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KF2-Dev-Scripts/KFGameContent/Classes/KFAIController_ZedClot_Slasher.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFAIController_ZedClot_Slasher
//=============================================================================
// Slasher clot
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class KFAIController_ZedClot_Slasher extends KFAIController_ZedClot;
DefaultProperties
{
// ---------------------------------------------
// AI / Navigation
SprintWithinEnemyRange=(X=120.f,Y=700.f)
EvadeGrenadeChance=0.6f
RunOverEvadeDelayScale=0.5f
// ---------------------------------------------
// Danger Evasion Settings
DangerEvadeSettings.Empty
DangerEvadeSettings(0)={(ClassName="KFProj_Bullet_Pellet",
Cooldowns=(3.0, 1.0, 0.5, 0.1), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.1, 0.4, 0.75, 0.9),
ReactionDelayRanges={((X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(1)={(ClassName="KFProj_Nail_Nailgun",
Cooldowns=(3.0, 1.0, 0.5, 0.1), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.1, 0.4, 0.75, 0.9),
ReactionDelayRanges={((X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(2)={(ClassName="KFProj_Bullet_DragonsBreath",
Cooldowns=(3.0, 1.0, 0.5, 0.1), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.1, 0.4, 0.75, 0.9),
ReactionDelayRanges={((X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.00))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(3)={(ClassName="KFProj_HighExplosive_M79",
Cooldowns=(3.0, 1.0, 0.5, 0.1), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.1, 0.4, 0.75, 0.9),
ForcedEvadeChances={((FL=0.0, FR=0.0), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5))},
ReactionDelayRanges={((X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(4)={(ClassName="KFProj_HighExplosive_M32",
Cooldowns=(3.0, 1.0, 0.5, 0.1), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.1, 0.4, 0.75, 0.9),
ForcedEvadeChances={((FL=0.0, FR=0.0), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5))},
ReactionDelayRanges={((X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(5)={(ClassName="KFProj_Rocket_RPG7",
Cooldowns=(3.0, 1.0, 0.5, 0.1), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.1, 0.4, 0.75, 0.9),
ForcedEvadeChances={((FL=0.0, FR=0.0), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5))},
ReactionDelayRanges={((X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(6)={(ClassName="KFDT_Explosive_M16M203",
Cooldowns=(3.0, 1.0, 0.1, 0.0), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.0, 0.5, 0.9, 1.0),
ForcedEvadeChances={((FL=0.0, FR=0.0), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5))},
ReactionDelayRanges={((X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(7)={(ClassName="KFDT_Explosive_HRGIncendiaryRifle",
Cooldowns=(3.0, 1.0, 0.1, 0.0), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.0, 0.5, 0.9, 1.0),
ForcedEvadeChances={((FL=0.0, FR=0.0), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5))},
ReactionDelayRanges={((X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05))},
SoloChanceMultiplier=1.0)}
//shooting fire
DangerEvadeSettings(8)={(ClassName="KFProj_CaulkNBurn_GroundFire",
Cooldowns=(3.0, 2.0, 1.5, 1.0), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.4, 0.5, 0.6, 0.7),
ReactionDelayRanges={((X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(9)={(ClassName="KFProj_FlameThrower_GroundFire",
Cooldowns=(3.0, 2.0, 1.5, 1.0), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.4, 0.5, 0.6, 0.7),
ReactionDelayRanges={((X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(10)={(ClassName="KFWeap_Flame_CaulkBurn",
Cooldowns=(3.0, 2.0, 1.5, 1.0), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.4, 0.5, 0.6, 0.7),
ReactionDelayRanges={((X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(11)={(ClassName="KFWeap_Flame_Flamethrower",
Cooldowns=(3.0, 2.0, 1.5, 1.0), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.4, 0.5, 0.6, 0.7),
ReactionDelayRanges={((X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(12)={(ClassName="KFWeap_Beam_Microwave",
Cooldowns=(3.0, 2.0, 1.5, 1.0), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.4, 0.5, 0.6, 0.7),
ReactionDelayRanges={((X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5))},
SoloChanceMultiplier=1.0)}
//Aimed weapons it dodges //sharpshooter
DangerEvadeSettings(13)={(ClassName="KFWeap_Bow_Crossbow",
Cooldowns=(2.3, 2.3, 2.3, 1.3), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.08, 0.1, 0.2, 0.35),
ForcedEvadeChances={((FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5))},
ReactionDelayRanges={((X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(14)={(ClassName="KFWeap_Rifle_M14EBR",
Cooldowns=(2.3, 2.3, 2.3, 1.3), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.08, 0.1, 0.2, 0.35),
ForcedEvadeChances={((FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5))},
ReactionDelayRanges={((X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(15)={(ClassName="KFWeap_Rifle_Winchester1894",
Cooldowns=(2.3, 2.3, 2.3, 1.3), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.08, 0.1, 0.2, 0.35),
ForcedEvadeChances={((FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5))},
ReactionDelayRanges={((X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(16)={(ClassName="KFWeap_Rifle_RailGun",
Cooldowns=(2.3, 2.3, 2.3, 1.3), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.08, 0.1, 0.2, 0.35),
ForcedEvadeChances={((FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5))},
ReactionDelayRanges={((X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15), (X=0.0, Y=0.15))},
SoloChanceMultiplier=1.0)}
//Grenades
DangerEvadeSettings(17)={(ClassName="KFProj_FragGrenade",
Cooldowns=(3.0, 1.0, 0.1, 0.0), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.1, 0.2, 0.5, 0.8),
ForcedEvadeChances={((FL=0.0, FR=0.0), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5))},
ReactionDelayRanges={((X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(18)={(ClassName="KFProj_MolotovGrenade",
Cooldowns=(3.0, 1.0, 0.1, 0.0), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.1, 0.2, 0.5, 0.8),
ForcedEvadeChances={((FL=0.0, FR=0.0), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5))},
ReactionDelayRanges={((X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(19)={(ClassName="KFProj_DynamiteGrenade",
Cooldowns=(3.0, 1.0, 0.1, 0.0), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.1, 0.2, 0.5, 0.8),
ForcedEvadeChances={((FL=0.0, FR=0.0), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5))},
ReactionDelayRanges={((X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(20)={(ClassName="KFProj_NailBombGrenade",
Cooldowns=(3.0, 1.0, 0.1, 0.0), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.1, 0.2, 0.5, 0.8),
ForcedEvadeChances={((FL=0.0, FR=0.0), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5))},
ReactionDelayRanges={((X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05))},
SoloChanceMultiplier=1.0)}
DangerEvadeSettings(21)={(ClassName="KFProj_HEGrenade",
Cooldowns=(3.0, 1.0, 0.1, 0.0), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.1, 0.2, 0.5, 0.8),
ForcedEvadeChances={((FL=0.0, FR=0.0), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5), (FL=0.5, FR=0.5))},
ReactionDelayRanges={((X=0.0, Y=0.2), (X=0.0, Y=0.0), (X=0.0, Y=0.15), (X=0.0, Y=0.05))},
SoloChanceMultiplier=1.0)}
// Ground Fire
DangerEvadeSettings(22)={(ClassName="KFProj_Flame_HRGIncendiaryRifle",
Cooldowns=(3.0, 2.0, 1.5, 1.0), // Normal, Hard, Suicidal, HoE
EvadeChances=(0.4, 0.5, 0.6, 0.7),
ReactionDelayRanges={((X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5), (X=0.3, Y=0.5))},
SoloChanceMultiplier=1.0)}
}