from the menu the desired function (calculator, search function, email client, etc.)8.5.4 StandardHere you can reset the keys back to their original functions.8.5.5 Assign ShortcutWithin this option you can assign a shortcut.8.5.6 Key OffThis key has no function.8.6 Advanced SettingsFF - Here the following adjustments can be made:• Polling Rate settings: 125Hz, 250Hz, 500Hz or 1000Hz• Turn Windows key on or off• Set Key Response time (1ms – 16ms)• Illuminating the keyboard (The Illumination can also be changed without the software by pressing the FN + Scroll keys.)9. Functions without the Software9.1 IlluminateKey combination FN + Scroll will adjust the lighting. (10%-100%), Pulsate, Off9.2 Standard ModeWith the key combination FN + OFF key your keyboard will operate in standard mode.In this mode the Windows key is functional. The profiles M1, M2, M3 are disabled.9.3 WASD & Arrow keysPress FN + Windows key simultaneously. Now the WASD keys function as the arrow keysand the WASD keys now function as the arrow keys.+++Legal disclaimer:For potential loss of data, especially due to inappropriate handling, SHARKOON assumes no liability.All named products and descriptions are trademarks and/or registered trademarks of the respective manufacturers and are accepted as protected.As a continuing policy of product improvement at SHARKOON, the design and specifications are subject to change without prior notice. National product specifications may vary.The legal rights of the enclosed software belong to the respective owner. Please observe the license terms of the manufacturer before using the software.All rights reserved especially (also in extracts) for translation, reprinting, reproduction by copying or other technical means.Infringements will lead to compensation.All rights reserved especially in case of assignation of patent or utility patent. Means of delivery and technical modifications reserved.Disposal of your old productYour product is designed and manufactured with high quality materials and components, which can be recycled and reused.When this crossed-out wheeled bin symbol is attached to a product, it means the product is covered by the European Directive 2002/96/EC.Please be informed about the local separate collection system for electrical and electronic products.Please act according to your local rules and do not dispose of your old products with your normal household waste. The correct disposal of your old product will help prevent potential negative consequences to the envi-ronment and human health.© SHARKOON Technologies 2014Siemensstraße 38D-35440 Linden / Germany*****************。