# AIControlForceToMove

FlagsNative

# Arguments

  • unit — u

Returns — bool

native bool AIControlForceToMove(unit u);

Category: Unclassified

# Examples

mods/core.sc2modbase.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:802

        wantsToBeInBunker = true;

        if (AIControlForceToMove(unitToCheck)) {
            // If the unit is forced to move, it shouldn't be in the bunker even in combat
            wantsToBeInBunker = false;

mods/core.sc2modbase.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1505


    // stay unburrowed while moving
    if (AIControlForceToMove(aiUnit)) {
        return;
    }

mods/core.sc2modbase.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1544


    // always unburrow when we are forced to move
    if (AIControlForceToMove(aiUnit)) {
        AICast(aiUnit, ord, c_noMarker, c_castHold);
        return;

mods/core.sc2modbase.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1680

    
    // If we're being forced to move, transform back to air mode
    if (AIControlForceToMove(aiUnit)) {
        AICast(aiUnit, ord, c_noMarker, c_castHold);
        return;

mods/core.sc2modbase.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1742


    // Stay in mobile air mode while force moving
    if (AIControlForceToMove(aiUnit)) {
        return;
    }

mods/starcoop/starcoop.sc2modbase.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:778

        wantsToBeInBunker = true;

        if (AIControlForceToMove(unitToCheck)) {
            // If the unit is forced to move, it shouldn't be in the bunker even in combat
            wantsToBeInBunker = false;

mods/starcoop/starcoop.sc2modbase.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1491


    // always unburrow when we are forced to move, unless we are escorting something
    if (AIControlForceToMove(aiUnit) && waveEscortGroup == null && waveEscortUnit == null) {
        AICast(aiUnit, ord, c_noMarker, c_castHold);
        return;

mods/starcoop/starcoop.sc2modbase.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1636

    
    // If we're being forced to move, transform back to air mode, unless we are escorting something
    if (AIControlForceToMove(aiUnit) && waveEscortGroup == null && waveEscortUnit == null) {
        AICast(aiUnit, ord, c_noMarker, c_castHold);
        return;

mods/starcoop/starcoop.sc2modbase.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1701

    
    // Stay in mobile air mode while force moving, unless we are escorting something
    if (AIControlForceToMove(aiUnit) && waveEscortGroup == null && waveEscortUnit == null) {
        return;
    }

mods/starcoop/starcoop.sc2modbase.sc2data/TriggerLibs/Tactical/TactZergAI.galaxy:1580

    }
    else {
        if( AIControlForceToMove(aiUnit) || AIControlWantsToMove(aiUnit)) {
            ord = AICreateOrder(player, c_AB_BurrowSwarmHostUp, 0);
        }