uk – What are the odds that some active personnel which may have a hand in processing my immigration-related applications may see my queries on this site?

We have a number of quite knowledgable members here. I’ve always been curious for reasons of candid interest where many of their knowledgebases come from, but have rarely asked due to reluctance to be too intrusive or rude. One has disclosed that they had been an immigration officer in the past, but what are the odds that disclosures on TSE could influence, either consciously or unconsciously, the processing of one’s immigration applications?

dnd 5e – Can I load a hand crossbow while holding a shield?

As far as D&D 5E is concerned

The errata’d rules prohibit it. You need a free hand to load a crossbow.

In real life (yes, I know 🙂 )

It is possible to reload a hand crossbow with a shield. I’ve done it. It was in response to exactly this question when playing 1st edition AD&D – yes, this question is that old.

The type of shield: we had one with a sleeve and a handle. You slipped your forearm into the sleeve and held on to the handle (i.e. it was not a centre-boss shield). This left the fingers and thumb able to wiggle a little bit – enough to be able to grab bolts from a bandolier and load them into a handbow. Cocking the handbow was done by hooking it into a hook sewn into clothing.

As an aside, we also tried it with small weapons in the second hand, like a dagger. Like the shield, these left the fingers and thumb able to wiggle enough to do simple tasks.

The bow was pretty low-power, but could punch bolts into a pumpkin at around 8m, so I think it was close to what D&D calls a “hand crossbow”.

However, “possible” is not the same as “easy”. Some of my D&D group were actual weapon users (some fencing, one sword-and-shield) – they were dubious about whether it was possible under combat conditions.

House Rule

I think a reasonable house rule is: if you take Crossbow Expert feat then you can reload a hand crossbow while using a shield, as long as you’ve paid a bit of gold for a chest-mounted bandolier.

Picture

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desktop computer – What is the real use of raspberry pi, If you have both PC/laptop and Arduino before hand?

Is there really any use of raspberry pi if your have PC/laptop, smartphone beforehand?

I really did much research on raspberry pi and its uses but could not anything that makes raspberry pi really useful: (Please have a look at my research and opinion)

  1. Use it as low-end desktop PC (Not very useful for people who have good pc)
  2. For gaming (who plays games with so less graphics today)
  3. Use as music streaming device (You have smartphone to enjoy music and who uses separate streaming devices like iPod etc. at today’s time period)
  4. Use it to make your TV very smart. (Only use I found useful, but you can use your laptop too here)
  5. Use it for home automation (Can be done using Arduino)
  6. To use it as web server (You can allocate part of storage of PC/ laptop for server, but yes I think for separate server raspberry pi is useful)
  7. Your own cloud server for data backup (I think this is can be useful, as you can connect raspberry pi to your external storage and connected by wifi to your main device like pc/laptop to back-up all your data automatically to storage connected with raspberry pi)
  8. For IOT, (but you can use here Arduino, so what is the use of raspberry pi)
  9. Can be used in hardware which should be kept small.

I am a Computer science and engineering student. As you can see my research above, I want to ask that is there any real use of raspberry pi and should I buy it?? And what awesome things can I do with raspberry pi that are really awesome and you cannot do it on PC/LAPTOP?? (Please do not answer something like music streaming device that you can do on pc or smartphone also)

hand luggage – Linear measurements

Each airline has its rules. Given that you specifically compare against the depth than they must have specified a size for each dimension and hence you have to be without that limit. When the linear size is considered, airlines write their rule in terms of linear size.

It is most common to specify a limit per dimension and each dimension must be up to the stated limit. Very few airlines I know of specify in terms of linear size but some do, mostly for personal items, rather than larger ones. So, I suspect your case does not fall within the rules but the only way to verify is to have the airline rules shown.

dnd 5e – Can Mage Hand be used to use a Ballista?

Mage hand is intended to be able to perform simple manual tasks.

From the spell description of mage hand:

You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.

Some other examples of manipulating an object can be found here in the basic rules.

It is important note the simplicity of these actions. Actions requiring more dexterity are not intended to be doable with mage hand – this is evident in the Arcane Trickster’s ability Mage Hand Legerdemain:

Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves’ tools to pick locks and disarm traps at range.

By using the phrase “additional tasks”, this ability description implies that the list given in the mage hand spell description is intended to be a more restrictive list. A broad reading of mage hand would seem to imply anyone could do these things anyway, yet the Arcane Trickster has an entire class feature dedicated to them.

But what about operating siege equipment?

It’s up to the DM.

Keeping in mind the intended limits of mage hand, it’s going to be up to the DM to determine if we can fully operate the ballista with mage hand. Load and Fire seem to be, at least to this DM, simple enough manipulations that a mage hand could perform, assuming that the ammunition and reset force is less than 10 pounds and the firing mechanism is simple like a trigger or button – more complex machinery will likely fall afoul of the arguments made in the previous section.

But, I would rule that aiming is beyond the limitations of mage hand for a few reasons. First, siege equipment is quite large, and often lacks fine manipulations for aiming, and where there are fine aiming instruments, they may require a dexterity that mage hand is not intended to offer. I would rule that it takes more strength than a mage hand can muster to aim siege equipment. Further to this, there is also the matter of what aiming entails. It requires a field vision that mage hand doesn’t afford. If you are in a position with field of view to meaningfully be able aim the siege equipment, you’re probably not using mage hand anyway, you’re moving it yourself.

Conclusion: You might be able to load and fire, but probably can’t aim with mage hand.

dnd 5e – Can you kill a Tarrasque with the Open Hand monk’s Quivering Palm feature?

A Monk’s Quivering Palm could kill the Tarrasque after it has used all its Legendary Resistances.

The Tarrasque’s Legendary Resistance is limited to 3 per day. This limit is listed with the Legendary Resistance Trait, not with the Legendary Actions:

Legendary Resistance (3/Day): If the tarrasque fails a saving throw, it can choose to succeed instead.

Once all three uses have been expended, the Tarrasque would be reduced to 0 Hit Points if it failed the saving throw for a Monk’s Quivering Palm.

algorithms – Hidden Markov Models for Hand Gestures

I am completing a final year project for hand gesture recognition using Hidden Markov Models

I have a fair understanding of Hidden Markov Models and how they work using simple examples such as the Unfair Casino and some Weather examples.

I am looking to implement multiple Hidden markov models where each model corresponds to a single gesture, similarly to this paper where the observed states are the angles between the coordinates of different points. This would create a sequence of numbers from 0 to 18 as seen in Figure 3 and Figure 4. .

What would the hidden states be in terms of this scenario?

The weather example has the observations ‘Walk’, ‘Shop’ and ‘Clean’ which would be the numbers 0-18 in the hand gesture case, however I do not know what the states ‘Rainy’ and ‘Sunny’ would correspond to in the hand gesture scenario.

Can you use sleight of hand to hide a larger weapon?

Can you use the sleight of hand skill to hide a larger weapon, such as a longsword, dragoon pistol, or light crossbow? Or is it only usable for lighter weapons?

unity – How do I know when the hand raised pointing a target finished raised?

In this script the right hand is pointing at target.
I want that when the hand has raised and when the hand finished raising and pointing the target to do something.

using UnityEngine;
using System;
using System.Collections;
using UnityEngine.UI;
using System.Collections.Generic;
using TMPro;

(RequireComponent(typeof(Animator)))

public class IKControl : MonoBehaviour
{
    public InteractableItem() lookObj = null;
    public Text text;
    public float weightDamping = 1.5f;
    public float maxDistance = 10f;
    public bool RightHandToTarget = false;

    private Animator animator;
    private InteractableItem lastPrimaryTarget;
    private float lerpEndDistance = 0.1f;
    private float finalLookWeight = 0;
    private bool transitionToNextTarget = false;

    void Start()
    {
        animator = GetComponent<Animator>();
    }

    // Callback for calculating IK
    void OnAnimatorIK()
    {
        if (lookObj != null)
        {
            InteractableItem primaryTarget = null;
            float closestLookWeight = 0;

            // Here we find the target which is closest (by angle) to the players view line
            foreach (InteractableItem target in lookObj)
            {
                Vector3 lookAt = target.transform.position - transform.position;
                lookAt.y = 0f;

                // Filter out all objects that are too far away
                //if (lookAt.magnitude > maxDistance) continue;
                if (lookAt.magnitude > target.distance) continue;

                float dotProduct = Vector3.Dot(new Vector3(transform.forward.x, 0f, transform.forward.z).normalized, lookAt.normalized);
                float lookWeight = Mathf.Clamp(dotProduct, 0f, 1f);
                if (lookWeight > 0.1f && lookWeight > closestLookWeight)
                {
                    closestLookWeight = lookWeight;
                    primaryTarget = target;
                }
            }

            if (primaryTarget != null)
            {
                if ((lastPrimaryTarget != null) && (lastPrimaryTarget != primaryTarget) && (finalLookWeight > 0f))
                {
                    // Here we start a new transition because the player looks already to a target but
                    // we have found another target the player should look at
                    transitionToNextTarget = true;
                }
            }

            // The player is in a neutral look position but has found a new target
            if ((primaryTarget != null) && !transitionToNextTarget)
            {
                lastPrimaryTarget = primaryTarget;
                //finalLookWeight = Mathf.Lerp(finalLookWeight, closestLookWeight, Time.deltaTime * weightDamping);
                finalLookWeight = Mathf.Lerp(finalLookWeight, 1f, Time.deltaTime * weightDamping);
                float bodyWeight = finalLookWeight * .75f;
                animator.SetLookAtWeight(finalLookWeight, bodyWeight, 1f);
                animator.SetLookAtPosition(primaryTarget.transform.position);

                if (RightHandToTarget)
                {
                    Vector3 relativePos = primaryTarget.transform.position - transform.position;
                    Quaternion rotationtoTarget = Quaternion.LookRotation(relativePos, Vector3.up);
                    animator.SetIKRotationWeight(AvatarIKGoal.RightHand, finalLookWeight);
                    animator.SetIKRotation(AvatarIKGoal.RightHand, rotationtoTarget);
                    animator.SetIKPositionWeight(AvatarIKGoal.RightHand, finalLookWeight * 0.7f * closestLookWeight);
                    animator.SetIKPosition(AvatarIKGoal.RightHand, primaryTarget.transform.position);
                }

                if (Mathf.Approximately(animator.GetIKPositionWeight(AvatarIKGoal.RightHand), (finalLookWeight * 0.7f * closestLookWeight)))
                {
                    Debug.Log("Hand at position !");
                }
                else
                {
                    Debug.Log("Not at position !");
                }
            }

            // Let the player smoothly look away from the last target to the neutral look position
            if ((primaryTarget == null && lastPrimaryTarget != null) || transitionToNextTarget)
            {
                finalLookWeight = Mathf.Lerp(finalLookWeight, 0f, Time.deltaTime * weightDamping);
                float bodyWeight = finalLookWeight * .75f;
                animator.SetLookAtWeight(finalLookWeight, bodyWeight, 1f);
                animator.SetLookAtPosition(lastPrimaryTarget.transform.position);

                if (RightHandToTarget)
                {
                    Vector3 relativePos = lastPrimaryTarget.transform.position - transform.position;
                    Quaternion rotationtoTarget = Quaternion.LookRotation(relativePos, Vector3.up);
                    animator.SetIKRotationWeight(AvatarIKGoal.RightHand, finalLookWeight);
                    animator.SetIKRotation(AvatarIKGoal.RightHand, rotationtoTarget);
                    animator.SetIKPositionWeight(AvatarIKGoal.RightHand, finalLookWeight * 0.7f * closestLookWeight);
                    animator.SetIKPosition(AvatarIKGoal.RightHand, lastPrimaryTarget.transform.position);
                }

                if (finalLookWeight < lerpEndDistance)
                {
                    transitionToNextTarget = false;
                    finalLookWeight = 0f;
                    lastPrimaryTarget = null;
                }
            }

            // Show found object by the player
            if (primaryTarget != null)
            {
                text.text = primaryTarget.description;
            }
            else
            {
                text.text = "";
            }
        }
    }
}

I tried at this part to ad a IF check :

if (RightHandToTarget)
                {
                    Vector3 relativePos = primaryTarget.transform.position - transform.position;
                    Quaternion rotationtoTarget = Quaternion.LookRotation(relativePos, Vector3.up);
                    animator.SetIKRotationWeight(AvatarIKGoal.RightHand, finalLookWeight);
                    animator.SetIKRotation(AvatarIKGoal.RightHand, rotationtoTarget);
                    animator.SetIKPositionWeight(AvatarIKGoal.RightHand, finalLookWeight * 0.7f * closestLookWeight);
                    animator.SetIKPosition(AvatarIKGoal.RightHand, primaryTarget.transform.position);
                }

                if (Mathf.Approximately(animator.GetIKPositionWeight(AvatarIKGoal.RightHand), (finalLookWeight * 0.7f * closestLookWeight)))
                {
                    Debug.Log("Hand at position !");
                }
                else
                {
                    Debug.Log("Not at position !");
                }

but it’s showing “Hand at position !” when the player facing the target before even the hand started raise. The comparison is not working as I wanted. I want when the hand finished raise and stay raising pointing the target then to do something.

This screenshot showing when the hand finished raise and then at this point I want to do something :

Hand raised

dnd 5e – Do you need a free hand for your holy symbol if you’re wearing it visibly?

I’ve been creating a Paladin who uses the Defense fighting style while wielding two weapons (instead of the more common Dueling style with weapon and shield). However, I was worried that spell components would make this too difficult because the character wouldn’t be able to use a shield emblazoned with a holy symbol as their spellcasting focus. However, I reread the section on holy symbols and it says the following:

A cleric or paladin can use a holy symbol as a spellcasting focus, as described in chapter 10. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. (PHB pg. 151, emphasis added)

By my reading of this, even absent a shield, the caster does NOT need a free hand for their focus. Simply wearing it on a chain outside their armor or clothing (or even affixing it to the outside of their armor) would be sufficient.

This surprised me, so I double-checked the material components section:

Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in chapter 5) in place of the components specified for a spell… A spellcaster must have a hand free to access these components, but it can be the same hand that he or she uses to perform somatic components. (PHB pg. 203)

At first glance, its seems that the statements “A character can use… a spellcasting focus… in place of the components specified for a spell” and “A spellcaster must have a hand free to access these components” would logically mean that a spellcaster must have a hand free to use a spellcasting focus.

However, is this a case of “specific beats general”? Using an arcane focus requires a free hand because it follows the general rule from pg. 203, but a holy symbol doesn’t as long as it’s visibly worn as written in the more specific rule on pg. 151?

(Related: Do these spellcasting foci from Xanathar’s Guide to Everything have to be held in a hand?)