# AIUpdateMainTown

FlagsNative

# Arguments

  • int — player

Returns — void

native void AIUpdateMainTown(int player);

Category: Unclassified

# Examples

mods/core.sc2modbase.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.sc2modbase.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.stormmodbase.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.stormmodbase.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.sc2modbase.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)));