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I have 3K hours in and in my experience it's random. Given that a 10 wave match lasts 45 mins and, say, 1/3 of the matches get to the boss wave, I've dealt with 1,000 bosses.
Too bad Tripwire didn't add an implementation that denies the boss that was already on the previous map. Example: We face Hans, so in the following map Hans will not be able to go out again for 1 or 2 times. Encontes is left to choose the 4 that remain.
It is difficult to do this and I don't think it works well. But something is something.
Here is a video of how to have the boss you want:
https://www.youtube.com/watch?v=398ERqq0JRQ
"
event PreBeginPlay()
{
class'KFGameEngine'.static.ApplyTweaks(WorldInfo.GetMapName());
super.PreBeginPlay();
MyKFGRI = KFGameReplicationInfo(GameReplicationInfo);
InitGRIVariables();
...
"
The function InitGRIVariables initalizes a lot of the match settings provided
"
/* Initialize the GRI varaibles */
function InitGRIVariables()
{
MyKFGRI.GameDifficulty = GameDifficulty;
MyKFGRI.GameLength = GameLength;
MyKFGRI.ReceivedGameLength();
MyKFGRI.bVersusGame = bIsVersusGame;
MyKFGRI.MaxHumanCount = MaxPlayers;
SetBossIndex();
}
"
However, it also calls SetBossIndex
"
function SetBossIndex()
{
if (!UseSpecificBossIndex(BossIndex))
{
BossIndex = Rand(default.AIBossClassList.Length);
}
MyKFGRI.CacheSelectedBoss(BossIndex);
}
"
This function randomly selects an index from the list AIBossClassList, which is a class list based on enumerated indeces, containing the following:
"
...
AIBossClassList(BAT_Hans)=class'KFGameContent.KFPawn_ZedHans'
AIBossClassList(BAT_Patriarch)=class'KFGameContent.KFPawn_ZedPatriarch' AIBossClassList(BAT_KingFleshpound)=class'KFGameContent.KFPawn_ZedFleshpoundKing'
AIBossClassList(BAT_KingBloat)=class'KFGameContent.KFPawn_ZedBloatKing'
AIBossClassList(BAT_Matriarch)=class'KFGameContent.KFPawn_ZedMatriarch'
...
"
Which are the items for each boss. I don't know whether the Rand is seeded when thes erver starts or not, but this VERIFIES that it is in fact COMPLETELY RANDOM which boss appears. Unless specified otherwise via events through UseSpecificBossIndex
TLDR;
Source files show random boss spawns