# AIWaveTargetGetUnit

FlagsNative

# Arguments

  • wavetarget — wt

Returns — unit

native unit AIWaveTargetGetUnit(wavetarget wt);

Category: Unclassified

# Examples

mods/core.sc2modbase.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.sc2modbase.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1441

    
    waveEscortGroup = AIWaveTargetGetUnitGroup(unitWaveTarget);
    waveEscortUnit = AIWaveTargetGetUnit(unitWaveTarget);
    
    //Units that are Escorting behave differently, if we're an escort then burrow when enemies are nearby

mods/starcoop/starcoop.sc2modbase.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1488

    
    waveEscortGroup = AIWaveTargetGetUnitGroup(unitWaveTarget);
    waveEscortUnit = AIWaveTargetGetUnit(unitWaveTarget);

    // always unburrow when we are forced to move, unless we are escorting something

mods/starcoop/starcoop.sc2modbase.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1633

    
    waveEscortGroup = AIWaveTargetGetUnitGroup(unitWaveTarget);
    waveEscortUnit = AIWaveTargetGetUnit(unitWaveTarget);
    
    // If we're being forced to move, transform back to air mode, unless we are escorting something

mods/starcoop/starcoop.sc2modbase.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1698

    
    waveEscortGroup = AIWaveTargetGetUnitGroup(unitWaveTarget);
    waveEscortUnit = AIWaveTargetGetUnit(unitWaveTarget);
    
    // Stay in mobile air mode while force moving, unless we are escorting something

mods/starcoop/starcoop.sc2modbase.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1808

    
    waveEscortGroup = AIWaveTargetGetUnitGroup(unitWaveTarget);
    waveEscortUnit = AIWaveTargetGetUnit(unitWaveTarget);
    
    // If we are not escorting something use tactical function

mods/starcoop/starcoop.sc2modbase.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1837

    
    waveEscortGroup = AIWaveTargetGetUnitGroup(unitWaveTarget);
    waveEscortUnit = AIWaveTargetGetUnit(unitWaveTarget);
    
    // If we are not escorting something use tactical function

mods/starcoop/starcoop.sc2modbase.sc2data/TriggerLibs/Tactical/TactZergAI.galaxy:1561

    
    waveEscortGroup = AIWaveTargetGetUnitGroup(unitWaveTarget);
    waveEscortUnit = AIWaveTargetGetUnit(unitWaveTarget);
    
    // If we are not escorting something use tactical function

mods/starcoop/starcoop.sc2modbase.sc2data/TriggerLibs/Tactical/TactZergAI.galaxy:1606

    
    waveEscortGroup = AIWaveTargetGetUnitGroup(unitWaveTarget);
    waveEscortUnit = AIWaveTargetGetUnit(unitWaveTarget);
    
    // If we are not escorting something use tactical function

mods/starcoop/starcoop.sc2modbase.sc2data/TriggerLibs/Tactical/TactZergAI.galaxy:1641

    
    waveEscortGroup = AIWaveTargetGetUnitGroup(unitWaveTarget);
    waveEscortUnit = AIWaveTargetGetUnit(unitWaveTarget);
    
    // If we are not escorting something use tactical function

mods/warcoop/warmeleeai.sc2modbase.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");