# Set Flag
Grammar — Sets the flag at index index for player player to state state
Flags —Native
|Action
Sets the value of the specified flag index for a player. The flag is a per player boolean array that can be useful to AI scripting.
# Arguments
int
— Playerint
— Indexbool
— State
Returns — void
native void AISetFlag(int player, int index, bool state);
# Related
Category: AI Advanced / Utility / Actions
- Start AI —
void
— AIStart - Accept Surrender —
void
— AIGoodGame - Init Melee AI —
void
— AIMeleeStart - Set APM —
void
— AISetAPM - Release Unit —
void
— AIReleaseUnit - Set State —
void
— AISetSpecificState - Set All States —
void
— AISetAllStates - Set Flag —
void
— AISetFlag - Set Coop Flag —
void
— AISetCoopFlag - Set Tech Flag State —
void
— AITechFlag - Set Unit Evaluation Custom Index —
void
— AIEvalSetCustomIndex - Enable/Disable AI Option For Unit —
void
— UnitSetAIOption - Set Defense Radii —
void
— AISetDefenseRadii
# Examples
mods/core.sc2mod — base.sc2data/TriggerLibs/BaseAI.galaxy:155
AISetDifficulty(player, c_diffEarlyGameRepair, false);
AISetFlag(player, e_flagsAllowRetreat, (diff >= c_skirMed_Hard));
AISetFlag(player, e_flagsAllowDropAttack, (diff >= c_skirChMoney)); // only going to allow resource cheating AIs to drop, it's rarely successful and often costs resources
AISetFlag(player, e_flagsRunScared, false);
mods/core.sc2mod — base.sc2data/TriggerLibs/BaseAI.galaxy:156
AISetFlag(player, e_flagsAllowRetreat, (diff >= c_skirMed_Hard));
AISetFlag(player, e_flagsAllowDropAttack, (diff >= c_skirChMoney)); // only going to allow resource cheating AIs to drop, it's rarely successful and often costs resources
AISetFlag(player, e_flagsRunScared, false);
AISetFlag(player, e_flagsLateScout, false);
mods/core.sc2mod — base.sc2data/TriggerLibs/BaseAI.galaxy:157
AISetFlag(player, e_flagsAllowRetreat, (diff >= c_skirMed_Hard));
AISetFlag(player, e_flagsAllowDropAttack, (diff >= c_skirChMoney)); // only going to allow resource cheating AIs to drop, it's rarely successful and often costs resources
AISetFlag(player, e_flagsRunScared, false);
AISetFlag(player, e_flagsLateScout, false);
AISetFlag(player, e_flagsClearObs, false);
mods/core.sc2mod — base.sc2data/TriggerLibs/BaseAI.galaxy:158
AISetFlag(player, e_flagsAllowDropAttack, (diff >= c_skirChMoney)); // only going to allow resource cheating AIs to drop, it's rarely successful and often costs resources
AISetFlag(player, e_flagsRunScared, false);
AISetFlag(player, e_flagsLateScout, false);
AISetFlag(player, e_flagsClearObs, false);
mods/core.sc2mod — base.sc2data/TriggerLibs/BaseAI.galaxy:159
AISetFlag(player, e_flagsRunScared, false);
AISetFlag(player, e_flagsLateScout, false);
AISetFlag(player, e_flagsClearObs, false);
AIDeclareTown(player, c_townOne, PlayerStartLocation(player));
mods/core.sc2mod — base.sc2data/TriggerLibs/MeleeHighAI.galaxy:195
void AIScoutingEnable (int player, int scoutCount, string scout) {
if (AIShouldScoutDueToBeaconOrAlly(player)) {
AISetFlag(player, e_flagsScouting, true);
return;
}
mods/core.sc2mod — base.sc2data/TriggerLibs/MeleeHighAI.galaxy:199
}
AISetFlag(player, e_flagsScouting, AITechCount(player, scout, c_techCountCompleteOnly) >= scoutCount);
}
mods/core.sc2mod — base.sc2data/TriggerLibs/MeleeHighAI.galaxy:206
if (AIShouldScoutDueToBeaconOrAlly(player)) {
AISetFlag(player, e_flagsScouting, true);
return;
}
mods/core.sc2mod — base.sc2data/TriggerLibs/MeleeHighAI.galaxy:216
}
AISetFlag(player, e_flagsScouting, enableScouting);
}
mods/core.sc2mod — base.sc2data/TriggerLibs/MeleeHighAI.galaxy:226
if (AIGetUserInt(player, c_numGroundStartLocs) == 0) {
AISetFlag(player, e_flagsEarlyDefScout, false);
AIEarlyDefenseEnable(player, false, false);
return;
mods/core.sc2mod — base.sc2data/TriggerLibs/MeleeHighAI.galaxy:232
if (time > 180) {
AISetFlag(player, e_flagsLateScout, true);
}
mods/core.sc2mod — base.sc2data/TriggerLibs/MeleeHighAI.galaxy:262
enableDefending = (time < 900);
AISetFlag(player, e_flagsEarlyDefScout, enableScouting);
AIEarlyDefenseEnable(player, enableScouting, enableDefending);
}
mods/core.sc2mod — base.sc2data/TriggerLibs/MeleeLowAI.galaxy:146
if (AIGetNumWorkers(player) >= 6) {
if (PlayerBeaconIsSet(player, c_beaconScout)) {
AISetFlag(player, e_flagsScouting, true);
}
else if (AIGetTime() > 300) {
mods/core.sc2mod — base.sc2data/TriggerLibs/MeleeLowAI.galaxy:149
}
else if (AIGetTime() > 300) {
AISetFlag(player, e_flagsScouting, true);
}
else if (AIGetTime() > 40 && AIHasHumanAlly(player)) {
mods/core.sc2mod — base.sc2data/TriggerLibs/MeleeLowAI.galaxy:152
}
else if (AIGetTime() > 40 && AIHasHumanAlly(player)) {
AISetFlag(player, e_flagsScouting, true);
}
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/Protoss.galaxy:140
if (index == 1 && PlayerBeaconIsSet(player, c_beaconScout)) {
AISetFlag(player, e_flagsScouting, true);
if (allowWorkers) {
// only return a worker, we want to claim a tower
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/Protoss.galaxy:218
InitCounters(player);
AIMeleeSharedInit(player);
AISetFlag(player, e_flagsScouting, false);
AISetFlag(player, e_flagsEarlyDefScout, false);
AISetPowerBuilding(player, c_PB_Pylon);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/Protoss.galaxy:219
AIMeleeSharedInit(player);
AISetFlag(player, e_flagsScouting, false);
AISetFlag(player, e_flagsEarlyDefScout, false);
AISetPowerBuilding(player, c_PB_Pylon);
AISetDefaultArmyUnit(player, c_PU_Zealot);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossEasy.galaxy:341
AISetupNextArmy (player, buildType, c_ldPhaseMid, ProtossMidArmyInitEasy);
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossEasy.galaxy:342
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossEasy.galaxy:343
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
AISetMainState(player, e_mainState_Mid, e_mainSubState_Build);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossEasy.galaxy:666
}
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsLateScout, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossEasy.galaxy:667
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossEasy.galaxy:668
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossEasy.galaxy:669
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
AISetMainState(player, e_mainState_Late, e_mainSubState_Build);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHard.galaxy:546
AISetupNextArmy (player, buildType, c_ldPhaseMid, ProtossMidArmyInitHard);
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHard.galaxy:547
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHard.galaxy:548
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
AISetMainState(player, e_mainState_Mid, e_mainSubState_Build);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHard.galaxy:961
}
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsLateScout, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHard.galaxy:962
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHard.galaxy:963
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHard.galaxy:964
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
AISetMainState(player, e_mainState_Late, e_mainSubState_Build);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:794
int buildIndex = PickHDProtossMidGame(player);
AISetFlag(player, e_flagsLateScout, true);
AISetUserInt(player, c_currentBuildIndex, buildIndex);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:820
// set initial late game flags
AISetFlag(player, e_flagsTimeout, true);
AISetFlag(player, e_flagsDetect, true);
AISetFlag(player, e_flagsLateScout, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:821
// set initial late game flags
AISetFlag(player, e_flagsTimeout, true);
AISetFlag(player, e_flagsDetect, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsClearObs, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:822
AISetFlag(player, e_flagsTimeout, true);
AISetFlag(player, e_flagsDetect, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsDiversion, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:823
AISetFlag(player, e_flagsDetect, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsDiversion, true);
AISetFlag(player, e_flagsEarlyDefScout, false);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:824
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsDiversion, true);
AISetFlag(player, e_flagsEarlyDefScout, false);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossHigh.galaxy:825
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsDiversion, true);
AISetFlag(player, e_flagsEarlyDefScout, false);
AIEarlyDefenseEnable(player, false, false);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMdHd.galaxy:508
AISetupNextArmy (player, buildType, c_ldPhaseMid, ProtossMidArmyInitMdHd);
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMdHd.galaxy:509
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMdHd.galaxy:510
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
AISetMainState(player, e_mainState_Mid, e_mainSubState_Build);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMdHd.galaxy:887
}
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsLateScout, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMdHd.galaxy:888
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMdHd.galaxy:889
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMdHd.galaxy:890
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
AISetMainState(player, e_mainState_Late, e_mainSubState_Build);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMedi.galaxy:421
AISetupNextArmy (player, buildType, c_ldPhaseMid, ProtossMidArmyInitMedi);
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMedi.galaxy:422
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMedi.galaxy:423
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
AISetMainState(player, e_mainState_Mid, e_mainSubState_Build);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMedi.galaxy:778
}
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsLateScout, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMedi.galaxy:779
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMedi.galaxy:780
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossMedi.galaxy:781
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
AISetMainState(player, e_mainState_Late, e_mainSubState_Build);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyEy.galaxy:308
AISetupNextArmy (player, buildType, c_ldPhaseMid, ProtossMidArmyInitVyEy);
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyEy.galaxy:309
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyEy.galaxy:310
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
AISetMainState(player, e_mainState_Mid, e_mainSubState_Build);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyEy.galaxy:614
}
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsLateScout, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyEy.galaxy:615
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyEy.galaxy:616
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Protoss/ProtossVyEy.galaxy:617
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
AISetMainState(player, e_mainState_Late, e_mainSubState_Build);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/Terran.galaxy:159
if (index == 1 && PlayerBeaconIsSet(player, c_beaconScout)) {
AISetFlag(player, e_flagsScouting, true);
if (allowWorkers) {
// only return a worker, we want to claim a tower
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/Terran.galaxy:243
InitCounters(player);
AIMeleeSharedInit(player);
AISetFlag(player, e_flagsScouting, false);
AISetFlag(player, e_flagsEarlyDefScout, false);
//AITechCountFixupEither(player, c_TB_CommandCenter, c_TB_OrbitalCommand, c_TB_PlanetaryFortress); // done in BaseAI now
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/Terran.galaxy:244
AIMeleeSharedInit(player);
AISetFlag(player, e_flagsScouting, false);
AISetFlag(player, e_flagsEarlyDefScout, false);
//AITechCountFixupEither(player, c_TB_CommandCenter, c_TB_OrbitalCommand, c_TB_PlanetaryFortress); // done in BaseAI now
AISetDefaultArmyUnit(player, c_TU_Marine);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranChIn.galaxy:551
// attack is done by diversion wave with banshees
if (AITechCount(player, c_TU_Banshee, c_techCountCompleteOnly) >= 2) {
AISetFlag(player, e_flagsDiversion, true);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranChIn.galaxy:900
// attack is done by diversion wave with banshees
if (AITechCount(player, c_TU_Banshee, c_techCountCompleteOnly) >= 2) {
AISetFlag(player, e_flagsDiversion, true);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranChIn.galaxy:2189
//--------------------------------------------------------------------------------------------------
bool TerranMidAirExpansionVikingBansheeChIn (int player) {
AISetFlag(player, e_flagsDiversion, true);
AIClearStock(player);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranChIn.galaxy:2270
//--------------------------------------------------------------------------------------------------
bool TerranMidAirExpansionBCChIn (int player) {
AISetFlag(player, e_flagsDiversion, true);
AIClearStock(player);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranChIn.galaxy:2350
//--------------------------------------------------------------------------------------------------
bool TerranMidAirExpansionDropAirChIn (int player) {
AISetFlag(player, e_flagsDiversion, true);
AIClearStock(player);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranChIn.galaxy:2448
//--------------------------------------------------------------------------------------------------
bool TerranMidAirMacroChIn (int player) {
AISetFlag(player, e_flagsDiversion, true);
AIClearStock(player);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranEasy.galaxy:328
AISetupNextArmy (player, buildType, c_ldPhaseMid, TerranMidArmyInitEasy);
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranEasy.galaxy:329
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranEasy.galaxy:330
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
AISetMainState(player, e_mainState_Mid, e_mainSubState_Build);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranEasy.galaxy:668
}
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsLateScout, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranEasy.galaxy:669
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranEasy.galaxy:670
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranEasy.galaxy:671
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
AISetMainState(player, e_mainState_Late, e_mainSubState_Build);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHard.galaxy:608
AISetupNextArmy (player, buildType, c_ldPhaseMid, TerranMidArmyInitHard);
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHard.galaxy:609
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHard.galaxy:610
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
AISetMainState(player, e_mainState_Mid, e_mainSubState_Build);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHard.galaxy:1093
}
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsLateScout, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHard.galaxy:1094
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHard.galaxy:1095
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHard.galaxy:1096
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
AISetMainState(player, e_mainState_Late, e_mainSubState_Build);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHdVH.galaxy:551
// attack is done by diversion wave with banshees
if (AITechCount(player, c_TU_Banshee, c_techCountCompleteOnly) >= 2) {
AISetFlag(player, e_flagsDiversion, true);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHdVH.galaxy:900
// attack is done by diversion wave with banshees
if (AITechCount(player, c_TU_Banshee, c_techCountCompleteOnly) >= 2) {
AISetFlag(player, e_flagsDiversion, true);
}
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHdVH.galaxy:2189
//--------------------------------------------------------------------------------------------------
bool TerranMidAirExpansionVikingBansheeHdVH (int player) {
AISetFlag(player, e_flagsDiversion, true);
AIClearStock(player);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHdVH.galaxy:2270
//--------------------------------------------------------------------------------------------------
bool TerranMidAirExpansionBCHdVH (int player) {
AISetFlag(player, e_flagsDiversion, true);
AIClearStock(player);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHdVH.galaxy:2350
//--------------------------------------------------------------------------------------------------
bool TerranMidAirExpansionDropAirHdVH (int player) {
AISetFlag(player, e_flagsDiversion, true);
AIClearStock(player);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHdVH.galaxy:2448
//--------------------------------------------------------------------------------------------------
bool TerranMidAirMacroHdVH (int player) {
AISetFlag(player, e_flagsDiversion, true);
AIClearStock(player);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:826
int buildIndex = PickHDTerranMidGame(player);
AISetFlag(player, e_flagsLateScout, true);
AISetUserInt(player, c_currentBuildIndex, buildIndex);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:852
// set initial late game flags
AISetFlag(player, e_flagsTimeout, true);
AISetFlag(player, e_flagsDetect, true);
AISetFlag(player, e_flagsLateScout, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:853
// set initial late game flags
AISetFlag(player, e_flagsTimeout, true);
AISetFlag(player, e_flagsDetect, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsClearObs, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:854
AISetFlag(player, e_flagsTimeout, true);
AISetFlag(player, e_flagsDetect, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsDiversion, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:855
AISetFlag(player, e_flagsDetect, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsDiversion, true);
AISetFlag(player, e_flagsEarlyDefScout, false);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:856
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsDiversion, true);
AISetFlag(player, e_flagsEarlyDefScout, false);
AISetDifficulty(player, c_diffEarlyGameRepair, false);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranHigh.galaxy:857
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsDiversion, true);
AISetFlag(player, e_flagsEarlyDefScout, false);
AISetDifficulty(player, c_diffEarlyGameRepair, false);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranMdHd.galaxy:588
AISetupNextArmy (player, buildType, c_ldPhaseMid, TerranMidArmyInitMdHd);
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranMdHd.galaxy:589
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranMdHd.galaxy:590
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsLateScout, true);
AISetFlag(player, e_flagsDetect, true);
AISetMainState(player, e_mainState_Mid, e_mainSubState_Build);
mods/liberty.sc2mod — base.sc2data/TriggerLibs/Terran/TerranMdHd.galaxy:1045
}
AISetFlag(player, e_flagsScouting, true);
AISetFlag(player, e_flagsClearObs, true);
AISetFlag(player, e_flagsLateScout, true);