//============================================================================= // KFAIController_ZedStalker //============================================================================= // Stalker Controller class //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC //============================================================================= class KFAIController_ZedStalker extends KFAIController_Monster; DefaultProperties { SightCounterInterval=0.5f // AI / Navigation SprintWithinEnemyRange=(X=600.f,Y=1200.f) EvadeGrenadeChance=0.9f bEvadeOnRunOverWarning=true RunOverEvadeDelayScale=0.75f TeleportCooldown=5.0 HiddenRelocateTeleportThreshold=5.0 AIRemainingTeleportThreshold=0 // --------------------------------------------- // 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)} }