# AIWaveTargetGatherMelee

FlagsNative

# Arguments

  • int — player

Returns — wavetarget

native wavetarget AIWaveTargetGatherMelee(int player);

Category: Unclassified

# Examples

mods/core.sc2modbase.sc2data/TriggerLibs/BaseAI.galaxy:169

    targOPoint = AIWaveTargetGatherOPoint(player, c_townMain);
    targD = AIWaveTargetGatherD(player, c_townMain);
    targO = AIWaveTargetGatherMelee(player);

    AIWaveSet(player, c_waveMain,       AIWaveCreate(AIWaveInfoCreate(), player, targOPoint));

mods/core.sc2modbase.sc2data/TriggerLibs/MeleeWaveAI.galaxy:138

    else if (AIWaveState(w) != c_waveStateIdle) {
DebugAIPlayerWave(player, "defend3 set defend = idle at gather defense");
        AIWaveSetType(w, c_waveStateIdle, AIWaveTargetGatherMelee(player));
    }
    else {

mods/core.sc2modbase.sc2data/TriggerLibs/MeleeWaveAI.galaxy:186

    if (state != c_waveStateIdle) {
DebugAIPlayerWave(player, "main2 set main = idle at gather offense");
        AIWaveSetType(w, c_waveStateIdle, AIWaveTargetGatherMelee(player));
    }
}

mods/core.sc2modbase.sc2data/TriggerLibs/MeleeWaveAI.galaxy:519

    int delay = FixedToInt(AIGetTime()) + RandomInt(60, 90);

    AIWaveSetType(w, c_waveStateIdle, AIWaveTargetGatherMelee(player));
    AISetUserInt(player, c_delayNextAttack, delay);
    if (state == e_attackState_Wait) {

mods/core.sc2modbase.sc2data/TriggerLibs/MeleeWaveAI.galaxy:660

        if (AIWaveState(w) != c_waveStateIdle) {
            DebugAIPlayerWave(player, "turtle set attack = idle at gather offense");
            AIWaveSetType(w, c_waveStateIdle, AIWaveTargetGatherMelee(player));
        }
        return;

mods/core.sc2modbase.sc2data/TriggerLibs/MeleeWaveAI.galaxy:721

DebugAIPlayerWave(player, "attack2 merge main -> attack; set attack = retreat to gather offense");
            AIWaveMerge(player, c_waveMain, c_waveAttack);
            AIWaveSetType(w, c_waveStateRetreat, AIWaveTargetGatherMelee(player));
        }
        return;

mods/core.sc2modbase.sc2data/TriggerLibs/MeleeWaveAI.galaxy:730

    else if (state == e_attackState_Retreat) {        
DebugAIPlayerWave(player, "attack3 set attack = retreat to gather offense");
        AIWaveSetType(w, c_waveStateRetreat, AIWaveTargetGatherMelee(player));
        AISetAttackState(player, e_attackState_InRetreat);
        return;

mods/core.sc2modbase.sc2data/TriggerLibs/MeleeWaveAI.galaxy:739

    else if (state == e_attackState_DropRetreat) {        
DebugAIPlayerWave(player, "attack3drop set attack = drop retreat to gather offense");
        AIWaveSetType(w, c_waveStateDropRetreat, AIWaveTargetGatherMelee(player));
        AISetAttackState(player, e_attackState_InRetreat);
        return;

mods/core.sc2modbase.sc2data/TriggerLibs/MeleeWaveAI.galaxy:788

            if (AIWaveState(w) != c_waveStateIdle) {
                DebugAIPlayerWave(player, "attack5 set attack = idle at gather offense");
                AIWaveSetType(w, c_waveStateIdle, AIWaveTargetGatherMelee(player));
            }
        }

mods/starcoop/starcoop.sc2modbase.sc2data/TriggerLibs/BaseAI.galaxy:204

    targOPoint = AIWaveTargetGatherOPoint(player, c_townMain);
    targD = AIWaveTargetGatherD(player, c_townMain);
    targO = AIWaveTargetGatherMelee(player);

    AIWaveSet(player, c_waveMain,       AIWaveCreate(AIWaveInfoCreate(), player, targOPoint));

mods/warcoop/warmeleeai.sc2modbase.sc2data/TriggerLibs/MeleeWaveAI.galaxy:781

					AIWaveSetType(w, c_waveStateAttack, AIWaveTargetMeleeWar3(player));
				}else{
					AIWaveSetType(w, c_waveStateIdle, AIWaveTargetGatherMelee(player));
				}
            }