//============================================================================= // AICommand_HuskFireBallAttack.uc //============================================================================= // //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC //============================================================================= class AICommand_HuskFireBallAttack extends AICommand_RangedAttack within KFAIController_ZedHusk config(AI); /********************************************************************************************* * Initialization ********************************************************************************************* */ /** Simple constructor that pushes a new instance of the command for the AI */ static function bool FireBallAttack( KFAIController_ZedHusk AI ) { local AICommand_HuskFireBallAttack Cmd; if( AI != None ) { Cmd = new(AI) default.class; if( Cmd != None ) { AI.PushCommand( Cmd ); return true; } } return false; } function Pushed() { Super.Pushed(); `AILog( "Beginning fireball " $ Enemy, 'Command_FireBall' ); AIActionStatus = "Starting fireball AICommand"; } function Popped() { AIActionStatus = "Finished fireball AICommand"; LastFireBallTime = WorldInfo.TimeSeconds; Super.Popped(); } defaultproperties { SpecialMoveClass=class'KFSM_Husk_FireBallAttack' }