# Init Campaign Towns
Grammar — Initialize campaign towns for player player
Flags —Native
|Action
Initializes the towns for an AI player. This happens automatically when you call one of the Start Campaign AI actions.
# Arguments
int
— Player
Returns — void
native void AIInitCampaignTowns(int player);
# Related
Category: AI / MiscCampaign / Actions
- [F] —
void
— Pause AI Time — ( AITimePause ) - [F] —
void
— Start Campaign AI For All Players — ( CampaignInitAI ) - [F] —
void
— Start Campaign AI For Player — ( AICampaignStart ) - [F] —
void
— Global Suicide — ( AIGlobalSuicide ) - [F] —
void
— Enable/Disable Script Control For Unit — ( AISetUnitScriptControlled ) - [F] —
void
— Enable/Disable Script Control For Unit Group — ( AISetGroupScriptControlled ) - [F] —
void
— Enable/Disable Wave Use For Unit — ( AISetUnitNotUsableInWaves ) - [F] —
void
— Enable/Disable Wave Use For Unit Group — ( AISetGroupNotUsableInWaves ) - [F] —
void
— Enable/Disable Suicide For Unit — ( AISetUnitSuicide ) - [F] —
void
— Enable/Disable Suicide For Unit Group — ( AISetGroupSuicide ) - [F] —
void
— Remove Unit From All Waves — ( AIRemoveUnitFromAnyWaves ) - [F] —
void
— Remove Unit Group From All Waves — ( AIRemoveGroupFromAnyWaves ) - [F] —
void
— Remove Unit From All Waves And Set Home — ( AIRemoveUnitFromAnyWavesAndSetHome ) - [F] —
void
— Remove Unit Group From All Waves And Set Home — ( AIRemoveGroupFromAnyWavesAndSetHome ) - [F] —
void
— Init Campaign Towns — ( AIInitCampaignTowns ) - [F] —
void
— Init Campaign Harvesting — ( AIInitCampaignHarvest ) - [F] —
void
— Issue AI Order — ( libNtve_gf_AICast )
# Examples
# mods/core.sc2mod
// L247
AIInitCampaignTowns(player)
// L290
AIInitCampaignTowns(player)