# AIFilterPathable
Flags —
Native
# Arguments
unitgroup
— grouppoint
— inStart
Returns — unitgroup
native unitgroup AIFilterPathable(
unitgroup group,
point inStart,
);
# Related
Category: Unclassified
# Examples
mods/core.sc2mod — base.sc2data/TriggerLibs/Tactical/TactZergAI.galaxy:897
// Check to see if there are enough basic units around to follow.
if ((UnitGroupCount(AIFilterPathable(AIFindUnits(enemyPlayer, c_PU_Zealot, here, range, c_maxEnemyCount), here), c_unitCountAlive) >= 2) ||
(UnitGroupCount(AIFilterPathable(AIFindUnits(enemyPlayer, c_ZU_Zergling, here, range, c_maxEnemyCount), here), c_unitCountAlive) >= 2) ||
(UnitGroupCount(AIFilterPathable(AIFindUnits(enemyPlayer, c_TU_Marine, here, range, c_maxEnemyCount), here), c_unitCountAlive) >= 2)) {
mods/core.sc2mod — base.sc2data/TriggerLibs/Tactical/TactZergAI.galaxy:898
// Check to see if there are enough basic units around to follow.
if ((UnitGroupCount(AIFilterPathable(AIFindUnits(enemyPlayer, c_PU_Zealot, here, range, c_maxEnemyCount), here), c_unitCountAlive) >= 2) ||
(UnitGroupCount(AIFilterPathable(AIFindUnits(enemyPlayer, c_ZU_Zergling, here, range, c_maxEnemyCount), here), c_unitCountAlive) >= 2) ||
(UnitGroupCount(AIFilterPathable(AIFindUnits(enemyPlayer, c_TU_Marine, here, range, c_maxEnemyCount), here), c_unitCountAlive) >= 2)) {
return ord;
mods/core.sc2mod — base.sc2data/TriggerLibs/Tactical/TactZergAI.galaxy:899
if ((UnitGroupCount(AIFilterPathable(AIFindUnits(enemyPlayer, c_PU_Zealot, here, range, c_maxEnemyCount), here), c_unitCountAlive) >= 2) ||
(UnitGroupCount(AIFilterPathable(AIFindUnits(enemyPlayer, c_ZU_Zergling, here, range, c_maxEnemyCount), here), c_unitCountAlive) >= 2) ||
(UnitGroupCount(AIFilterPathable(AIFindUnits(enemyPlayer, c_TU_Marine, here, range, c_maxEnemyCount), here), c_unitCountAlive) >= 2)) {
return ord;
}
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactZergAI.galaxy:1106
// Check to see if there are enough basic units around to follow.
if ((UnitGroupCount(AIFilterPathable(AIFindUnits(enemyPlayer, c_PU_Zealot, here, range, c_maxEnemyCount), here), c_unitCountAlive) >= 2) ||
(UnitGroupCount(AIFilterPathable(AIFindUnits(enemyPlayer, c_ZU_Zergling, here, range, c_maxEnemyCount), here), c_unitCountAlive) >= 2) ||
(UnitGroupCount(AIFilterPathable(AIFindUnits(enemyPlayer, c_TU_Marine, here, range, c_maxEnemyCount), here), c_unitCountAlive) >= 2)) {
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactZergAI.galaxy:1107
// Check to see if there are enough basic units around to follow.
if ((UnitGroupCount(AIFilterPathable(AIFindUnits(enemyPlayer, c_PU_Zealot, here, range, c_maxEnemyCount), here), c_unitCountAlive) >= 2) ||
(UnitGroupCount(AIFilterPathable(AIFindUnits(enemyPlayer, c_ZU_Zergling, here, range, c_maxEnemyCount), here), c_unitCountAlive) >= 2) ||
(UnitGroupCount(AIFilterPathable(AIFindUnits(enemyPlayer, c_TU_Marine, here, range, c_maxEnemyCount), here), c_unitCountAlive) >= 2)) {
return ord;
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactZergAI.galaxy:1108
if ((UnitGroupCount(AIFilterPathable(AIFindUnits(enemyPlayer, c_PU_Zealot, here, range, c_maxEnemyCount), here), c_unitCountAlive) >= 2) ||
(UnitGroupCount(AIFilterPathable(AIFindUnits(enemyPlayer, c_ZU_Zergling, here, range, c_maxEnemyCount), here), c_unitCountAlive) >= 2) ||
(UnitGroupCount(AIFilterPathable(AIFindUnits(enemyPlayer, c_TU_Marine, here, range, c_maxEnemyCount), here), c_unitCountAlive) >= 2)) {
return ord;
}