# AISetNukeRadiusFar
Flags —
Native
# Arguments
int
— lp_1fixed
— lp_2fixed
— lp_3
Returns — void
native void AISetNukeRadiusFar(
int lp_1,
fixed lp_2,
fixed lp_3,
);
# Related
Category: Unclassified
# Examples
mods/core.sc2mod — base.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.sc2mod — base.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));
}