# Send Attack Wave

Grammar — Send the attack wave from player player to attack in time seconds and wait|Wait/Don’t Wait
FlagsNative | Action

Sends an attack wave for a player after the specified number of seconds has elapsed. If Wait is used, then the script will wait for the wave to be sent before continuing execution.

# Arguments

Returns — void

native int AIAttackWaveSend(
	int player,
	int time,
	bool wait,
);

Category: AI / AttackWaves / Actions

# Examples

# campaigns/liberty.sc2campaign

MapScript.galaxy

// L1058
AIAttackWaveSend(gv_pLAYER_COMPUTER1, 3, true)
// L1078
AIAttackWaveSend(gv_pLAYER_COMPUTER1, 3, true)
// L1098
AIAttackWaveSend(gv_pLAYER_COMPUTER1, 3, false)
// L1227
AIAttackWaveSend(gv_pLAYER_COMPUTER1, 3, true)
// L1253
AIAttackWaveSend(gv_pLAYER_COMPUTER1, 0, true)
// L1255
AIAttackWaveSend(gv_pLAYER_COMPUTER2, 0, true)
// L1278
AIAttackWaveSend(gv_pLAYER_COMPUTER1, 3, false)
// L1413
AIAttackWaveSend(gv_pLAYER_COMPUTER1, 3, true)
// L1434
AIAttackWaveSend(gv_pLAYER_COMPUTER1, 3, true)
// L1460
AIAttackWaveSend(gv_pLAYER_COMPUTER1, 0, true)
// L221
AIAttackWaveSend(gv_pLAYER_COMPUTER1, 0, false)
// L901
AIAttackWaveSend(gv_pLAYER_COMPUTER1, 0, true)
// L724
AIAttackWaveSend(gv_pLAYER_ENEMY, 0, true)
// L731
AIAttackWaveSend(gv_pLAYER_ENEMY, 10, true)
// L736
AIAttackWaveSend(gv_pLAYER_ENEMY, 10, true)
// L743
AIAttackWaveSend(gv_pLAYER_ENEMY, 10, true)
// L752
AIAttackWaveSend(gv_pLAYER_ENEMY, 10, true)
// L761
AIAttackWaveSend(gv_pLAYER_ENEMY, 10, true)
// L770
AIAttackWaveSend(gv_pLAYER_ENEMY, 10, true)
// L564
AIAttackWaveSend(gv_p2_ENEMY_ZERG, 0, false)
// L568
AIAttackWaveSend(gv_p2_ENEMY_ZERG, 0, false)
// L572
AIAttackWaveSend(gv_p2_ENEMY_ZERG, 0, false)
// L576
AIAttackWaveSend(gv_p2_ENEMY_ZERG, 0, false)
// L580
AIAttackWaveSend(gv_p2_ENEMY_ZERG, 0, false)
// L927
AIAttackWaveSend(gv_p3_ENEMY_PROTOSS, 0, false)
// L1008
AIAttackWaveSend(gv_pLAYER_COMPUTER1, 3, true)
// L1029
AIAttackWaveSend(gv_pLAYER_COMPUTER1, 3, true)
// L1049
AIAttackWaveSend(gv_pLAYER_COMPUTER1, 3, false)
// L1176
AIAttackWaveSend(gv_pLAYER_COMPUTER1, 3, true)
// L1196
AIAttackWaveSend(gv_pLAYER_COMPUTER1, 3, true)
// L1216
AIAttackWaveSend(gv_pLAYER_COMPUTER1, 3, false)
// L1347
AIAttackWaveSend(gv_pLAYER_COMPUTER1, 3, true)
// L1368
AIAttackWaveSend(gv_pLAYER_COMPUTER1, 3, true)
// L1388
AIAttackWaveSend(gv_pLAYER_COMPUTER1, 3, false)
// L396
AIAttackWaveSend(gv_pLAYER_COMPUTER1, 0, false)
// L1076
AIAttackWaveSend(gv_pLAYER_COMPUTER1, 3, true)
// L1096
AIAttackWaveSend(gv_pLAYER_COMPUTER1, 3, true)
// L1116
AIAttackWaveSend(gv_pLAYER_COMPUTER1, 3, false)
// L1246
AIAttackWaveSend(gv_pLAYER_COMPUTER1, 3, true)
// L1266
AIAttackWaveSend(gv_pLAYER_COMPUTER1, 3, true)
// L1286
AIAttackWaveSend(gv_pLAYER_COMPUTER1, 3, false)
// L1419
AIAttackWaveSend(gv_pLAYER_COMPUTER1, 3, true)
// L1438
AIAttackWaveSend(gv_pLAYER_COMPUTER1, 3, true)
// L1457
AIAttackWaveSend(gv_pLAYER_COMPUTER1, 3, false)
// L413
AIAttackWaveSend(lp_player, 0, false)
// L454
AIAttackWaveSend(gv_p2_ZERG_ORANGE_NW, 0, false)
// L2272
AIAttackWaveSend(gv_p4_COLONISTS, 0, false)
// L3048
AIAttackWaveSend(gv_p2_ZERG_ORANGE_NW, 0, false)
// L3081
AIAttackWaveSend(gv_p2_ZERG_ORANGE_NW, 0, false)
// L3085
AIAttackWaveSend(gv_p2_ZERG_ORANGE_NW, 0, false)
// L3090
AIAttackWaveSend(gv_p3_ZERG_LIGHTBLUE_SE, 0, false)
// L3094
AIAttackWaveSend(gv_p3_ZERG_LIGHTBLUE_SE, 0, false)
// L3097
AIAttackWaveSend(gv_p3_ZERG_LIGHTBLUE_SE, 0, false)
// L3102
AIAttackWaveSend(gv_p2_ZERG_ORANGE_NW, 0, false)
// L432
AIAttackWaveSend(gv_pLAYER_03_INFESTED_REFUGEES, lp_delay, lp_waitOption)
// L426
AIAttackWaveSend(gv_currentWaveAttacker, lp_duration, false)
// L3192
AIAttackWaveSend(gv_p04_ZERG_NORTH, 120, true)
// L3196
AIAttackWaveSend(gv_p08_ZERG_SOUTH, 100, true)
// L3202
AIAttackWaveSend(gv_p08_ZERG_SOUTH, 120, true)
// L3207
AIAttackWaveSend(gv_p02_ZERG_EAST, 120, true)
// L3214
AIAttackWaveSend(gv_p04_ZERG_NORTH, 120, true)
// L3219
AIAttackWaveSend(gv_p08_ZERG_SOUTH, 120, true)
// L3225
AIAttackWaveSend(gv_p04_ZERG_NORTH, 120, true)
// L3232
AIAttackWaveSend(gv_p08_ZERG_SOUTH, 120, true)
// L3237
AIAttackWaveSend(gv_p04_ZERG_NORTH, 120, true)
// L3243
AIAttackWaveSend(gv_p02_ZERG_EAST, 120, true)
// L2093
AIAttackWaveSend(lv_escortPlayer, 0, false)
// L4319
AIAttackWaveSend(gv_pLAYER_02_DOMINION, (FixedToInt(gv_trainWaveWait) * 2), false)
// L4335
AIAttackWaveSend(gv_pLAYER_02_DOMINION, (FixedToInt(gv_trainWaveWait) * 2), false)
// L4348
AIAttackWaveSend(gv_pLAYER_02_DOMINION, (FixedToInt(gv_trainWaveWait) * 2), false)
// L4362
AIAttackWaveSend(gv_pLAYER_02_DOMINION, (FixedToInt(gv_trainWaveWait) * 2), false)
// L4374
AIAttackWaveSend(gv_pLAYER_02_DOMINION, (FixedToInt(gv_trainWaveWait) * 2), true)
// L4381
AIAttackWaveSend(gv_pLAYER_02_DOMINION, (FixedToInt(gv_trainWaveWait) * 2), true)
// L4389
AIAttackWaveSend(gv_pLAYER_02_DOMINION, (FixedToInt(gv_trainWaveWait) * 2), true)
// L4432
AIAttackWaveSend(gv_pLAYER_03_DOMINION, 150, false)
// L4442
AIAttackWaveSend(gv_pLAYER_03_DOMINION, 150, false)
// L3426
AIAttackWaveSend(gv_p02_ORLAN_ENEMY, 120, true)
// L3431
AIAttackWaveSend(gv_p02_ORLAN_ENEMY, 120, true)
// L3436
AIAttackWaveSend(gv_p02_ORLAN_ENEMY, 120, true)
// L3454
AIAttackWaveSend(gv_p02_ORLAN_ENEMY, 120, true)
// L3471
AIAttackWaveSend(gv_p02_ORLAN_ENEMY, 120, true)
// L3489
AIAttackWaveSend(gv_p02_ORLAN_ENEMY, 120, true)
// L3495
AIAttackWaveSend(gv_p02_ORLAN_ENEMY, 120, true)
// L3503
AIAttackWaveSend(gv_p02_ORLAN_ENEMY, 120, true)
// L3508
AIAttackWaveSend(gv_p02_ORLAN_ENEMY, 120, true)
// L3513
AIAttackWaveSend(gv_p02_ORLAN_ENEMY, 120, true)
// L1414
AIAttackWaveSend(gv_p02_TYCHUS, 1, false)
// L1681
AIAttackWaveSend(gv_p02_TYCHUS, 1, false)
// L2066
AIAttackWaveSend(gv_p04_DOMINION_INFANTRY_A, 70, true)
// L2070
AIAttackWaveSend(gv_p04_DOMINION_INFANTRY_A, 30, true)
// L2106
AIAttackWaveSend(gv_p08_DOMINION_INFANTRY_B, 0, false)
// L2110
AIAttackWaveSend(gv_p08_DOMINION_INFANTRY_B, 55, false)
// L2198
AIAttackWaveSend(gv_p08_DOMINION_INFANTRY_B, 40, false)
// L2308
AIAttackWaveSend(gv_p08_DOMINION_INFANTRY_B, 30, true)
// L2313
AIAttackWaveSend(gv_p08_DOMINION_INFANTRY_B, 30, true)
// L2318
AIAttackWaveSend(gv_p08_DOMINION_INFANTRY_B, 30, true)
// L3758
AIAttackWaveSend(gv_p08_DOMINION, 0, false)
// L3856
AIAttackWaveSend(gv_p08_DOMINION, 0, false)
// L4002
AIAttackWaveSend(gv_p08_DOMINION, 0, false)
// L4182
AIAttackWaveSend(gv_p05_DOMINION_RAIDER, gv_wavePrepTime, false)