The infestors can Fungal interceptors or Neural carriers as you see fit. You usually won't be able to catch and kill the carriers, but the buildings can't run away, so eventually, he's left with nothing but air units and you can safely /dance until he leaves the game. With all this in mind, I think the best option is to take an economic lead and use this to win in the late game.I've been testing ultra-queen-hydra-infestor and it seems insanely strong: if you're one carapace upgrade ahead of your opponent's air-attack upgrades and have Chitinous Plating, your ultras only take about 4 DPS from each Carrier, so they basically live forever if you have 15-20 queens transfusing them.You keep the ultras in the front, queens just behind them and hydras in the back, using your anti-air to mop up interceptors while your ultras wipe out all the Protoss buildings. How much dmg do oracles do people. The problem is that mass oracle will rip unsupported hydra-ling-bane apart, but you can't really switch to mass roach or lurker, because void rays and phoenixes will annihilate you. Perhaps some clever spire-based aggression could work, but it does seem sketchy when the opponent can start pumping out upgraded phoenixes or void rays from three stargates.On top of this, the Protoss is expanding very slowly, so it's hard to find an angle to attack from and multiprong attacks are difficult to set up.
DMG Mori Premieres CTX 650 In Asia On Singapore Technology Day. (Kinetic Energy Recovery System)., it is possible to print a 3D model. Using a Microsoft 3D builder or on other devices like. Elastik 3, developed in cooperation with zplane.development, is the most powerful sample player that we have ever created. It provides a complete toolkit for modern music producers working with audio loops. Dmg mori seiki ntx 1000.
- --[[Jarredbcvs' 3DMG script, Credit to ephriam1090 for the wounderful idea, also credit to
- some other person for the the meta tables. If Your reading this eather your in the credits
- or your someone like Particie and Stole the script. Anyway, DO NOT CLAIM THE SCRIPT whoever you
- ]]
- for i = 1, 100 do
- end
- lp=game.Players.LocalPlayer
- pl=lp.Character pl.Humanoid.WalkSpeed=30
- tol.Name='3DMG'
- for _,v in pairs(pl:GetChildren()) do if v.ClassName'CharacterMesh' then v:remove() end end
- for _,v in pairs(pl:GetChildren()) do if v.ClassName'Hat' then v:remove() end end
- for _,v in pairs(pl:GetChildren()) do if v.ClassName'Shirt' or v.ClassName'Pants' or v.ClassName'ShirtGraphic' then v:remove() end end
- pants=Instance.new('Pants', pl)
- shirt.ShirtTemplate='http://www.roblox.com/asset/?id=117999568'
- pants.PantsTemplate='http://www.roblox.com/asset/?id=117998236'
- local bp = Instance.new('BodyPosition',pl.Torso)
- local bgdest = Vector3.new()
- local gas = nil
- local numq = 0
- local nums = 0
- bg.maxTorque = Vector3.new(0,0,0)
- bp.P = 1500
- torso = pl:findFirstChild('Torso')
- ra = pl:findFirstChild('Right Arm')
- rl = pl:findFirstChild('Right Leg')
- rs = torso:findFirstChild('Right Shoulder')
- rh = torso:findFirstChild('Right Hip')
- neck = torso:findFirstChild('Neck')
- rj = pl:findFirstChild('HumanoidRootPart'):findFirstChild('RootJoint')
- rootpart = pl:findFirstChild('HumanoidRootPart')
- Part = function(x,y,z,color,tr,cc,an,parent)
- p.formFactor = 'Custom'
- p.BrickColor = BrickColor.new(color)
- p.Transparency = tr
- p.TopSurface,p.BottomSurface = 0,0
- Weld = function(p0,p1,x,y,z,rx,ry,rz,par)
- local w = Instance.new('Motor',par or p0)
- w.Part1 = p1
- return w end
- local msh = _
- if num 1 then msh = Instance.new('CylinderMesh',par)
- elseif num 2 then msh = Instance.new('SpecialMesh',par) msh.MeshType = 3
- elseif num 3 then msh = Instance.new('BlockMesh',par)
- elseif num 4 then msh = Instance.new('SpecialMesh', par) msh.MeshId='http://www.roblox.com/asset/?id=1185246'
- elseif num 5 then msh = Instance.new('SpecialMesh',par) msh.MeshType = 'Wedge'
- elseif type(num) 'string' then msh = Instance.new('SpecialMesh',par) msh.MeshId = num
- msh.Scale = Vector3.new(x,y,z)
- wPart = function(x,y,z,color,tr,cc,an,parent)
- local wp = Instance.new('WedgePart',parent or Weapon)
- wp.Size = Vector3.new(x,y,z)
- wp.CanCollide = cc
- wp.Anchored = an
- return wp end
- hair= Part(.1,.1,.1,'Dark orange',0,false,false,pl)
- hairm=Mesh(hair,'http://www.roblox.com/asset/?id=16627529',1.05,1.05,1.05)
- if (not vDebounce) then
- anime=Instance.new('Model',wep)
- hit1w= Weld(hit1,s1,0,0,0,0,0,0,anime)
- hit2w= Weld(hit2,s2,0,0,0,0,0,0,anime)
- if hit.Parent:findFirstChild('Humanoid') ~= nil then
- hit.Parent.Humanoid.Health=hit.Parent.Humanoid.Health-math.random(3,10)
- local teller=Instance.new('Model',hit.Parent) teller.Name='-'.math.random(3,10)
- hum= Part(.1,.1,.1,',0,false,true,teller)hum.Name='Head' dm=Mesh(hum,3,0,0,0)
- hum.CFrame=hit.Parent.Head.CFrame*CFrame.new(math.random(-3,3),math.random(-3,3),math.random(-3,3))
- game.Debris:AddItem(teller,1)
- end
- hit2.Touched:connect(touch)
- bas:BreakJoints()
- bas2:BreakJoints()
- fakel1.Part0 = pl.Torso
- fakel2 = Instance.new('Weld',anime)
- fakel2.Part1 = bas2
- for angle = 0, 45, 9 do
- fakel1.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(angle*2), math.rad(angle/2), math.rad(0))
- fakel2.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(angle*2), math.rad(-angle/2), math.rad(0))
- end end)()
- welditbro1.C0 = CFrame.new(0, 0.5, 0)
- welditbro1.Part1 = bas
- welditbro2.C0 = CFrame.new(0, 0.5, 0)
- welditbro2.Part1 = bas2
- anime:remove()
- end
- tol.Selected:connect(function(mouse)
- mouse.Button1Down:connect(function() onClicked(mouse) end)
- --~Right 3dmg~--
- dmgb= Part(.5,.75,3,'Pastel brown',0,false,false,wep)
- dmgw= Weld(dmgb,pl['Right Leg'],.75,.25,.5,0,0,0,wep)
- dm=Mesh(dmg,1,2.5,12.5,2.5)
- dmg= Part(.1,.1,.1,',0,false,false,wep)
- dmgw= Weld(dmg,dmgb,0,.5,-1.25,math.pi/2,0,0,wep)
- dm=Mesh(dmg,1,1,1.5,1)
- dmg= Part(.1,.1,.1,',0,false,false,wep)
- dmgw= Weld(dmg,dmgb,0,.5,-1.7,math.pi/2,0,math.pi/2,wep)
- dmg= Part(.1,.1,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb,-.4,.5,-1.5,math.pi/2,0,math.pi/3,wep)
- dmg= Part(.1,.1,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb,-.65,.75,-1.15,math.pi/5,0,0,wep)
- dmg= Part(.75,1.25,.1,'Really black',0,false,false,wep)
- dmg= Part(.75,1.25,.1,'Really black',0,false,false,wep)
- dmg= Part(.75,1.25,.1,'Really black',0,false,false,wep)
- dmg= Part(.1,.3,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb,-.125,.13,-1.5,0,0,0,wep)
- dmg= Part(.1,.3,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb,0,.13,-1.5,0,0,0,wep)
- dmg= Part(.1,.3,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb,.125,.13,-1.5,0,0,0,wep)
- dmg= Part(.1,.3,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb,-.125,-.125,-1.5,0,0,0,wep)
- dmg= Part(.1,.3,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb,0,-.125,-1.5,0,0,0,wep)
- dmg= Part(.1,.3,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb,.125,-.125,-1.5,0,0,0,wep)
- --~Left 3dmg~--
- dmgb2= Part(.5,.75,3,'Pastel brown',0,false,false,wep)
- dmg2w= Weld(dmgb2,pl['Left Leg'],-.75,.25,.5,0,0,0,wep)
- dm=Mesh(dmg,1,2.5,12.5,2.5)
- dmg= Part(.1,.1,.1,',0,false,false,wep)
- dmgw= Weld(dmg,dmgb2,0,.5,-1.25,math.pi/2,0,0,wep)
- dm=Mesh(dmg,1,1,1.5,1)
- dmgw= Weld(dmg,dmgb2,0,.5,-1.5,math.pi/2,0,0,wep)
- dm=Mesh(dmg,1,1,1.5,1)
- dmgw= Weld(dmg,dmgb2,0,.5,-1.7,math.pi/2,0,math.pi/2,wep)
- dmg= Part(.1,.1,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb2,.4,.5,-1.5,math.pi/2,0,-math.pi/3,wep)
- dmg= Part(.1,.1,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb2,.65,.75,-1.15,math.pi/5,0,0,wep)
- dmg= Part(.75,1.25,.1,'Really black',0,false,false,wep)
- dmg= Part(.75,1.25,.1,'Really black',0,false,false,wep)
- dmg= Part(.75,1.25,.1,'Really black',0,false,false,wep)
- dmg= Part(.1,.3,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb2,-.125,.13,-1.5,0,0,0,wep)
- dmg= Part(.1,.3,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb2,0,.13,-1.5,0,0,0,wep)
- dmg= Part(.1,.3,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb2,.125,.13,-1.5,0,0,0,wep)
- dmg= Part(.1,.3,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb2,-.125,-.125,-1.5,0,0,0,wep)
- dmg= Part(.1,.3,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb2,0,-.125,-1.5,0,0,0,wep)
- dmg= Part(.1,.3,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb2,.125,-.125,-1.5,0,0,0,wep)
- bbas= Part(2.1,.1,1.1,'Really black',0,false,false,wep)
- b=Part(.4,.5,.2,'Pastel brown',0,false,false,wep)
- b=Part(.4,.5,.2,'Pastel brown',0,false,false,wep)
- b=Part(.4,.5,.2,'Pastel brown',0,false,false,wep)
- b=Part(.1,.1,.1,'Black',0,false,false,wep)
- bm= Mesh(b,'http://www.roblox.com/Asset/?id=10207677',.2,.05,.2)
- bw= Weld(b,bbas,-.5,0,.5,math.pi/3,0,math.pi/3,wep)
- bm= Mesh(b,'http://www.roblox.com/Asset/?id=10207677',.2,.05,.2)
- bw= Weld(b,bbas,0,0,.5,math.pi/3,0,-math.pi/3,wep)
- bw= Weld(b,bbas,-.25,0,1,math.pi/5,0,0,wep)
- b=Part(.2,.3,.5,'Dark stone grey',0,false,false,wep)
- --Right sword
- sb= Part(.21,.2,1.01,'Really black',0,false,false,wep)
- s= Part(.2,.2,1.3,',0,false,false,wep)
- s= wPart(.1,.1,.1,',0,false,false,wep)
- sw= Weld(s,sb,0,-.01,-.55,-math.pi/3.5+4.9,0,0,wep)
- sw= Weld(s,sb,0,-.2,-.7,0,0,0,wep)
- me=Mesh(s,3,1,.25,5)
- s= Part(.1,.1,.1,',0,false,false,wep)
- sw= Weld(s,sb,0,-.3,-.15,0,0,0,wep)
- me=Mesh(s,3,.5,1,.5)
- s= Part(.1,.1,.1,',0,false,false,wep)
- sw= Weld(s,sb,0,-.3,.15,0,0,0,wep)
- me=Mesh(s,3,.5,.5,2)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-.75,0,0,0,wep)
- me=Mesh(s1,3,.25,.7,20)
- s= Part(.1,.1,.1,',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-4.57,0,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-2.5,math.pi/4,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-3,math.pi/4,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-3.5,math.pi/4,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-4,math.pi/4,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-2,math.pi/4,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-1.5,math.pi/4,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-1,math.pi/4,0,0,wep)
- --left sword
- sb= Part(.21,.2,1.01,'Really black',0,false,false,wep)
- s= Part(.2,.2,1.3,',0,false,false,wep)
- s= wPart(.1,.1,.1,',0,false,false,wep)
- sw= Weld(s,sb,0,-.01,-.55,-math.pi/3.5+4.9,0,0,wep)
- sw= Weld(s,sb,0,-.2,-.7,0,0,0,wep)
- me=Mesh(s,3,1,.25,5)
- s= Part(.1,.1,.1,',0,false,false,wep)
- sw= Weld(s,sb,0,-.3,-.15,0,0,0,wep)
- me=Mesh(s,3,.5,1,.5)
- s= Part(.1,.1,.1,',0,false,false,wep)
- sw= Weld(s,sb,0,-.3,.15,0,0,0,wep)
- me=Mesh(s,3,.5,.5,2)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-.75,0,0,0,wep)
- me=Mesh(s2,3,.25,.7,20)
- s= Part(.1,.1,.1,',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-4.57,0,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-2.5,math.pi/4,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-3,math.pi/4,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-3.5,math.pi/4,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-4,math.pi/4,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-2,math.pi/4,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-1.5,math.pi/4,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-1,math.pi/4,0,0,wep)
- if key 'q' and not q and mouse.Target then
- if (mouse.Hit.p - pl.Torso.Position).magnitude < 200 then
- a = mouse.Hit.p
- q.Color = BrickColor.new('Really black')
- q.Humanoid = pl.Humanoid
- game:GetService('Debris'):AddItem(pl.Torso.Smoke,0)end
- weightless = Instance.new('BodyPosition',pl.Head)
- weightless.position = Vector3.new(0,1000,0)
- local current = weightless wait(0.25)
- weightless.maxForce = Vector3.new(0,5000,0)end
- elseif key 'e' and not e and mouse.Target then
- if (mouse.Hit.p - pl.Torso.Position).magnitude < 200 then
- b = mouse.Hit.p
- e.Color = BrickColor.new('Really black')
- e.Humanoid = pl.Humanoid
- game:GetService('Debris'):AddItem(pl.Torso.Smoke,0)end
- weightless = Instance.new('BodyPosition',pl.Head)
- weightless.position = Vector3.new(0,1000,0)
- local current = weightless wait(0.25)
- weightless.maxForce = Vector3.new(0,5000,0)end
- elseif key 'f' and (q or e) then
- game:GetService('Debris'):AddItem(q,0)end
- game:GetService('Debris'):AddItem(e,0)end
- bgdest = pl.Torso.Position + (pl.Torso.CFrame.lookVector * 125)
- gas.Size = 0.1
- if not weightless then
- weightless.maxForce = Vector3.new(0,10000,0)
- coroutine.resume(coroutine.create(function()
- if current weightless then
- end))end end end)
- if key 'q' and q then
- pfvalue.Value = false end
- q = nil a = nil if weightless then
- weightless = nil end
- if not q then
- game:GetService('Debris'):AddItem(e,0)
- game:GetService('Debris'):AddItem(weightless,0)
- pfvalue.Changed:connect(function()
- pl.Humanoid.PlatformStand = false
- pl['Right Leg'].CanCollide = false
- pl['Right Arm'].CanCollide = false
- pl.Humanoid.PlatformStand = true
- pl['Right Leg'].CanCollide = true
- pl['Right Arm'].CanCollide = false
- local pos = pl.Torso.Position
- local tab = {a.x,a.y,a.z,b.x,b.y,b.z}
- for i = 1,3 do table.insert(x,(tab[i] + tab[i+3])/2)end
- bp.maxForce = Vector3.new(4500 * (math.abs(pos.x-bgdest.x)/200) + 3000,4500 * (math.abs(pos.y-bgdest.y)/200) + 3000,4500 * (math.abs(pos.z-bgdest.z)/200) + 3000)
- bp.D = 0 end elseif q then
- bp.position = a bp.D = 10
- bp.maxForce = Vector3.new(4000 * (math.abs(pos.x-bgdest.x)/200) + 3000,4500 * (math.abs(pos.y-bgdest.y)/200) + 3000,4500 * (math.abs(pos.z-bgdest.z)/200) + 3000)
- bgdest = a bg.maxTorque = Vector3.new(5000,5000,5000)wait(1)
- elseif e then nume = nume + 1 local num = nume
- bp.maxForce = Vector3.new(4000 * (math.abs(pos.x-bgdest.x)/200) + 3000,4500 * (math.abs(pos.y-bgdest.y)/200) + 3000,4500 * (math.abs(pos.z-bgdest.z)/200) + 3000)
- bgdest = b bg.maxTorque = Vector3.new(5000,5000,5000) wait(1)
- elseif pl.Torso:FindFirstChild('Smoke') then
- nums = nums + 1 num = nums bp.position = bgdest bp.D = 10
- bp.maxForce = Vector3.new(4000 * (math.abs(pos.x-bgdest.x)/200) + 2000,4500 * (math.abs(pos.y-bgdest.y)/200) + 2000,4500 * (math.abs(pos.z-bgdest.z)/200) + 2000)
- wait(1) if num nums then bp.D = 0 end else
- bg.maxTorque = Vector3.new(0,0,0)end end
- mouse.KeyUp:connect(grapple)
- bg.cframe = CFrame.new(pl.Torso.Position,bgdest)
- if anim then
- end
- local rm = Instance.new('Motor', torso)
- rm.C1 = CFrame.new(0, 0.5, 0)
- rm.Part1 = ra
- lm.C0 = CFrame.new(-1.5, 0.5, 0)
- lm.Part0 = torso
- rlegm.C0 = CFrame.new(0.5, -1, 0)
- rlegm.Part0 = torso
- local llegm = Instance.new('Motor', torso)
- llegm.C1 = CFrame.new(0, 1, 0)
- llegm.Part1 = ll
- rsc0 = rm.C0
- llc0 = llegm.C0
- neckc0 = neck.C0
- local countspeed = 1
- while wait() do
- count = (count % 100) + countspeed
- if Vector3.new(torso.Velocity.x, 0, torso.Velocity.z).magnitude < 2 then
- --Idle anim
- llegm.C0 = llc0 * CFrame.Angles(-angle*.025, 0, 0)
- rm.C0 = rsc0 * CFrame.Angles(0, angle*.05, angle*.05)
- lm.C0 = lsc0 * CFrame.Angles(0, -angle*.05, -angle*.05)
- elseif Vector3.new(torso.Velocity.x, 0, torso.Velocity.z).magnitude > 2 then
- --Walk anim
- rlegm.C0 = rlc0 * CFrame.Angles(angle*0.25, 0, angle*0.015)
- llegm.C0 = llc0 * CFrame.Angles(-angle*0.25, 0, angle*0.015)
- rm.C0 = rsc0 * CFrame.Angles(-angle*0.25, angle*.05, angle*0.080)
- lm.C0 = lsc0 * CFrame.Angles(angle*0.25, -angle*.05, angle*0.080)
- end)
Kinetic Model Builder 3.0.0 Dmg 2017
Kinetic Model Builder 3.0.0 Dmg 2017
The paper presents a complete approach to a dynamic 3D model construction from 2D house plans. This tool assembles 3D models and overlays virtual model on the real 2D blueprint of a house.