# Combat Diff Flag Low Health
Grammar — Perform action action on the combat diffculty flag for player player - Low Health
Flags —Native|Function
When enabled, allows the combat AI to target low health units before certain other targets.
# Arguments
int— Playerint<preset::AICombatStates> — Action
Returns — bool
native bool AICombatDiffFlagTieBreakLowHP(
int player,
int action,
);
# Related
Category: AI Advanced / Tactical / Functions
- Same Command —
bool— AISameCommand - Last Attacker —
unit— AILastAttacker - Last Attack —
int— AILastAttack - Get Wants To Move Status —
bool— AIControlWantsToMove - Is Ignored By Wave —
bool— AIIsIgnoredByWave - Is In Combat —
bool— AIUnitIsInCombat - Get Cloaked Attacker —
point— AIGetCloakedAttacker - Get Best Target Point On Group —
point— AIBestTargetPoint - Find Units —
unitgroup— AIFindUnits - Get Default Combat Priority —
unit— AIDefaultCombatPriority - Combat Diff Flag Special High Priority —
bool— AICombatDiffFlagCatSpecialHighPrio - Combat Diff Flag Splash High Priority —
bool— AICombatDiffFlagCatSplashHighPrio - Combat Diff Flag Timed Low Priority —
bool— AICombatDiffFlagCatTimedLowPrio - Combat Diff Flag Workers Normal Priority —
bool— AICombatDiffFlagCatWorkersNormalPrio - Combat Diff Flag Sort Buildings Priority —
bool— AICombatDiffFlagCatSortBuildingsPrio - Combat Diff Flag Healers —
bool— AICombatDiffFlagTieBreakHealers - Combat Diff Flag Low Health —
bool— AICombatDiffFlagTieBreakLowHP - Combat Diff Flag Bonus Damage —
bool— AICombatDiffFlagTieBreakBonusDamage - Combat Diff Flag Injured —
bool— AICombatDiffFlagTieBreakInjured - Combat Diff Flag Detector —
bool— AICombatDiffFlagTieBreakDetector - Combat Diff Flag Siege Range —
bool— AICombatDiffFlagTieBreakRange - Does Unit Have Tactical Disabled —
bool— AIIsTacticalDisabled
# Examples
campaigns/liberty.sc2campaign — base.sc2maps/maps/challenges/rushdefense.sc2map/MapScript.galaxy:1209
lv_bool = AICombatDiffFlagTieBreakInjured(PlayerGroupLoopCurrent(), c_combatFlagEnable);
lv_bool = AICombatDiffFlagCatWorkersNormalPrio(PlayerGroupLoopCurrent(), c_combatFlagEnable);
lv_bool = AICombatDiffFlagTieBreakLowHP(PlayerGroupLoopCurrent(), c_combatFlagEnable);
lv_bool = AICombatDiffFlagCatSortBuildingsPrio(PlayerGroupLoopCurrent(), c_combatFlagDisable);
PlayerGroupLoopStep();
campaigns/liberty.sc2campaign/base.sc2maps/maps/challenges/rushdefense.sc2map — MapScript.galaxy:1209
lv_bool = AICombatDiffFlagTieBreakInjured(PlayerGroupLoopCurrent(), c_combatFlagEnable);
lv_bool = AICombatDiffFlagCatWorkersNormalPrio(PlayerGroupLoopCurrent(), c_combatFlagEnable);
lv_bool = AICombatDiffFlagTieBreakLowHP(PlayerGroupLoopCurrent(), c_combatFlagEnable);
lv_bool = AICombatDiffFlagCatSortBuildingsPrio(PlayerGroupLoopCurrent(), c_combatFlagDisable);
PlayerGroupLoopStep();
mods/core.sc2mod — base.sc2data/TriggerLibs/BaseAI.galaxy:65
AICombatDiffFlagTieBreakHealers (player, AIDiffThreshold(player, c_combatFlagDisable, c_skirEasy , c_combatFlagEnable));
AICombatDiffFlagTieBreakBonusDamage (player, AIDiffThreshold(player, c_combatFlagDisable, c_skirMedium, c_combatFlagEnable));
AICombatDiffFlagTieBreakLowHP (player, AIDiffThreshold(player, c_combatFlagDisable, c_skirMedium, c_combatFlagEnable));
AICombatDiffFlagTieBreakInjured (player, AIDiffThreshold(player, c_combatFlagDisable, c_skirMedium, c_combatFlagEnable));
AICombatDiffFlagTieBreakDetector (player, AIDiffThreshold(player, c_combatFlagDisable, c_skirMedium, c_combatFlagEnable));
mods/core.sc2mod — base.sc2data/TriggerLibs/BaseAI.galaxy:77
AICombatDiffFlagCatSortBuildingsPrio (player, AIDiffThreshold(player, c_combatFlagDisable, c_campAdvanced, c_combatFlagEnable));
AICombatDiffFlagTieBreakHealers (player, AIDiffThreshold(player, c_combatFlagDisable, c_campExpert, c_combatFlagEnable));
AICombatDiffFlagTieBreakLowHP (player, AIDiffThreshold(player, c_combatFlagDisable, c_campExpert, c_combatFlagEnable));
AICombatDiffFlagTieBreakBonusDamage (player, AIDiffThreshold(player, c_combatFlagDisable, c_campExpert, c_combatFlagEnable));
AICombatDiffFlagTieBreakInjured (player, AIDiffThreshold(player, c_combatFlagDisable, c_campExpert, c_combatFlagEnable));
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/BaseAI.galaxy:114
AICombatDiffFlagCatSortBuildingsPrio (player, AIDiffThreshold(player, c_combatFlagDisable, c_campAdvanced, c_combatFlagEnable));
AICombatDiffFlagTieBreakHealers (player, AIDiffThreshold(player, c_combatFlagDisable, c_campVirtuoso, c_combatFlagEnable));
AICombatDiffFlagTieBreakLowHP (player, AIDiffThreshold(player, c_combatFlagDisable, c_campExpert, c_combatFlagEnable));
AICombatDiffFlagTieBreakBonusDamage (player, AIDiffThreshold(player, c_combatFlagDisable, c_campExpert, c_combatFlagEnable));
AICombatDiffFlagTieBreakInjured (player, AIDiffThreshold(player, c_combatFlagDisable, c_campExpert, c_combatFlagEnable));