74 lines
5.7 KiB
Ucode
74 lines
5.7 KiB
Ucode
//=============================================================================
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// KFPawnVoiceGroupEventData_Patriarch
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//=============================================================================
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// Class that contains information about how/when dialog can be used
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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//=============================================================================
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class KFPawnVoiceGroupEventData_Patriarch extends KFPawnVoiceGroupEventData;
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`include(KFGame/KFGameDialog.uci)
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defaultproperties
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{
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Events[`BOSS_TauntBase]= (EventID=`BOSS_TauntBase, Priority=3, Weight=1, Chance=1.00, CoolDownTime=20.00, bCanBeMinimized=0, bCanInterruptEqualPriority=true)
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Events[`BOSS_Taunt_LT50]= (EventID=`BOSS_Taunt_LT50, Priority=3, Weight=1, Chance=1.00, CoolDownTime=20.00, bCanBeMinimized=0)
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Events[`BOSS_Taunt_LT25]= (EventID=`BOSS_Taunt_LT25, Priority=3, Weight=1, Chance=1.00, CoolDownTime=20.00, bCanBeMinimized=0)
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Events[`BOSS_Challenge]= (EventID=`BOSS_Challenge, Priority=2, Weight=1, Chance=1.00, CoolDownTime=12.00, bCanBeMinimized=0)
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Events[`BOSS_LoseTarget]= (EventID=`BOSS_LoseTarget, Priority=2, Weight=1, Chance=1.00, CoolDownTime=8.00, bCanBeMinimized=0)
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// Not technically used as dialog, this is triggered by KFAnimNotify_ZedVoiceAkEvent with bTreatAsDialog set to true
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Events[`BOSS_Melee]= (EventID=`BOSS_Melee, Priority=1, Weight=1, Chance=1.00, CoolDownTime=0.00, bCanBeMinimized=0)
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Events[`BOSS_TakeDmgBase]= (EventID=`BOSS_TakeDmgBase, Priority=2, Weight=1, Chance=1.00, CoolDownTime=3.00, bCanBeMinimized=0)
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Events[`BOSS_TakeDmg_LT25]= (EventID=`BOSS_TakeDmg_LT25, Priority=2, Weight=1, Chance=1.00, CoolDownTime=3.00, bCanBeMinimized=0)
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Events[`BOSS_Death]= (EventID=`BOSS_Death, Priority=1, Weight=1, Chance=1.00, CoolDownTime=0.00, bCanBeMinimized=0)
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Events[`BOSS_KillBase]= (EventID=`BOSS_KillBase, Priority=1, Weight=1, Chance=1.00, CoolDownTime=3.00, bCanBeMinimized=0)
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Events[`BOSS_Jump]= (EventID=`BOSS_Jump, Priority=2, Weight=1, Chance=1.00, CoolDownTime=3.00, bCanBeMinimized=0)
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Events[`BOSS_Land]= (EventID=`BOSS_Land, Priority=2, Weight=1, Chance=1.00, CoolDownTime=3.00, bCanBeMinimized=0)
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// Minigun
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Events[`PATTY_MinigunWarn]= (EventID=`PATTY_MinigunWarn, Priority=1, Weight=1, Chance=0.50, CoolDownTime=0.00, bCanBeMinimized=0)
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Events[`PATTY_MinigunAttack]= (EventID=`PATTY_MinigunAttack, Priority=1, Weight=1, Chance=1.00, CoolDownTime=0.00, bCanBeMinimized=0)
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Events[`PATTY_MinigunKill]= (EventID=`PATTY_MinigunKill, Priority=1, Weight=1, Chance=1.00, CoolDownTime=3.00, bCanBeMinimized=0)
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// Missile
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Events[`PATTY_MissileWarn]= (EventID=`PATTY_MissileWarn, Priority=1, Weight=1, Chance=0.50, CoolDownTime=0.00, bCanBeMinimized=0)
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Events[`PATTY_MissileKill]= (EventID=`PATTY_MissileKill, Priority=1, Weight=1, Chance=1.00, CoolDownTime=3.00, bCanBeMinimized=0)
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// Mortar
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Events[`PATTY_MortarWarn]= (EventID=`PATTY_MortarWarn, Priority=1, Weight=1, Chance=0.50, CoolDownTime=6.00, bCanBeMinimized=0)
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Events[`PATTY_MortarKill]= (EventID=`PATTY_MortarKill, Priority=1, Weight=1, Chance=1.00, CoolDownTime=3.00, bCanBeMinimized=0)
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// Tentacle
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Events[`BOSS_Grab]= (EventID=`BOSS_Grab, Priority=1, Weight=1, Chance=0.90, CoolDownTime=0.00, bCanBeMinimized=0, bCanInterruptEqualPriority=true)
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Events[`PATTY_TentaclePull]= (EventID=`PATTY_TentaclePull, Priority=1, Weight=1, Chance=1.00, CoolDownTime=0.00, bCanBeMinimized=0)
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Events[`PATTY_TentacleKill]= (EventID=`PATTY_TentacleKill, Priority=1, Weight=1, Chance=1.00, CoolDownTime=3.00, bCanBeMinimized=0)
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// Leg kick
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Events[`PATTY_LegKick]= (EventID=`PATTY_LegKick, Priority=1, Weight=1, Chance=1.00, CoolDownTime=5.00, bCanBeMinimized=0)
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// Charge attack
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Events[`PATTY_ChargeAttack]= (EventID=`PATTY_ChargeAttack, Priority=1, Weight=1, Chance=1.00, CoolDownTime=5.00, bCanBeMinimized=0)
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// Whirlwind attack
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Events[`PATTY_WhirlwindAttack]= (EventID=`PATTY_WhirlwindAttack,Priority=1, Weight=1, Chance=1.00, CoolDownTime=5.00, bCanBeMinimized=0)
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// Paternal instinct
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Events[`PATTY_ChildKilled]= (EventID=`PATTY_ChildKilled, Priority=1, Weight=1, Chance=1.00, CoolDownTime=3.00, bCanBeMinimized=0, bCanInterruptEqualPriority=true)
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// Flame panicked
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Events[`PATTY_OnFire]= (EventID=`PATTY_OnFire, Priority=1, Weight=1, Chance=1.00, CoolDownTime=5.00, bCanBeMinimized=0, bCanInterruptEqualPriority=true)
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// Battle phases
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Events[`PATTY_NextBattlePhase1]= (EventID=`PATTY_NextBattlePhase1,Priority=1, Weight=1, Chance=1.00, CoolDownTime=3.00, Delay=0.f, bCanBeMinimized=0)
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Events[`PATTY_NextBattlePhase2]= (EventID=`PATTY_NextBattlePhase2,Priority=1, Weight=1, Chance=1.00, CoolDownTime=3.00, Delay=0.f, bCanBeMinimized=0)
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Events[`PATTY_NextBattlePhase3]= (EventID=`PATTY_NextBattlePhase3,Priority=1, Weight=1, Chance=1.00, CoolDownTime=3.00, Delay=0.f, bCanBeMinimized=0)
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// Heal
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Events[`PATTY_Heal1]= (EventID=`PATTY_Heal1, Priority=1, Weight=1, Chance=1.00, CoolDownTime=3.00, Delay=0.f, bCanBeMinimized=0)
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Events[`PATTY_Heal2]= (EventID=`PATTY_Heal2, Priority=1, Weight=1, Chance=1.00, CoolDownTime=3.00, Delay=0.f, bCanBeMinimized=0)
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Events[`PATTY_Heal3]= (EventID=`PATTY_Heal3, Priority=1, Weight=1, Chance=1.00, CoolDownTime=3.00, Delay=0.f, bCanBeMinimized=0)
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}
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