//============================================================================= // AICommand_DAR_EMPAttack //============================================================================= // //============================================================================= // Killing Floor 2 // Copyright (C) 2018 Tripwire Interactive LLC //============================================================================= class AICommand_DAR_EMPAttack extends AICommand_RangedAttack within KFAIController_ZedDAR_EMP config(AI); /** Simple constructor that pushes a new instance of the command for the AI */ static function bool EMPAttack(KFAIController_ZedDAR_EMP AI) { local AICommand_DAR_EMPAttack 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 EMP " $ Enemy, 'Command_EMP' ); AIActionStatus = "Starting EMP AICommand"; } function Popped() { AIActionStatus = "Finished EMP AICommand"; LastRangeAttackTime = WorldInfo.TimeSeconds; Super.Popped(); } state Command_SpecialMove { function KFPawn GetInteractionPawn() { return KFPawn(Enemy); } } defaultproperties { SpecialMoveClass=class'KFSM_DAR_EMPAttack' }