# Wave Target Player
Grammar — Create a new wave target set to attack the folllowing player(s) player|Players
Flags —Native
|Function
Creates a new wave target set to attack a player group. Returns the wave target.
# Arguments
playergroup
— Player
Returns — wavetarget
native wavetarget AIWaveTargetPlayer(playergroup players);
# 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/starcoop/starcoop.sc2mod — base.sc2data/LibCOMI.galaxy:48
}
for (init_i = 0; init_i <= libCOMI_gv_cMC_CoopAI_HighestPlayerIndex; init_i += 1) {
libCOMI_gv_cM_CoopAIPlayer_TargetOfAttackWaves[init_i] = AIWaveTargetPlayer(libCOOC_gf_HumanPlayers());
}
libCOMI_gv_cM_CoopAI_MissionType = "SiegeMission";
mods/starcoop/starcoop.sc2mod — base.sc2data/LibCOMI.galaxy:1002
AICampaignStart(lp_player);
VisRevealArea(lp_player, RegionEntireMap(), 0.1, false);
libCOMI_gf_SetCoopAIWaveTarget(lp_player, AIWaveTargetPlayer(PlayerGroupSingle(libCOMI_gf_CM_CoopAI_Get_EnemyPlayer(lp_player))));
PlayerGroupAdd(libCOMI_gv_cM_CoopAI_Players, lp_player);
libCOMI_gv_cM_CoopAIPlayer_InstantAttackGroupSpawn[lp_player] = PlayerStartLocation(lp_player);
mods/warcoop/warmeleeai.sc2mod — base.sc2data/TriggerLibs/MeleeWaveAI.galaxy:133
if(CR>=15 && PlayerGroupCount(pgMelee)>0){
DebugAI("Attacking Player");
return AIWaveTargetPlayer(pgMelee);
}
creep=GetCreepCamp(player,0,FloorI(CR*0.8),GAw3_PlayerAllowAirCreep(player));