# AIEarlyDefenseEnable

FlagsNative

# Arguments

  • int — player
  • bool — enableScouting
  • bool — enableDefending

Returns — void

native void AIEarlyDefenseEnable(
	int player,
	bool enableScouting,
	bool enableDefending,
);

Category: Unclassified

# Examples

mods/core.sc2modbase.sc2data/TriggerLibs/BaseAI.galaxy:197


    AISetNumScouts(player, 1);
    AIEarlyDefenseEnable(player, false, false);
    if (diff < c_skirChVision) {
        // need early defense scouting if not cheating vision

mods/core.sc2modbase.sc2data/TriggerLibs/MeleeHighAI.galaxy:227

    if (AIGetUserInt(player, c_numGroundStartLocs) == 0) {
        AISetFlag(player, e_flagsEarlyDefScout, false);
        AIEarlyDefenseEnable(player, false, false);
        return;
    }

mods/core.sc2modbase.sc2data/TriggerLibs/MeleeHighAI.galaxy:263


    AISetFlag(player, e_flagsEarlyDefScout, enableScouting);
    AIEarlyDefenseEnable(player, enableScouting, enableDefending);
}

mods/liberty.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:827

    AISetFlag(player, e_flagsEarlyDefScout, false);

    AIEarlyDefenseEnable(player, false, false);
    
    // we'll pick a late game build in the regular late game logic

mods/liberty.sc2modbase.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:860

    AISetDifficulty(player, c_diffEarlyGameRepair, false);

    AIEarlyDefenseEnable(player, false, false);
    
    // we'll pick a late game build in the regular late game logic

mods/liberty.sc2modbase.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:816

    AISetFlag(player, e_flagsEarlyDefScout, false);

    AIEarlyDefenseEnable(player, false, false);
    
    // we'll pick a late game build in the regular late game logic

mods/starcoop/starcoop.sc2modbase.sc2data/TriggerLibs/BaseAI.galaxy:232


    AISetNumScouts(player, 0);
    AIEarlyDefenseEnable(player, false, false);
    if (diff < c_skirChVision) {
        // need early defense scouting if not cheating vision

mods/swarm.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:827

    AISetFlag(player, e_flagsEarlyDefScout, false);

    AIEarlyDefenseEnable(player, false, false);
    
    // we'll pick a late game build in the regular late game logic

mods/swarm.sc2modbase.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:860

    AISetDifficulty(player, c_diffEarlyGameRepair, false);

    AIEarlyDefenseEnable(player, false, false);
    
    // we'll pick a late game build in the regular late game logic

mods/swarm.sc2modbase.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:826

    AISetFlag(player, e_flagsEarlyDefScout, false);

    AIEarlyDefenseEnable(player, false, false);
    
    // we'll pick a late game build in the regular late game logic

mods/void.sc2modbase.sc2data/TriggerLibs/MeleeHighAI.galaxy:227

    if (AIGetUserInt(player, c_numGroundStartLocs) == 0) {
        AISetFlag(player, e_flagsEarlyDefScout, false);
        AIEarlyDefenseEnable(player, false, false);
        return;
    }

mods/void.sc2modbase.sc2data/TriggerLibs/MeleeHighAI.galaxy:263


    AISetFlag(player, e_flagsEarlyDefScout, enableScouting);
    AIEarlyDefenseEnable(player, enableScouting, enableDefending);
}

mods/void.sc2modbase.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:860

    AISetFlag(player, e_flagsEarlyDefScout, false);

    AIEarlyDefenseEnable(player, false, false);
    
    // we'll pick a late game build in the regular late game logic

mods/void.sc2modbase.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:863

    AISetDifficulty(player, c_diffEarlyGameRepair, false);

    AIEarlyDefenseEnable(player, false, false);
    
    // we'll pick a late game build in the regular late game logic

mods/void.sc2modbase.sc2data/TriggerLibs/Zerg/ZergHigh.galaxy:844

    AISetFlag(player, e_flagsEarlyDefScout, false);

    AIEarlyDefenseEnable(player, false, false);
    
    // we'll pick a late game build in the regular late game logic