//============================================================================= // KFPawnVoiceGroupEventData_Hans //============================================================================= // Class that contains information about how/when dialog can be used //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // - Jeff Robinson //============================================================================= class KFPawnVoiceGroupEventData_Hans extends KFPawnVoiceGroupEventData; `include(KFGame/KFGameDialog.uci) defaultproperties { Events[`BOSS_TauntBase]= (EventID=`BOSS_TauntBase, Priority=3, Weight=1, Chance=0.25, CoolDownTime=24.00, bCanBeMinimized=0, bCanInterruptEqualPriority=true) Events[`BOSS_Taunt_LT50]= (EventID=`BOSS_Taunt_LT50, Priority=3, Weight=1, Chance=0.25, CoolDownTime=24.00, bCanBeMinimized=0) Events[`BOSS_Taunt_LT25]= (EventID=`BOSS_Taunt_LT25, Priority=3, Weight=1, Chance=0.25, CoolDownTime=24.00, bCanBeMinimized=0) Events[`BOSS_Challenge]= (EventID=`BOSS_Challenge, Priority=2, Weight=1, Chance=1.00, CoolDownTime=6.00, bCanBeMinimized=0) Events[`BOSS_LoseTarget]= (EventID=`BOSS_LoseTarget, Priority=2, Weight=1, Chance=1.00, CoolDownTime=6.00, bCanBeMinimized=0) // Not technically used as dialog, this is triggered by KFAnimNotify_ZedVoiceAkEvent with bTreatAsDialog set to true Events[`BOSS_Melee]= (EventID=`BOSS_Melee, Priority=1, Weight=1, Chance=1.00, CoolDownTime=0.00, bCanBeMinimized=0) // paralyze Events[`BOSS_Grab]= (EventID=`BOSS_Grab, Priority=1, Weight=1, Chance=0.90, CoolDownTime=0.00, bCanBeMinimized=0, bCanInterruptEqualPriority=true) // drain Events[`BOSS_Heal]= (EventID=`BOSS_Heal, Priority=1, Weight=1, Chance=0.90, CoolDownTime=0.00, Delay=1.f, bCanBeMinimized=0, bCanInterruptEqualPriority=true) Events[`BOSS_TakeDmgBase]= (EventID=`BOSS_TakeDmgBase, Priority=2, Weight=1, Chance=1.00, CoolDownTime=1.00, bCanBeMinimized=0) Events[`BOSS_TakeDmg_LT25]= (EventID=`BOSS_TakeDmg_LT25, Priority=2, Weight=1, Chance=1.00, CoolDownTime=1.00, bCanBeMinimized=0) Events[`BOSS_Death]= (EventID=`BOSS_Death, Priority=1, Weight=1, Chance=1.00, CoolDownTime=0.00, bCanBeMinimized=0) Events[`BOSS_KillBase]= (EventID=`BOSS_KillBase, Priority=1, Weight=1, Chance=1.00, CoolDownTime=3.00, bCanBeMinimized=0) Events[`BOSS_Jump]= (EventID=`BOSS_Jump, Priority=2, Weight=1, Chance=1.00, CoolDownTime=0.00, bCanBeMinimized=0) Events[`BOSS_Land]= (EventID=`BOSS_Land, Priority=2, Weight=1, Chance=1.00, CoolDownTime=0.00, bCanBeMinimized=0) Events[`HANS_Taunt_LT25_RO2]= (EventID=`HANS_Taunt_LT25_RO2, Priority=3, Weight=1, Chance=0.25, CoolDownTime=24.00, bCanBeMinimized=0) Events[`HANS_SprintToward]= (EventID=`HANS_SprintToward, Priority=2, Weight=1, Chance=0.50, CoolDownTime=6.00, Radius=1000.00, bCanBeMinimized=0, bCanInterruptEqualPriority=true) Events[`HANS_DrawGuns]= (EventID=`HANS_DrawGuns, Priority=1, Weight=1, Chance=0.50, CoolDownTime=0.00, bCanBeMinimized=0) Events[`HANS_DmgGuns]= (EventID=`HANS_DmgGuns, Priority=2, Weight=1, Chance=0.30, CoolDownTime=5.00, bCanBeMinimized=0) Events[`HANS_KillGuns]= (EventID=`HANS_KillGuns, Priority=1, Weight=1, Chance=1.00, CoolDownTime=0.00, bCanBeMinimized=0) Events[`HANS_Frenzy]= (EventID=`HANS_Frenzy, Priority=1, Weight=1, Chance=1.00, CoolDownTime=0.00, bCanBeMinimized=0) Events[`HANS_KillFrenzy]= (EventID=`HANS_KillFrenzy, Priority=1, Weight=1, Chance=1.00, CoolDownTime=0.00, bCanBeMinimized=0) Events[`HANS_GasToss]= (EventID=`HANS_GasToss, Priority=1, Weight=1, Chance=0.50, CoolDownTime=3.00, bCanBeMinimized=0) Events[`HANS_GasBarrage]= (EventID=`HANS_GasBarrage, Priority=1, Weight=1, Chance=1.00, CoolDownTime=0.00, bCanBeMinimized=0) Events[`HANS_KillGas]= (EventID=`HANS_KillGas, Priority=1, Weight=1, Chance=1.00, CoolDownTime=0.00, bCanBeMinimized=0) Events[`HANS_SmokeToss]= (EventID=`HANS_SmokeToss, Priority=2, Weight=1, Chance=1.00, CoolDownTime=3.00, bCanBeMinimized=0) Events[`HANS_SmokeBarrage]= (EventID=`HANS_SmokeBarrage, Priority=1, Weight=1, Chance=1.00, CoolDownTime=0.00, bCanBeMinimized=0, bCanInterruptEqualPriority=true) Events[`HANS_HuntTaunt]= (EventID=`HANS_HuntTaunt, Priority=2, Weight=1, Chance=0.50, CoolDownTime=8.00, bCanBeMinimized=0, bCanInterruptEqualPriority=true) Events[`HANS_NadeToss]= (EventID=`HANS_NadeToss, Priority=1, Weight=1, Chance=1.00, CoolDownTime=3.00, bCanBeMinimized=0) Events[`HANS_NadeBarrage]= (EventID=`HANS_NadeBarrage, Priority=1, Weight=1, Chance=1.00, CoolDownTime=0.00, bCanBeMinimized=0) Events[`HANS_KillNade]= (EventID=`HANS_KillNade, Priority=1, Weight=1, Chance=1.00, CoolDownTime=3.00, bCanBeMinimized=0) Events[`HANS_NextBattlePhase1]= (EventID=`HANS_NextBattlePhase1,Priority=1, Weight=1, Chance=1.00, CoolDownTime=3.00, Delay=0.f, bCanBeMinimized=0) Events[`HANS_NextBattlePhase2]= (EventID=`HANS_NextBattlePhase2,Priority=1, Weight=1, Chance=1.00, CoolDownTime=3.00, Delay=0.f, bCanBeMinimized=0) Events[`HANS_NextBattlePhase3]= (EventID=`HANS_NextBattlePhase3,Priority=1, Weight=1, Chance=1.00, CoolDownTime=3.00, Delay=0.f, bCanBeMinimized=0) Events[`HANS_AOE]= (EventID=`HANS_AOE, Priority=1, Weight=1, Chance=0.50, CoolDownTime=3.00, Delay=0.f, bCanBeMinimized=0) //@todo: These always play (are never interrupted), so they function more as ambient audio than dialog (triggered in KFPawn_ZedHans::PostBeginPlay/TakeDamage/HealDamage), // but that could change if it's annoying //Events[`HANS_AmbBreathe]= (EventID=`HANS_AmbBreathe, Priority=5, Weight=1, Chance=100.00, CoolDownTime=0.00) //Events[`HANS_AmbBreathe_LT25]= (EventID=`HANS_AmbBreathe_LT25, Priority=5, Weight=1, Chance=100.00, CoolDownTime=0.00) }