# AIEarlyDefenseProps
Flags —
Native
# Arguments
int
— playerfixed
— scoutRangefixed
— peonRangefixed
— threatRange
Returns — void
native void AIEarlyDefenseProps(
int player,
fixed scoutRange,
fixed peonRange,
fixed threatRange,
);
# Related
Category: Unclassified
# Examples
mods/core.sc2mod — base.sc2data/TriggerLibs/BaseAI.galaxy:200
if (diff < c_skirChVision) {
// need early defense scouting if not cheating vision
AIEarlyDefenseProps(player, 30, 20, 30);
} else {
// let cheating AIs defend against further threats
mods/core.sc2mod — base.sc2data/TriggerLibs/BaseAI.galaxy:203
} else {
// let cheating AIs defend against further threats
AIEarlyDefenseProps(player, 35, 35, 45);
if (!AIHasHumanAlly(player)) {
AISetNumScouts(player, 0);
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/BaseAI.galaxy:235
if (diff < c_skirChVision) {
// need early defense scouting if not cheating vision
AIEarlyDefenseProps(player, 30, 20, 30);
} else {
// let cheating AIs defend against further threats
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/BaseAI.galaxy:238
} else {
// let cheating AIs defend against further threats
AIEarlyDefenseProps(player, 35, 35, 45);
if (!AIHasHumanAlly(player)) {
AISetNumScouts(player, 0);