# AISetNukeNukeCastTime

FlagsNative

# Arguments

  • int — lp_1
  • fixed — lp_2

Returns — void

native void AISetNukeNukeCastTime(int lp_1, fixed lp_2);

Category: Unclassified

# Examples

mods/core.sc2modbase.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:17

    AISetNukeCloakRegenRate(player, AIBehaviorFixed(player, c_BF_PersonalCloaking, c_fieldModification0));
    AISetNukeCloakCost(player, AIAbilityFixed(player, c_AB_GhostCloak, c_fieldEnergyCost));
    AISetNukeNukeCastTime(player, 20);

    AISetNukeDamage(player, AIEffectFixed(player, c_EF_NukeDamage, c_fieldAmount), AIEffectFixed(player, c_EF_NukeDamage, c_fieldAttrStructure));

mods/starcoop/starcoop.sc2modbase.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:22

    AISetNukeCloakRegenRate(player, AIBehaviorFixed(player, c_BF_PersonalCloaking, c_fieldModification0));
    AISetNukeCloakCost(player, AIAbilityFixed(player, c_AB_GhostCloak, c_fieldEnergyCost));
    AISetNukeNukeCastTime(player, 20);

    AISetNukeDamage(player, AIEffectFixed(player, c_EF_NukeDamage, c_fieldAmount), AIEffectFixed(player, c_EF_NukeDamage, c_fieldAttrStructure));