# AIGetBullyType
Flags —
Native
# Arguments
unit
— u
Returns — string
native string AIGetBullyType(unit u);
# Related
Category: Unclassified
# Examples
mods/core.sc2mod — base.sc2data/TriggerLibs/Tactical/TactProtAI.galaxy:974
void AIThinkWarpPrism (int player, unit aiUnit, unitgroup scanGroup) {
order ord = AICreateOrder(player, c_AB_WPPhasingMode, 0);
string type = AIGetBullyType(aiUnit);
if (UnitOrderCount(aiUnit) > 0) {
mods/core.sc2mod — base.sc2data/TriggerLibs/Tactical/TactProtAI.galaxy:1004
void AIThinkWarpPrismPhasing (int player, unit aiUnit, unitgroup scanGroup) {
order ord = AICreateOrder(player, c_AB_WPTransportMode, 0);
string type = AIGetBullyType(aiUnit);
if (UnitOrderCount(aiUnit) > 0) {
mods/core.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:623
int cliffLevel;
int testCliffLevel;
string type = AIGetBullyType(aiUnit);
point here = UnitGetPosition(aiUnit);
point there;
mods/core.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1496
order ord;
order current;
string type = AIGetBullyType(aiUnit);
// wait until the order is legal
mods/core.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1701
// If we're a bully and this is our default type, just leave us in this mode
if (AIGetBullyType(aiUnit) == UnitGetType(aiUnit)) {
return;
}
mods/core.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1782
return;
}
if (AIGetBullyType(aiUnit) == c_TU_LiberatorAG) {
// We should transition to the other bully type if possible
OrderSetTargetPoint(ord, UnitGetPosition(aiUnit));
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactProtAI.galaxy:944
void AIThinkWarpPrism (int player, unit aiUnit, unitgroup scanGroup) {
order ord = AICreateOrder(player, c_AB_WPPhasingMode, 0);
string type = AIGetBullyType(aiUnit);
if (UnitOrderCount(aiUnit) > 0) {
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactProtAI.galaxy:974
void AIThinkWarpPrismPhasing (int player, unit aiUnit, unitgroup scanGroup) {
order ord = AICreateOrder(player, c_AB_WPTransportMode, 0);
string type = AIGetBullyType(aiUnit);
if (UnitOrderCount(aiUnit) > 0) {
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:599
int cliffLevel;
int testCliffLevel;
string type = AIGetBullyType(aiUnit);
point here = UnitGetPosition(aiUnit);
point there;
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1419
unitgroup waveEscortGroup;
unit waveEscortUnit;
string type = AIGetBullyType(aiUnit);
// wait until the order is legal
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1657
// If we're a bully and this is our default type, just leave us in this mode
if (AIGetBullyType(aiUnit) == UnitGetType(aiUnit)) {
return;
}
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1736
return;
}
if (AIGetBullyType(aiUnit) == c_TU_LiberatorAG) {
// We should transition to the other bully type if possible
OrderSetTargetPoint(ord, UnitGetPosition(aiUnit));