//============================================================================= // KFAIController_ZedBloat //============================================================================= // The mighty Bloat. //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC //============================================================================= class KFAIController_ZedBloat extends KFAIController_Monster; DefaultProperties { // --------------------------------------------- // AI / Navigation bCanTeleportCloser=false SprintWithinEnemyRange=(X=520.f,Y=1200.f) EvadeGrenadeChance=0.6f // --------------------------------------------- // Combat bIsProbingMeleeRangeEvents=true bCanStrikeThroughEnemies=true LowIntensityAttackCooldown=3.0 // --------------------------------------------- // Danger Evasion Settings DangerEvadeSettings.Empty DangerEvadeSettings(0)={(ClassName="KFProj_CaulkNBurn_GroundFire", Cooldowns=(3.0, 1.0, 1.0, 1.0), // Normal, Hard, Suicidal, HoE EvadeChances=(0.2, 0.2, 0.3, 0.4), 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(1)={(ClassName="KFProj_FlameThrower_GroundFire", Cooldowns=(3.0, 1.0, 1.0, 1.0), // Normal, Hard, Suicidal, HoE EvadeChances=(0.2, 0.2, 0.3, 0.4), 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(2)={(ClassName="KFWeap_Flame_CaulkBurn", Cooldowns=(2.5, 2.5, 2.5, 2.0), // Normal, Hard, Suicidal, HoE EvadeChances=(0.2, 0.2, 0.3, 0.4), 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(3)={(ClassName="KFWeap_Flame_Flamethrower", Cooldowns=(2.5, 2.5, 2.5, 2.0), // Normal, Hard, Suicidal, HoE EvadeChances=(0.2, 0.2, 0.3, 0.4), 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(4)={(ClassName="KFWeap_Beam_Microwave", Cooldowns=(2.5, 2.5, 2.5, 2.0), // Normal, Hard, Suicidal, HoE EvadeChances=(0.2, 0.2, 0.3, 0.4), 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(5)={(ClassName="KFProj_Flame_HRGIncendiaryRifle", Cooldowns=(2.5, 2.5, 2.5, 2.0), // Normal, Hard, Suicidal, HoE EvadeChances=(0.2, 0.2, 0.3, 0.4), 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)} //Aim Blocks DangerEvadeSettings(6)={(ClassName="KFWeap_Rifle_Winchester1894", Cooldowns=(0.5, 0.4, 0.3, 0.2), // Normal, Hard, Suicidal, HoE BlockChances=(0.1, 0.2, 0.7, 0.85))} DangerEvadeSettings(7)={(ClassName="KFWeap_Bow_Crossbow", Cooldowns=(0.5, 0.4, 0.3, 0.2), // Normal, Hard, Suicidal, HoE BlockChances=(0.1, 0.2, 0.7, 0.85))} DangerEvadeSettings(8)={(ClassName="KFWeap_Rifle_M14EBR", Cooldowns=(0.5, 0.4, 0.3, 0.2), // Normal, Hard, Suicidal, HoE BlockChances=(0.1, 0.2, 0.7, 0.85))} DangerEvadeSettings(9)={(ClassName="KFWeap_Rifle_RailGun", Cooldowns=(0.5, 0.4, 0.3, 0.2), // Normal, Hard, Suicidal, HoE BlockChances=(0.1, 0.2, 0.7, 0.85))} DangerEvadeSettings(10)={(ClassName="KFWeap_Bow_CompoundBow", Cooldowns=(0.5, 0.4, 0.3, 0.2), // Normal, Hard, Suicidal, HoE BlockChances=(0.1, 0.2, 0.7, 0.85))} }