# Call Unit Ability Tactical Script
Grammar — Run Unit Ability Tactical Script(unit,scrip,scanGroup,ability,item)
Flags —Native|Action
# Arguments
unit— Unitstring— Scripunitgroup— Scan Groupstring<gamelink::Abil> — Abilityunit— Item
Returns — void
native void AIExecuteAbilTactical(
unit inUnit,
string scrip,
unitgroup scanGroup,
string ability,
unit item,
);
# Related
Category: AI Advanced / Tactical / Actions
- Set Ignored By Wave —
void— AISetIgnoredByWave - Clear Cloaked Attacker —
void— AIClearCloakedAttacker - Tactical AI - Cast —
int— AICast - Tactical AI - Flee —
int— AICastFlee - Call Original Tactical AI Think —
void— AIBaseThink - Call Unit Ability Tactical Script —
void— AIExecuteAbilTactical - Set Tactical AI Range —
void— libNtve_gf_SetTacticalAIRange - Set Tactical AI Think —
void— libNtve_gf_SetTacticalAIThink - Enable/Disable Tactical For Unit —
void— AISetUnitTacticalDisabled - Enable/Disable Tactical For Unit Group —
void— AISetGroupTacticalDisabled
# Examples
mods/warcoop/warclassicsystem.sc2mod — base.sc2data/TriggerLibs/WarClassicTactical.galaxy:642
lv_itAbilTact = CatalogFieldValueGet(c_gameCatalogAbil, lv_itAbilLink, "TacticalAIFunc", lp_owner);
if ((StringLength(lv_itAbilTact) > 0)) {
AIExecuteAbilTactical(lp_aIUnit, lv_itAbilTact, lp_nearByUnits, lv_itAbilLink, null);
}
mods/warcoop/warclassicsystem.sc2mod — base.sc2data/TriggerLibs/WarClassicTactical.galaxy:661
if ((lv_itAbilLink != null)) {
lv_itAbilTact = CatalogFieldValueGet(c_gameCatalogAbil, lv_itAbilLink, "TacticalAIFunc", lp_owner);
AIExecuteAbilTactical(lp_aIUnit, lv_itAbilTact, lp_nearByUnits, lv_itAbilLink, lv_itItem);
}