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KF2-Dev-Scripts/KFGameContent/Classes/KFPawnVoiceGroupEventData_Patriarch.uc
2020-12-13 18:01:13 +03:00

74 lines
5.7 KiB
Ucode

//=============================================================================
// KFPawnVoiceGroupEventData_Patriarch
//=============================================================================
// Class that contains information about how/when dialog can be used
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class KFPawnVoiceGroupEventData_Patriarch extends KFPawnVoiceGroupEventData;
`include(KFGame/KFGameDialog.uci)
defaultproperties
{
Events[`BOSS_TauntBase]= (EventID=`BOSS_TauntBase, Priority=3, Weight=1, Chance=1.00, CoolDownTime=20.00, bCanBeMinimized=0, bCanInterruptEqualPriority=true)
Events[`BOSS_Taunt_LT50]= (EventID=`BOSS_Taunt_LT50, Priority=3, Weight=1, Chance=1.00, CoolDownTime=20.00, bCanBeMinimized=0)
Events[`BOSS_Taunt_LT25]= (EventID=`BOSS_Taunt_LT25, Priority=3, Weight=1, Chance=1.00, CoolDownTime=20.00, bCanBeMinimized=0)
Events[`BOSS_Challenge]= (EventID=`BOSS_Challenge, Priority=2, Weight=1, Chance=1.00, CoolDownTime=12.00, bCanBeMinimized=0)
Events[`BOSS_LoseTarget]= (EventID=`BOSS_LoseTarget, Priority=2, Weight=1, Chance=1.00, CoolDownTime=8.00, 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)
Events[`BOSS_TakeDmgBase]= (EventID=`BOSS_TakeDmgBase, Priority=2, Weight=1, Chance=1.00, CoolDownTime=3.00, bCanBeMinimized=0)
Events[`BOSS_TakeDmg_LT25]= (EventID=`BOSS_TakeDmg_LT25, Priority=2, Weight=1, Chance=1.00, CoolDownTime=3.00, 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=3.00, bCanBeMinimized=0)
Events[`BOSS_Land]= (EventID=`BOSS_Land, Priority=2, Weight=1, Chance=1.00, CoolDownTime=3.00, bCanBeMinimized=0)
// Minigun
Events[`PATTY_MinigunWarn]= (EventID=`PATTY_MinigunWarn, Priority=1, Weight=1, Chance=0.50, CoolDownTime=0.00, bCanBeMinimized=0)
Events[`PATTY_MinigunAttack]= (EventID=`PATTY_MinigunAttack, Priority=1, Weight=1, Chance=1.00, CoolDownTime=0.00, bCanBeMinimized=0)
Events[`PATTY_MinigunKill]= (EventID=`PATTY_MinigunKill, Priority=1, Weight=1, Chance=1.00, CoolDownTime=3.00, bCanBeMinimized=0)
// Missile
Events[`PATTY_MissileWarn]= (EventID=`PATTY_MissileWarn, Priority=1, Weight=1, Chance=0.50, CoolDownTime=0.00, bCanBeMinimized=0)
Events[`PATTY_MissileKill]= (EventID=`PATTY_MissileKill, Priority=1, Weight=1, Chance=1.00, CoolDownTime=3.00, bCanBeMinimized=0)
// Mortar
Events[`PATTY_MortarWarn]= (EventID=`PATTY_MortarWarn, Priority=1, Weight=1, Chance=0.50, CoolDownTime=6.00, bCanBeMinimized=0)
Events[`PATTY_MortarKill]= (EventID=`PATTY_MortarKill, Priority=1, Weight=1, Chance=1.00, CoolDownTime=3.00, bCanBeMinimized=0)
// Tentacle
Events[`BOSS_Grab]= (EventID=`BOSS_Grab, Priority=1, Weight=1, Chance=0.90, CoolDownTime=0.00, bCanBeMinimized=0, bCanInterruptEqualPriority=true)
Events[`PATTY_TentaclePull]= (EventID=`PATTY_TentaclePull, Priority=1, Weight=1, Chance=1.00, CoolDownTime=0.00, bCanBeMinimized=0)
Events[`PATTY_TentacleKill]= (EventID=`PATTY_TentacleKill, Priority=1, Weight=1, Chance=1.00, CoolDownTime=3.00, bCanBeMinimized=0)
// Leg kick
Events[`PATTY_LegKick]= (EventID=`PATTY_LegKick, Priority=1, Weight=1, Chance=1.00, CoolDownTime=5.00, bCanBeMinimized=0)
// Charge attack
Events[`PATTY_ChargeAttack]= (EventID=`PATTY_ChargeAttack, Priority=1, Weight=1, Chance=1.00, CoolDownTime=5.00, bCanBeMinimized=0)
// Whirlwind attack
Events[`PATTY_WhirlwindAttack]= (EventID=`PATTY_WhirlwindAttack,Priority=1, Weight=1, Chance=1.00, CoolDownTime=5.00, bCanBeMinimized=0)
// Paternal instinct
Events[`PATTY_ChildKilled]= (EventID=`PATTY_ChildKilled, Priority=1, Weight=1, Chance=1.00, CoolDownTime=3.00, bCanBeMinimized=0, bCanInterruptEqualPriority=true)
// Flame panicked
Events[`PATTY_OnFire]= (EventID=`PATTY_OnFire, Priority=1, Weight=1, Chance=1.00, CoolDownTime=5.00, bCanBeMinimized=0, bCanInterruptEqualPriority=true)
// Battle phases
Events[`PATTY_NextBattlePhase1]= (EventID=`PATTY_NextBattlePhase1,Priority=1, Weight=1, Chance=1.00, CoolDownTime=3.00, Delay=0.f, bCanBeMinimized=0)
Events[`PATTY_NextBattlePhase2]= (EventID=`PATTY_NextBattlePhase2,Priority=1, Weight=1, Chance=1.00, CoolDownTime=3.00, Delay=0.f, bCanBeMinimized=0)
Events[`PATTY_NextBattlePhase3]= (EventID=`PATTY_NextBattlePhase3,Priority=1, Weight=1, Chance=1.00, CoolDownTime=3.00, Delay=0.f, bCanBeMinimized=0)
// Heal
Events[`PATTY_Heal1]= (EventID=`PATTY_Heal1, Priority=1, Weight=1, Chance=1.00, CoolDownTime=3.00, Delay=0.f, bCanBeMinimized=0)
Events[`PATTY_Heal2]= (EventID=`PATTY_Heal2, Priority=1, Weight=1, Chance=1.00, CoolDownTime=3.00, Delay=0.f, bCanBeMinimized=0)
Events[`PATTY_Heal3]= (EventID=`PATTY_Heal3, Priority=1, Weight=1, Chance=1.00, CoolDownTime=3.00, Delay=0.f, bCanBeMinimized=0)
}