# AINumEnemyBuildings
Flags —
Native
# Arguments
int
— player
Returns — int
native int AINumEnemyBuildings(int player);
# Related
Category: Unclassified
# Examples
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/Terran.galaxy:130
//
if (type == c_TU_Medivac) {
if (AINumEnemyBuildings(player) == 0) {
if (AIOfferNewScout(player, u)) {
return;
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/Terran.galaxy:169
}
if (AINumEnemyBuildings(player) == 0) {
// only use medivac scouts if we don't know of any enemy buildings
// (ie we need a flying scout to check other islands etc).
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Terran/Terran.galaxy:136
//
if (type == c_TU_Medivac) {
if (AINumEnemyBuildings(player) == 0) {
if (AIOfferNewScout(player, u)) {
return;
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Terran/Terran.galaxy:175
}
if (AINumEnemyBuildings(player) == 0) {
// only use medivac scouts if we don't know of any enemy buildings
// (ie we need a flying scout to check other islands etc).
mods/void.sc2mod — base.sc2data/TriggerLibs/Terran/Terran.galaxy:142
//
if (type == c_TU_Medivac) {
if (AINumEnemyBuildings(player) == 0) {
if (AIOfferNewScout(player, u)) {
return;
mods/void.sc2mod — base.sc2data/TriggerLibs/Terran/Terran.galaxy:181
}
if (AINumEnemyBuildings(player) == 0) {
// only use medivac scouts if we don't know of any enemy buildings
// (ie we need a flying scout to check other islands etc).
mods/warcoop/warmeleeai.sc2mod — base.sc2data/TriggerLibs/MeleeSC.galaxy:136
//
if (type == c_TU_Medivac) {
if (AINumEnemyBuildings(player) == 0) {
if (AIOfferNewScout(player, u)) {
return;
mods/warcoop/warmeleeai.sc2mod — base.sc2data/TriggerLibs/MeleeSC.galaxy:175
}
if (AINumEnemyBuildings(player) == 0) {
// only use medivac scouts if we don't know of any enemy buildings
// (ie we need a flying scout to check other islands etc).