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Actor properties
The following properties can be set in an actor's DECORATE definition. They control various characteristics of your actor, from appearance to behavior or the actor's physical properties. To use, simply specify the property and any associated values on its own line within the actor's definition and outside the state block.
Actor Properties
Map editing control
- Game gamename
- Defines the game in which the editor number and spawn ID should take effect. For normal custom WADs this is not necessary but it may have some use in resource WADs targeted at multiple games. Valid game names are:
- Chex
- Doom
- Heretic
- Hexen
- Strife
- Raven (Heretic+Hexen)
- Multiple game statements are additive.
- SpawnID value
- Defines the spawn number to be used with Thing_Spawn and its derivatives.
- ConversationID value
- Define the ID which is used with Strife's dialogue system. This property allows use of dialogues in all games, not just Strife. (Note that some standard Strife actors define three numbers here, but for a mod only the first is needed. The latter two are used by the two "teaser" demo versions of Strife, and since ZDoom does not allow to use mods with a demo version, adding support for the Strife teasers in a mod is pointless.) If you use ZSDF instead of the binary format or USDF, then this is unnecessary and instead is set on a per-actor basis on the map.
- Tag name
- Gives the object a name. The names are used in the key display on Strife's status bar and the default actor name in Strife's dialogs, as well as the name of the currently selected inventory item when the invquery CCMDs is called.
- Health value
- Defines the health a monster or any other shootable item starts with.
- Default is 1000.
- GibHealth value
- Defines the (negative) health below which this actor enters the extreme death sequence
- If this is not set the value depends on the game, as defined in the GameInfo definition with the gibfactor property. In Doom it is the negative of the spawn health, in the other games the half of the negative of the spawn health.
- WoundHealth value
- Defines the health below which the actor enters the Wound state. The default is 6.
- ReactionTime value
- Time in tics (1/35 seconds) a monster needs to attack back. There is normally no need to change this value but it can be used as a counter for A_Countdown.
- Default is 8.
- PainChance value
- PainChance damagetype, value
- Probability of entering the pain state (256 = always, 0 = never). You can also specify PainChance per damage type. Sources of damage that have the FORCEPAIN flag ignore this property.
- Default is 0.
- PainThreshold value
- Minimum amount of damage required by the actor to potentially enter its Pain state. Sources of damage that have the FORCEPAIN flag ignore this property.
- Default is 0.
- DamageFactor type, value
- DamageFactor value
- If the actor takes damage of the specified type, that damage is multiplied by the specified value.
- A comma is required between type and value. value can be a decimal value; zero means the actor is completely immune to this kind of damage.
- Default is 1.
- The maximum this value can go is 32767, and going over this will cause them to take the damage as if it was unspecified.
- See also Custom damage types
- If no type is provided, the factor applies to all damage types.
- Damage value
- For a projectile defines the damage it inflicts upon impact.
- The formula is random(1,8) * damage, or random(1,4) * damage if STRIFEDAMAGE flag is set.
- This also defines the damage for actors which attack like the Lost Soul. The formula for this is random(1,8) * damage.
- damage is also used to define how many bullets are fired by the generic hitscan attack function A_BulletAttack.
- Custom damage formulas can be specified by enclosing the value completely within parenthesis. For example: damage (random(4,8) * 5 + 6). This bypasses the normal calculation and does the exact damage resulting from the custom formula. Also, ACS_ExecuteWithResult and user variables can be used as part of the damage expression; this allows for more sophisticated damage calculations to be performed.
- Default is 0.
- PoisonDamage value[, duration[, period]]
- Gives a projectile poison damage. Poison damage isn't inflicted all at once but affects the victim for a certain amount of time. The value specified here defines the time the poisoning effect lasts. Remember, poison damage only affects players if only value is specified. Otherwise, it also affects enemies.
- Poison damage is inflicted every period tics (the default value of 0 means once per second). If a non-zero duration is given, it is used for the total length of the poisoning, otherwise the length depends on the value. See also ADDITIVEPOISONDAMAGE and ADDITIVEPOISONDURATION.
- PoisonDamageType type
- Changes the damage type of poison, overriding its default type.
- RadiusDamageFactor value
- Defines the factor radius damage on this actor is multiplied by.
- DesignatedTeam team
- Assigns the actor to the specified team by number. In team play, the actor will not take friendly fire from teammates unless the teamdamage CVAR is set. If the monster is friendly, it will not target said teammates.
- Speed value
- Defines how fast an actor moves. For projectiles this is the distance it moves per tic (1/35 seconds).
- For monsters it defines the size of one step done in A_Chase. To set a player's movement speed, use Player.ForwardMove instead.
- Default is 0.
- VSpeed value
- Gives an actor an initial vertical momentum. The higher the value, the more momentum. This is mainly used for special effect actors (e.g. weapon puffs) with the NOGRAVITY flag to make them float upwards.
- FastSpeed value
- Defines the speed for 'fast monsters' and nightmare mode. Please note that if you use this with a monster that monster will have the different speed for the rest of its life.
- FloatSpeed value
- Defines the speed the object floats up/down when FLOAT flag is set.
- Species string
- Defines the species the monster belongs to. This determines infighting behavior, since a monster's missile do not inflict harm (except through splash damage) to other monsters belonging to the same species.
- In addition, when used with keys, this property allows for new keys to open the same locks as the keys they are referencing with the property, without the need to redefine the locks to add the new keys. For instance, having a key set its species to RedCard will make locks requiring a red card to be opened with this new key. (development version 75cde0b only)
- Accuracy value
- Defines the object's accuracy. The higher the value, the more accurate the object is said to be.
- For players, this value is factored into the accuracy calculation for Strife's native weapon-firing functions.
- For monsters and other actors, this value has no predetermined effect, but it can be referenced in other places via the accuracy DECORATE variable and the APROP_Accuracy actor property.
- Stamina value
- Defines the object's stamina.
- For players, each point of stamina will add one point to the player's maximum health pool. The value is also used in the damage calculation for Strife's punch dagger.
- For monsters and other actors, this value has no predetermined effect, but it can be referenced in other places via the stamina DECORATE variable and the APROP_Stamina actor property.
- Activation flags
- Defines how an actor (henceforth called "thing") will execute its special. By default, the special is executed when the thing dies. If the thing is given the BUMPSPECIAL or USESPECIAL flags, the special will also execute upon being bumped into or used by another actor (the "trigger"). Several activation flags can be used, if they are separated by the | character. Available flags are:
- "
" — default behavior. The trigger (bumper / user / killer) is the activator. Only a player may activate it through BUMPSPECIAL or USESPECIAL. - "
" — the thing is considered the activator. - "
" — the trigger is considered the activator. This is the default behavior except for specials activated upon the thing's death in maps with the ActivateOwnDeathSpecials level flag. This flag overrides the MAPINFO flag. - "
" — the thing changes its target field to the trigger when triggered. - "
" — the trigger changes its target field to the thing when it triggers it. - "
" — monsters are allowed to trigger the thing. - "
" — missiles are allowed to trigger the thing. - "
" — the thing's special is cleared after execution. - "
" — the thing's special will not execute on death. - "
" — the thing is activated when triggered. - "
" — the thing is deactivated when triggered. - "
" — the thing is alternatively activated and deactivated when triggered. If used in conjunction with THINGSPEC_Deactivate, it will be deactivated the first time it is triggered, otherwise it will be activated.
- "
- TeleFogSourceType classname: Defines a fog to leave behind when an actor teleports away. Can be changed with A_SetTeleFog. Default is TeleportFog.(development version 30acb72 only)
- TeleFogDestType classname: Defines a fog the actor will spawn once it arrives. Can be changed with A_SetTeleFog. Default is TeleportFog(development version 30acb72 only)
Collision and 'Physics'
- Radius value
- Defines the radius of this actor.
- Default is 20.
- Note: Using very low or null values can provoke glitches in collision detection.
- Height value
- Defines the height of this actor.
- Default is 16.
- Note: Using very low or null values can provoke glitches in collision detection.
- DeathHeight value
- Defines the height this actor has after dying.
- Default is 1/4 of the original height.
- BurnHeight value
- Defines the height this actor has after dying by fire.
- Default is 1/4 of the original height.
- ProjectilePassHeight value
- Defines the height of the actor for the purposes of allowing projectiles to pass through. If this is 0, the actor's height is used. If the value is positive, projectiles over this height will pass through the actor. If the value is negative, the absolute value will be used if the associated compatibility option is turned on.
- CameraHeight value
- Defines the height to render the view at when the actor is used as camera.
- Gravity value
- The amount of gravity that affects this actor. Values less than 1 reduce gravity, while values greater than 1 increase it.
- Default is 1.0
- Mass value
- Defines the mass of this actor. The larger the mass the less an actor moves when being thrust by damage. If less than 10, the actor will also make small terrain splashes rather than normal ones.
- Default is 100.
- MaxStepHeight value
- Defines the maximum height of a step this actor can climb up when moving. Default is 24.
- MaxDropOffHeight value
- Defines the maximum height of a step this actor can climb down when moving. Normally this only applies to monsters but when you set the NODROPOFF flag it applies to all forms of movement. Default is 24.
- BounceType bouncename
- Defines the way the actor bounces. See also bounce flags. Valid names include:
- "
": Actor does not bounce at all. This is the default value. - "
": Actor bounces off planes and walls until it loses enough momentum to stop. - "
": Actor bounces off planes only — and is put in its Death state when bouncing! - "
": Actor bounces off planes and walls. - "
": Actor bounces off planes only, and is considered an MBF bouncer. - "
": Actor bounces off planes and walls, and is considered an MBF bouncer. - "
", "HereticCompat
", "HexenCompat
": Same as "Doom
", "Heretic
" or "Hexen
" respectively, but the actor uses itsSeeSound
instead of itsBounceSound
- "
- BounceFactor value
- Defines the factor to which this actor's momentum will be reduced when bouncing off of ceilings and floors. This only has an effect if
is not "None". Default is 0.7. TheWallBounceFactor
property can be used to decrease the actor's momentum when it bounces off of walls.
- WallBounceFactor value
- Defines the factor to which this actor's momentum will be reduced when bouncing off of walls. This only has an effect if
is not "None
". Default is 0.75.
- BounceCount value
- Defines the amount of bounces this actor can do before it explodes. This only has an effect if
is not "None
". The default is infinite but for example Strife's incendiary and explosive grenades only bounce twice before exploding.
- ProjectileKickBack value
- Similarly to Weapon.KickBack, this affects how far the projectile will push its target upon impact. This property overrides a weapon's kickback for projectiles thrown by weapons.
- PushFactor value
- Defines how much an actor with the PUSHABLE flag set can be pushed around. The pusher's momentum is multiplied by this amount and applied to the pushed actor. The default value is 0.25. A value of 0.0 is equivalent to not having the flag set, while a value greater than 1.0 makes it move faster than the pusher.
- WeaveIndexXY value
- Defines the initial weave index for projectiles using the A_Weave, A_BishopMissileWeave and A_CStaffMissileSlither functions. The value must be in the 0—63 range.
- WeaveIndexZ value
- Defines the initial weave index for projectiles using the A_Weave, A_BishopMissileWeave and A_CStaffMissileSlither functions. The value must be in the 0—63 range.
- ActiveSound soundname
- Defines the sound the actor makes when active.
- AttackSound soundname
- Defines the sound the actor makes when attacking.
- BounceSound soundname
- Defines the sound the actor makes when bouncing. If
is defined, applies only when bouncing off a floor.
- CrushPainSound soundname
- Defines the sound the actor makes when being crushed.
- DeathSound soundname
- Defines the sound the actor makes when dying or when a projectile explodes. For non-projectiles the death sound must be explicitly played with A_Scream.
- HowlSound soundname
- Defines the sound the actor makes when being electrocuted or poisoned.
- PainSound soundname
- Defines the sound the actor makes when in pain. To hear this sound A_Pain has to be called.
- SeeSound soundname
- Defines the sound the actor makes when it sees the player (for monsters) or when a projectile is spawned. Sound names are strings which have to be enclosed in "'s (defined in SNDINFO).
- WallBounceSound soundname
- Defines the sound the actor makes when bouncing off a wall. If this property is not defined, the
is played instead.
- RenderStyle type
- Defines how this actor is rendered. Possible values include:
- "None" - actor is invisible.
- "Normal" - actor is visible and not translucent.
- "Fuzzy" - like the Spectre in Doom.
- "SoulTrans" - actor is translucent, to an amount determined by the transsouls CVAR.
- "OptFuzzy" - actor is fuzzy or translucent, based on user preference.
- "Stencil" - actor is drawn as a single color. Use StencilColor property to set the color to use.
- "AddStencil" - the same as Stencil, only additive. (development version 30f57c0 only)
- "Translucent" - actor is translucent.
- "Add" - actor uses additive translucency.
- "Subtract" - actor uses reverse-subtractive translucency. (development version c959b3f2 only)
- "Shaded" - treats 8-bit indexed images as an alpha map. Index 0 = fully transparent, index 255 = fully opaque. This is how decals are drawn.
- "AddShaded" - the same as Shaded, only additive. (development version 30f57c0 only)
- "Shadow" - equivalent to black translucent stencil with an alpha of 0.3.
- Default is Normal.
- Alpha value
- defines the opacity/intensity for render styles Translucent, Add, Subtract and Stencil.
- Range is [0.0, 1.0]
- Default is 1.0.
- DefaultAlpha
- Sets the alpha value of the actor to 0.4 when playing Heretic, and to 0.6 when playing the other games.
- XScale value
- Defines the X-scaling for this actor.
- Negative values are valid, and will result in mirroring the sprite on the axis. (development version e7225bc only)
- Range is [0.0, 4.0].
- Default is 1.0.
- YScale value
- Defines the Y-scaling for this actor.
- Range is [0.0, 4.0].
- Default is 1.0.
- Scale value
- Combines XScale and YScale.
- Range is [0.0, 4.0].
- Default is 1.0.
- Translation value
- Sets one of Doom's standard translations (which translate the color green range) as default
- Range is 0-2 and corresponds to the standard Doom translations of gray (0), brown (1), and red (2).
- Default is no translation.
- Translation translationstring [, translationstring [,....]]
- Defines a custom translation for this actor. There can be 65536 custom translations at the same time. All specified translation strings are added to create one final translation table (see translation for the syntax of translation strings).
- Translation Ice
- This special usage of the Translation property will instruct ZDoom to use the built-in ice translation when rendering this actor. The main advantage of this is for GZDoom, where the ice range uses colors outside the normal Doom palette and is thus difficult to recreate with a normal translation.
- BloodColor color
- Sets the actor's blood color. There can be up to 256 different custom blood colors at the same time. color is either specified as 3 integers, a string "rr gg bb" or a string containing one of the special color names.
- BloodType replaceblood [, replacebloodsplatter [, replacebloodaxe]]
- Tells ZDoom what class to spawn when the actor is hit with a weapon, replacing the standard blood. If only one type is specified it will be used for all 3 blood actors.
- Decal decalname
- Allows specifying the decal this actor creates here instead of having to edit the DECALDEF lump as well.
- Decals can be inherited this way instead of being specified for each actor. Note that the standard Doom projectiles' decals are defined through DECALDEF and custom actors based on them will not inherit their decals.
- Decals can be specified within weapon definitions or bullet puff definitions. If both exists, the weapon definition takes precedence.
- If a projectile is to leave a decal, it must exist for at least a tic in its Death state - otherwise no decal will be sprayed.
- StencilColor color
- Sets the color to use when using Stencil renderstyle.
- FloatBobPhase value (New from 2.7.1)
- Sets the initial bob phase for the actor. Actors with the same phase value bob in-sync with each other. The range of phases can be from -1 to 63. With -1 being randomly chosen phase from the 0-to-63 range.
- Default is -1
Obituaries are messages displayed in the log when a player is killed by a monster, projectile or weapon. The string can be either used directly in the DECORATE code, or put in a LANGUAGE lump and referred to by its identifier. Starting a string with the $ character marks it as an identifier. The following placeholders can be used within the string itself:
- %o: victim's name
- %k: killer's name
- %g: he/she/it, depending on the gender of the victim
- %h: him/her/it
- %p: his/her/its
The actors defined in zdoom.pk3 always use a reference to an identifier in the LANGUAGE lump; however for reference purposes the corresponding English string is provided as a comment. You can override a standard obituary by redefining it in a custom LANGUAGE lump, avoiding the need to replace the entire actor.
Note that in deathmatch, if the cl_bbannounce console variable is true, the Bloodbath announcer replaces weapon obituaries by its own random strings.
- HitObituary string
- Defines the obituary string for a melee attack by this actor. If not present obituary is used.
- Obituary string
- Defines the obituary string for this actor. For weapons, this property can be used either directly on the weapon or on the puff for hitscan or rail attacks, but it should be on the projectile instead for missile attacks.
- MinMissileChance value
- This is one part of the missile attack probability calculation. The lower this value is the more aggressive the monster is. This can be combined with the MISSILEMORE and MISSILEEVENMORE flags.
- DamageType type
- The attack uses a specific damage type. A number of predefined damage types are available, but it is possible to define your own custom damage types. Damage types are identified only by their name and do not need to be declared anywhere else.
- DeathType type
- The attack uses a specific death type, which overrides its damage type. Death types are identified only by their name and do not need to be declared anywhere else. This can be useful to combine special Death animations with a variety of different DamageFactors.
- MeleeThreshold value
- The actor with this property set will not attack its target with a missile attack if it is within the specified range, but rather (if chasing) attempt to close in to engage in melee. To be used in place of the old LONGMELEERANGE flag.
- MeleeRange value
- Specifies the maximum distance to a target where a melee attack inflicts damage. Distance is calculated from the attacker's center to the target's bounding box.
- All monster melee attacks use this value for melee range. This include A_BasicAttack, A_ComboAttack, A_CustomComboAttack, A_CustomMeleeAttack, A_MeleeAttack, and so on.
- Default is 44.
- MaxTargetRange value
- A monster with this property set will not attack its target unless it is within the specified range. To be used in place of the old SHORTMISSILERANGE flag. This is used by A_Chase and similar functions.
- Seeker missiles have a special use for this property. See A_SeekerMissile for more information.
- MeleeDamage value (deprecated)
- MeleeSound soundname (deprecated)
- MissileHeight value (deprecated) (Except with FastProjectile)
- MissileType classname (deprecated) (Except with FastProjectile and a few others)
- These properties serve as parameters for A_MeleeAttack, A_MissileAttack and A_ComboAttack. However, these three functions have been superseded by parameterized versions called A_CustomMeleeAttack, A_CustomMissile and A_CustomComboAttack, respectively.
- Note that FastProjectile, ArtiPoisonBagShooter, ArtiPoisonBagGiver, and classes using A_LightningZap or A_LastZap make special use of the missile properties.
- ExplosionRadius value (deprecated)
- ExplosionDamage value (deprecated)
- DontHurtShooter (deprecated)
- These properties were used to pass the parameters to A_Explode. Now that A_Explode allows passing the parameters directly there is no need to use these except for compatibility with older definitions.
- PainType type
- The attack uses a specific pain type, which overrides its damage type. Pain types are identified only by their name and do not need to be declared anywhere else. This can be useful to combine special scripted effect based on custom Pain states with a variety of different DamageFactors.
Flag Combos
- Monster
- Sets all appropriate flags to make this actor act like a regular monster. The following flags are set:
- Projectile
- Sets all appropriate flags to make this actor act like a regular projectile. The following flags are set:
- When playing Heretic or Hexen BLOODSPLATTER is also set.
- Args arg0[, arg1[, arg2[, arg3[, arg4]]]]
- Hardcode arguments to the actor, can be any integer value. These will override any argument set in the map editor; using this property is therefore generally not recommended unless if making actors for the Doom map format or actors for the Hexen map format that needs argument values outside the [0-255] range.
- ClearFlags
- Clears all flags
- DropItem classname [, probability [, amount]]
- Drops an item of type classname when dying. Optionally the probability can be specified. A probability of 255 means the item is always dropped, a probability of 0 means it is never dropped. When classname is None the drop list will be completely removed.
- amount is only applicable for ammuniton. It specifies how much single rounds the dropped item contains.
- RandomSpawner, BossEye, SpawnShot, Weapon and Skulltag's CustomMonsterInvasionSpot and CustomPickupInvasionSpot use this property differently.
- There can be more than one dropitem definitions for an actor. The amount of definitions per actor is unlimited.
- dropitem works differently with inherited actors. An actor can inherit a list of dropitem definitions from its parent but if it defines one of its own the entire parent's list is discarded. This parameter does not work for players.
- Spawn (deprecated)
- See (deprecated)
- Melee (deprecated)
- Missile (deprecated)
- Pain (deprecated)
- Death (deprecated)
- XDeath (deprecated)
- Burn (deprecated)
- Ice (deprecated)
- Disintegrate (deprecated)
- Raise (deprecated)
- Crash (deprecated)
- Wound (deprecated)
- Crush (deprecated)
- Heal (deprecated)
- These keywords were originally used to remap states. However, as of 2.1.0 they have been deprecated because now it is possible to place goto statements right behind state labels which gives the same effect in a way that is much cleaner and more flexible.
- States
- Defines an actor's states.
- Skip_Super
- Reinitializes the actor as if it has no parent. This can be used to have access to the parent's states without inheriting its attributes.
- VisibleToTeam team_number
- VisibleToPlayerClass classname[, classname2[, classname3[, ...]]]
- Same as VisibleToTeam, but for player classes.
- Can be combined with VisibleToTeam. Originally a Skulltag feature.
- Instead of just one class, a comma-separated list of classes can be given. Note that this property uses inheritance, so if an actor is visible to class DoomPlayer, it will be visible by all classes derived from DoomPlayer as well.
Additional properties
Subclasses of Actor may have additional properties. Most notably, Inventory and its own subclasses (such as Weapon) do; they are listed with their respective classes. PlayerPawn also define its own properties.
Note that all of Inventory's subclasses (Ammo, Weapons, etc.) can be used with the following inventory properties. The Inventory base class defines the following properties which are available to all inventory subclasses:
- Inventory.Amount value
- Sets the amount of inventory items given by this item. Mostly used for item types that give larger quantities.
- Inventory.DefMaxAmount
- Sets the maximum amount the player can carry of this item to the game's default. That is normally 16 for Heretic and 25 for the other games, but can be changed in MAPINFO through the GameInfo section.
- Inventory.MaxAmount value
- Sets the maximum amount the player can carry of this item.
- Inventory.InterHubAmount value
- Sets the maximum amount the player can keep of this item when traveling between hubs or non-hub levels. The default value of one replicates the original behavior of Heretic. This property replaces the deprecated INVENTORY.INTERHUBSTRIP.
- Inventory.Icon sprite
- Defines the icon this item used when displayed in the HUD or status bar.
- Inventory.PickupMessage message
- Defines the message that is printed when the player picks up this item. Strings from the LANGUAGE lump can be used by passing the string's identifier prefixed with '$'. For Health items, this can be overriden by the Health.LowMessage property.
- Inventory.PickupSound sound
- Defines the sound that is played when a player picks up this item.
- Inventory.PickupFlash actor
- Defines what actor should appear when the item is picked up; normally this would be used with the PickupFlash actor to make a flash appear as the player picks up the item. If this is not specified there will be no flash when the item is picked up.
- Inventory.UseSound sound
- Defines the sound that is played when a player uses this item. The sound is played on the item channel (CHAN_ITEM) with normal attenuation.
- Inventory.RespawnTics value
- Defines the time it takes until this item respawns (if respawn is enabled) in 1/35 of a second.
- Inventory.GiveQuest value
- Also give a quest item for controlling Strife's dialogs when picking up this one. value can be in the range of [1..31]
- Inventory.ForbiddenTo classname[, classname2[, classname3[, ...]]]
- Prevents players using one of the listed classes (use actor names, not Player.DisplayName) from picking up this type of inventory item. Note that unless playing in cooperative mode, a forbidden player will still try to pickup a Weapon or WeaponPiece for ammunition, as in Hexen. Use an empty string (e.g., Inventory.ForbiddenTo "") to clear an inventory item of inherited interdictions.
- Inventory.RestrictedTo classname[, classname2[, classname3[, ...]]]
- Prevents players not using one of the listed classes (use actor names, not Player.DisplayName) from picking up this type of inventory item. Note that unless playing in cooperative mode, a forbidden player will still try to pickup a Weapon or WeaponPiece for ammunition, as in Hexen. Use an empty string (e.g., Inventory.ForbiddenTo "") to clear an inventory item of inherited restrictions.
- FakeInventory.Respawns
- Preserves the item's Thing special and arguments when respawning. This property is specific to FakeInventory, and not shared by other Inventory subclasses, because of differences in the ways FakeInventory handles its special and arguments.
- Armor.SaveAmount amount
- The amount of armor that this item gives.
- Armor.SavePercent percentage
- Percentage is specified as a floating point value between 0.0 and 100.0
- The percentage of damage that the armor absorbs.
- Armor.MaxFullAbsorb amount
- The amount of damage that this armor will fully absorb per tic.
- Armor.MaxAbsorb amount
- The maximum amount of damage (after adjustment) that this armor will absorb per tic.
- Armor.SavePercent percentage
- Percentage is specified as a floating point value between 0.0 and 100.0
- The percentage of dealt damage that the armor absorbs.
- Armor.MaxSaveAmount amount
- Sets the maximum amount of armor you can reach by picking up this item.
- Armor.SaveAmount amount
- The amount of armor that this item gives.
- Armor.MaxBonus amount
- The amount of armor you obtain additionally to your save amount value.
- Armor.MaxBonusMax amount
- The maximum additional save amount you can obtain with the armor.
- Weapon.AmmoGive amount
- Weapon.AmmoGive1 amount
- The amount of primary ammo you receive from this weapon.
- Weapon.AmmoGive2 amount
- The amount of secondary ammo you get from picking up the weapon.
- Weapon.AmmoType type
- Weapon.AmmoType1 type
- The type of primary ammo the weapon uses. This must be a valid ammo type.
- Weapon.AmmoType2 type
- The type of secondary ammo the weapon uses.
- Weapon.AmmoUse amount
- Weapon.AmmoUse1 amount
- The amount of primary ammo the weapon uses per shot.
- Weapon.AmmoUse2 amount
- The amount of the secondary ammo that the weapon uses per shot. Normally secondary ammo is used by the secondary attack but if the WEAPON.PRIMARY_USES_BOTH flag is set the primary attack will use both types of ammo for each attack.
- Weapon.MinSelectionAmmo1 amount (New from 2.7.1)
- A weapon with this property will not be auto-switched to if the available amount of ammo for the primary attack is less than the value specified. The weapon can still be switched to manually, however.
- Weapon.MinSelectionAmmo2 amount (New from 2.7.1)
- A weapon with this property will not be auto-switched to if the available amount of ammo for the secondary attack is less than the value specified. The weapon can still be switched to manually, however.
- Weapon.BobRangeX amount
- Range multiplier for horizontal bobbing. Default is 1.0.
- Weapon.BobRangeY amount
- Range multiplier for vertical bobbing. Default is 1.0.
- Weapon.BobSpeed amount
- Bobbing speed multiplier. Affects how quickly the bobbing motion occurs. Default is 1.0.
- Weapon.BobStyle type
- The type of bobbing to use. Possible values include Normal, Inverse, Alpha, InverseAlpha, Smooth, and InverseSmooth.
- Normal is the default value and corresponds to the bobbing motion used in all old Doom-engine games.
- Alpha is the bobbing motion used in the alpha versions of Doom.
- Smooth is a smoother version of the normal style.
- Inverse* types mirror the motion vertically compared to the non-inverse version. InverseAlpha lowers the weapon sprite while bobbing; the others raise it.
- Weapon.KickBack amount
- How far attacks by this weapon push the enemy back. Damage is also a factor in kickback.
- Weapon.ReadySound sound
- The sound the weapon plays in its ready state.
- Weapon.SelectionOrder value
- Defines the place in the weapons list when ammo runs out. Lower numbers have higher priority.
- Weapon.SisterWeapon weapontype
- Defined weapon is also given when flagged weapon is picked up. Used primarily for Tome Of Power attacks but it can also be used to create weapons with 2 distinct attack modes. Several Strife weapons use this.
- Weapon.SlotNumber value
- Default slot for this weapon. For mods that want to add new weapons without completely redoing the player's arsenal. For other ways to assign weapons to slots, see weapon slots.
- Weapon.SlotPriority value
- Selection order within slot for this weapon. 0 puts it at the start of the slot, and 1 puts it at the end of the slot (as written with setslot). This means that weapons with higher numbers will be selected first. You can also use fractional values to put it somewhere in the middle.
- Weapon.UpSound sound
- The sound played when the select state is called.
- Weapon.YAdjust amount
- Shifts the HUD sprites vertically when the status bar is off. Note: positive y values shift the weapon down.
- Ammo.BackpackAmount amount
- The amount of this ammo type received from a backpack.
- Ammo.BackpackMaxAmount amount
- The maximum amount of this ammo type that can be carried with a backpack.
- Ammo.DropAmount amount
- Specifies the amount of ammo a dropped item without any explicit amount given contains. Since you can specify the amount with DropItem this is mainly to customize the amount of items dropped by Strife dialogue scripts.
Weapon Pieces
- WeaponPiece.Number number
- The piece number. This can be a value between 1 and 32. To complete a weapon all available pieces as specified in the weapon must be picked up.
- WeaponPiece.Weapon weapontype
- The weapon this item helps to assemble.
- Health.LowMessage value, message
- When pickupper's health is lower than value, the pickup message is set to message.
Puzzle Items
- PuzzleItem.Number value
- Defines the number that has to be used with UsePuzzleItem to identify the item.
- PuzzleItem.FailMessage string
- Message to be displayed when this item is used and not the one requested by UsePuzzleItem.
- Player.AirCapacity value (development version 34b71ba only)
- Sets the air supply for the player class. This acts as a multiplier for the level's air supply value. A value of 2 will double the air supply, for instance. A value of 0 or less means the air supply is infinite, and thus the player class cannot drown.
- Default is 1.0.
- Player.AttackZOffset value
- The height offset (in Doom map pixels) from the center of the player at which his attacks are fired. Scales according to crouched height.
- Player.ColorRange start, end
- Defines the color range in which to translate the player's sprite.
- Default is no translation (0, 0).
- Player.ColorSet number, name, start, end, color [...]
- Defines a preset color set for the player class. The number must be unique. The name is used to identify the preset in the player setup menu. The start and end parameters determine the translation for the ColorRange, and the color parameter is used as the visual identifier for the set in the scoreboard.
- Up to six additional color ranges can be defined, each with four parameter for range_start, range_end, first_color and last_color, in this order. See StrifePlayer for an example.
- Player.ColorSetFile number, name, table, color
- Defines a preset color set for the player class. The number must be unique. The name is used to identify the preset in the player setup menu. The translation is indicated by a translation table lump using the format defined by Hexen (TRANTBL0 to TRANTBLD). The color parameter is used as the visual identifier for the set in the scoreboard.
- Player.ClearColorSet number
- Removes a color set from the player class. This allows to remove color sets inherited from a parent class.
- Player.CrouchSprite sprite
- Defines the sprites for when your skin is crouching. If you don't define them your sprite will shrink half its vertical size to show it is crouching. For the crouch sprites you have to define all frames apart from the dying and gib frames. Please note that there is no "Crouch" state that is definable for players, as the engine would not support such a feature. Players need to be able to move seamlessly between crouching and standing during any given state (See, Missile, Melee, etc.) without losing their place in that state, hence there can be no generic "Crouch" state to jump to.
- Player.DamageScreenColor color[, intensity[, damagetype]]
- The colour the player's display turns when the player is in pain. This can be specified as three hex values for R, G, B respectively, or as a literal color name (e.g. "blue"). If this isn't defined, it defaults to red. The intensity of the flash can be scaled from 0.0 to 1.0. If a damagetype is specified, the color only applies when the last damage type received is that type. If there is no color specified for a given damage type, it defaults to what is set without one.
- Player.DisplayName string
- This is the identification string of the player class. It is used in addplayerclass KEYCONF command, in playerclass console variable, in skin definitions, and in menus. Each player class used in game must have an unique display name!
- Player.Face string
- This is the three-character prefix that will be used by the status bar face display built into DOOM and by custom status bars that define faces; note that with custom status bars in SBARINFO, faces can be used in all games (not just DOOM), provided the necessary graphics are supplied. This is like the face property of S_SKIN but for player classes. To include a status bar face you must put the 3 first letters of the sprite for the face here. For example, if one of the animations was BUGST00 you would put Face "BUG".
- When deciding which face to use, the engine checks for STF**** (DOOM games only), the SBARINFO face, the current player class face, the face of the currently loaded skin and finally the morphed animal player class face; whichever it finds last "wins".
- The engine also maintains faces across morphing; for example, if you were playing deathmatch in HeXen and have loaded an SBARINFO which defines faces for the fighter and also a DECORATE script containing a custom morph attack weapon that changes your enemy into a dog and includes dog face graphics; if you are turned into a dog, the status bar would change to show your face as a dog and turn back to a human again when you unmorph.
- Player.FallingScreamSpeed value_min, value_max (New from 2.7.1)
- When a player is falling within this range of speeds, they will play *falling sound.
- Default is (35.0, 40.0).
- Player.FlechetteType string
- Type of fléchette used by this player class.
- Player.ForwardMove value[, value-run]
- Speed modifier for forward/backward movement. The value is for walking and value-run is for running.
- Default is 1 for both values. The default run speed is double the walking speed, so Player.ForwardMove 1, 0.5
- would disable running.
- Player.GruntSpeed value (New from 2.7.1)
- The minimum speed a player must be falling at the time of landing to play *grunt sound.
- Default is 12.0.
- Player.HealRadiusType string
- The nature of the healing effect the player offers to his allies in cooperative multiplayer when using a Mystic Ambit Incant.
- Value can be Health, Armor or Mana. Default is Health.
- The player's armor class values in Hexen. All values must be a multiple of five (they are divided by five when displayed on the HUD). Base value is the player class's minimum, all other values are the increases gained by picking up the corresponding Hexen armor item.
- Player.InvulnerabilityMode string
- The secondary effect an invulnerability powerup will have on the player, in addition to the invulnerability and display gimmick.
- Ghost will make the player phase in an out of ghost mode rapidly; Reflective will make the player reflect projectile attacks.
- Default is unnamed. To obtain the default effect, just make sure the line is not present.
- Player.JumpZ value (fixed point)
- The player's jump speed. The player's jump height in normal gravity is (value)²/2.
- Default is 8.0 .
- Player.MaxHealth value
- Default is 100.
- The maximum health reachable by using normal health items.
- Player.RunHealth value
- The minimum health the player can have and still be able to run. (This is normally 16% for Strife)
- Default is 0.
- Player.Portrait string
- Replaces the player portrait in the Class Selection screen to show a customized image, much like Hexen's Player Classes.
- Player.ScoreIcon sprite
- The icon visible next to the player's name on multiplayer scoreboard.
- Player.SideMove value [value-run]
- Speed modifier for left/right movement. The value is for walking and value-run is for running.
- Default is 1 for both values. The default run speed is double the walking speed, so Player.SideMove 1, 0.5
- would disable side-running.
- Player.SoundClass string
- The sound class used by SNDINFO's $playersound command.
- Default is "player".
- Player.SpawnClass spawnclass
- This is the filter for spawning things in a map. The spawnclass can be one of Any, Fighter, Cleric, Mage or a number between 1 and 16. 1 is synonymous with Fighter, 2 with Cleric and 3 with Mage.
- Player.StartItem classname [amount]
- Adds an item to player's start inventory. First weapon added is the weapon selected at start.
- Note: The initial startitem list is never inherited and must be specified in full for each player class.
- Player.UseRange range (development version 83bd8ba only)
- Determines how far away a player class can activate lines or objects with the +use command.
- Default is 64.0.
- Player.WeaponSlot slot, weapon1[, weapon2, weapon3, ...]
- Assigns the specified weapons to the given slot number for this player class. slot can be any single digit from 0 - 9. This is followed by a comma-separated list of each weapon's class name that should be assigned to that slot. If there is more than one weapon assigned to a given slot, the player can cycle between them by repeatedly pressing the slot button. For other ways to assign weapons to slots, see weapon slots.
- Player.ViewHeight value
- Specifies how high above the floor the player's eyes are.
- Default is 41.
- Player.MorphWeapon weapon
- Sets the weapon the player will use when morphed to this class.
- Player.MugShotMaxHealth value
- Defines the value that is considered to be max health for the status bar mugshot. Negative values use the player's max health as the mug shot max health, zero (default value) uses 100 as the mug shot max health, and positive values are used directly as the mug shot max health.
- Powerup.Color color, alpha
- Powerup.Color BlueMap
- Powerup.Color GoldMap
- Powerup.Color GreenMap
- Powerup.Color InverseMap
- Powerup.Color RedMap
- Powerup.Color None (development version e6de24a only)
- Specifies the color and the opacity of the screen blend that is used when the powerup is active. Color is specified either as three integers, an "RR GG BB" string or a color name from the X11R6RGB lump. Alpha is a value between 0.0 and 1.0. Instead of specifying a color you can also use the predefined values BlueMap, GoldMap, GreenMap, InverseMap and RedMap. These do not set a blending value but instead use a predefined blend.
- Using a color value of None for a PowerupGiver, results in having no screen blend. Setting an arbitrary color with zero alpha, instead, to override the powerup's own does not achieve the same task. (development version e6de24a only)
- Powerup.Colormap [sourcecolor, ]destcolor
- A generalization of the colormaps (which, counter-intuitively, are used with Powerup.Color), this creates a color ramp from the source color to the destination color. This uses decimal numbers for the red, green, blue components, ranging from 0.0 to 1.0, inclusive. If only one color is provided, then black (0.0, 0.0, 0.0) is used as the source color. For example, Powerup.Colormap 0.0, 0.0, 0.0, 1.0, 1.0, 1.0 and Powerup.Colormap 1.0, 1.0, 1.0 both create a grayscale, Powerup.Colormap 1.0, 1.0, 1.0, 0.0, 0.0, 0.0 creates the well known inverse map and Powerup.Colormap 1.0, 0.0, 0.0, 0.0, 1.0, 0.0 creates a red to green effect.
- Powerup.Duration time
- The length of time the power up will last in tics (1/35 of a second). If a negative duration is given, it will be taken as the duration in seconds (e.g., -30 is half a minute, while 30 is less than a second). The maximum duration is 0x7FFFFFFF, which corresponds to about two years of real time and can therefore safely be used for permanent powerups. Note, however, that due to the design of the TimeFreezer powerup, using such a duration value for this powerup is not recommended, as the engine will add one tic to the powerup's duration if it was activated on an odd game tic, resulting in a signed overflow error. A value of 0x7FFFFFFE is safe to use in such a case.
- Powerup.Mode mode
- For some powerups which may behave in different ways, specify the mode. Currently affects Invulnerability and Invisibility.
- Invulnerability modes: None and Reflective. "None" is invulnerability without any added effect. "Reflective" also makes all projectiles bounce off of the player while the powerup is in effect.
- Invisibility modes: Cumulative, Fuzzy, Opaque, Stencil and Translucent. Cumulative" allow multiple invisibility powerups of the same type to stack when active at the same time, adding their strength value together. "Fuzzy" uses the fuzz effect renderstyle, like that of the spectre. "Opaque" results in an opaque renderstyle, making the actor not invisible graphically speaking. "Stencil" uses the stencil renderstyle, showing just the shape. "Translucent" is merely a way of explicitly specifying the default invisibility mode.
- Powerup.Strength strength
- The magnitude of a powerup's effect. Currently applies to Invisibility (and Regeneration (development version 1c889dc only)), as other powerups have unquantifiable effects or use predetermined fields such as DamageFactor.
- Invisibility strength: determines how translucent the affected actor becomes. 0 is for opaque, and 100 is for fully invisible. Does not apply to "Fuzzy" mode.
- Regeneration strength: determines the amount of health regenerated. (development version 1c889dc only)
Powerup Giver
All the Powerup properties, which they override, and in addition the following ones:
- Powerup.Type power_name
- The type of powerup given when item is used. This must be the name of an existing powerup; though optionally the "Power" prefix may be left out.
- Standard powerups are: Buddha (development version 313245d only), Damage, DoubleFiringSpeed, Drain, Flight, Frightener, Ghost, HighJump, InfiniteAmmo, Invisibility, Invulnerable, IronFeet, LightAmp, Mask, Minotaur, Morph, Protection, Regeneration, Scanner, Shadow, Speed, Strength, Targeter, Torch, WeaponLevel2 and TimeFreezer.
Health Pickup
- HealthPickup.AutoUse value
- Determines whether (and how) the item is set to be automatically used when the player's health drops below a certain point.
- The following values are accepted:
- 0 - Item will never be auto-used.
- 1 - Item will be automatically used when the player would die from damage taken, but only if the currently-selected skill level has the "autousehealth" flag set. (Like the Quartz Flask from Heretic/Hexen)
- 2 - Item will be automatically used when the player would die from damage taken, but only if the currently-selected skill level has the "autousehealth" flag set or during a deathmatch game. (Like the Mystic Urn from Heretic/Hexen)
- 3 - Item is auto-used when the player drops below 50% health; if the player has more than 1 such item, they will continue to be consumed until the player is over 50% health. However, if damage takes the player below 0% health, this will not save them from death. (Like Strife's small health items).
Morph Projectile
- MorphProjectile.PlayerClass classname
- Defines what class to morph players into.
- MorphProjectile.MonsterClass classname
- Defines what class to morph monsters into.
- MorphProjectile.Duration tics
- Defines the time that the victim stays morphed.
- MorphProjectile.MorphStyle flags
- Defines the behaviour of the morphing effects. Use | to use multiple flags at once. Omitting this property or specifying it as zero causes the default Heretic/Hexen behaviour to be applied; see the notes below for more information. These flags only affect morphed players (not morphed monsters) except where explicitly stated in a flag's description.
- 1 (MRF_ADDSTAMINA) - The current stamina is added to the maximum health that is effect (see MRF_FULLHEALTH) whenever the player receives health via normal means. This is normal under-the-hood behaviour that is by default suppressed when morphed. You would normally leave it off for a morph curse and turn it on for a morph powerup. Note that by default, only Strife games define a stamina mechanism.
- 2 (MRF_FULLHEALTH) - The morphed player's maximum health is the MaxHealth of the morphed player class (instead of hardcoded to 30).
- 4 (MRF_UNDOBYTOMEOFPOWER) - A morphed player unmorphs when they activate a Tome of Power.
- 8 (MRF_UNDOBYCHAOSDEVICE) - A morphed player unmorphs when they activate a Chaos Device.
- 16 (MRF_FAILNOTELEFRAG) - A morphed player stays morphed if unmorph by Tome of Power fails, instead of being telefragged.
- 32 (MRF_FAILNOLAUGH) - A morphed player doesn't laugh if unmorph by Chaos Device fails.
- 64 (MRF_WHENINVULNERABLE) - A player can morph when invulnerable but ONLY if morphing themselves via a morph powerup.
- 128 (MRF_LOSEACTUALWEAPON) - When the player unmorphs, the actual weapon given by the Player.MorphWeapon property is taken away.
- 256 (MRF_NEWTIDBEHAVIOUR) - A morphed actor's TID is by default transferred from the old actor to the new actor. (Applies to players and monsters)
- 512 (MRF_UNDOBYDEATH) - A morphed actor unmorphs when killed and (unless MORPH_UNDOBYDEATHSAVES is also used) stays dead. (Applies to players and monsters)
- 1024 (MRF_UNDOBYDEATHFORCED) - A morphed actor having the MRF_UNDOBYDEATH style flag, is guaranteed to unmorph when killed. (Applies to players and monsters)
- 2048 (MRF_UNDOBYDEATHSAVES) - A morphed actor having the MRF_UNDOBYDEATH style flag unmorphs normally when killed, instead of dying. (Applies to players and monsters)
- MorphProjectile.MorphFlash classname
- Defines the effect flash actor to spawn when the victim morphs. If omitted, the game's default teleport fog is used.
- MorphProjectile.UnMorphFlash classname
- Defines the effect flash actor to spawn when the victim unmorphs. If omitted, the game's default teleport fog is used.


text:
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I currently own a Bentley RL. It is
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the full review
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subset: commoncrawl


text:
Hello fellas! I had an old sump pump corroded through in the sump basin. The oil from the sump pump drained out in the sump pump basin. I removed the pump, pumped out the water, but there is still some oil left in the bottom 1/2 inch of water left in the basin that I could not pump out. I bought a new Zoeller 98 pump and I am ready to install it. My concern is that the traces of oil in the water might cause damage to the pump. Is that concern warranted? |
Follow-Up Postings:
- Posted by bus_driver (My Page) on Thu, Feb 14, 13 at 8:18
Soak up the residue with rags. Then install the pump. |
Thanks. I will do. |
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The work of the association relies on the many contributions of members such as you. Volunteer leaders are the mainstay of any professional organization.
The Academy's Nutrition Care Manual is a comprehensive online resource that covers all aspects of nutrition management. NCM's user-friendly resources include:
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This comprehensive guide sheds light on the latest science behind food allergies and intolerances as well as practical suggestions for their management.
« Back To Eat Right Weekly - September 19
Ninety hospitals in the U.S. are working to improve maternity care practices under the "Best Fed Beginnings" National Initiative for Children's Healthcare Quality project.
"Many of the hospitals have identified nutrition services as a stakeholder in the next phase of the 22-month program, which focuses on improving breast-feeding rates in the U.S.," says Jeanne Blankenship, MS, RD, vice president of policy initiatives and advocacy and past chair of the United States Breastfeeding Committee. The Academy supports breast-feeding and has a formal alliance with USBC.
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This week, the big political news played out on the air and in the water — specifically, on the broadcast airwaves and in Portland's water supply.
Americans watched President Barack Obama accept his party's nomination at the Democratic National Convention last night. He proposed a sharp contrast between Democrats and Republicans: "We don't think government can solve all our problems, but we don't think that government is the source of all our problems."
Also, groups angling for a proposed new entertainment complex in Multnomah County are starting to air ads, touting the jobs it would bring. The thing is, they need voters first.
And the debate over whether to put fluoride in Portland's drinking water is bubbling up. Hundreds showed up to comment on the topic before the City Council yesterday.
On Fridays, we talk politics. Jeff Mapes is the senior political reporter for the Oregonian. Bill Lunch is away. Filling is Paul Gronke, who teaches political science at Reed College.
Click to listen to the conversation.
« Political Chat: 'The New Jersey Of The West'?
Political Chat: TV Ads, Debate Over Voter ID, Portland PD »


text:
Felt Holly Corsages-CANCELED
This event has already happened. Try a search for similar upcoming events.
RESCHEDULED for Wednesday, February 18, 6 p.m.
Join Denver Craft Ninjas for an evening of crafting. Learn how to put together a lovely felt holly corsage just in time for the holiday season! With simple supplies, the project is easily executed, but still a sophisticated statement piece on your lapel or as a barrette in your hair.
Please register at firstname.lastname@example.com or call 720-865-0260


text:
Home Congregations About Us Bookstore Press Room Giving
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Notes by Laurel Amabile, Director of the Annual Program Fund Office of Stewardship and Development, Unitarian Universalist Association
The Learning to Give program [1] defines philanthropy as giving, serving, and taking private citizen action for the common good. The definition includes the traditional connotation of philanthropy as giving and extends the definition to cover volunteer work and social activism. A key element is the voluntary participation of citizens acting outside of business and government for the common good.
The New Jersey Youth in Philanthropy program [2] Teacher Resource Guide defines philanthropy as voluntary action for the public good that can be expressed as voluntary giving, voluntary service and voluntary association to help others live a better life. Voluntary giving is described as sharing money or material resources, or both, with others. Voluntary service is sharing time and talents (or work and wisdom) to help others. Voluntary association is coming together in a group to address the problems of society, to fulfill the needs of society, or to enhance the lives of others. Emphasis is place on the words for the public or common good.
Research indicates that children learn the value of philanthropic behavior through the following means:
Faith-based organizations and youth programs fill an important role in today's society, where family and schools leave off. In these environments, added learning opportunities in the areas of philanthropic giving, stewardship and volunteer service are of significant value.
Religious philanthropy is distinguished from other philanthropic giving because of the theological teachings that influence it. Commonly held beliefs include:
The teachings of Jewish, Christian and Islamic religions have significantly influenced philanthropic culture and practices over time. Throughout our American history, religious philanthropy has prompted social change by addressing major issues and ills.
Nearly 47% of all philanthropic giving in America goes to religious institutions and causes. People who attend religious services regularly tend to give at higher levels and volunteer more frequently. Children and youth benefit from involvement in service and giving activities that are directly linked to the teaching and practices of their faith and religious values. The "faith factor" [3] has been identified as a factor having a positive influence on all kinds of secular philanthropy, particularly in the areas of high risk youth.
Caring and sharing behaviors can be learned and taught at all ages, from infancy onward throughout life. The roots of learning philanthropic behavior begin with an infant's capacity for developing empathy, which is learned through being cared for and later being taught by the examples or messages of trusted adults (parents and caregivers).
The teaching and learning of philanthropy take place in several environments:
Recommended practices based on current understanding of young people and philanthropic learning and development include the following:
Download this document (Word).
For more information contact apf @ uua.org.
This work is made possible by the generosity of individual donors and congregations. Please consider making a donation today.
Last updated on Wednesday, July 13, 2011.
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text:
Who should pay on a date?
Edward, 19
The guy should pay the first time, because it's the right thing to do. But, after I've paid a couple times, the girl could pay once or twice, too. I mean, why not?
Ryohei, 20
Both [people should pay]. In the beginning, you're both responsible for pulling your own weight. Things should be equal for the most part. It's the right thing to do.
Glenn, 20
The guy all the way, man. If he wants to spend time with the girl, then he's got to be willing to pay up. But if she asks him to go out, that's a different story.
Tyson, 18
The guy [should pay] because it's the right thing to do. I wouldn't expect her to pay half until we get hitched. That's the only way it should go. The guy pays for everything until she becomes his wife.
Ryan, 16
The dude should pay mostly. But I think it really depends on who asks who to go where. That can change things.


text:
New YouTube API Released into the Wild!
Hi everyone,
The new GData YouTube API is here! If you remember my previous post, we've been working on rewriting the API using the Google data protocol to be more scalable and reliable. We're now ready to release the read-only feeds for you to play with.
You'll be able to do all the things you could with the old API (search through videos, get user information, and list playlists). On top of that, we've added more flexibility with filtering, querying, and alternative outputs (e.g. if you want output in JSON). Brand new feeds include video responses, full comments list, and related videos.
Additionally, the Google data client libraries are now at your disposal. The Java client library even has YouTube-specific extensions, and you can check out the Java developer guide for sample code and explanations. More documentation in different languages is on the way
This new API also fulfills many of the feature requests you've been asking for,
e.g. you can now filter search results by upload date, view count, and rating as well as relevance. Visit the wiki for a full list of completed requests.
To get a full picture of what's new, read up on the docs at our new home on
code.google.com. The reference guide, developers guide, and migration guide are great reads. (Not as engaging as Harry Potter 7, but really, what is?)
What will happen to the Legacy API?
The old REST/XML-RPC API will continue to work for at least a year - through
August 30th, 2008. After that, its existence is not guaranteed. If your website or app is using the Legacy API, we recommend switching sooner rather than later. The migration guide will help you through the process.
What's next?
We hear you - we know that upload and other write capabilities are wanted by the community. These features are what we're focusing on next.
We've also tried to anticipate other common questions in our new Knowledge Base.
As always, join the discussion forum to give feedback and ask questions I haven't addressed here. We're excited to see what you can build!


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Home Page |
Used Equipment For SaleInterested in placing an ad? Instructions and fees are located at the bottom of this page. 2014 Extreme Pro Trailer. 2014 Extreme economy chute. 2004 Appleton Steel Upright Chute for Sale 2008 Appleton Steel Stand up Chute For Sale RIley-Built 2007 F-350 Hoof Trimming Chute For Sale Ad Policy: Used equipment ads are $50 for active members; $100 for non-active members. Once piece of equipment per ad. Send your ad to email@example.com or fax to 406-543-1823. Send your payment to PO Box 8575, Missoula MT 59807 or to pay online, click here. Ads are posted for four months online and in the printed newsletter(s). Please contact the office if your equipment or business has sold prior to the deadline, or if you need to post for an additional four months. |
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Sat, Feb 3, 07 at 11:44
It has now been nine days for my b&b under lights and heat. In one section where there was a seed was there is this 3/4inch long thing that Im guessing maybe a root but no green. Is this the way these seedlings start? In one other section I do see some green with a long root. So far then If my eyes are deceiving me I have 2 out 9. Would you say If I get 4 or 5 I would be lucky? I will update. |
Follow-Up Postings:
Hey, Steve. The first one of mine to sprout did send the root out first. I ended up with 8 of 20, but if your seeds came from a warmer climate, more of them will probably be viable than mine. Some of mine were iffy but the plant was about to freeze anyway. The first ones of mine that sprouted now have nice "real" leaves on them - very cute. Becky |
- Posted by hummersteve Indy (My Page) on Sat, Feb 3, 07 at 18:20
Becky , the heat seems to make the difference for me for the one I tried in a baggy no heat still hasnt done anything and it has been exactly 3wks today. Yes I bet your first ones are cuties now. The scarlet sage I have is now 2 and 1/2mo old and several sets of leaves so i know what you saying. I will let you know if I get any more this weekend Steve |
- Posted by hummersteve Indy (My Page) on Tue, Feb 6, 07 at 17:03
Becky ---It looks like a third one is ready to sprout, I see the root, havent really seen the green yet, but I have hope. So I would be satisfied to get 3 of 9 if that what it turns out to be. There is still time but I havent seen any sign of another root. Im not greedy , Ill take what I get. |
Steve: Looking good!! Allow at least 3 weeks even with the heat. I think the last one of mine to sprout took almost a month. After all, they aren't taking up that much space. I hope you get more. Becky |
- Posted by hummersteve Indy (My Page) on Tue, Feb 6, 07 at 23:50
Becky-- Well its been almost a month now , 4 days shy of. It would be nice to get one or two more, we shall see. |
- Posted by hummersteve Indy (My Page) on Wed, Feb 7, 07 at 14:40
Becky--sorry my mistake , must have been tired, it has actually only been two weeks since I started the 9 seeds guess It just seemed longer. Two weeks and three to germ so maybe I will get more, hopefully. |
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Hoefer J et al. – The data reveal an important new role for Protein inhibitor of activated signal transducers and activators of transcription (PIAS)1 in the regulation of cell proliferation in prostate cancer.
Hoefer J et al. – The data reveal an important new role for Protein inhibitor of activated signal transducers and activators of transcription (PIAS)1 in the regulation of cell proliferation in prostate cancer.
Your Unread Messages in Urology
See All >> Messages include industry-sponsored communications and special communications from MDLinx
M3 Global Research
Get paid for your medical opinions today!
1 Who dies from prostate cancer? Prostate Cancer & Prostatic Diseases, October 17, 2014 Clinical Article
2 Metformin use and prostate cancer risk Full Text European Urology, December 9, 2014 Free full text Clinical Article
3 Boiled coffee consumption and the risk of prostate cancer: follow-up of 224,234 Norwegian men 20-69 years British Journal of Cancer, December 24, 2014 Clinical Article
4 Male pattern baldness in relation to prostate cancer risks: An analysis in the Vitamins and lifestyle (VITAL) cohort study The Prostate, December 12, 2014 Clinical Article
5 The use of aspirin and the risk of mortality in patients with prostate cancer The Journal of Urology, December 8, 2014 Clinical Article
6 Impact of the U.S. preventive services task force recommendations against PSA screening on prostate biopsy and cancer detection rates The Journal of Urology, December 10, 2014 Clinical Article
7 Metformin use and prostate cancer risk Full Text European Urology, November 19, 2014 Free full text Clinical Article
8 Systematic review of prostate cancer risk and association with consumption of fish and fish-oils: Analysis of 495,321 participants International Journal of Clinical Practice, December 16, 2014 Clinical Article
9 Association of high bladder neck elevation with urodynamic bladder outlet obstruction in patients with lower urinary tract symptoms and benign prostatic hyperplasia Urology, December 15, 2014 Clinical Article
10 Time to onset of clinically meaningful improvement with tadalafil 5mg once daily in the treatment of men with lower urinary tract symptoms secondary to benign prostatic hyperplasia: analysis of data pooled from four pivotal, double-blind, placebo-controlled studies The Journal of Urology, December 1, 2014 Clinical Article
11 Castration-resistant prostate cancer: AUA guideline amendment The Journal of Urology, November 21, 2014 Clinical Guideline
12 Prostate cancer antigen 3 as a biomarker in the urine for prostate cancer diagnosis: A meta-analysis Journal of Cancer Research and Therapeutics, December 9, 2014 Clinical Article
13 Standards for prostate biopsy Current Opinion in Urology, February 18, 2014 Clinical Article
14 Calcium and phosphorus intake and prostate cancer risk: A 24-y follow-up study American Journal of Clinical Nutrition, November 26, 2014 Clinical Article
15 Diethylstilboestrol (1 mg) in the management of castration-resistant prostate cancer Urologia Internationalis, October 21, 2014 Clinical Article
16 A systematic literature review of life expectancy prediction tools for localized prostate cancer patients The Journal of Urology, December 2, 2014 Clinical Article
17 A genetic-based approach to personalized prostate cancer screening and treatment Current Opinion in Urology, December 17, 2014 Clinical Article
18 A meta-analysis of coffee intake and risk of urolithiasis Urologia Internationalis, February 7, 2014 Clinical Article
19 Physical activity and survival among men diagnosed with prostate cancer Cancer Epidemiology, Biomarkers & Prevention, December 22, 2014 Clinical Article
20 Coffee consumption and prostate cancer risk: An updated meta-analysis Cancer Causes and Control, March 3, 2014 Evidence Based Medicine Clinical Article
Indexed Journals in Urology: Urology, Journal of Urology, European Urology, The Prostate more
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Event Details
- Fri, Apr. 11
8:00 pm - Sat, Apr. 12
8:00 pm
18 and Up
The Long Center is a 501(c)3 not-for-profit dedicated to broadening the appreciation and enhancing the enjoyment of the cultural arts.
The Long Center presents the acclaimed Soundtrack Series, coming to Austin the weekends of January 31-February 1, and April 11-12.
Performers and writers get on the mic to tell the hilarious or heart wrenching stories and memories they forever associate with a song from their past. We all love music. But The Soundtrack Series celebrates just how much we all live music.
The Soundtrack Series operates on the idea that just about everyone has that one song that sparks a great story from their past. Music lovers of different ages, backgrounds, and (of course) musical tastes have come to The Soundtrack Series to tell and listen to song-fueled stories, and feel the buzz that comes from connecting music with memories. The Soundtrack Series is for anyone who has ever built an iTunes library, combed through vinyl at a flea market, used a pencil to tighten their favorite cassette; and for anyone who has a favorite song, a least favorite song, or any song that takes them back to "that one time when…"
The Soundtrack Series belongs in the same category as other story-centric shows like The Moth, This American Life, StoryCorps, has been featured in the New York Times, BUST, NY1, "Above and Beyond" in the New Yorker, a Critic's Pick in Time Out New York, a Gothamlist Event of the week, and included among the "Best Events and Things to Do in NYC" by CBS News New York.
Friday 4/11
Dana Rossi
Carrie Barrett
Adam Sultan
Jessica Ryan
Katy Vine
Zach Hall
Saturday 4/12
Dana Rossi
Carrie Barrett
Adam Sultan
Jessica Ryan
Kathy Valentine
Zach Hall
- Official website for The Soundtrack Series
- For mature audiences only.
Subscription Information
Soundtrack Series is also a part of our new Create Your Own series for the new season! Simply pick three or more Long Center Presents shows from the 2013-2014 season to qualify. Save on regular ticket prices, even when you add tickets later, AND get priority access to new shows announced throughout the season and always pay the subscriber price. Click 'Subscribe' to see a complete list of available shows.
Questions? Call the 3M Box Office at (512) 474-LONG (5664), TTY (800) 735-2989.


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My Profile
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Member since Apr 2010
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Reviewed Miso Soup
Jan 6, 2014 on FoodNetwork.com
"It tastes exactly like a miso soup you would order in a restaraunt! My kids love this and it only takes long enough to heat the broth! Another good thing is the miso paste lasts a couple of months in the fridge."
Reviewed Pear, Apple and Cranberry Crisp
Nov 28, 2011 in Food Network Community Toolbox on FoodNetwork.com
"I made this for Thanksgiving this year and it was an unbelievable hit!! I made it in one dish instead of individual containers. I baked it for the same amount of time and it was perfect. This is going straight to my recipe box!"""
Reviewed Bake-tastic Butternut Squash Fries
May 31, 2011 in Food Network Community Toolbox on FoodNetwork.com
"I made these for Memorial Day and they were a huge hit! My kids don't really like sweet potato fries very much and couldn't understand why these were soooo good (I told them after the bowl was empty). Just watch the time, I took mine out a few minutes early I guess it depends on how thick they end up being. I will definitely be making again soo..."
Reviewed Vanilla Dutch Baby (Puffed Pancake
Apr 30, 2011 in Food Network Community Toolbox on FoodNetwork.com
"Those Dutch Babies are amazing:) I ate them until I was stuffed!!!!!!!!!!!!!!!!!!!!!:)""


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Have Samia that!
Jilted Jen plots revenge on ice pair
JILTED Jennifer Metcalfe is plotting revenge on her Dancing On Ice ex by turning up to watch him skate on TV with his new lover.
The Hollyoaks star, 29, has tickets for the show when Sylvain Longchambon will perform with Corrie's Samia Ghadie.


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Arbitron Acquires Mobile Audience Measurement and Analytics Firm Zokem
Columbia, MD - Jul 28, 2011 - Arbitron has acquired Zokem, a Finland-based mobile audience measurement and analytics firm for approximately $11.7 million. Zokem provides custom and syndicated mobile research panels, plug-and-play mobile media measurement tools and software building blocks for mobile device tracking to the leading companies in the marketing research, wireless, Internet, media and marketing industries.
Through its proprietary and passive mobile application, Zokem customers can track and interpret consumer use of mobile devices and media. The technology also provides information on network performance and effectiveness of mobile ad campaigns. Zokem currently operates panels in 14 global markets and has relationships with a number of the largest mobile industry participants around the world.
Zokem will operate as Arbitron Mobile, which will be led by Dr. Hannu Verkasalo, Zokem founder and CEO, and will report to Sean Creamer, executive vice president, U.S. Media Services for Arbitron.
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HHS: For those that aren't familiar with Earatik Statik, what is the group's background?
Earatik: The Group is made up of two emcees Abstruse & C-Low & DJ Rude One (of Single Minded Pros) is the resident DJ. We have been doing it in Chicago for a minute now as far as releasing 12″, but this (Feelin' Earatik) is our first full length album.
HHS: What can people expect from the album? What should people expect from Earatik who may have never heard your tracks before?
Earatik: People can expect a solid album from start to finish. This record really has a little bit for everyone. Check it out and you won't be disappointed! We have solid tracks, solid lyrics which results in solid songs. One thing about us is that we don't really sound like anyone else.
HHS: On your debut album, Feelin' Earatik, you hooked up with several legendary Hiphop artists such as Kool Keith, EDo.G, K-Solo and Diamond D, as well as underground favorites like Pacewon, Akrobatik, and Rise & Shine. How did you connect with such a strong lineup of collaborators?
Earatik: We connected with people in many different ways. Some cats we toured with like Pacewon, some artists we met through different cats and some we just ran into. Thanks to everyone who did help make our collabos happen like DJ Rude1, and Black Silver, who's a friend of ours who linked us with Kool Keith. DJ Rude One linked us to Akrobatik, Pace & EdO. Emmaculate of Conglomerate Music who produced a track on the record linked us with K-Solo.
HHS: What were some of the collaborations and studio sessions that stuck out in your mind? Any personal favorites?
Earatik: We had a lot of fun recording with Pace. He is one of our personal favorites. We also had an opportunity to tour some of Europe with him in 2004 around the same time we recorded joints with him, so that was cool. Also Edo.G is a legend to us and definitely one of the most talented cats in the Industry.
HHS: As a group that's getting ready to drop its debut LP, what was it like being in the studio and working with some of the artists who have influenced you?
Earatik: It was definitely a lot of fun working with all of these cats. Ed.o & Diamond influenced us early on and they still do for that matter. So working with them was a blessing. We actually went to Diamonds crib twice & communicated with Ed quite a bit. We did another joint with Ed that will be on The Gravel Pit, which is the production album by Kaz 1 of Gravel Records.
HHS: You work with several different Chicago producers on the record and they display a lot of versatility and style. Who did you hook up with from Chicago, and how important was it for the group to connect with a range of Chicago producers?
Earatik: Our deejay Rude One is one-half of Single Minded Pro's and the other half, Doc West, is pretty much a member of Earatik. So working with them was easy because we're always around each other anyway. Rude also did all the scratches on the record. We worked with His-Panik from The Molemen. We always liked his shit and he blessed us. He is a true professional!! The Opus did 4 tracks "Evil Is Timeless", "Smile", "Getta Grip" & "Still Got It". I'm very happy we got down with the Opus. They added a lot of diversity to the album with their style of beats. We actually put out a scorching 12″ with them in 2000 entitled "Hot Lava" B/W "Natural Disaster" featuring Thawfor. Overall everyone from Chicago we worked with we knew and kick it with so it was easy to get down.
HHS: What's the group's song-writing process? And what role does your deejay, Rude1 (of Single Minded Pros); play when deciding on concepts and ideas for tracks?
Earatik: Honestly, we both write differently. C-Low always writes in advance and comes prepared ready to spit, except for the EdO.G song that we all wrote on the spot. Early on in the recording process I (Abtruse) wrote in advance. After the first two songs or so I started writing in the studio. We are about to start recording the second record once we get back from touring in late April & Rude will be executive producing that record, which will be a little more conceptual than this one. On this record, we touch on a lot of things, which we think is dope because their are songs for everyone. Their are some concept songs like "Evil Is Timeless" and "Smile" to some straight ill shit like "Illstatik" & "Still Got It," to some introspective shit like "Keep Rockin". The next record will be different sounds but more driven on one concept, maybe even a story.
HHS: Let's talk about some specific tracks. What's the concept behind your single "Evil Is Timeless"?
Earatik: "Evil Is Timeless" is basically speaking on a lot of things that one may deal with in inner city life. It touches on everything from crooked cops, to violence and narcotics, to jail and different aspects of known evil forces of power that are in positions to alter your focus or life.
HHS: Earatik has recently been getting some good burn on video shows throughout the country with the video for "Evil is Timeless". How was the shoot?
Earatik: The Video is a pretty straight forward. We linked with our guy, Video Director Charles Guant, and came up with the idea to just stick to the basics on some early 90′s 'Yo MTV Raps' shit. Just us in the city spitting!! The feedback has been pretty good. The video is currently featured on www.Heavy.com alongside new videos from De La Soul and the Beastie Boys so were very happy. Respect to Charles Guant, who made it work with probably the smallest video budget in history.
HHS: Do you have any tour plans?
Earatik: Yes, we will be touring from March 9th to April 9th with Tableek from MasPyke. The tour, "Video Trapped: The Rapper Tour†will take us from goes from Burlington, Vermont to San Antonio.
HHS: Any last words?
Earatik: Make sure you cop Feelin' Earatik. It is the kind of CD you can listen to all the way through and gets a little better every time ya hear it. Check us out at www.earatik.net or www.gravelhiphop.com
Leave a Reply
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I've searched and searched, but can't find this thread. Someone had a wonderful kitchen, where they were going to put these great latches on the doors. However, with the bead, they rocked, rather than lay flat. I was wondering what she did? Anyone remember this topic? |
Follow-Up Postings:
- Posted by nycbluedevil (My Page) on Fri, Aug 30, 13 at 9:25
Michelle16 last summer. |
- Posted by michelle16 (My Page) on Fri, Aug 30, 13 at 10:25
Yes that was me, they chisled it out, so I was able to get the beaded and the latch. Still need to do my backsplash, one year later, but i still visit this forum every day for help! |
I have latches on my upper/upper wall cabinets and on my new hutch....ON ORDER as we speak. I did FLUSH INSET so it was not a problem. No Bead! |
Michelle, I was thinking about this, because I picked up 6, cherry (wish it were oak or maple) cabinets, my beloved beaded inset, and the base cabinets have latches. I stalk my reuse centers every single Friday and today, finally, after more than a year, I hit gold. SIX! But I really like the latches' look. I just wondered how you'd solved the "rock" problem. Since the latches are so very perfect with this style cabinet, I'd hoped you'd taken the dive and just chiseled out the tiny section. I really didn't want anything other than to know what you did. And... Do you have pictures? This style is so perfect, it takes my breath away. Come on. Gimme some cabinet porn! |
- Posted by williamsem (My Page) on Fri, Aug 30, 13 at 22:37
Ok, fair's fair...if she shows you hers you should show us yours :-) Those cherry with latches sound lovely! |
- Posted by michelle16 (My Page) on Sat, Aug 31, 13 at 0:17
some cabinet porn! if you google almost finished...lots of pics.. my thread pops up with all of the pictures. |
- Posted by michelle16 (My Page) on Sat, Aug 31, 13 at 0:19
Oooo. How pretty. And such a cool, serene color. Williamsem, someone would make that connection! I have only cell phone pics, which are turning out pretty black. That cherry stuff is very dark. I'm going to strip the finish off of them and antique them. The nice thing about Citristrip is you can use it to pull the stain out of wood, too, so maybe I can get it to a lighter state that will photo better. Did I tell you the cabinets are obviously custom? I got 2, 30"w and 1 21"w cabinets, an over fridge cabinet of W3021 (Yeah! perfect for the cookie sheets I don't use.) and 2 15"w base cabinets, a 3-drawer base and one of the relatively useless 1-drawer 1-door cabinets. But that's going into the dining room area for balance, since I could care less about a 15" cabinet. 6 for $100! Who got a bargain? This chick! (Mimicing the parrot and volkswagon commercial) |
Michelle16, I love your kitchen! Any close-up pictures of the bead on your doors? I love the latches! |
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The Darby Translation (DBY) | New International Version (NIV) |
1 Then drew near the daughters of Zelophehad, the son of Hepher, the son of Gilead, the son of Machir, the son of Manasseh, of the families of Manasseh the son of Joseph; and these were the names of his daughters: Mahlah, Noah, and Hoglah, and Milcah, and Tirzah. | 1 The daughters of Zelophehad son of Hepher, the son of Gilead, the son of Makir, the son of Manasseh, belonged to the clans of Manasseh son of Joseph. The names of the daughters were Mahlah, Noah, Hoglah, Milcah and Tirzah. They approached |
2 And they stood before Moses, and before Eleazar the priest, and before the princes and the whole assembly, at the entrance of the tent of meeting, saying, | 2 the entrance to the Tent of Meeting and stood before Moses, Eleazar the priest, the leaders and the whole assembly, and said, |
3 Our father died in the wilderness, and he was not in the band of them that banded themselves together against Jehovah in the band of Korah; but he died in his own sin, and he had no sons. | 3 "Our father died in the desert. He was not among Korah's followers, who banded together against the LORD, but he died for his own sin and left no sons. |
4 Why should the name of our father be taken away from his family, because he has no son? Give unto us a possession among the brethren of our father. | 4 Why should our father's name disappear from his clan because he had no son? Give us property among our father's relatives." |
5 And Moses brought their cause before Jehovah. | 5 So Moses brought their case before the LORD |
6 And Jehovah spoke to Moses, saying, | 6 and the LORD said to him, |
7 The daughters of Zelophehad speak right: thou shalt surely give them a possession of an inheritance among their father's brethren; and thou shalt cause the inheritance of their father to pass unto them. | 7 "What Zelophehad's daughters are saying is right. You must certainly give them property as an inheritance among their father's relatives and turn their father's inheritance over to them. |
8 And unto the children of Israel shalt thou speak, saying, If a man die, and have no son, then ye shall cause his inheritance to pass unto his daughter. | 8 "Say to the Israelites, 'If a man dies and leaves no son, turn his inheritance over to his daughter. |
9 And if he have no daughter, ye shall give his inheritance unto his brethren. | 9 If he has no daughter, give his inheritance to his brothers. |
10 And if he have no brethren, ye shall give his inheritance unto his father's brethren. | 10 If he has no brothers, give his inheritance to his father's brothers. |
11 And if his father have no brethren, ye shall give his inheritance to his kinsman that is nearest to him in his family, and he shall possess it; and it shall be unto the children of Israel a statute of right, as Jehovah commanded Moses. | 11 If his father had no brothers, give his inheritance to the nearest relative in his clan, that he may possess it. This is to be a legal requirement for the Israelites, as the LORD commanded Moses.' " |
12 And Jehovah said to Moses, Get thee up into this mount Abarim, and see the land that I have given unto the children of Israel. | 12 Then the LORD said to Moses, "Go up this mountain in the Abarim range and see the land I have given the Israelites. |
13 And when thou hast seen it, thou also shalt be gathered unto thy peoples, as Aaron thy brother was gathered, | 13 After you have seen it, you too will be gathered to your people, as your brother Aaron was, |
14 because ye rebelled against my word in the wilderness of Zin, in the strife of the congregation, as to hallowing me in the matter of the water before their eyes. (That is the water of Meribah at Kadesh in the wilderness of Zin.) | 14 for when the community rebelled at the waters in the Desert of Zin, both of you disobeyed my command to honor me as holy before their eyes." (These were the waters of Meribah Kadesh, in the Desert of Zin.) |
15 And Moses spoke to Jehovah, saying, | 15 Moses said to the LORD, |
16 Let Jehovah, the God of the spirits of all flesh, set a man over the assembly, | 16 "May the LORD, the God of the spirits of all mankind, appoint a man over this community |
17 who may go out before them, and who may come in before them, and who may lead them out, and who may bring them in, that the assembly of Jehovah be not as sheep that have no shepherd. | 17 to go out and come in before them, one who will lead them out and bring them in, so the LORD's people will not be like sheep without a shepherd." |
18 And Jehovah said to Moses, Take Joshua the son of Nun, a man in whom is the Spirit, and thou shalt lay thy hand upon him; | 18 So the LORD said to Moses, "Take Joshua son of Nun, a man in whom is the spirit, and lay your hand on him. |
19 and thou shalt set him before Eleazar the priest, and before the whole assembly; and give him commandment before their eyes. | 19 Have him stand before Eleazar the priest and the entire assembly and commission him in their presence. |
20 And thou shalt put of thine honour upon him, that the whole assembly of the children of Israel may obey him. | 20 Give him some of your authority so the whole Israelite community will obey him. |
21 And he shall stand before Eleazar the priest, who shall inquire for him, by the judgment of the Urim before Jehovah: at his word shall they go out, and at his word they shall come in, he, and all the children of Israel with him, even the whole assembly. | 21 He is to stand before Eleazar the priest, who will obtain decisions for him by inquiring of the Urim before the LORD. At his command he and the entire community of the Israelites will go out, and at his command they will come in." |
22 And Moses did as Jehovah had commanded him; and he took Joshua and set him before Eleazar the priest, and before the whole assembly. | 22 Moses did as the LORD commanded him. He took Joshua and had him stand before Eleazar the priest and the whole assembly. |
23 And he laid his hands upon him, and gave him commandment, as Jehovah had said through Moses. | 23 Then he laid his hands on him and commissioned him, as the LORD instructed through Moses. |
The Darby Translation is in the public domain. (The Darby Translation Bible Online) | Scripture quoted by permission. Quotations designated (NIV) are from THE HOLY BIBLE: NEW INTERNATIONAL VERSION®. NIV®. Copyright © 1973, 1978, 1984 by Biblica. All rights reserved worldwide. (New International Version Bible Online) |


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