nt.number theory – Consider Dirichlet character as a character of the Galois group

Jaclyn Lang's article "About the Image of the Galois Representation in Connection with the Non-CM Hida Family," Section 2 describes the Dirichlet character $ chi $ module $ N $ is also considered a character $ chi colon textrm {Gal} ( overline { mathbb {Q}} / mathbb {Q}) rightarrow overline { mathbb {Q}} ^ ast $ without explicit explanation.

Is there a natural way to see this?

Implement MMO-like character movement without full physical engagement?

Question:

How can I implement World of Warcraft / Guild Wars 2 / etc like player movement, including jumping, without using a full physical system for my multiplayer game, since players only collide with static environments? Clients can make predictions, but the server is authorized and performs all final calculations to prevent fraud.

More details

There are three types of player displacement sources:

# 1 Running & Jumping

  • The players move and jump around freely, suggesting that the underlying system is not just a kind of navigation system, as is the case for NPCs, but rather a pure bone physics engine.
  • Collision only occurs between players and static environment.
  • So there are no physical units that push each other around, just a static geometry that prevents players from moving.
  • There are no accelerations or forces, the players are either at a fixed speed or stationary. This always applies in the air.
  • The players have no control in the air
  • There are some static colliders that can be activated / deactivated (doors). However, players are not ousted by Colliders spawning on them.

# 2 shift by skills

This obviously seems to be either:

  • a) Movement along a navmesh.
  • b) Setbacks: The same logic used for jumps but with a different starting angle.
  • c) teleportation.

# 3 shift from moving platforms

There are some moving platforms that displace players who stand on top of them and serve as means of transport. But they are not that important for the question, because:
– They do not push players who stand in their way
– either move at 100% speed or do not move at all times (eg start and stop)
– Change the direction of travel abruptly
– And therefore should be more direct

Additional thoughts

  • At some point I thought that there could be only a cheesy jump logic on a navi-mesh at work. Since the described behavior was even possible in 2004 (World of Warcraft).
    • But then the hardest part for me seems to be the right collision of a player character who is in the middle of the air with a vertical surface, as a Navmesh will most likely be of no help.

I hope that my question is different and more precise than this to justify a single question.

Thank you in advance!

lua – How can you bring the character forward in Roblox?

In my game I want to develop a skill in a tool that allows me to jump forward for a specific area
and if the character came into contact with a humanoid during the Dash,
It stops directly on contact and prevents the other humanoid from moving temporarily causing damage

I do not know what functions to do and where to look for them …
I figured out how to use onActivate and get the mouse through Equipped
Approve any help and guidance

dnd 5e – Would a flying character fall into an oblique position after falling, if he had lost a leg

Out of context, the sentence has a clear interpretation. You fall into prone position after performing the Dash action. Done.

In the context of the sentence falling over lying down from the title and the previous sentence follows the movement on foot, and should not be applied to movements where no feet are used.

Because I would change it to "Lose a Wing or Wingtip" if the damage comes from the front or from the top.

Character Creation – How not to make my bard too obnoxious

I'm a bit new to Tabletop RPG and I'm playing with the idea of ​​making a Bard who wanted to be a kind of hero and just become a bard to tell his own stories about himself and become famous that way. I want him to view his art as a tool and nothing else.

My problem is that I have no idea how to make this character absolutely disgusting and terrible for the rest of the party.
Does anyone have any idea why he is not too obnoxious or should I completely reconsider that?

Thank you for your help !!!

How can I specify in Microsoft Excel that a number column has the same character length (string) if some of these numbers are negative and decimal?

Suppose I have a list of the following numbers:

  97.24
  73.25
 -28.66
 -52.75
 -74.83
-234.43
-209.85
 176.64
-163.34
-398.64
  -3.73
 -75.16

How would I arrange them in a column so that they are all 7 characters long, including the negative sign and the coma?

If the original number has a string length of 5, then I expect to add 2 zeros after the last decimal, so the total string length = 7

For example, for the above case, it will

97.2400
73.2500
-28.660
-52.750
-74.830
-234.43
-209.85
176.640
-163.34
-398.64
-3.7300
-75.160

I use Windows and Microsoft Excel

thank you in advance

Bashed replaces the singing character in a file

I have to replace a single character in a/etc/request-key.conf

The file format is;

###############################################################################
#
# Copyright (C) 2005 Red Hat, Inc. All Rights Reserved.
# Written by David Howells (dhowells@redhat.com)
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version
# 2 of the License, or (at your option) any later version.
#
###############################################################################


###############################################################################
#
# We can run programs or scripts
# - Macro substitutions in arguments:
#   %%...   %...
#   %o  operation name
#   %k  ID of key being operated upon
#   %t  type of key being operated upon
#   %d  description of key being operated upon
#   %c  callout info
#   %u  UID of requestor
#   %g  GID of requestor
#   %T  thread keyring of requestor (may be 0)
#   %P  process keyring of requestor (may be 0)
#   %S  session keyring of requestor (may be the user's default session)
#
################################################################################

#OP TYPE    DESCRIPTION CALLOUT INFO    PROGRAM ARG1 ARG2 ARG3 ...
#====== ======= =============== =============== ===============================
create  dns_resolver *      *               /sbin/key.dns_resolver %k
create  user    debug:*     negate      /bin/keyctl negate %k 30 %S
create  user    debug:*         rejected        /bin/keyctl reject %k 30 %c %S
create  user    debug:*         expired         /bin/keyctl reject %k 30 %c %S
create  user    debug:*         revoked         /bin/keyctl reject %k 30 %c %S
create  user    debug:loop:*    *       |/bin/cat
create  user    debug:*     *       /usr/share/keyutils/request-key-debug.sh %k %d %c %S
create  cifs.spnego *   *       /usr/sbin/cifs.upcall -c %k
create  dns_resolver    *   *       /usr/sbin/cifs.upcall %k
negate  *   *       *       /bin/keyctl negate %k 30 %S

So I need the third to last line to continue.

create cifs.spnego * * /usr/sbin/cifs.upcall -c %k

to;

create cifs.spnego * * /usr/sbin/cifs.upcall -t %k

I have tried;

sed -i 's/^(create cifs.spnego *cifs.upcall) (%k)/1 -t 2/' /etc/request-key.conf

I just have to replace that -c with a -t

Unity – Recognize gradients and gradients to switch between character animations

Since the system you are using is at least partially successful, I would suggest that there are two options here:

The temporary problem is due to the capsule collider on the player controller selecting the first collision hit in the list (I suppose). You can try to wrap all hits into an array and loop them to find the hit with the lowest or highest Y value. Then use it with your existing normal exam. The nature of the shape of the collider can trigger a series of hits, and their order is not always guaranteed.

The second option I used to change the walking speed based on the slope is to fire a beam from a fixed point in front of the character and use the height difference between the Y of the player transformation and the beam pressures Y to increase the slope to determine. This is more accurate when you scan a single point.