# AIGetHomePosition
Flags —
Native
# Arguments
unit
— u
Returns — point
native point AIGetHomePosition(unit u);
# Related
Category: Unclassified
# Examples
mods/core.sc2mod — base.sc2data/TriggerLibs/Tactical/TactProtAI.galaxy:988
}
if (AIGetHomePosition(aiUnit) == c_nullPoint) {
return;
}
mods/core.sc2mod — base.sc2data/TriggerLibs/Tactical/TactProtAI.galaxy:992
}
if (!PointsInRange(UnitGetPosition(aiUnit), AIGetHomePosition(aiUnit), c_warpPrismPhaseRange)) {
return;
}
mods/core.sc2mod — base.sc2data/TriggerLibs/Tactical/TactProtAI.galaxy:1015
if (type == c_PU_WarpPrismPhasing) {
if (AIGetHomePosition(aiUnit) != c_nullPoint) {
if (PointsInRange(UnitGetPosition(aiUnit), AIGetHomePosition(aiUnit), c_warpPrismPhaseRange)) {
// we're supposed to provide power at this point
mods/core.sc2mod — base.sc2data/TriggerLibs/Tactical/TactProtAI.galaxy:1016
if (type == c_PU_WarpPrismPhasing) {
if (AIGetHomePosition(aiUnit) != c_nullPoint) {
if (PointsInRange(UnitGetPosition(aiUnit), AIGetHomePosition(aiUnit), c_warpPrismPhaseRange)) {
// we're supposed to provide power at this point
return;
mods/core.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:819
}
// Unit has no home point
else if (AIGetHomePosition(unitToCheck) == c_nullPoint) {
wantsToBeInBunker = false;
}
mods/core.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:823
}
// Unit's home point is too far away
else if (!PointsInRange(UnitGetPosition(aiUnit), AIGetHomePosition(unitToCheck), c_campaignBunkerLoadRange)) {
wantsToBeInBunker = false;
}
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactProtAI.galaxy:958
}
if (AIGetHomePosition(aiUnit) == c_nullPoint) {
return;
}
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactProtAI.galaxy:962
}
if (!PointsInRange(UnitGetPosition(aiUnit), AIGetHomePosition(aiUnit), c_warpPrismPhaseRange)) {
return;
}
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactProtAI.galaxy:985
if (type == c_PU_WarpPrismPhasing) {
if (AIGetHomePosition(aiUnit) != c_nullPoint) {
if (PointsInRange(UnitGetPosition(aiUnit), AIGetHomePosition(aiUnit), c_warpPrismPhaseRange)) {
// we're supposed to provide power at this point
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactProtAI.galaxy:986
if (type == c_PU_WarpPrismPhasing) {
if (AIGetHomePosition(aiUnit) != c_nullPoint) {
if (PointsInRange(UnitGetPosition(aiUnit), AIGetHomePosition(aiUnit), c_warpPrismPhaseRange)) {
// we're supposed to provide power at this point
return;
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:795
}
// Unit has no home point
else if (AIGetHomePosition(unitToCheck) == c_nullPoint) {
wantsToBeInBunker = false;
}
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:799
}
// Unit's home point is too far away
else if (!PointsInRange(UnitGetPosition(aiUnit), AIGetHomePosition(unitToCheck), c_campaignBunkerLoadRange)) {
wantsToBeInBunker = false;
}