# AIGetBuildingGroup

FlagsNative

# Arguments

  • int — player
  • int — flags

Returns — unitgroup

native unitgroup AIGetBuildingGroup(int player, int flags);

Category: Unclassified

# Examples

mods/core.sc2modbase.sc2data/TriggerLibs/Tactical/TactProtAI.galaxy:628

        return null;
    }
    dropOffs = AIGetBuildingGroup(player, c_buildingTypeTownHall);
    targetUnit = UnitGroupClosestToPoint(dropOffs,  targetPoint);
    if (targetUnit == null) {

mods/core.sc2modbase.sc2data/TriggerLibs/Tactical/TactProtAI.galaxy:1065

    }

    prodGroup = AIGetBuildingGroup(player, c_buildingTypeProduction | c_buildingTypeActive);

    curOrder = UnitOrder(aiUnit, 0);

mods/core.sc2modbase.sc2data/TriggerLibs/Tactical/TactZergAI.galaxy:1162

    }

    dropOffs = AIGetBuildingGroup(player, c_buildingTypeTownHall);   
    if (UnitGroupCount(dropOffs, c_unitCountAlive) > 0) {
        AICast(aiUnit, ord, c_noMarker, c_castHold);

mods/core.sc2modbase.sc2data/TriggerLibs/Tactical/TactZergAI.galaxy:1197


    // if we're idle, head toward closest town center
    dropOffs = AIGetBuildingGroup(player, c_buildingTypeTownHall);
    bestDropOff = AIGetClosestUnit(aiUnit, dropOffs, true);
    if (bestDropOff != c_nullUnit) {

mods/starcoop/starcoop.sc2modbase.sc2data/TriggerLibs/Tactical/TactProtAI.galaxy:607

        return null;
    }
    dropOffs = AIGetBuildingGroup(player, c_buildingTypeTownHall);
    targetUnit = UnitGroupClosestToPoint(dropOffs,  targetPoint);
    if (targetUnit == null) {

mods/starcoop/starcoop.sc2modbase.sc2data/TriggerLibs/Tactical/TactProtAI.galaxy:1026

    }

    prodGroup = AIGetBuildingGroup(player, c_buildingTypeProduction | c_buildingTypeActive);

    curOrder = UnitOrder(aiUnit, 0);

mods/starcoop/starcoop.sc2modbase.sc2data/TriggerLibs/Tactical/TactZergAI.galaxy:1361

    }

    dropOffs = AIGetBuildingGroup(player, c_buildingTypeTownHall);   
    if (UnitGroupCount(dropOffs, c_unitCountAlive) > 0) {
        AICast(aiUnit, ord, c_noMarker, c_castHold);

mods/starcoop/starcoop.sc2modbase.sc2data/TriggerLibs/Tactical/TactZergAI.galaxy:1392


    // if we're idle, head toward closest town center
    dropOffs = AIGetBuildingGroup(player, c_buildingTypeTownHall);
    bestDropOff = AIGetClosestUnit(aiUnit, dropOffs, true);
    if (bestDropOff != c_nullUnit) {