# AIWaveTargetGatherMelee
Flags —
Native
# Arguments
int
— player
Returns — wavetarget
native wavetarget AIWaveTargetGatherMelee(int player);
# Related
Category: Unclassified
# Examples
mods/core.sc2mod — base.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.sc2mod — base.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.sc2mod — base.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.sc2mod — base.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.sc2mod — base.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.sc2mod — base.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.sc2mod — base.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.sc2mod — base.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.sc2mod — base.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.sc2mod — base.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.sc2mod — base.sc2data/TriggerLibs/MeleeWaveAI.galaxy:781
AIWaveSetType(w, c_waveStateAttack, AIWaveTargetMeleeWar3(player));
}else{
AIWaveSetType(w, c_waveStateIdle, AIWaveTargetGatherMelee(player));
}
}