# Find Units
Grammar — Create a list of all player player’s units of type unitType within range withinRange of the point centerPoint up to maxCount units
Flags —Native
|Function
Returns a group of all of the units of the specified type owned by a player within the specified range of a point up to max count units.
# Arguments
int
— Playerstring
— Unit Typepoint
— Center Pointfixed
— Within Rangeint
— Max Count
Returns — unitgroup
native unitgroup AIFindUnits(
int player,
string unitType,
point p,
fixed range,
int inMaxCount,
);
# Related
Category: AI Advanced / Tactical / Functions
- [F] —
bool
— Same Command — ( AISameCommand ) - [F] —
unit
— Last Attacker — ( AILastAttacker ) - [F] —
int
— Last Attack — ( AILastAttack ) - [F] —
bool
— Get Wants To Move Status — ( AIControlWantsToMove ) - [F] —
bool
— Is Ignored By Wave — ( AIIsIgnoredByWave ) - [F] —
bool
— Is In Combat — ( AIUnitIsInCombat ) - [F] —
point
— Get Cloaked Attacker — ( AIGetCloakedAttacker ) - [F] —
point
— Get Best Target Point On Group — ( AIBestTargetPoint ) - [F] —
unitgroup
— Find Units — ( AIFindUnits ) - [F] —
unit
— Get Default Combat Priority — ( AIDefaultCombatPriority ) - [F] —
bool
— Combat Diff Flag Special High Priority — ( AICombatDiffFlagCatSpecialHighPrio ) - [F] —
bool
— Combat Diff Flag Splash High Priority — ( AICombatDiffFlagCatSplashHighPrio ) - [F] —
bool
— Combat Diff Flag Timed Low Priority — ( AICombatDiffFlagCatTimedLowPrio ) - [F] —
bool
— Combat Diff Flag Workers Normal Priority — ( AICombatDiffFlagCatWorkersNormalPrio ) - [F] —
bool
— Combat Diff Flag Sort Buildings Priority — ( AICombatDiffFlagCatSortBuildingsPrio ) - [F] —
bool
— Combat Diff Flag Healers — ( AICombatDiffFlagTieBreakHealers ) - [F] —
bool
— Combat Diff Flag Low Health — ( AICombatDiffFlagTieBreakLowHP ) - [F] —
bool
— Combat Diff Flag Bonus Damage — ( AICombatDiffFlagTieBreakBonusDamage ) - [F] —
bool
— Combat Diff Flag Injured — ( AICombatDiffFlagTieBreakInjured ) - [F] —
bool
— Combat Diff Flag Detector — ( AICombatDiffFlagTieBreakDetector ) - [F] —
bool
— Combat Diff Flag Siege Range — ( AICombatDiffFlagTieBreakRange ) - [F] —
bool
— Does Unit Have Tactical Disabled — ( AIIsTacticalDisabled )
# Examples
# mods/core.sc2mod
// L488
AIFindUnits(player, c_PB_Nexus, UnitGetPosition(aiUnit), 12, c_noMaxCount)
// L489
AIFindUnits(player, c_PB_Pylon, UnitGetPosition(aiUnit), 12, c_noMaxCount)
# mods/core.sc2mod
// L872
AIFindUnits(player, wanted, UnitGetPosition(aiUnit), c_campaignBunkerLoadRange, c_noMaxCount)
// L905
AIFindUnits(player, wanted, UnitGetPosition(aiUnit), loadRange, c_noMaxCount)
// L1165
AIFindUnits(player, null, UnitGetPosition(aiUnit), AIEffectFixed(player, c_EF_D8ChargeDmg, c_fieldAreaRadius2), c_noMaxCount)
// L1185
AIFindUnits(player, null, UnitGetPosition(aiUnit), AIEffectFixed(player, c_EF_KD8ChargeDmg, c_fieldAreaRadius0), c_noMaxCount)
# mods/core.sc2mod
// L27
AIFindUnits(player, null, UnitGetPosition(aiUnit),
AIAbilityFixed(player, c_AB_Transfusion, c_fieldRange0) + 1,
c_noMaxCount)
// L70
AIFindUnits(player,
c_ZB_Hatchery_Alias,
UnitGetPosition(aiUnit),
15,
c_noMaxCount)
// L897
AIFindUnits(enemyPlayer, c_PU_Zealot, here, range, c_maxEnemyCount)
// L898
AIFindUnits(enemyPlayer, c_ZU_Zergling, here, range, c_maxEnemyCount)
// L899
AIFindUnits(enemyPlayer, c_TU_Marine, here, range, c_maxEnemyCount)
// L1242
AIFindUnits(enemyPlayer, followUnit, UnitGetPosition(aiUnit), AIUnitFixed(player, c_ZU_Overseer, c_fieldSightRange), c_noMaxCount)
# mods/starcoop/starcoop.sc2mod
// L74
AIFindUnits(player, null, UnitGetPosition(aiUnit),
8, c_noMaxCount)
// L1648
AIFindUnits(player, null, UnitGetPosition(aiUnit),
AIAbilityFixed(player, "DefensiveMatrixTarget", c_fieldRange0) + 1,
c_noMaxCount)
# mods/starcoop/starcoop.sc2mod
// L482
AIFindUnits(player, c_PB_Nexus, UnitGetPosition(aiUnit), 10, c_noMaxCount)
# mods/starcoop/starcoop.sc2mod
// L843
AIFindUnits(player, wanted, UnitGetPosition(aiUnit), c_campaignBunkerLoadRange, c_noMaxCount)
// L870
AIFindUnits(player, wanted, UnitGetPosition(aiUnit), loadRange, c_noMaxCount)
// L1138
AIFindUnits(player, null, UnitGetPosition(aiUnit), AIEffectFixed(player, c_EF_D8ChargeDmg, c_fieldAreaRadius2), c_noMaxCount)
// L1158
AIFindUnits(player, null, UnitGetPosition(aiUnit), AIEffectFixed(player, c_EF_KD8ChargeDmg, c_fieldAreaRadius0), c_noMaxCount)
# mods/starcoop/starcoop.sc2mod
// L25
AIFindUnits(player, null, UnitGetPosition(aiUnit),
AIAbilityFixed(player, c_AB_Transfusion, c_fieldRange0) + 1,
c_noMaxCount)
// L68
AIFindUnits(player,
c_ZB_Hatchery_Alias,
UnitGetPosition(aiUnit),
15,
c_noMaxCount)
// L427
AIFindUnits(player, null, UnitGetPosition(aiUnit), 5.0, c_noMaxCount)
// L1106
AIFindUnits(enemyPlayer, c_PU_Zealot, here, range, c_maxEnemyCount)
// L1107
AIFindUnits(enemyPlayer, c_ZU_Zergling, here, range, c_maxEnemyCount)
// L1108
AIFindUnits(enemyPlayer, c_TU_Marine, here, range, c_maxEnemyCount)
// L1437
AIFindUnits(enemyPlayer, followUnit, UnitGetPosition(aiUnit), AIUnitFixed(player, c_ZU_Overseer, c_fieldSightRange), c_noMaxCount)
# mods/warcoop/warclassicsystem.sc2mod
// L347
AIFindUnits(player, null, UnitGetPosition(aiUnit),
AIAbilityFixed(player, entry, c_fieldRange0) + 2,
c_noMaxCount)