# AISetNukeRadiusFar

FlagsNative

# Arguments

  • int — lp_1
  • fixed — lp_2
  • fixed — lp_3

Returns — void

native void AISetNukeRadiusFar(
	int lp_1,
	fixed lp_2,
	fixed lp_3,
);

Category: Unclassified

# Examples

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

    AISetNukeRadiusClose(player, AIEffectFixed(player, c_EF_NukeDamage, c_fieldAreaRadius0), AIEffectFixed(player, c_EF_NukeDamage, c_fieldAreaFraction0));
    AISetNukeRadiusMedium(player, AIEffectFixed(player, c_EF_NukeDamage, c_fieldAreaRadius1), AIEffectFixed(player, c_EF_NukeDamage, c_fieldAreaFraction1));
    AISetNukeRadiusFar(player, AIEffectFixed(player, c_EF_NukeDamage, c_fieldAreaRadius2), AIEffectFixed(player, c_EF_NukeDamage, c_fieldAreaFraction2));
}

mods/starcoop/starcoop.sc2modbase.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:27

    AISetNukeRadiusClose(player, AIEffectFixed(player, c_EF_NukeDamage, c_fieldAreaRadius0), AIEffectFixed(player, c_EF_NukeDamage, c_fieldAreaFraction0));
    AISetNukeRadiusMedium(player, AIEffectFixed(player, c_EF_NukeDamage, c_fieldAreaRadius1), AIEffectFixed(player, c_EF_NukeDamage, c_fieldAreaFraction1));
    AISetNukeRadiusFar(player, AIEffectFixed(player, c_EF_NukeDamage, c_fieldAreaRadius2), AIEffectFixed(player, c_EF_NukeDamage, c_fieldAreaFraction2));
}