# AIControlForceToMove
Flags —
Native
# Arguments
unit
— u
Returns — bool
native bool AIControlForceToMove(unit u);
# Related
Category: Unclassified
# Examples
mods/core.sc2mod — base.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.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1505
// stay unburrowed while moving
if (AIControlForceToMove(aiUnit)) {
return;
}
mods/core.sc2mod — base.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.sc2mod — base.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.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1742
// Stay in mobile air mode while force moving
if (AIControlForceToMove(aiUnit)) {
return;
}
mods/starcoop/starcoop.sc2mod — base.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.sc2mod — base.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.sc2mod — base.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.sc2mod — base.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.sc2mod — base.sc2data/TriggerLibs/Tactical/TactZergAI.galaxy:1580
}
else {
if( AIControlForceToMove(aiUnit) || AIControlWantsToMove(aiUnit)) {
ord = AICreateOrder(player, c_AB_BurrowSwarmHostUp, 0);
}