# AISetNukeNukeCastTime
Flags —
Native
# Arguments
int
— lp_1fixed
— lp_2
Returns — void
native void AISetNukeNukeCastTime(int lp_1, fixed lp_2);
# Related
Category: Unclassified
# Examples
mods/core.sc2mod — base.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.sc2mod — base.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));