//============================================================================= // AICommand_DAR_RocketAttack //============================================================================= // //============================================================================= // Killing Floor 2 // Copyright (C) 2018 Tripwire Interactive LLC //============================================================================= class AICommand_DAR_RocketAttack extends AICommand_RangedAttack within KFAIController_ZedDAR_Rocket config(AI); /** Simple constructor that pushes a new instance of the command for the AI */ static function bool RocketAttack(KFAIController_ZedDAR_Rocket AI) { local AICommand_DAR_RocketAttack 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 Rocket " $ Enemy, 'Command_Rocket' ); AIActionStatus = "Starting Rocket AICommand"; } function Popped() { AIActionStatus = "Finished Rocket AICommand"; LastRangeAttackTime = WorldInfo.TimeSeconds; Super.Popped(); } defaultproperties { SpecialMoveClass=class'KFSM_DAR_RocketAttack' }