# Global Suicide
Grammar — Suicide all player player units
Flags —Native|Action
Flags all units owned by a player to suicide. Units flagged to suicide will seek out and attack the nearest enemy unit they can find until they are slain, or there is nothing left to attack.
# Arguments
int— Player
Returns — void
native void AIGlobalSuicide(int player);
# Related
Category: AI / MiscCampaign / Actions
- Pause AI Time —
void— AITimePause - Start Campaign AI For All Players —
void— CampaignInitAI - Start Campaign AI For Player —
void— AICampaignStart - Global Suicide —
void— AIGlobalSuicide - Enable/Disable Script Control For Unit —
void— AISetUnitScriptControlled - Enable/Disable Script Control For Unit Group —
void— AISetGroupScriptControlled - Enable/Disable Wave Use For Unit —
void— AISetUnitNotUsableInWaves - Enable/Disable Wave Use For Unit Group —
void— AISetGroupNotUsableInWaves - Enable/Disable Suicide For Unit —
void— AISetUnitSuicide - Enable/Disable Suicide For Unit Group —
void— AISetGroupSuicide - Remove Unit From All Waves —
void— AIRemoveUnitFromAnyWaves - Remove Unit Group From All Waves —
void— AIRemoveGroupFromAnyWaves - Remove Unit From All Waves And Set Home —
void— AIRemoveUnitFromAnyWavesAndSetHome - Remove Unit Group From All Waves And Set Home —
void— AIRemoveGroupFromAnyWavesAndSetHome - Init Campaign Towns —
void— AIInitCampaignTowns - Init Campaign Harvesting —
void— AIInitCampaignHarvest - Issue AI Order —
void— libNtve_gf_AICast
# Examples
— None found —