Prosiłbym by kogoś ładnie to przetłumaczył na Polski , opisy z poradnika były chyba nie dokładne
PawnAttributes z oryginalnym komentarzem RWSu.
Kod: Zaznacz cały
StartupRandomization; // Randomizes some of these attributes // a little around there start values, in PostBeginPlay.
Psychic; // How well the character knows where something is
// just through code, not through 'seeing'. Generally only used
// when someone just lost their attacker, the higher this is the longer (though
// never for very long) they could just know where the bad guy is.
Champ; // How persistantly they track their enemy. If set // high, he comes after you, set low, he stays put.
Cajones; // How likely he is to doing dangerous things like // walk through fire
Temper; // How quickly you get mad (usually from damage) see Anger below
Glaucoma; // Determines how accurate and reliable their // targeting is. Lower settings are better.
Twitch; // Time between bursts
Rat; // How likely he will shout out the player or // an enemy's location or not.
Compassion; // How likely he is to shout "Get Down!" // before he fires to protect bystanders.
WarnPeople; // How likely someone is to warn their enemy // before shooting. Police high, Military low.
Conscience; // How likely they are in trying to avoid // hurting bystanders.
Beg; // How likely they are to beg for life.
PainThreshold; // How much a character can get hurt // before they run for their life.
Reactivity; // How quickly you react to things
Confidence; // How certain you are about things (like picking paths to run)
Rebel; // How likely you are to rebel against what you're told to do // Like when someone tells you get to Get Down.
Curiosity; // How interested they are in the world around them.
Patience; // How much you can harass them before they go crazy or get scared
WillDodge; // If they will try to dodge if you fire at them
WillKneel; // If they will kneel and fire, in a fire fight
WillUseCover; // If they will try to find cover and use it (possibly if they're
// are under attack. Also if they are running and have no weapon
Talkative; // How likely they are to start up conversations or greet you on the street.
Stomach; // How likely they are to throw up or something, if you they see/have gross things
// happen to them
Armor; // How much armor you have.
ArmorMax; // How much armor you can possibly have
VoicePitch; // How much to adjust voice pitch (1.0 = normal)
Greed; // How greedy someone is. How likely they'll go for money the player has dropped
TalkWhileFighting; // How likely someone is to smack talk while they are fighting you.
MaxMoneyToStart; // The pawn will start with between 0 and this number for how // much money they get.
ScaredOfPantsDown; // if this is false, then they may just ignore that
// you have your pants down. It defaults to true so everyone notices you. But
// some people like doctors or something may not care about your pants being down.
// Cops always do so this isn't tested in police/security.
TeamLeader; // Usually reserved for military and swat types. Determines what
// I do in group AI situations
TakesShotgunHeadShot; // how suspectible they are to a direct shotgun blast to the face
TakesRifleHeadShot; // how suspectible they are to a sniper rifle round in the head
TakesShovelHeadShot; // how suspectible they are to a direct smack by a shovel to the head
TakesOnFireDamage; // If 1.0, they catch on fire and die. < 1.0, means they can fight
// while on fire, and take that much less damage from the fire.
TakesAnthraxDamage; // If it's 1.0, they run away from anthrax, throw up blood and die,
// < 1.0, means they run away, throw up blood, and then keep fighting, taking
// less damage.
TakesShockerDamage; // This is the percentage of Health to HealthMax at which
// the pawn either gets shocked and stands there dazed (higher)
// or they fall over and pee themselves (equal or lower)
GunCrazy; // This guy loves his gun (make sure to give him one first). If he
// sees anyone with a gun, or hears anything, he'll just go attack // them on the spot
PatrolTags; // Succession of tags for pathnodes that I walk between
// Walk first to PatrolEndPoints[0], using the pathnodes system to get
// there, then walk to PatrolEndPoints[1], etc (and then
// back to 0, if there's no more). The point is, don't pick
// all the pathnodes in between to make your path. That's determined
// by the pathnode system. You pick the end points.
StartInterest; // If you want someone to stand in a q, set this to its tag, and
// set their initial state to GoStandInQueue;
TakesPistolHeadShot; // How susceptible they are to a direct pistol shot in the back of the
// head, execution style
TakesMachinegunDamage; // How susceptible they are to any machine gun bullets
TalkBeforeFighting; // How liklely someone is to yell before they attack
WeapChangeDist; // If 0, weapon changing is ignored. If not, then the weapon
// in BaseEquipment[0] is used for distances where the attacker is below
Fitness; // Generally relates to how far they can run before they get tired. 0-1.0.
// 1.0 is really fit, 0.0 is really unfit.
AdvancedFiring; // Used so pawns can do extra crazy stuff--like always
// shoot seeking rockets from a rocket launcher, instead of normal rockets.
TwitchFar; // Twitch will be the twitch time for the close weapon, TwitchFar is the
// Twitch time for the far away weapon so you can make rocket
TakesChemDamage; // If 1.0, become infected and fall down. < 1.0, means they can fight
// while infected.
Innocent; // True means, these characters could possibly not hate the player. Protestors for instance
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>2014
>internet
>poproś ludzi o pomoc
>nie daj im dostępu do treści
P.