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(I am putting the proof for this on the talk page.) |
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{{p2 enemy property | fp32 | LOD半径 | {{tt|[[Camera#Off-camera objects|Off-camera]] radius|The distance outside an unseen screen boundary that an enemy can remain spawned and drawn.}} | {{{fp32}}} }} | {{p2 enemy property | fp32 | LOD半径 | {{tt|[[Camera#Off-camera objects|Off-camera]] radius|The distance outside an unseen screen boundary that an enemy can remain spawned and drawn.}} | {{{fp32}}} }} | ||
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{{p2 enemy property | fp33 | マップとのあたりポリゴンの選定 | | {{p2 enemy property | fp33 | マップとのあたりポリゴンの選定 | The radius around which the game will process its collision with the enviroment. | {{{fp33}}} }} | ||
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{{p2 enemy property | fp34 | ピクミンとのあたり | {{tt|Pikmin damage radius|The only distance at which Pikmin can attack and damage an enemy without latching on.}} | {{{fp34}}} }} | {{p2 enemy property | fp34 | ピクミンとのあたり | {{tt|Pikmin damage radius|The only distance at which Pikmin can attack and damage an enemy without latching on.}} | {{{fp34}}} }} |
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