# AISetDefaultTownHall
Flags —
Native
# Arguments
int
— playerstring
— building
Returns — void
native void AISetDefaultTownHall(
int player,
string building,
);
# Related
Category: Unclassified
# Examples
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/Protoss.galaxy:222
AISetPowerBuilding(player, c_PB_Pylon);
AISetDefaultArmyUnit(player, c_PU_Zealot);
AISetDefaultTownHall(player, c_PB_Nexus);
AITransportSetPanic(player, 0.27); // just below max shield threshold
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/Terran.galaxy:247
//AITechCountFixupEither(player, c_TB_CommandCenter, c_TB_OrbitalCommand, c_TB_PlanetaryFortress); // done in BaseAI now
AISetDefaultArmyUnit(player, c_TU_Marine);
AISetDefaultTownHall(player, c_TB_CommandCenter);
AISetNukeConstants(player);
AIReqAddSpecialMaker( c_TU_Nuke, c_TB_GhostAcademy, "ArmSiloWithNuke", 0);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Zerg/Zerg.galaxy:261
AISetCreepBuilding(player, c_ZB_CreepTumor, "ZergBuildingNotOnCreep");
AISetDefaultArmyUnit(player, c_ZU_Zergling);
AISetDefaultTownHall(player, c_ZB_Hatchery);
AIReqAddSpecialMaker( c_ZB_CreepTumorBurrowed, c_ZB_CreepTumor, "BurrowCreepTumorDown", 0);
AIReqAddSpecialMaker( c_ZB_CreepTumorBurrowed, c_ZU_Queen, c_AB_QueenBuild, 0);
mods/starcoop/starcoop.sc2mod — base.sc2data/LibCOMI.galaxy:1022
AISetCreepBuilding(lp_player, c_ZB_CreepTumor, "ZergBuildingNotOnCreep");
AISetDefaultArmyUnit(lp_player, c_ZU_Zergling);
AISetDefaultTownHall(lp_player, c_ZB_Hatchery);
AIReqAddSpecialMaker( c_ZB_CreepTumorBurrowed, c_ZB_CreepTumor, "BurrowCreepTumorDown", 0);
AIReqAddSpecialMaker( c_ZB_CreepTumorBurrowed, c_ZU_Queen, c_AB_QueenBuild, 0);
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Protoss/Protoss.galaxy:247
AISetPowerBuilding(player, c_PB_Pylon);
AISetDefaultArmyUnit(player, c_PU_Zealot);
AISetDefaultTownHall(player, c_PB_Nexus);
AITransportSetPanic(player, 0.27); // just below max shield threshold
//AISetFlag(player, e_flagsDiversion, true); // for now start diverson right away
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Terran/Terran.galaxy:253
//AITechCountFixupEither(player, c_TB_CommandCenter, c_TB_OrbitalCommand, c_TB_PlanetaryFortress); // done in BaseAI now
AISetDefaultArmyUnit(player, c_TU_Marine);
AISetDefaultTownHall(player, c_TB_CommandCenter);
AISetNukeConstants(player);
AIReqAddSpecialMaker(c_TU_Nuke, c_TB_GhostAcademy, "ArmSiloWithNuke", 0);
mods/swarm.sc2mod — base.sc2data/TriggerLibs/Zerg/Zerg.galaxy:267
AISetCreepBuilding(player, c_ZB_CreepTumor, "ZergBuildingNotOnCreep");
AISetDefaultArmyUnit(player, c_ZU_Zergling);
AISetDefaultTownHall(player, c_ZB_Hatchery);
AIReqAddSpecialMaker( c_ZB_CreepTumorBurrowed, c_ZB_CreepTumor, "BurrowCreepTumorDown", 0);
AIReqAddSpecialMaker( c_ZB_CreepTumorBurrowed, c_ZU_Queen, c_AB_QueenBuild, 0);
mods/void.sc2mod — base.sc2data/TriggerLibs/Protoss/Protoss.galaxy:256
AISetPowerBuilding(player, c_PB_Pylon);
AISetDefaultArmyUnit(player, c_PU_Zealot);
AISetDefaultTownHall(player, c_PB_Nexus);
AITransportSetPanic(player, 0.27); // just below max shield threshold
//AISetFlag(player, e_flagsDiversion, true); // for now start diverson right away
mods/void.sc2mod — base.sc2data/TriggerLibs/Terran/Terran.galaxy:259
//AITechCountFixupEither(player, c_TB_CommandCenter, c_TB_OrbitalCommand, c_TB_PlanetaryFortress); // done in BaseAI now
AISetDefaultArmyUnit(player, c_TU_Marine);
AISetDefaultTownHall(player, c_TB_CommandCenter);
AISetNukeConstants(player);
AIReqAddSpecialMaker(c_TU_Nuke, c_TB_GhostAcademy, "ArmSiloWithNuke", 0);
mods/void.sc2mod — base.sc2data/TriggerLibs/Zerg/Zerg.galaxy:274
AISetCreepBuilding(player, c_ZB_CreepTumor, "ZergBuildingNotOnCreep");
AISetDefaultArmyUnit(player, c_ZU_Zergling);
AISetDefaultTownHall(player, c_ZB_Hatchery);
AIReqAddSpecialMaker( c_ZB_CreepTumorBurrowed, c_ZB_CreepTumor, "BurrowCreepTumorDown", 0);
AIReqAddSpecialMaker( c_ZB_CreepTumorBurrowed, c_ZU_Queen, c_AB_QueenBuild, 0);
mods/warcoop/warmeleeai.sc2mod — base.sc2data/TriggerLibs/MeleeSC.galaxy:253
//AITechCountFixupEither(player, c_TB_CommandCenter, c_TB_OrbitalCommand, c_TB_PlanetaryFortress); // done in BaseAI now
AISetDefaultArmyUnit(player, c_TU_Marine);
AISetDefaultTownHall(player, c_TB_CommandCenter);
AISetNukeConstants(player);
AIReqAddSpecialMaker(c_TU_Nuke, c_TB_GhostAcademy, "ArmSiloWithNuke", 0);
mods/warcoop/warmeleeai.sc2mod — base.sc2data/TriggerLibs/Orc/Orc.galaxy:591
//AISetPowerBuilding(player, c_PB_Pylon);
AISetDefaultArmyUnit(player, GRUNT);
AISetDefaultTownHall(player, GREAT_HALL);
AITransportSetPanic(player, 0.27); // just below max shield threshold
//AISetFlag(player, e_flagsDiversion, true); // for now start diverson right away