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