# Get Flag
Grammar — Gets the current value of the flag at index index for player player
Flags —Native
|Function
Gets the current value of the specified flag index for a player. The flag is a per player boolean array that can be useful to AI scripting.
# Arguments
int
— Playerint
— Index
Returns — bool
native bool AIGetFlag(int player, int index);
# Related
Category: AI Advanced / Utility / Functions
- [F] —
bool
— Is Point In Shrub — ( InShrub ) - [F] —
bool
— Is Campaign AI — ( AIIsCampaign ) - [F] —
unit
— Grab Unit — ( AIGrabUnit ) - [F] —
int
— Get State — ( AIState ) - [F] —
bool
— Get Flag — ( AIGetFlag ) - [F] —
bool
— Get Coop Flag — ( AIGetCoopFlag ) - [F] —
bool
— Unit Has AI Option — ( UnitGetAIOption ) - [F] —
bool
— Wants To Surrender — ( AIGivingUp ) - [F] —
int
— AI Pathing Cost Map — ( AIPathingCostMap ) - [F] —
int
— AI Pathing Cost Unit — ( AIPathingCostUnit ) - [F] —
point
— AI Self Reinforce Point — ( AISelfReinforceDropPoint )
# Examples
# mods/core.sc2mod
// L81
AIGetFlag(player, e_flagsScouting)
// L82
AIGetFlag(player, e_flagsTimeout)
# mods/core.sc2mod
// L177
AIGetFlag(player, e_flagsTimeout)
// L225
AIGetFlag(player, e_flagsDiversion)
// L332
AIGetFlag(player, e_flagsClearObs)
// L464
AIGetFlag(player, e_flagsAllowDropAttack)
// L579
AIGetFlag(player, e_flagsTimeout)
// L589
AIGetFlag(player, e_flagsTimeout)
// L668
AIGetFlag(player, e_flagsAllowRetreat)
// L673
AIGetFlag(player, e_flagsRunScared)
// L779
AIGetFlag(player, e_flagsTimeout)
# mods/liberty.sc2mod
// L134
AIGetFlag(player, e_flagsScouting)
// L177
AIGetFlag(player, e_flagsEarlyDefScout)
# mods/liberty.sc2mod
// L116
AIGetFlag(player, e_flagsDiversion)
// L153
AIGetFlag(player, e_flagsScouting)
// L202
AIGetFlag(player, e_flagsEarlyDefScout)
# mods/liberty.sc2mod
// L162
AIGetFlag(player, e_flagsScouting)
// L212
AIGetFlag(player, e_flagsEarlyDefScout)
# mods/starcoop/starcoop.sc2mod
// L81
AIGetFlag(player, e_flagsScouting)
// L82
AIGetFlag(player, e_flagsTimeout)
# mods/swarm.sc2mod
// L159
AIGetFlag(player, e_flagsScouting)
// L202
AIGetFlag(player, e_flagsEarlyDefScout)
# mods/swarm.sc2mod
// L122
AIGetFlag(player, e_flagsDiversion)
// L159
AIGetFlag(player, e_flagsScouting)
// L208
AIGetFlag(player, e_flagsEarlyDefScout)
# mods/swarm.sc2mod
// L168
AIGetFlag(player, e_flagsScouting)
// L218
AIGetFlag(player, e_flagsEarlyDefScout)
# mods/void.sc2mod
// L168
AIGetFlag(player, e_flagsScouting)
// L211
AIGetFlag(player, e_flagsEarlyDefScout)
# mods/void.sc2mod
// L128
AIGetFlag(player, e_flagsDiversion)
// L165
AIGetFlag(player, e_flagsScouting)
// L214
AIGetFlag(player, e_flagsEarlyDefScout)
# mods/void.sc2mod
// L174
AIGetFlag(player, e_flagsScouting)
// L224
AIGetFlag(player, e_flagsEarlyDefScout)
# mods/warcoop/warmeleeai.sc2mod
// L122
AIGetFlag(player, e_flagsDiversion)
// L159
AIGetFlag(player, e_flagsScouting)
// L208
AIGetFlag(player, e_flagsEarlyDefScout)
# mods/warcoop/warmeleeai.sc2mod
// L270
AIGetFlag(player, e_flagsTimeout)
// L314
AIGetFlag(player, e_flagsDiversion)
// L415
AIGetFlag(player, e_flagsClearObs)
// L554
AIGetFlag(player, e_flagsAllowDropAttack)
// L668
AIGetFlag(player, e_flagsTimeout)
// L678
AIGetFlag(player, e_flagsTimeout)
// L754
AIGetFlag(player, e_flagsAllowRetreat)
// L760
AIGetFlag(player, e_flagsRunScared)
// L875
AIGetFlag(player, e_flagsTimeout)
# mods/warcoop/warmeleeai.sc2mod
// L557
AIGetFlag(player, e_flagsScouting)