recursal/Fanatic-Fandom huggingface dataset:
Pyongyang

**Pyongyang** is the capital and largest city of the Democratic People's Republic of Korea, commonly known as "North Korea". With a metropolitan population of 3 million people, Pyongyang is a city of ancient origin dating back to 1 millenia BC and was a capital city of the ancient Korean kingdom of Goguryeo.

The city was destroyed by American bombing during the Korean War and was subsequently rebuilt in a soviet era design in the 1950s and 1960s, setting out the core of the contemporary city. Although it frequently suffers power shortages, Pyongyang has traditionally enjoyed a higher level of development and standard of living than the rest of North Korea, hosting the most politically loyal and vital groups to the regime. Since 2013 the city has undergone a construction boom which has oversaw the construction of many new projects, such as Science Street and mumerous other developments.

## Accomodation

**This article is part of a series on **Pyongyang****
**Places**: Arch of Triumph- Arch of Reunification- Grand People's Study House- Juche Tower- Kim Il-Sung Square- Kumusan Palace of the Sun- Mansu Grand Hill Monument- Mansudae Art Studio- Mangyongdae native house- Pyongyang Metro- Pyongyang Railway Station- Pyongyang Zoo- Reunification Street- Ryomyong Street- Revolutionary Martyr's Cemetery- Science Street- Taedong River Victorious Fatherland Liberation War Museum- Yanggakdo Island
**Hotels**: Yanggakdo international hotel- Koryo Hotel- Sosan Hotel- Ryugyong Hotel (unfinished)
Sinchon County

**Sichon** is a county in South Hwanghae province, the Democratic People's Republic of Korea. The county is most notable for being the site of the alleged Sinchon Massacre, where the North Korean authorities claim 35,000 locals were murdered by American forces during the Korean War.

The massacre is remembered at the Sinchon Museum of American War Atrocities.
Arch of Reunification

The **Arch of Reunification** is a monument located on Reunification Street, Pyongyang. As the name suggests, the monument is dedicated to the hopes of a future unification of the Korean peninsula.

Constructed in 2001, the arch symbolises two Korean women dressed in traditional Korean Hanboks coming together to hold up the unified Korean peninsula. The arch marks the beginning of Reunification Highway, a road which goes all the way past Kaesong and into South Korea. Travellers will therefore pass through the arch on their way to the DMZ.

**This article is part of a series on Pyongyang**
**Places**: Arch of Triumph- **Arch of Reunification**- Grand People's Study House- Juche Tower- Kim Il-Sung Square- Kumusan Palace of the Sun- Mansu Grand Hill Monument- Mansudae Art Studio- Mangyongdae native house- Pyongyang Metro- Pyongyang Railway Station- Pyongyang Zoo- Reunification Street- Ryomyong Street- Revolutionary Martyr's Cemetery- Science Street- Taedong River Victorious Fatherland Liberation War Museum- Yanggakdo Island
**Hotels**: Yanggakdo international hotel- Koryo Hotel- Sosan Hotel- Ryugyong Hotel (unfinished)
Traveller's Guide

——————————————— WELCOME  —————————————

**Welcome** to Visit North Korea's Traveller's Guide!. Visit North Korea is the leading North Korea travel guide, designed to be the first and foremost, the everything of everything you need to know concerning visiting the world's most secret state.
**Getting Started**
How can I travel to North Korea?

What do I need to bring to North Korea?

What will my tour guides be like?

Is it ethical to Visit North Korea?

Is it safe to Visit North Korea?

Why Visit in the First Place?

What Rules do I need to follow?
**When in North Korea**
Things to do and see

Food and Drink

Hotels

Shopping
NK News

**NK News** is a New York centred, global news, analysis and consultancy organization specializing in the Democratic People's Republic of Korea. Established in 2011, the site's editor is Chad O'Carroll.

The organization utilizes a network of contacts and sources to produce a wide range of news concerning North Korea with correspondents in London, Seoul, New York, Tokyo and Beijing. Leading North Korea academics, such as Andrei Lankov, regularly contribute. The site takes an impartial position, reflecting all fair and rational debates related to the country.

NK news also provides a service for professionals known as "NK pro" which provides professional analysis, data, insights and updates for those who require it.
Ponghak Beer

**Ponghak** is a brand of beer produced in the Democratic People's Republic of Korea or otherwise known as **North Korea**. Sold in many restaurants and in the Yanggakdo international hotel the beer is a popular choice for tourists, notable for its strong taste and its affordable price.

Like most of the alcohol brands produced within the DPRK, Ponghak is produced from brewing equipment which originally belonged to Ushers of Trowbridge, based in England, purchased by the regime in 2002.

Tourists may likewise purchase bottles to take home as gifts or keepsakes.

## See Also

* Taedong Beer
* Food and Drink

## References

1. ↑ [1]

Visit North Korea- Made in North Korea: Ponghak Beer
Anges Guerriers

**Anges Guerriers** est une attaques de Hachiman.

Anges Guerriers
 Utilisateurs

## Description

Lorsque le nom de cette attaque est dit, des squelettes aux ailles noires et aux yeux rouges munis d'armes diverses et variées surgissent n'importent où autours de l'utilisateur et attaquent l'ennemis en plus de se dernier avec sa faux.
Ryomyong Street

**Ryomyong Street** is a street in Pyongyang, which was subsequent to an extensive redevelopment in recent years.

The new street was opened in April 2017 by Kim Jong Un, on the anniversary of Kim Il-Sung's birthday. It contains a new 70 storey skyscraper, as well as a wide variety of shops, restaurants and services for locals.

**This article is part of a series on Pyongyang**
**Places**: Arch of Triumph- Arch of Reunification- Grand People's Study House- Juche Tower- Kim Il-Sung Square- Kumusan Palace of the Sun- Mansu Grand Hill Monument- Mansudae Art Studio- Mangyongdae native house- Pyongyang Metro- Pyongyang Railway Station- Pyongyang Zoo- Reunification Street- **Ryomyong Street**- Revolutionary Martyr's Cemetery- Science Street- Taedong River Victorious Fatherland Liberation War Museum- Yanggakdo Island
**Hotels**: Yanggakdo international hotel- Koryo Hotel- Sosan Hotel- Ryugyong Hotel (unfinished)
Traveller's Guide/Things To Do And See

This page provides an index of attractions visitors can visit in North Korea, listed according to place. The articles are wrote in an encyclopedia style format for the informative benefit of the reader.

## Pyongyang

* Victorious Fatherland Liberation War Museum
* Kumusan Palace of the Sun
* Juche Tower
* Grand People's Study House
* Kim Il-Sung Square
* Kim Il-Sung University
* Mansu Water Park
* Revolutionary Martyr's Cemetary
* Mansu Grand Hill Monument
* Pyongyang Railway Station
* Pyongyang Metro
* Mangyongdae native house
* Mangyongdae Children's Palace
* Science Street
* Rungrado 1st of May Stadium
* Pyongyang Circus
* Yanggakdo Stadium
* Rungra People's Pleasure Ground
* Arch of Triumph
* Arch of Reunification

## Kaesong and surrounding areas

* Koryo Museum
* Demilitarized Zone (DMZ)

## Sinchon & Sariwon

* Sinchon Museum of American War Atrocities
* Sariwon Museum and Gardens
* Sariwon Collective Farm

## Mount Myohyang

* Mount Myohyang Temple
* International Friendship Exhibition

**This article is part of the North Korean Traveller's Guide**
**Getting Started**: How can I travel to North Korea?- What do I need to bring to North Korea?- My tour guides- Is it ethical to Visit North Korea?
- Is it safe to Visit North Korea?- Why Visit in the First Place?- What Rules do I need to follow?-
**When in North Korea**: **Things to do and see**- Food and Drink- Hotels- Shopping
Broken Bridge

The **Broken Bridge** is a bridge in Dandong, China crossing the Yalu River. Originally constructed by the Japanese during the occupation of Manchuria, the bridge was bombed by American forces during the Korean War, destroying the Korean half; resultantly, only half the bridge remains.

Since the war, the bridge has been made into as a tourist attraction and memorial for the conflict, with the damaged parts converted for civilian use. Travellers, on buying a ticket, may walk up the bridge and gaze across at Sinuiju over the river. On the bridge, numerous Chinese traders sell fake North Korean memorabilia, including false Kim Jong Il badges and fake North Korean money.

Upon exit of the bridge facility, there is an official gift shop selling genuine goods imported from North Korea.

**This article is part of a series on Dandong**
**Places**: Hushan Great Wall- **Broken Bridge**- Yalu River- Chinese Korean War Museum- Dandong Railway Station- New Yalu River Bridge
**Hotels**: Ruinxin Dan Tie Hotel
Kim Il-Sung Square

**Kim Il-Sung** square is a public square in North Korea located the heart of Pyongyang, next to the Taedong River and adjacent to the Grand People's Study House and Juche Tower.

The square was built as part of the reconstruction of Pyongyang following the Korean War. It acts as the very centre of the city and the regime itself, being surrounded by numerous government ministries and key buildings. The square is the host to the numerous ceremonies, events and military parades as so often commonly seen in the country.

## Parades

**This article is part of a series on Pyongyang**
**Places**: Arch of Triumph- Arch of Reunification- Grand People's Study House- Juche Tower- **Kim Il-Sung Square**- Kumusan Palace of the Sun- Mansu Grand Hill Monument- Mansudae Art Studio- Mangyongdae native house- Pyongyang Metro- Pyongyang Railway Station- Pyongyang Zoo- Reunification Street- Ryomyong Street- Revolutionary Martyr's Cemetery- Science Street- Taedong River Victorious Fatherland Liberation War Museum- Yanggakdo Island
**Hotels**: Yanggakdo international hotel- Koryo Hotel- Sosan Hotel- Ryugyong Hotel (unfinished)
テスト

## コミュニティ

* 編集ルール
	+ 統一表記
* 初心者ガイド

## Qの基本

* 操作方法
* ゲームモード
* 用語集
* FAQ
* ステージについて
* 派生作品

Qとは?

Qは2015年にリイカからリリースされた物理演算パズルです。

Qのステージ数

Qにはいくつかのステージがあり、アップデート毎にリリースされていく

PRIMARY

SECONDARY

TERTIARY

QUATERNARY

QUINARY

SENARY

派生作品

Qは様々なプラットフォームに展開されてます

ゲーム機用

3DS版Q

Q for Xbox One

Android

Androidには様々なマーケットがあるため、様々な派生作品が生まれている

Q for App Pass　専用問題20問あり、広告無し

Q for au　専用問題20問あり、広告無し

Q for Rakuten 　専用問題20問あり
Q craft

Q craftとはリイカ運営がエイプリルフールネタとしてツイートしたネタである。

概要
--

2016年4月1日のエイプリルフールネタとして運営はQの問題を作成できるツールっぽい画像をあたかも製品化するようなツイートを行った。

> 自分で考えたQを作れる「Qクラフト」が来る！
>
> 豊富なパーツで無理難題なQを作ったり、簡単なQを作ってストレス解消してもOK♪
> 友達と共有してお互いのQを遊べる共有機能搭載♪
> 遊び方は想像力次第♪
>
> 20XX年リリース予定 <a href="https://t.co/39JMHYOWp5">pic.twitter.com/39JMHYOWp5</a>
>
> — 【Ｑ公式】新しいフォルダ (@aNewFolder)
>
>

Q craftの遊び方

Q craftの小ネタ

FAQ
Yalu River

The **Yalu River** is a river primarily known as the natural border between North Korea and China, running between the two countries for nearly 800km.

The most prominent areas situated on the river are Dandong and Sinuiju, largely acting as the main hubs of trade, commerce and entry between the two countries. Several bridges span the river, including the Broken Bridge, the Sino-Korean Friendship Bridge and the New Yalu River Bridge which has yet to be completed.

## Tourist Attractions

Tourists can visit the Broken Bridge, half of which was bombed and destroyed by American bombers in the Korean War. Visitors can also take a speedboat ride up the Yalu River which involves drawing very close to North Korean shores, witnessing the hardships of life in the country directly.

**This article is part of a series on Dandong**
**Places**: Hushan Great Wall- Broken Bridge- **Yalu River**- Chinese Korean War Museum- Dandong Railway Station- New Yalu River Bridge
**Hotels**: Ruinxin Dan Tie Hotel
Revolutionary Martyr's Cemetery

The **Revolutionary Martyr's Cemetery** is a military cemetery outside of Pyongyang, dedicated to the "Revolutionary Struggle" against Japanese occupation, namely those who fought alongside Kim Il-Sung as a "guerilla fighter" during the 1930s and 1940s.

The cemetery is located on significantly elevated ground at the top of a hill, looking down upon the city. Those who are buried in it are represented by Bronze busts. It is the final resting places of several significant members of the Kim family, including Kim Jong-Suk, Kim Il-Sung's first wife and also his mother Kang Pan-Sok.

**This article is part of a series on Pyongyang**
**Places**: Arch of Triumph- Arch of Reunification- Grand People's Study House- Juche Tower- Kim Il-Sung Square- Kumusan Palace of the Sun- Mansu Grand Hill Monument- Mansudae Art Studio- Mangyongdae native house- Pyongyang Metro- Pyongyang Railway Station- Pyongyang Zoo- Reunification Street- Ryomyong Street- **Revolutionary Martyr's Cemetery**- Science Street- Taedong River Victorious Fatherland Liberation War Museum- Yanggakdo Island
**Hotels**: Yanggakdo international hotel- Koryo Hotel- Sosan Hotel- Ryugyong Hotel (unfinished)
CPO kozice

CPO kozice (Cambarellus patzcuarensis sp *orange*) potiču iz Meksika. To je patuljasti slatkovodni rak veoma atraktivnog kolorita. Ženka poraste od 4-5cm, dok je mužjak nešto sitniji. Polnu zrelost dostižu na veličini od 1,5-2cm. Preporučuje se da se drže na temperaturama od 22-25°C. Optimalan pH između 7-8, DGH 12-15. Gusto ubiljeni akvarijumi sa dosta mesta za skrivanje obezbeđuju najbolji životni prostor za ovu vrstu rakova.

Nisu probirljivi po pitanju hrane, prihvataju sve vrste hrane kojom hranimo i ribice. Može im se obezbediti i bareno povrće (spanać, tikvica..). Mogu se kombinovati sa bilo kojom ribicom koja je mirnog i ne agresivnog karaktera. Teritorijalni su i imaju tendenciju da napadaju kozice, ali to nije uvek slučaj.

Preuzeto sa:
http://www.akvarioland.com/CPO.html
Kategorija:Slatkovodni račići
ArenaCarSpawner

## Usage

The ArenaCarSpawner is used to specify additional locations where the player can respawn in the Stunt and Reverse Tag modes. The behavior of these additional respawn points differs depending on the mode. In Stunt mode, the player will respawn at the closest respawn point to where they died; in Reverse Tag, the player will respawn at a random respawn point. In both modes, the LevelEditorCarSpawner is also considered a potential respawn point alongside all placed ArenaCarSpawners.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0

### TextMesh (ArenaText)

*Settings for the 3D Text.*

 Font Style
 Font
CarVoiceTrigger

## Usage

The CarvoiceTrigger is an object that was planned to be featured in Adventure mode. It theoretically would have allowed the level creator to play any wwise audio string alongside a special car screen animation. This animation would have featured a unique sort-of "broadcast" audio queue, followed by a unique glitching sound. After which, the audio specified by the level creator would finally play. The audio played would feature a visualizer on the car screen with what appears to be a monochrome Virus Spirit in the center. In Adventure mode, this object would have been used to play special car dialogue throughout the campaign with a unique announcer voice. Unfortunately, this feature was ultimately cut before release alongside all of the audio files associated with the unique announcer. This object remains broken in the Level editor.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0

### Box Trigger

*Box-Shaped zone which detects when the player's car enters or leaves it.*

 Size | 1.0

### CarVoiceTrigger

 One Time Trigger
 Show Car Voice Visual
 Special Object ID
 Time Visible
 Delay Before Showing Visual
 Show GPS
 Gps Delay
 Time Text
Archaic

## Archaic

### Animatable

The **Archaic** is an editor object in the Dev folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 0.07

### Sphere Trigger

*Spherical zone which detects when the player's car enters or leaves it.*

 Radius | 100.0

### VirusSpiritWarpTeaserLogic

 Min Twitch Intensity
 Index
 Charge Up Time
 Disable Light Pulsing
 Play Voice
 Escape Time
 Escape Speed
 Charge Up Light
 Tractor Beam Light Intensity
 Flicker In Delay
 Flicker In Time Scale
 Flicker In Glitch Intensity
 Flicker In Audio Event
 Boss Finish Delay

### Custom Name

*Give this object a Custom name in the Editor and Level Objects list.*

### Light (VirusArchaic)

*Adds light to the scene*

 Detailed Light

### WarningPulseLight

 Shader Property
 Min Intensity Scale
CityBelow

## CityBelow

### Animatable

The **CityBelow** is an editor object in the Particles folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0

### Particles

*A collection of many small, simple objects, with many parameters.
Great for effects like rain, fire, electricity, etc.*

### Custom Name

*Give this object a Custom name in the Editor and Level Objects list.*
CarHeadlightsZone

### Animatable

The **CarHeadlightsZone** is an editor object in the Zones folder of the library.

## Usage

The CarHeadlightsZone is used to create an area where the car's headlights will be turned on. It is useful for dark levels or areas where it would otherwise be difficult to see. In addition to simply turning on the headlights, it is possible to adjust the angle and brightness of the headlights, as well as adding a flickering effect. The headlights will be affected by this trigger for as long as the player remains inside its boundaries; once the player leaves, the headlights will turn off and be returned to their default settings.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0

### Box Trigger

*Box-Shaped zone which detects when the player's car enters or leaves it.*

 Size | 1.0
Mansu Grand Hill Monument

The **Mansu Grand Hill Monument** is one of the most iconic and photographed sites in the Democratic People's Republic of Korea, most notable for the gigantic bronze statues of Kim Il-Sung and Kim Jong Il situated at the top of the hill, as well as monuments to the Korean People's Army and the struggle against Japan.

The monument was first constructed in April 1972 to celebrate the 60th birthday of Kim Il-Sung. After the death of Kim Jong Il, the second statue was erected. All travellers to North Korea will visit the Mansu Grand Hill Monument, with it usually being the first destination on most itineraries immediately after arrival in Pyongyang. Visitors will be made to bow to the statues, with the option of buying and placing flowers on them. When photographing the statues, visitors must ensure they capture both full figures in the camera, with cutting limbs off a taboo for the North Koreans.

**This article is part of a series on Pyongyang**
**Places**: Arch of Triumph- Arch of Reunification- Grand People's Study House- Juche Tower- Kim Il-Sung Square- Kumusan Palace of the Sun- **Mansu Grand Hill Monument**- Mansudae Art Studio- Mangyongdae native house- Pyongyang Metro- Pyongyang Railway Station- Pyongyang Zoo- Reunification Street- Ryomyong Street- Revolutionary Martyr's Cemetery- Science Street- Taedong River Victorious Fatherland Liberation War Museum- Yanggakdo Island
**Hotels**: Yanggakdo international hotel- Koryo Hotel- Sosan Hotel- Ryugyong Hotel (unfinished)
CinematicAnnouncerTrigger

### Animatable

The **CinematicAnnouncerTrigger** is an editor object in the Dev folder of the library.

## Usage

The CinematicAnnouncerTrigger is an object that would have served as the introduction to Adventure mode. It would play an announcer opening dialogue alongside a special car screen animation with text. The animation briefly mentions the car booting up and testing its abilities, before mentioning all abilities are corrupted. As of the release version of the game, this object no longer functions.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0

### Sphere Trigger

*Spherical zone which detects when the player's car enters or leaves it.*

 Radius | 1.0
Sinchon Museum of American War Atrocities

The **Sinchon Museum of American War Atrocities** is a museum and complex located in Sinchon County the Democratic People's Republic of Korea. As the name suggests, it is a museum narrating allegations of an American massacre of North Korean citizens during their occupation of the county during the Korean War. The museum is largely regarded as propaganda by visitors with little concrete evidence provided that such a massacre actually occurred.

The Museum was rebuilt in 2015 with a much more modernized design, moving to a site adjacent to the old one. It is not normally included in the standard North Korean tour packages and must be requested or arranged prior.

## Contents

The Museum is famous for its intentionally graphic depictions of violence against North Korean citizens by American soldiers, often to the point it is regarded hysterical. This includes blood red lighting, graphic artwork features depicting torture and mutiliation, recorded screams of children, models of human bones and skeletons scattered and painted blood stains.

At the end of the museum, guests are offered the opportunity to sign a "guest book" and state their feelings about what they say.

## Historical accuracy

The Historical accuracy of the Sinchon Massacre is unknown and not proven at best. Although the museum claims it has "evidence" of the U.S doing so and claims it "uncovered corpses" this is highly questionable and obviously not verifiable. It is therefore assumed the museum serves little more than propaganda based purposes

## See Also

* Victorious Fatherland Liberation War Museum
* Sinchon Museum of American War Atrocities on Visit North Korea
Sariwon Collective Farm

The **Sariwon Collective Farm** is a series of agricultural plots and a museum located in Sariwon, North Hwanghae province. The farm and museum are sometimes shown to tourists as an example of North Korea's "revolutionary" agricultural system, as well as an apparent "farmer's house".

The Museum is considered a sacred revolutionary site and as a result, visitors may not take photos of the inside. The museum consists of little content on the actual produce and methods of the farm and instead entirely consists of photos of Kim Il-Sung and Kim Jong-Il visiting the farm at various points in their lives.
Biodome

The Biodome can be used to change the atmosphere in a certain area of the map. It can change the lighting, fog, and even use a completely separate background layer (Skybox) in that area.

## Usage

The Biodome can house is own entire set of Level Settings that reflect ambient light, skybox, fog, etc. It has 2 collision boxes - a main box (the green trigger), and an interpolate box (the yellow trigger). When the player is inside of the main box, the background will inherit skybox properties that are defined in the Biodome, such as light, fog, stars, or even an entirely custom skybox. When the player is outside of any skybox zones, the background will inherit skybox properties that are defined in the Level Settings. Whenever the player is inside of the interpolate box, the background properties will be interpolated between whatever is defined in Level Settings, and whatever is defined in the Biodome based on whether the player is farther inside the trigger volume, or farther outside. In other words, the two sets of properties will fade into each other in a linear transition. However, the game will only ever show one Skybox at a time with no interpolation/transition effects, so take this into consideration if you are using a Biodome with a custom skybox. Multiple Biodome's can be stacked within each other to produce a mix-mash of each other's properties, but this may produce some undesirable background effects, especially when interpolating between several sets of skybox properties. It can be done with success, but it will take some tinkering.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 200.0

#### Ambient Light

 Ambient Ground Color | {{{ambientgroundcolor}}}

### CubeMap Renderer (BiodomeVisual)

*Captures the level from here to be used on nearby reflective objects.*
CameraNoise

## Usage

The CameraNoise object applies a noise filter over the camera throughout the entire level as long as this object is present somewhere in the level. It cannot be toggled on or off through conventional means, though it's possible to achieve this by disabling its active state with the help of a WarpAnchor object, and giving the CameraNoise object a SetActiveAfterWarp component, causing the object to be disabled when a player enters a WarpAnchor with a matching WarpID.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0
Džinovska zebrica

Džinovska zebrica (Danio aequipinnatus) potiče sa severnog dela Indije. Ove ribice mogu da porastu čak do 10cm. Imaju telo poput svih vrsta iz roda Danio, srebrnkaste boje (kod glave nešto intenzivnija) i plavičastim prugama isprepletenim sa srebrnim. Mužjaci su sitniji sa dužim perajima dok je kod ženki obratno. Mogu se držati na temperaturama od 18 - 25°C. Nije teritorijalna vrsta i nije agresivna već naprotiv. Dosta aktivna ribica, uglavnom je pri samoj površini vode pa akvaristi koji imaju niže pozicionirane akvarijume moraju se saginjati kako bi ih ugledali.

U prirodi se hrane insektima, crvima, dok u akvarijumskim uslovima rado prihvataju listiće, granuliranu hranu, nisu izbirljive. Takođe rado jedu živu hranu u vidu artemija i dafnija, larve komaraca i sl. Zbog veličine preporučuju se za akvarijume većih litraža. Mogu se kombinovati sa bilo kojom ribicom koja je mirnog i ne agresivnog karaktera. Nije puno zahtevna ribica i zahvalna je za početnike. Izuzetno je aktivna i živahna vrsta kao i sve Danio.

Preuzeto sa:
http://www.akvarioland.com/Danio\_zebrica.html
Kategorija:Slatkovodna ribica
Kategorija:Ikrašica
Kategorija:Zebrice
Components

**Components** are various modules, or sets of properties, that can be added to objects in the level editor. Below is a list of all the components:

* Turn Light On Near Car
* Pulse
* Event Listener
* Animator
* Exclude From Warp Anchor EMP
* Set Active After Warp
* Golden Animator
* Animator Audio
* Animator Camera Shake
* Show During Glitch
* Look At Player
* Ignore Culling
* Broken Pieces
* Fade Out
BlinkInSettings

## BlinkInSettings

### Animatable

The **BlinkInSettings** is an editor object in the Dev folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0

### BlinkInTrigger

 Blink Anim Scale
 Use Vignette
 Vignette Anim Scale
 Vignette Blur
 Vignette Blur Spread
 Vignette Blur Distance
 Vignette Intensity
 Use Motion Blur
 Motion Blur Anim Scale
 Motion Blur Amount
 Use Saturation
 Saturation Anim Scale
 Saturation Amount
 Use Noise and Grain
 Noise and Grain Anim Scale
 Noise and Grain Amount

### Custom Name

*Give this object a Custom name in the Editor and Level Objects list.*
Arrow

This article is about the standard arrow object. For other uses, see Arrow (disambiguation).

## Arrow

### Animatable

The **Arrow** is an editor object in the Decorations folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0

### Light

*Adds light to the scene*

 Detailed Light

### Lens Flare (LensFlare)

*Simulated camera lens flare.*

 Color
CinematicCamera

## Usage

The CinematicCamera is primarily used in Campaign gamemodes, usually in the beginning or very end of a campaign. It essentially changes the game camera position to this position of this object. As long as this object is present anywhere in the level, this happens automatically. When the player dies, the camera is returned to its normal position automatically. If the level creator only wants this object this effect to occur at specific parts of a level, an event listener component may be attached to this object. Then the player must pass through an EventTriggerBox or EventTriggerSphere object that is linked to the event listener to trigger the effect.

The level creator may notice immediately that there are a few extra properties that appear once an event listener is added. These properties allow the level creator to either make the camera a temporary camera position (make the camera move to this position for some time before automatically returning back to the car), or make this camera position be a permanent change (until the player dies). Fields for changing how long it takes for the camera to move from the car and back to the car also exist.

The CinematicCamera can also be animated to make the players camera view change for cinematic moments within a level. This is done by attaching an Animator component to this object, and setting your animation properties accordingly. For complex camera rotation in conjunction with positional animation, a CinematicCameraFocalPoint object can be used to set the focal point of this camera to the CinematicCameraFocalPoint object.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0
AudioEventTrigger

## Usage

Main article: Audio IDs
This object functions by playing a 2D audio sample to any player that collides within its trigger bounds. For this, the level creator must define which Wwise audio string they wish for the trigger to play within its event field. The audio does not loop when played through this object. It can also be used to stop either specific samples prematurely or multiple samples at once.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0

### Box Trigger

*Box-Shaped zone which detects when the player's car enters or leaves it.*

 Size | 1.0

### AudioEventTrigger

 One Time Trigger
 Is Adventure Music Trigger
 Trigger On Level Finish
AbilityCheckpointOLD

### Animatable

The **AbilityCheckpointOLD** is an editor object in the Dev folder of the library.

## Usage

After a player passes through the trigger volume, they will respawn at this object's center. If the center is raised or obstructed by another object then the logic will attempt to compensate and spawn the player elsewhere on the Y axis closest to and above the checkpoint's center yet outside of an object, however, this compensation is not always reliable. Using the Translation Gizmo in Local Mode, the blue arrow on the gizmo will show the direction that the player will spawn facing.

The Checkpoint component in the object properties has two colors: *Start Color* and *Finish Color*. All of the Emit Colors on the object will be originally dictated by the Start Color no matter what they are otherwise set to until the checkpoint volume is triggered. The Start Color also dictates what color the "REGENERATING" text that appears next to the car when triggered is. Once triggered, all Emit Colors will fade and then be dictated by the Finish Color. These colors cannot be overridden despite how the object may appear while in Editor Mode.

Despite its name, the AbilityCheckpointOLD object functions exactly as a normal checkpoint with no additional functionality. Abilities are actually set by using a SetAbilitiesTrigger immediately after the checkpoint trigger, as seen in Adventure mode. The name implies that this was a deprecated model of the now-modern AbilityCheckpoint checkpoint used during the alpha era of Distance.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0

### Box Trigger

*Box-Shaped zone which detects when the player's car enters or leaves it.*

 Size | 90.0

### Checkpoint

*Restores car damage / heat, and sets new respawn point when entering.*

### Light

*Adds light to the scene*

 Detailed Light

### Axis Rotation (SuperCheckpointFront)

*Rotates the object about a cardinal axis.*

This property is a Rigidbody, meaning this object cannot have the Animator or Golden animator component added to it, which also means it cannot have the Event listener component.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset

### Axis Rotation (SuperCheckpointMiddle)

*Rotates the object about a cardinal axis.*

This property is a Rigidbody, meaning this object cannot have the Animator or Golden animator component added to it, which also means it cannot have the Event listener component.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset

### Axis Rotation (SuperCheckpointRear)

*Rotates the object about a cardinal axis.*

This property is a Rigidbody, meaning this object cannot have the Animator or Golden animator component added to it, which also means it cannot have the Event listener component.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset
Audio IDs

This page contains every audio event string for audio-related objects, such as the AudioEventTrigger, InterpolateRTPC, BiodomeAudioInterpolator, and AmbientAudio objects, that is available within the game. Each set of data is categorized by their corresponding Wwise bnk file.

Alternatively, a spreadsheet document containing this information can be found here: https://docs.google.com/spreadsheets/d/1-BB9m5yuTA9vxhcKHsA1XtUufvhQbzjAfJsfsNnkgbw/edit#gid=0

## Campaign SetState Order

### The Other Side

 Event String
 Event String
 Event String
 Event String
 Event String
CinematicCameraFocalPoint

### Animatable

The **CinematicCameraFocalPoint** is an editor object in the Logic folder of the library.

## Usage

The CinematicCameraFocalPoint is an object that is to be used in conjunction with the CinematicCamera to set the focal point of the linked CinematicCamera so that no matter were the CinematicCamera is, it will always be looking at this object, even when animated. This object itself can be animated as well, which makes the CinematicCamera automatically look at this object's new position

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0
BackAndForthVirusLaserCannonHead

### Animatable

The **BackAndForthVirusLaserCannonHead** is an editor object in the Obstacles folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 0.5

### Axis Rotation (VirusBarrelParent)

*Rotates the object about a cardinal axis.*

This property is a Rigidbody, meaning this object cannot have the Animator or Golden animator component added to it, which also means it cannot have the Event listener component.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset

### Lens Flare (LensFlare)

*Simulated camera lens flare.*

 Color

### Light (Light)

*Adds light to the scene*

 Detailed Light

### PulseLight (Light)

 Use MIDI
 Degrade Time
 Color Channel
 Ignore Color Channel
AbilityCheckpoint

### Animatable

The **AbilityCheckpoint** is an editor object in the Attachments folder of the library.

## Usage

After a player passes through the trigger volume, they will respawn at this object's center. If the center is raised or obstructed by another object then the logic will attempt to compensate and spawn the player elsewhere on the Y axis closest to and above the checkpoint's center yet outside of an object, however, this compensation is not always reliable. Using the Translation Gizmo in Local Mode, the blue arrow on the gizmo will show the direction that the player will spawn facing.

The Checkpoint component in the object properties has two colors: *Start Color* and *Finish Color*. All of the Emit Colors on the object will be originally dictated by the Start Color no matter what they are otherwise set to until the checkpoint volume is triggered. The Start Color also dictates what color the "REGENERATING" text that appears next to the car when triggered is. Once triggered, all Emit Colors will fade and then be dictated by the Finish Color. These colors cannot be overridden despite how the object may appear while in Editor Mode.

Despite its name, the AbilityCheckpoint functions exactly as a normal checkpoint with no additional functionality. Abilities are actually set by using a SetAbilitiesTrigger immediately after the checkpoint trigger, as seen in Adventure mode.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0

### Box Trigger

*Box-Shaped zone which detects when the player's car enters or leaves it.*

 Size | 90.0

### Checkpoint

*Restores car damage / heat, and sets new respawn point when entering.*

### Axis Rotation (AbilityCheckpointCenter)

*Rotates the object about a cardinal axis.*

This property is a Rigidbody, meaning this object cannot have the Animator or Golden animator component added to it, which also means it cannot have the Event listener component.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset

### Axis Rotation (AbilityCheckpointSide)

*Rotates the object about a cardinal axis.*

This property is a Rigidbody, meaning this object cannot have the Animator or Golden animator component added to it, which also means it cannot have the Event listener component.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset
AmbientPosterPWingScrollingText

### Animatable

The **AmbientPosterPWingScrollingText** is an editor object in the Decorations folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0

### TextMesh (WorldTextAnimated)

*Settings for the 3D Text.*

```
Algorithm iteration terminated

Compiling results for completed candidate
--Expanding mutations
--Evaluating deviations from directive
--Evaluating collateral damage
--Evaluating elapsed time... acceptable
--Conclusion... satisfactory fitness level achieved

Genetic algorithm completed
Elapsed time... 1.051e+7 seconds

Preparing for boot up procedure

Checking root file system
Boot check complete
Checking storage system
Physical page size = 12.1E+9 YB (usable)
Available memory = 1E+5 YB (usable)

HPV boot up start...

Initializing traversal systems
--Steering... success
--Engine... success
--Rear thruster... failed
--Upwards propulsion... failed
--Flight... failed
--Rotational thrusters... failed

Warning: Multiple instruction sets missing

Initializing assistance system... success

Preparing for consciousness initialization
Checking reserve power... 51%
Power available for 1 transfer(s)

Initializing CORE consciousness
--Starting up system layer
--Starting up network layer
--Requesting layer flags
--ARRAY connection established
--Opening data stream
--Injecting data...
  ...

Evaluating transfer...
Running comparison check...
  v |= vv001
  v |= vv003
  v |= vv004
  v |= vv005
  v |= vv009
  v |= vv011
  v |= vv013
  v |= vv017

Transfer integrity acceptable... 0.0000000022% data loss
All systems OK

Preparing for critical object transfer
Determining requirements

Transfering final algorithm result
  ...

Evaluating transfer...
All systems OK

Preparing for CORE directive transfer
Determining requirements

Transfering directive data to assistance
  ...

Evaluating transfer...
All systems OK

Starting CORE...
 Font Style
 Font
Cloud

## Cloud

### Animatable

The **Cloud** is an editor object in the Particles folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0

### Particles

*A collection of many small, simple objects, with many parameters.
Great for effects like rain, fire, electricity, etc.*

### Custom Name

*Give this object a Custom name in the Editor and Level Objects list.*
AdventureAbilitySettings

### Animatable

The **AdventureAbilitySettings** is an editor object in the Dev folder of the library.

## Usage

The AdventureAbilitySettings is exclusively used for Campaign gamemodes, such as Adventure, to set the car's abilities for the campaign gamemode only. This will override the abilities set in the Level Settings tab for campaign gamemodes. When the map is loaded into Arcade gamemodes instead, the player will inherit abilities from what is defined in the Level Settings tab, and the AdventureAbilitySettings properties will be ignored.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0

### AdventureAbilitySettings

 Disable Jumping
 Disable Boosting
 Disable Jet Rotating
 Disable Show Score
AmbientAudioObject

### Animatable

The **AmbientAudioObject** is an editor object in the Dev folder of the library.

## Usage

Main article: Audio IDs
The AmbientAudioObject is an object that plays a looping 3d audio emitting from this object's location. The audio is defined by the user via supplying a wwise event string. Note that for this object specifically, the level creator must omit the **Play\_** prefix from whatever string that is being supplied. Additionally, the level creator will know when a valid string is supplied when a gray trigger volume appears. This volume is the range of the audio effect supplied. Unfortunately, it is predetermined per audio string and cannot be edited. If the player wishes to, at all, stop or start the audio emission from this object, a SetActiveAfterWarp component can be added in conjunction with a WarpAnchor object with the appropriate settings specified.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0

### AmbientAudioObject

 Say Mode Time
 Event After Time
 Loop
 Infected
 Medium Range
 Has Subtitles
 Use Doppler
 Is 2D
 Max Attenuation Override
 Listen For Warp Event
 Warp Anchor ID
 Warp Anchor Event | After
AdventureFinishTrigger

### Animatable

The **AdventureFinishTrigger** is an editor object in the Dev folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0

### AdventureFinishTrigger

 Time Scale 1 (1.90)
 Time Scale 2 (4.74)
 Time Scale 3 (6.39)
 Time Scale 4 (8.31)

### Box Trigger

*Box-Shaped zone which detects when the player's car enters or leaves it.*

 Size | 1.0
BrokenSparksSmall

### Animatable

The **BrokenSparksSmall** is an editor object in the Decorations folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0

### ParticleEmitLogic

 Emit Min Delay
 Emit Max Delay
 Light Scale

### Particles

*A collection of many small, simple objects, with many parameters.
Great for effects like rain, fire, electricity, etc.*

### Light

*Adds light to the scene*

 Detailed Light
CarSwitchTrigger

## Usage

The CarSwitchTrigger doesn't actually do anything. When placed in the level, or when a car enters its trigger bounds, nothing happens. Speculation suggests that it may have been used to switch the model of the car mid-level when a car enters this trigger, though its exact purpose or intentions is unknown.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0

### Box Trigger

*Box-Shaped zone which detects when the player's car enters or leaves it.*

 Size | 1.0
DisableLocalCarWarnings

### Animatable

The **DisableLocalCarWarnings** is an editor object in the Logic folder of the library.

## Usage

The DisableLocalCarWarnings object is used to disable various alerts or notifiers that may appear on the car under certain circumstances, such as the wrong way warning, or the white arrow that points to the nearest track piece while the car is off the road. There are no trigger boundaries that the player must collide with in order to disable these warnings; they are disabled simply by having the object present within the level.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0
DeathSpiral

## DeathSpiral

### Animatable

The **DeathSpiral** is an editor object in the Particles folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0

### Particles

*A collection of many small, simple objects, with many parameters.
Great for effects like rain, fire, electricity, etc.*

### Custom Name

*Give this object a Custom name in the Editor and Level Objects list.*
CoreLaserGrid

### Animatable

The **CoreLaserGrid** is an editor object in the Obstacles folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 30.0

### Capsule Trigger (Laser 1)

*Capsule zone which detects when the player's car enters or leaves it.*

 Direction

### Capsule Trigger (Laser 2)

*Capsule zone which detects when the player's car enters or leaves it.*

 Direction

### Capsule Trigger (Laser 3)

*Capsule zone which detects when the player's car enters or leaves it.*

 Direction

### Capsule Trigger (Laser 4)

*Capsule zone which detects when the player's car enters or leaves it.*

 Direction

### Capsule Trigger (Laser 5)

*Capsule zone which detects when the player's car enters or leaves it.*

 Direction

### Capsule Trigger (Laser 6)

*Capsule zone which detects when the player's car enters or leaves it.*

 Direction
CheckpointNoVisual

### Animatable

The **CheckpointNoVisual** is an editor object in the Attachments folder of the library.
It acts as an invisible checkpoint.

## Usage

After a player passes through the trigger volume, they will respawn at this object's center. If the center is raised or obstructed by another object then the logic will attempt to compensate and spawn the player elsewhere on the Y axis closest to and above the checkpoint's center yet outside of an object, however, this compensation is not always reliable. Using the Translation Gizmo in Local Mode, the blue arrow on the gizmo will show the direction that the player will spawn facing. If the CheckpointNoVisual is animated before triggering and then gets triggered, the player may spawn slightly above the center due to the compensation logic confusing where the actual center is, at the original location or the new one.

The Checkpoint component in the object properties has two colors: *Start Color* and *Finish Color*. The Start Color dictates what color the "REGENERATING" text that appears next to the car when triggered is.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 14.0

### Box Trigger

*Box-Shaped zone which detects when the player's car enters or leaves it.*

 Size | 5.0

### Checkpoint

*Restores car damage / heat, and sets new respawn point when entering.*

### Light

*Adds light to the scene*

 Detailed Light
CarScreenTextTrigger

### Animatable

The **CarScreenTextTrigger** is an editor object in the Logic folder of the library.

## Usage

The CarScreenTextTrigger allows the level creator to display text on the player's car screen on vehicles that have a car screen. Cars that do not have a car screen will simply not display any text, though the text clicking sound may still be heard. Because this text is rendered using Unity's rich text logic, it is possible to use tags such as `<color="ff0044">text here</color>` and `<size=100>text here</size>` to change various details about the car screen text, either in specific places or all text on the screen.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0

### Box Trigger

*Box-Shaped zone which detects when the player's car enters or leaves it.*

 Size | 1.0
EmpireFloater

### Animatable

The **EmpireFloater** is an editor object in the Buildings folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 1.0

### Axis Rotation (EmpireFloaterSymbol)

*Rotates the object about a cardinal axis.*

This property is a Rigidbody, meaning this object cannot have the Animator or Golden animator component added to it, which also means it cannot have the Event listener component.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset

### Light (EmpireFloaterSymbol)

*Adds light to the scene*

 Detailed Light
EmpireBuilding002

### Animatable

The **EmpireBuilding002** is an editor object in the Buildings folder of the library.

## Properties

### Transform

*Where this object exists in the level.*

 Rotation
 Scale | 20.0

### Axis Rotation

*Rotates the object about a cardinal axis.*

This property is a Rigidbody, meaning this object cannot have the Animator or Golden animator component added to it, which also means it cannot have the Event listener component.

 Axis Of Rotation
 Limit Rotation
 Rotation Bounds
 Starting Angle Offset