# Clear Cloaked Attacker
Grammar — Clear the cloaked attack for player player near point point
Flags —Native
|Action
Clears the cloaked attack for a player near a point.
# Arguments
int
— Playerpoint
— Point
Returns — void
native void AIClearCloakedAttacker(int p, point pt);
# Related
Category: AI Advanced / Tactical / Actions
- Set Ignored By Wave —
void
— AISetIgnoredByWave - Clear Cloaked Attacker —
void
— AIClearCloakedAttacker - Tactical AI - Cast —
int
— AICast - Tactical AI - Flee —
int
— AICastFlee - Call Original Tactical AI Think —
void
— AIBaseThink - Call Unit Ability Tactical Script —
void
— AIExecuteAbilTactical - Set Tactical AI Range —
void
— libNtve_gf_SetTacticalAIRange - Set Tactical AI Think —
void
— libNtve_gf_SetTacticalAIThink - Enable/Disable Tactical For Unit —
void
— AISetUnitTacticalDisabled - Enable/Disable Tactical For Unit Group —
void
— AISetGroupTacticalDisabled
# Examples
mods/core.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1078
AICast(aiUnit, ord, c_noMarker, c_castHold);
AIClearCloakedAttacker(player, loc);
return true;
}
mods/starcoop/starcoop.sc2mod — base.sc2data/LibCOMI.galaxy:13135
autoD7B3C3D7_var = PlayerGroupNextPlayer(autoD7B3C3D7_g, autoD7B3C3D7_var);
if (autoD7B3C3D7_var < 0) { break; }
AIClearCloakedAttacker(autoD7B3C3D7_var, lv_cloakedAttackerLocation[auto62A946DE_var]);
}
}
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1058
AICast(aiUnit, ord, c_noMarker, c_castHold);
AIClearCloakedAttacker(player, loc);
g_lastAIScannerSweep = AIGetTime();
return true;
mods/warcoop/warclassicsystem.sc2mod — base.sc2data/TriggerLibs/Tactical/TacticalAIWar3.galaxy:332
}
AICast(aiUnit, ord, c_noMarker, c_castHold);
AIClearCloakedAttacker(player, loc);
return true;
}