# AIUpdateMainTown
Flags —
Native
# Arguments
int
— player
Returns — void
native void AIUpdateMainTown(int player);
# Related
Category: Unclassified
# Examples
mods/core.sc2mod — base.sc2data/TriggerLibs/SharedAI.galaxy:72
// town was unable to place a building because it ran out of room, it may still
// be possible to place a smaller building or a different type of building
AIUpdateMainTown(player);
// if we only have no non-full town, we may want to expand now
mods/core.sc2mod — base.sc2data/TriggerLibs/SharedAI.galaxy:82
void AITownWasLost (int player, int town) {
// one of our towns was destroyed/lost, happens when we lose our last dropoff at the town (or all buildings).
AIUpdateMainTown(player);
}
mods/core.stormmod — base.stormdata/TriggerLibs/SharedAI.galaxy:72
// town was unable to place a building because it ran out of room, it may still
// be possible to place a smaller building or a different type of building
AIUpdateMainTown(player);
// if we only have no non-full town, we may want to expand now
mods/core.stormmod — base.stormdata/TriggerLibs/SharedAI.galaxy:82
void AITownWasLost (int player, int town) {
// one of our towns was destroyed/lost, happens when we lose our last dropoff at the town (or all buildings).
AIUpdateMainTown(player);
}
mods/warcoop/warmeleeai.sc2mod — base.sc2data/TriggerLibs/Orc/Orc.galaxy:81
}
void GetZeppelin(int player){
AIUpdateMainTown(player);
UnitCreate(1, "nzep", 0, player, AIGetTownLocation(player, AIGetMainTown(player)), 270.0);
//libNtve_gf_CreateUnitsAtPoint2(1, "nzep", 0, player, AIGetTownLocation(player, AIGetMainTown(player)));