# Enable/Disable Suicide For Unit Group
Grammar — controlled suicide for group|Unit Group
Flags —Native
|Action
If suicide is enabled for a unit group, the AI will immediately seek out and repeatedly attack the nearest enemy until the suiciding unit group is destroyed. Setting a bully to suicide it will tag it as missing and cause the AI to rebuilt it, since it should not be returning alive.
# Arguments
unitgroup
— Groupbool
[ preset::Enable_Disable_Option ] — Enable/Disable
Returns — void
native void AISetGroupSuicide(unitgroup ug, bool enable);
# Related
Category: AI / MiscCampaign / Actions
- [F] —
void
— Pause AI Time — ( AITimePause ) - [F] —
void
— Start Campaign AI For All Players — ( CampaignInitAI ) - [F] —
void
— Start Campaign AI For Player — ( AICampaignStart ) - [F] —
void
— Global Suicide — ( AIGlobalSuicide ) - [F] —
void
— Enable/Disable Script Control For Unit — ( AISetUnitScriptControlled ) - [F] —
void
— Enable/Disable Script Control For Unit Group — ( AISetGroupScriptControlled ) - [F] —
void
— Enable/Disable Wave Use For Unit — ( AISetUnitNotUsableInWaves ) - [F] —
void
— Enable/Disable Wave Use For Unit Group — ( AISetGroupNotUsableInWaves ) - [F] —
void
— Enable/Disable Suicide For Unit — ( AISetUnitSuicide ) - [F] —
void
— Enable/Disable Suicide For Unit Group — ( AISetGroupSuicide ) - [F] —
void
— Remove Unit From All Waves — ( AIRemoveUnitFromAnyWaves ) - [F] —
void
— Remove Unit Group From All Waves — ( AIRemoveGroupFromAnyWaves ) - [F] —
void
— Remove Unit From All Waves And Set Home — ( AIRemoveUnitFromAnyWavesAndSetHome ) - [F] —
void
— Remove Unit Group From All Waves And Set Home — ( AIRemoveGroupFromAnyWavesAndSetHome ) - [F] —
void
— Init Campaign Towns — ( AIInitCampaignTowns ) - [F] —
void
— Init Campaign Harvesting — ( AIInitCampaignHarvest ) - [F] —
void
— Issue AI Order — ( libNtve_gf_AICast )
# Examples
# campaigns/liberty.sc2campaign
// L332
AISetGroupSuicide(lv_lastGroup, true)
// L359
AISetGroupSuicide(lv_lastGroup, true)
// L374
AISetGroupSuicide(UnitLastCreatedGroup(), true)
// L385
AISetGroupSuicide(UnitLastCreatedGroup(), true)
// L398
AISetGroupSuicide(UnitLastCreatedGroup(), true)
// L2679
AISetGroupSuicide(UnitLastCreatedGroup(), true)
// L2681
AISetGroupSuicide(UnitLastCreatedGroup(), true)
// L2683
AISetGroupSuicide(UnitLastCreatedGroup(), true)
// L2686
AISetGroupSuicide(UnitLastCreatedGroup(), true)
// L2688
AISetGroupSuicide(UnitLastCreatedGroup(), true)
// L911
AISetGroupSuicide(lv_dropUnits, true)
// L4721
AISetGroupSuicide(gv_zergRushGroup03, true)
// L4733
AISetGroupSuicide(gv_zergRushGroup01, true)
// L4745
AISetGroupSuicide(gv_zergRushGroup02, true)
// L541
AISetGroupSuicide(UnitLastCreatedGroup(), true)
// L2542
AISetGroupSuicide(lv_dropPodGroup, true)
// L332
AISetGroupSuicide(lv_lastGroup, true)
// L359
AISetGroupSuicide(lv_lastGroup, true)
// L374
AISetGroupSuicide(UnitLastCreatedGroup(), true)
// L385
AISetGroupSuicide(UnitLastCreatedGroup(), true)
// L398
AISetGroupSuicide(UnitLastCreatedGroup(), true)
// L2679
AISetGroupSuicide(UnitLastCreatedGroup(), true)
// L2681
AISetGroupSuicide(UnitLastCreatedGroup(), true)
// L2683
AISetGroupSuicide(UnitLastCreatedGroup(), true)
// L2686
AISetGroupSuicide(UnitLastCreatedGroup(), true)
// L2688
AISetGroupSuicide(UnitLastCreatedGroup(), true)
// L911
AISetGroupSuicide(lv_dropUnits, true)
// L4721
AISetGroupSuicide(gv_zergRushGroup03, true)
// L4733
AISetGroupSuicide(gv_zergRushGroup01, true)
// L4745
AISetGroupSuicide(gv_zergRushGroup02, true)
// L541
AISetGroupSuicide(UnitLastCreatedGroup(), true)
// L2542
AISetGroupSuicide(lv_dropPodGroup, true)
// L2995
AISetGroupSuicide(UnitLastCreatedGroup(), true)
// L2997
AISetGroupSuicide(UnitLastCreatedGroup(), true)
// L547
AISetGroupSuicide(lv_attackingUnitGroup, true)
// L5922
AISetGroupSuicide(lv_spawnedUnits, true)
// L2995
AISetGroupSuicide(UnitLastCreatedGroup(), true)
// L2997
AISetGroupSuicide(UnitLastCreatedGroup(), true)
// L547
AISetGroupSuicide(lv_attackingUnitGroup, true)
// L5922
AISetGroupSuicide(lv_spawnedUnits, true)
// L942
AISetGroupSuicide(UnitLastCreatedGroup(), true)
// L2224
AISetGroupSuicide(gv_sentryIntroAttackWaveGroup, true)
// L587
AISetGroupSuicide(UnitLastCreatedGroup(), true)
// L617
AISetGroupSuicide(lv_localGroup, true)
// L7185
AISetGroupSuicide(lv_dropPodUnits01, true)
// L7186
AISetGroupSuicide(lv_dropPodUnits02, true)
// L7739
AISetGroupSuicide(lv_dropPodUnits01, true)
// L7834
AISetGroupSuicide(lv_dropPodUnits01, true)
// L7835
AISetGroupSuicide(lv_dropPodUnits02, true)
// L942
AISetGroupSuicide(UnitLastCreatedGroup(), true)
// L2224
AISetGroupSuicide(gv_sentryIntroAttackWaveGroup, true)
// L587
AISetGroupSuicide(UnitLastCreatedGroup(), true)
// L617
AISetGroupSuicide(lv_localGroup, true)
// L7185
AISetGroupSuicide(lv_dropPodUnits01, true)
// L7186
AISetGroupSuicide(lv_dropPodUnits02, true)
// L7739
AISetGroupSuicide(lv_dropPodUnits01, true)
// L7834
AISetGroupSuicide(lv_dropPodUnits01, true)
// L7835
AISetGroupSuicide(lv_dropPodUnits02, true)
// L1275
AISetGroupSuicide(UnitLastCreatedGroup(), true)
// L2567
AISetGroupSuicide(lv_allReinforcements, true)
// L2722
AISetGroupSuicide(lv_allReinforcements, true)
// L1275
AISetGroupSuicide(UnitLastCreatedGroup(), true)
// L2567
AISetGroupSuicide(lv_allReinforcements, true)
// L2722
AISetGroupSuicide(lv_allReinforcements, true)
# mods/starcoop/starcoop.sc2mod
// L511
AISetGroupSuicide(lv_broodlingGroup, true)
// L531
AISetGroupSuicide(UnitLastCreatedGroup(), true)
// L1363
AISetGroupSuicide(UnitLastCreatedGroup(), true)
// L1387
AISetGroupSuicide(UnitLastCreatedGroup(), true)
// L2859
AISetGroupSuicide(lv_attackingForce, true)
// L3178
AISetGroupSuicide(lv_bonusUnits, true)
// L3187
AISetGroupSuicide(lv_bonusUnits, true)
// L3219
AISetGroupSuicide(lv_bonusUnits, true)
// L11092
AISetGroupSuicide(lv_attackGroup, true)