# AIOfferNewScout
Flags —
Native
# Arguments
int
— playerunit
— u
Returns — bool
native bool AIOfferNewScout(int player, unit u);
# Related
Category: Unclassified
# Examples
mods/core.sc2mod — base.sc2data/TriggerLibs/MeleeAI.galaxy:337
// last offer it to the scout synapse
if (offerToScout) {
if (AIOfferNewScout(player, u)) {
return;
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/Terran.galaxy:131
if (type == c_TU_Medivac) {
if (AINumEnemyBuildings(player) == 0) {
if (AIOfferNewScout(player, u)) {
return;
}
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/MeleeAI.galaxy:337
// last offer it to the scout synapse
if (offerToScout) {
if (AIOfferNewScout(player, u)) {
return;
}
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Terran/Terran.galaxy:137
if (type == c_TU_Medivac) {
if (AINumEnemyBuildings(player) == 0) {
if (AIOfferNewScout(player, u)) {
return;
}
mods/void.sc2mod — base.sc2data/TriggerLibs/Terran/Terran.galaxy:143
if (type == c_TU_Medivac) {
if (AINumEnemyBuildings(player) == 0) {
if (AIOfferNewScout(player, u)) {
return;
}
mods/warcoop/warmeleeai.sc2mod — base.sc2data/TriggerLibs/MeleeSC.galaxy:137
if (type == c_TU_Medivac) {
if (AINumEnemyBuildings(player) == 0) {
if (AIOfferNewScout(player, u)) {
return;
}