My program doesn't have bugs. It just develops random features.
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- ; float SightRadius : This is how far the bot will look for an enemy from the ambush point.1 KB (213 words) - 19:53, 27 January 2006
- ; float SightRadius=+25000.0 : The distance at which the turret looks for enemies to fire at.5 KB (603 words) - 16:02, 31 December 2006
- Other.SightRadius = repEndDist / 8; ...Possess(), Bot.InitialiseSkill(), and Bot.Restart(). My guess is that the SightRadius value is being reset to it's original value after the ModifyPlayer() functi13 KB (2,175 words) - 10:55, 18 November 2007
- # Adjust the SightRadius on the various AmbushPoints, if necessary. This is the radius (in UU) that16 KB (2,701 words) - 10:31, 23 December 2006
- ; float SightRadius : In world units, the radius the bot standing on the DefensePoint will look2 KB (319 words) - 18:30, 9 February 2006
- ...ility of the player to bots. There could be two ways to do it: reduce bots SightRadius (more like the fog effect), or make the player less noticable to bots based '''AlphaOne:''' For bots, just change their SightRadius to make it equal to the fog end distance (where clipping happens). I spent30 KB (5,402 words) - 01:47, 6 July 2010
- ; float SightRadius : Maximum seeing distance.19 KB (2,341 words) - 23:41, 22 May 2015
- ; SightRadius : Defines how far the pawn can see.10 KB (1,595 words) - 20:18, 11 September 2014
- ; SightRadius : This is actually a standard Pawn property. It determines the distance in34 KB (5,339 words) - 09:19, 5 April 2008
- ====SightRadius====902 B (99 words) - 10:10, 17 May 2008
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- | {{tl|SightRadius||Pawn}}10 KB (1,127 words) - 10:11, 17 May 2008
- | {{tl|SightRadius||Pawn}}10 KB (1,112 words) - 10:10, 17 May 2008