# Set Num Scouts

Grammar — Set the number of scouts to use for player player to num|#
FlagsNative | Action

Sets the number of scouts to use for a player.

# Arguments

  • int — Player
  • int — Num

Returns — void

native void AISetNumScouts(int player, int num);

Category: AI Advanced / Scouting / Actions

# Examples

mods/core.sc2modbase.sc2data/TriggerLibs/BaseAI.galaxy:196

    AISetDefenseRadii(player, 15.0, 10.0, 12.0);

    AISetNumScouts(player, 1);
    AIEarlyDefenseEnable(player, false, false);
    if (diff < c_skirChVision) {

mods/core.sc2modbase.sc2data/TriggerLibs/BaseAI.galaxy:205

        AIEarlyDefenseProps(player, 35, 35, 45);
        if (!AIHasHumanAlly(player)) {
            AISetNumScouts(player, 0);
        }
    }

mods/core.sc2modbase.sc2data/TriggerLibs/BaseAI.galaxy:251

    AIInitCampaignHarvest(player);
    AIHarvestRate(player, 1);
    AISetNumScouts(player, 0);
    AISetBullyAttackWavePercent(AICampaignDiffSelect(player, 100, 100, 50, 0), player);

mods/starcoop/starcoop.sc2modbase.sc2data/TriggerLibs/BaseAI.galaxy:231

    AISetDefenseRadii(player, 15.0, 10.0, 12.0);

    AISetNumScouts(player, 0);
    AIEarlyDefenseEnable(player, false, false);
    if (diff < c_skirChVision) {

mods/starcoop/starcoop.sc2modbase.sc2data/TriggerLibs/BaseAI.galaxy:240

        AIEarlyDefenseProps(player, 35, 35, 45);
        if (!AIHasHumanAlly(player)) {
            AISetNumScouts(player, 0);
        }
    }

mods/starcoop/starcoop.sc2modbase.sc2data/TriggerLibs/BaseAI.galaxy:294

    AIInitCampaignHarvest(player);
    AIHarvestRate(player, 1);
    AISetNumScouts(player, 0);
    //AISetBullyAttackWavePercent(AICampaignDiffSelect(player, 100, 100, 50, 0, 0, 0), player);
	AISetBullyAttackWavePercent(0, player);