# Wave Get Target
Grammar — Returns the wavetarget for the specified wave wave
Flags —Native|Function
Returns the wave target for the specified wave.
# Arguments
- wave— Wave
Returns — wavetarget
native wavetarget AIWaveGetTarget(wave w);
# Related
Category: AI Advanced / Waves / Functions
- Create Wave Info — waveinfo— AIWaveInfoCreate
- Create Wave Info From Wave — waveinfo— AIWaveInfo
- Create Wave — wave— AIWaveCreate
- Wave Unit Count — int— AIWaveUnitCount
- Wave State — int— AIWaveState
- Wave Target Unit — wavetarget— AIWaveTargetUnit
- Wave Target UnitGroup — wavetarget— AIWaveTargetUnitGroup
- Wave Target Unit Point — wavetarget— AIWaveTargetUnitPoint
- Wave Target Point — wavetarget— AIWaveTargetPoint
- Wave Target Player — wavetarget— AIWaveTargetPlayer
- Wave Target Melee — wavetarget— AIWaveTargetMelee
- Wave Target Melee Harass — wavetarget— AIWaveTargetMeleeHarass
- Wave Target Merge — wavetarget— AIWaveTargetMerge
- Wave Target Patrol — wavetarget— AIWaveTargetPatrol
- Wave Target Escort — wavetarget— AIWaveTargetEscort
- Wave Target Escort No Leash — wavetarget— AIWaveTargetEscortNL
- Wave Target Gather Offense — wavetarget— AIWaveTargetGatherO
- Wave Target Gather Defense — wavetarget— AIWaveTargetGatherD
- Wave Target Harass Retreat — wavetarget— AIWaveHarassRetreat
- Wave Target Region — wavetarget— AIWaveTargetRegion
- Wave Get Target — wavetarget— AIWaveGetTarget
- Is Wave In Combat — bool— AIWaveIsInCombat
- Wave Time In Combat — int— AIWaveGetTimeInCombat
- Wave Time Since Combat — int— AIWaveGetTimeSinceCombat
- Wave Time Since Ordered — int— AIWaveGetTimeSinceOrdered
- Wave Eval — int— AIWaveEval
- Wave Eval Ratio — int— AIWaveEvalRatio
- Eval Ratio — int— AIEvalRatio
- Wave Get — wave— AIWaveGet
- Wave Type — int— AIWaveType
- Get Best Attack Target Point — point— AIGetBestTarget
- Wave To String — string— AIWaveToString
- Wave To Text — text— AIWaveToText
# Examples
mods/core.sc2mod — base.sc2data/TriggerLibs/MeleeWaveAI.galaxy:313
    // Let's hunt some rock!
    oldTarget = AIWaveTargetGetUnit(AIWaveGetTarget(w));
    if (state != c_waveStateClearObs || obstruction != oldTarget) {
DebugAIPlayerWave(player, "clearobs2 set clear obstruction = clear obstruction");
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1438
    
    unitWave = AIUnitGetWave(aiUnit);
    unitWaveTarget = AIWaveGetTarget(unitWave);
    
    waveEscortGroup = AIWaveTargetGetUnitGroup(unitWaveTarget);
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1485
    
    unitWave = AIUnitGetWave(aiUnit);
    unitWaveTarget = AIWaveGetTarget(unitWave);
    
    waveEscortGroup = AIWaveTargetGetUnitGroup(unitWaveTarget);
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1630
    }
    unitWave = AIUnitGetWave(aiUnit);
    unitWaveTarget = AIWaveGetTarget(unitWave);
    
    waveEscortGroup = AIWaveTargetGetUnitGroup(unitWaveTarget);
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1695
    unitWave = AIUnitGetWave(aiUnit);
    unitWaveTarget = AIWaveGetTarget(unitWave);
    
    waveEscortGroup = AIWaveTargetGetUnitGroup(unitWaveTarget);
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1805
    
    unitWave = AIUnitGetWave(aiUnit);
    unitWaveTarget = AIWaveGetTarget(unitWave);
    
    waveEscortGroup = AIWaveTargetGetUnitGroup(unitWaveTarget);
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1834
    
    unitWave = AIUnitGetWave(aiUnit);
    unitWaveTarget = AIWaveGetTarget(unitWave);
    
    waveEscortGroup = AIWaveTargetGetUnitGroup(unitWaveTarget);
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactZergAI.galaxy:1558
    
    unitWave = AIUnitGetWave(aiUnit);
    unitWaveTarget = AIWaveGetTarget(unitWave);
    
    waveEscortGroup = AIWaveTargetGetUnitGroup(unitWaveTarget);
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactZergAI.galaxy:1603
    
    unitWave = AIUnitGetWave(aiUnit);
    unitWaveTarget = AIWaveGetTarget(unitWave);
    
    waveEscortGroup = AIWaveTargetGetUnitGroup(unitWaveTarget);
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactZergAI.galaxy:1638
    
    unitWave = AIUnitGetWave(aiUnit);
    unitWaveTarget = AIWaveGetTarget(unitWave);
    
    waveEscortGroup = AIWaveTargetGetUnitGroup(unitWaveTarget);
mods/warcoop/warmeleeai.sc2mod — base.sc2data/TriggerLibs/MeleeWaveAI.galaxy:396
    // Let's hunt some rock!
    oldTarget = AIWaveTargetGetUnit(AIWaveGetTarget(w));
    if (state != c_waveStateClearObs || obstruction != oldTarget) {
DebugAIPlayerWave(player, "clearobs2 set clear obstruction = clear obstruction");