ScriptedAI.frt

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The localization project is available at the Github repository. Completed and incomplete pages will be adapted there once complete.
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The following page contains untranslated lines for Unreal in the French language. If you're fluent or native on this language, you can help us fix them by locating the lines starting with two asterisks (**).
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ScriptedAI
Language French
Game Unreal
Status 0/171
[SVariableBase]
MenuName="(**)Variables"

[VAR_OBJECT_BASE]
MenuName="(**)Object ref"

[VAR_OBJECTARRAY_BASE]
MenuName="(**)Object array"

[VAR_Vector]
MenuName="(**)Vector"
Description="(**)Vector variable."

[VAR_STRUCT_BASE]
MenuName="(**)Struct members"

[LOGICBASE]
MenuName="(**)Logic"

[ACTIONSBASE]
MenuName="(**)Actions"

[ACTORBASE]
MenuName="(**)Actor"

[ACTOR_Overlay]
MenuName="(**)Mesh Overlay"
Description="(**)Adds a temporary mesh overlay to an actor."

[HUD_DrawIcon]
MenuName="(**)Draw Icon"
Description="(**)Draws an icon on the HUD."

[HUDElementBase]
MenuName="(**)HUD"

[HUD_DrawText]
MenuName="(**)Draw Text"
Description="(**)Draws a message on HUD."

[TEXT_ShowMessage]
MenuName="(**)Show Message"
Description="(**)Shows a client message on screen.|If no receiver is specified, everyone will receive the message."

[TEXTBASE]
MenuName="(**)Text Op"

[VAR_ActorList]
MenuName="(**)Actor List"
Description="(**)Dynamic ActorList reference variable."

[VARIABLEBASE]
MenuName="(**)Variables"

[VAR_ObjectList]
MenuName="(**)Object List"
Description="(**)Object list reference variable.|WARNING: Don't use this to reference dynamic destroyable actors, or the game may crash!"

[LEVELSBASE]
MenuName="(**)Level"

[VAR_Actor]
MenuName="(**)Actor"
Description="(**)Dynamic actor reference variable."

[VAR_Float]
MenuName="(**)Float"
Description="(**)Floating point variable."

[VAR_Int]
MenuName="(**)Int"
Description="(**)32-bit integer variable."

[LEVEL_Network]
MenuName="(**)Network data"
Description="(**)Transmits data from server to client.|All inputs you set will also output on client side and fire output event client side every time you fire an input server-side.|If no receiver is specified, the networked event will be broadcast to all clients."

[LEVEL_RadialActors]
MenuName="(**)Radius Actors"
Description="(**)Grabs all actors within a point in level.|Position input can be an actor or a vector."

[MATH_Int]
MenuName="(**)Int op"
Description="(**)Does a math operation with integers."

[MATHBASE]
MenuName="(**)Math"

[EVENTBASE]
MenuName="(**)Events"

[VAR_String]
MenuName="(**)String"
Description="(**)Text line variable."

[MOVER_MoveToKey]
MenuName="(**)Move to key"
Description="(**)Moves a mover to a keyframe."

[MOVERBASE]
MenuName="(**)Mover"

[PAWN_SetHealth]
MenuName="(**)Give Health"
Description="(**)Gives or removes health from a pawn."

[PAWNBASE]
MenuName="(**)Pawn"

[EVENT_Triggered]
MenuName="(**)Triggered"
Description="(**)Triggered by a regular in level event.|Tag can be changed by firing Set Tag event and binding NewTag value."

[ACTOR_ChangeScale]
MenuName="(**)Change scale"
Description="(**)Resizes an actor with optional blend time."

[VAR_Name]
MenuName="(**)Name"
Description="(**)Name variable."

[ACTOR_Destroy]
MenuName="(**)Destroy Actor"
Description="(**)Instantly destroys an actor."

[MATH_Float]
MenuName="(**)Float op"
Description="(**)Does a math operation with floating point."

[VAR_Bool]
MenuName="(**)Boolean"
Description="(**)Boolean variable."

[LATENT_MoveToActor]
MenuName="(**)AI Move to actor"
Description="(**)Makes a ScriptedPawn move to a goal actor.|Output is fired when a pawn has reached or not the goal actor, with Reached output set to just finished pawn."

[LATENTBASE]
MenuName="(**)Latent"

[ACTOR_PlaySound]
MenuName="(**)Play Sound"
Description="(**)Plays a sound effect.|Sound source can be an actor or a vector. If actor array, it will play the sound on all actors in that array."

[VAR_Rotator]
MenuName="(**)Rotator"
Description="(**)Rotator variable."

[LEVEL_SpawnActor]
MenuName="(**)Spawn Actor"
Description="(**)Spawns a new actor.|If you input Position as actor variable, it will use that actor rotation. Otherwise you can input vector and rotation."

[LEVEL_AllPawns]
MenuName="(**)All Pawns"
Description="(**)Grabs all pawns from level."

[PAWN_GiveItem]
MenuName="(**)Give Item"
Description="(**)Gives an inventory item to a player."

[LOGIC_ArrayAdd]
MenuName="(**)Array Add"
Description="(**)Adds an unique item to array.|Fires event Found or Not Found depending on the result."

[VAR_RandInt]
MenuName="(**)Random Int"
Description="(**)Random integer variable."

[TEXT_AddText]
MenuName="(**)Append Text"
Description="(**)Adds text to the end of the current textline."

[VAR_Object]
MenuName="(**)Object"
Description="(**)Object reference variable.|WARNING: Don't use this to reference dynamic destroyable actors, or the game may crash!"

[LEVEL_PlayMusic]
MenuName="(**)Play Music"
Description="(**)Changes currently played music.|If no player is specified, the event affects all actors."

[VAR_RandFloat]
MenuName="(**)Random Float"
Description="(**)Random floating point variable."

[LATENT_Timer]
MenuName="(**)Timer"
Description="(**)Waits for specific time."

[ACTOR_SetHidden]
MenuName="(**)Set Hidden"
Description="(**)Toggles the Hidden property for an actor."

[VAR_LocalPlayer]
MenuName="(**)Local Player"
Description="(**)Local player variable function."

[EVENT_PawnDied]
MenuName="(**)Pawn Died"
Description="(**)Triggered when a pawn dies."

[EVENT_PawnHurt]
MenuName="(**)Pawn Hurt"
Description="(**)Triggered when a pawn takes damage."

[EVENT_PawnPrevDeath]
MenuName="(**)Prevent Death"
Description="(**)Prevents a pawn from dying.|NOTE: Output link is fired, THEN it checks the Input flag. If true, it prevents the pawn from dying."

[OBJECTBASE]
MenuName="(**)Object"

[EVENT_PlayerSpawn]
MenuName="(**)Player spawned"
Description="(**)Triggered when a player spawns."

[PAWN_Kill]
MenuName="(**)Kill Pawn"
Description="(**)Kills instantly a pawn."

[LOGIC_ListIterator]
MenuName="(**)ObjList Iterator"
Description="(**)Iterates through an object list."

[LEVEL_SendEvent]
MenuName="(**)Trigger Event"
Description="(**)Sends a regular event to all actors in level."

[LOGIC_ArrayRemove]
MenuName="(**)Array Remove"
Description="(**)Remove a single item from array and return its size.|An empty event is fired once final array entry has been removed."

[TEXT_Replace]
MenuName="(**)Replace Text"
Description="(**)Replace a part of text with another text."

[LOGIC_Dispatch]
MenuName="(**)Dispatcher"
Description="(**)Split a call into multiple branches."

[ACTOR_TakeDamage]
MenuName="(**)Take Damage"
Description="(**)Make an actor take damage."

[ACTOR_SetPhysics]
MenuName="(**)Set Physics"
Description="(**)Changes the actor's movement physics."

[ACTOR_SetCollision]
MenuName="(**)Set Collision"
Description="(**)Changes the actor's collision state."

[ACTOR_PlayAnim]
MenuName="(**)Play Anim"
Description="(**)Play an animation on actors.|Note: Pawn code may override the animation!"

[LOGIC_CompareFloat]
MenuName="(**)Compare Float"
Description="(**)Compare 2 floating point values."

[PAWN_DeleteItem]
MenuName="(**)Delete Item"
Description="(**)Find and delete an inventory item from a player."

[LOGIC_CompareInt]
MenuName="(**)Compare Int"
Description="(**)Compare 2 integer values."

[VARIABLE_ToVector]
MenuName="(**)To Vector"
Description="(**)Constructs a vector from individual components."

[VARIABLE_ToRotator]
MenuName="(**)To Rotator"
Description="(**)Constructs a rotator from individual components."

[LOGIC_Gate]
MenuName="(**)Logic Gate"
Description="(**)A logic gate."

[VARIABLE_FromVector]
MenuName="(**)From Vector"
Description="(**)Grab each vector component."

[PAWN_FindItem]
MenuName="(**)Find Item"
Description="(**)Find an inventory item from a player."

[VARIABLE_FromRotator]
MenuName="(**)From Rotator"
Description="(**)Grab each rotator component."

[LOGIC_CompareObject]
MenuName="(**)Compare Object"
Description="(**)Compare 2 objects."

[LOGIC_CompareText]
MenuName="(**)Compare Text"
Description="(**)Compare 2 string text lines."

[ACTOR_GetName]
MenuName="(**)Get Name"
Description="(**)Grab the actor name."

[LOGIC_GetArraySize]
MenuName="(**)Get Array Size"
Description="(**)Check the size of an object array."

[OBJECT_SetProperty]
MenuName="(**)Set Property"
Description="(**)Change actor property value."

[OBJECT_ChangeState]
MenuName="(**)Change State"
Description="(**)Change actor script state."

[LEVEL_AllActors]
MenuName="(**)All Actors"
Description="(**)Grab all actors from level."

[OBJECT_GetProperty]
MenuName="(**)Get Property"
Description="(**)Grab actor property value."

[VARIABLE_SetBool]
MenuName="(**)Set Bool"
Description="(**)Set boolean value."

[LEVEL_ResetLevel]
MenuName="(**)Reset level"
Description="(**)Soft-resets the level."

[VARIABLE_SetFloat]
MenuName="(**)Set Float"
Description="(**)Set float value."

[LOGIC_ArrayEmpty]
MenuName="(**)Array Empty"
Description="(**)Simply blank out an array."

[VARIABLE_SetInt]
MenuName="(**)Set Int"
Description="(**)Set integer value."

[VARIABLE_SetString]
MenuName="(**)Set Text"
Description="(**)Set string value."

[EVENT_BeginPlay]
MenuName="(**)Begin Play"
Description="(**)Fires an event on start of map.|Reset event is fired instead when level was soft-reset."

[LOGIC_CompareBool]
MenuName="(**)Compare Bool"
Description="(**)Compare a boolean value."

[LOGIC_ServerType]
MenuName="(**)Server Type"
Description="(**)Check in which environment this action is executed on."
Unreal French Localization
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