# AIEvalTacticalData
Flags —
Native
# Arguments
unit
— whostring
— data
Returns — bool
native bool AIEvalTacticalData(unit who, string data);
# Related
Category: Unclassified
# Examples
campaigns/liberty.sc2campaign — base.sc2data/TriggerLibs/Tactical/TactCampAI.galaxy:262
if (AITactCooldownAllow(aiUnit, c_lokiMissilesCooldown)) {
// Loki Missile Pods located in TacticalData.xml / TargetFindData.xml
if (AIEvalTacticalData(aiUnit, null)) {
AISetCooldown(aiUnit, c_lokiMissilesCooldown, 5.0);
return;
campaigns/swarm.sc2campaign — base.sc2data/TriggerLibs/Tactical/TactCampAI.galaxy:262
if (AITactCooldownAllow(aiUnit, c_lokiMissilesCooldown)) {
// Loki Missile Pods located in TacticalData.xml / TargetFindData.xml
if (AIEvalTacticalData(aiUnit, null)) {
AISetCooldown(aiUnit, c_lokiMissilesCooldown, 5.0);
return;
mods/core.sc2mod — base.sc2data/TriggerLibs/Tactical/TactProtAI.galaxy:877
if (AITactCooldownAllow(aiUnit, c_psiStormCooldown)) {
// psi storm
if (AIEvalTacticalData(aiUnit, null)) {
if (AIIsCampaign(player) && AIPlayerDifficulty(player) < c_campExpert) {
AISetCooldown(aiUnit, c_psiStormCooldown, 5.0);
mods/core.sc2mod — base.sc2data/TriggerLibs/Tactical/TactProtAI.galaxy:938
// rally
if (AIEvalTacticalData(aiUnit, null)) {
return;
}
mods/core.sc2mod — base.sc2data/TriggerLibs/Tactical/TactProtAI.galaxy:1043
// rally
if (AIEvalTacticalData(aiUnit, null)) {
return;
}
mods/core.sc2mod — base.sc2data/TriggerLibs/Tactical/TactProtAI.galaxy:1624
order ord;
if (AIEvalTacticalData(aiUnit, null)) {
return;
}
mods/core.sc2mod — base.sc2data/TriggerLibs/Tactical/TactProtAI.galaxy:1665
order ord;
if (AIEvalTacticalData(aiUnit, null)) {
return;
}
mods/core.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:315
// cloaking will be disabled by xml on campaign
// cloaking & emp
if (AIEvalTacticalData(aiUnit, null)) {
return;
}
mods/core.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:402
// old d8 charge is done in xml for Liberty campaign
if (AIEvalTacticalData(aiUnit, null)) {
return;
}
mods/core.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:580
if (AIIsCampaign(player)) {
if (AIEvalTacticalData(aiUnit, null)) {
return;
}
mods/core.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:959
// rally
if (AIEvalTacticalData(aiUnit, null)) {
return;
}
mods/core.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1087
void AIThinkOrbitalCommand (int player, unit aiUnit, unitgroup scanGroup) {
// rally
if (AIEvalTacticalData(aiUnit, null)) {
return;
}
mods/core.sc2mod — base.sc2data/TriggerLibs/Tactical/TactZergAI.galaxy:126
// burrow
if (AIEvalTacticalData(aiUnit, null)) {
return;
}
mods/core.sc2mod — base.sc2data/TriggerLibs/Tactical/TactZergAI.galaxy:431
// burrow
if (AIEvalTacticalData(aiUnit, null)) {
return;
}
mods/core.sc2mod — base.sc2data/TriggerLibs/Tactical/TactZergAI.galaxy:689
// burrow
if (AIEvalTacticalData(aiUnit, null)) {
return;
}
mods/core.sc2mod — base.sc2data/TriggerLibs/Tactical/TactZergAI.galaxy:772
// burrow
if (AIEvalTacticalData(aiUnit, null)) {
return;
}
mods/core.sc2mod — base.sc2data/TriggerLibs/Tactical/TactZergAI.galaxy:1350
order ord;
if (AIEvalTacticalData(aiUnit, null)) {
return;
}
mods/core.sc2mod — base.sc2data/TriggerLibs/Tactical/TactZergAI.galaxy:1394
order ord;
if (AIEvalTacticalData(aiUnit, null)) {
return;
}
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactCampAI.galaxy:618
if (AITactCooldownAllow(aiUnit, c_lokiMissilesCooldown)) {
// Loki Missile Pods located in TacticalData.xml / TargetFindData.xml
if (AIEvalTacticalData(aiUnit, null)) {
AISetCooldown(aiUnit, c_lokiMissilesCooldown, 5.0);
return;
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactProtAI.galaxy:854
if (AITactCooldownAllow(aiUnit, c_psiStormCooldown)) {
// psi storm
if (AIEvalTacticalData(aiUnit, null)) {
if (AIPlayerDifficulty(player) < c_campExpert) {
AISetCooldown(aiUnit, c_psiStormCooldown, 5.0);
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactProtAI.galaxy:910
// rally
if (AIEvalTacticalData(aiUnit, null)) {
return;
}
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactProtAI.galaxy:1012
// rally
if (AIEvalTacticalData(aiUnit, null)) {
return;
}
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactProtAI.galaxy:1613
order ord;
if (AIEvalTacticalData(aiUnit, null)) {
return;
}
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactProtAI.galaxy:1654
order ord;
if (AIEvalTacticalData(aiUnit, null)) {
return;
}
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:301
if (AIAlliedCommandWeakerHumanDifficulty() >= c_campAdvanced) {
// only use ghost cloaking & emp if both humans are difficulty 3 or above
if (AIEvalTacticalData(aiUnit, null)) {
return;
}
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:384
// old d8 charge is done in xml for Liberty campaign
if (AIEvalTacticalData(aiUnit, null)) {
return;
}
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:559
fixed cooldown;
if (AIEvalTacticalData(aiUnit, null)) {
return;
}
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:924
// rally
if (AIEvalTacticalData(aiUnit, null)) {
return;
}
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1071
// rally
if (AIEvalTacticalData(aiUnit, null)) {
return;
}
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1787
if (AIAlliedCommandWeakerHumanDifficulty() >= c_campAdvanced) {
// only use cloaking if both humans are difficulty 3 or above
if (AIEvalTacticalData(aiUnit, null)) {
return;
}
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1812
// If we are not escorting something use tactical function
if (waveEscortGroup == null && waveEscortUnit == null) {
AIEvalTacticalData(aiUnit, null);
return;
}
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1841
// If we are not escorting something use tactical function
if (waveEscortGroup == null && waveEscortUnit == null) {
AIEvalTacticalData(aiUnit, null);
return;
}
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactZergAI.galaxy:642
// burrow
if (AIEvalTacticalData(aiUnit, null)) {
return;
}
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactZergAI.galaxy:900
// burrow
if (AIEvalTacticalData(aiUnit, null)) {
return;
}
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactZergAI.galaxy:980
// burrow
if (AIEvalTacticalData(aiUnit, null)) {
return;
}
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactZergAI.galaxy:1508
order ord;
if (AIEvalTacticalData(aiUnit, null)) {
return;
}
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactZergAI.galaxy:1565
// If we are not escorting something use tactical function
if (waveEscortGroup == null && waveEscortUnit == null) {
if (AIEvalTacticalData(aiUnit, null)) {
return;
}
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactZergAI.galaxy:1610
// If we are not escorting something use tactical function
if (waveEscortGroup == null && waveEscortUnit == null) {
if (AIEvalTacticalData(aiUnit, null)) {
return;
}
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactZergAI.galaxy:1645
// If we are not escorting something use tactical function
if (waveEscortGroup == null && waveEscortUnit == null) {
if (AIEvalTacticalData(aiUnit, null)) {
return;
}
mods/warcoop/warclassicsystem.sc2mod — base.sc2data/TriggerLibs/Tactical/TacticalAIWar3.galaxy:406
return;
}
if (AIEvalTacticalData(aiUnit, null)) {
return;
}
mods/warcoop/warclassicsystem.sc2mod — base.sc2data/TriggerLibs/Tactical/TacticalAIWar3.galaxy:506
return;
}
if (AIEvalTacticalData(aiUnit, null)) {
return;
}
mods/warcoop/warclassicsystem.sc2mod — base.sc2data/TriggerLibs/Tactical/TacticalAIWar3.galaxy:531
return;
}
if (AIEvalTacticalData(aiUnit, null)) {
return;
}
mods/warcoop/warclassicsystem.sc2mod — base.sc2data/TriggerLibs/Tactical/TacticalAIWar3.galaxy:564
return;
}
if (AIEvalTacticalData(aiUnit, null)) {
return;
}