Attempts to make the specified player expand. There are certain conditions under which the AI will not expand, such as if the player does not have enough workers. The Minerals and Gas parameters are thresholds that the player must be under in order to expand (unless the player has too many extra workers).
Adds a unit into the stock with consideration for the Alias Type parameter. This alias is used for some internal functions. Note: This is an advanced AI concept. In most cases Set Stock is a more efficient choice.
Adds an expansion into the stock for an AI player. When the AI reaches this point in the stock list, it will build the specified TownHall type at an expansion point rather than spending money on units or other buildings.
Adds a unit to the AI player's stock if the Prereq parameter is met. An example of this would be telling the AI player to add Stalkers to their stock, but only if they have Blink researched.
Adds Town into the stock for an AI player. When the AI reaches this point in the stock list, it will ensure that every Town it owns has two refineries and a town hall of the specified types. This ensures that AI towns are never without these buildings.
Increments the stock count for the specified unit type by one if the Count parameter is set to 0, or the number of those units that are in progress or better is less than the specified Count. Does nothing if the Ignore If Queued parameter is set to true and the number of queued and in progress units of the specified type is greater than 0.
Sets the specified AI Filter to only include either enemy or allied units. Use this and the other "Tactical AI Filter" actions to set up an AI Filter, which can then be used in a "Tactical AI Filter - Run" function to filter a unit group.
Sets the specified AI Filter to only include units that match the criteria of the specified target filter. Use this and the other "Tactical AI Filter" actions to set up an AI Filter, which can then be used in a "Tactical AI Filter - Run" function to filter a unit group.
Sets the specified AI Filter to only include units whose life is within the specified range. Use this and the other "Tactical AI Filter" actions to set up an AI Filter, which can then be used in a "Tactical AI Filter - Run" function to filter a unit group.
Sets the specified AI Filter to modify the way it calculates life values for units with the specified attribute. For example, if the attribute was set to Armored, and the Amount set to 100, then the filter would consider Armored units to have 100 more life than they actually have. This can only be set once per AI Filter, so calling this action multiple times with the same AI Filter will simply override previous calls. Use this and the other "Tactical AI Filter" actions to set up an AI Filter, which can then be used in a "Tactical AI Filter - Run" function to filter a unit group.
Sets the specified AI Filter to only include units whose current life is greater than the number of specified markers currently on them times the value specified in the Each parameter. In this context, markers are an AI system construct used to mark targets of abilities before the ability's effects execute. Use this and the other "Tactical AI Filter" actions to set up an AI Filter, which can then be used in a "Tactical AI Filter - Run" function to filter a unit group.
If a "marker per life" has not been set then a counting marker may be used. A counting marker ensures the indicated range of tactical AI markers exist on a candidate or else the unit will be filtered out. A range of 0 to 1 will prevent more than one unit from casting on the same target at the same time.
Sets the specified AI Filter to only include either air or ground units. Use this and the other "Tactical AI Filter" actions to set up an AI Filter, which can then be used in a "Tactical AI Filter - Run" function to filter a unit group.
Sets the specified AI Filter to only include units within the specified range of the specified unit. Use this and the other "Tactical AI Filter" actions to set up an AI Filter, which can then be used in a "Tactical AI Filter - Run" function to filter a unit group.
Sets the specified AI Filter to exclude the specified unit. Use this and the other "Tactical AI Filter" actions to set up an AI Filter, which can then be used in a "Tactical AI Filter - Run" function to filter a unit group.
Sets the specified AI Filter to only include units whose shields is within the specified range. Use this and the other "Tactical AI Filter" actions to set up an AI Filter, which can then be used in a "Tactical AI Filter - Run" function to filter a unit group.
Returns the first completely missing requirment to make an object for a player. Same as the script version, except this version cannot be modified to handle custom requirements.
Returns the first unfinished requirment to make an object for a player. Same as the script version, except this version cannot be modified to handle custom requirements.
Returns the total amount of time required to make the specified object (including the time it would take to tech up to that object's requirements). Returned value is in sixteenths of a second. Same as the script version, except this version cannot be modified to handle custom requirements.
Returns the ID of the unit type that directly makes the specified object for a player. Same as the script version, except this version cannot be modified to handle custom requirements.
Takes an Object ID and returns 0 if it is a unit, 1 if it is a building, 2 if it is an upgrade, and -1 if it does not fall into any of those categories. Same as the script version, except this version cannot be modified to handle custom requirements.
Returns the first completely missing requirment to make an object for a player. Same as the default/code version, except this version could potentially be modified to handle custom requirements.
Returns the first unfinished requirment to make an object for a player. Same as the default/code version, except this version could potentially be modified to handle custom requirements.
Returns the total amount of time required to make the specified object (including the time it would take to tech up to that object's requirements). Returned value is in sixteenths of a second. Same as the default/code version, except this version could potentially be modified to handle custom requirements.
Returns the ID of the unit type that directly makes the specified object for a player. Same as the default/code version, except this version could potentially be modified to handle custom requirements.
Takes an Object ID and returns 0 if it is a unit, 1 if it is a building, 2 if it is an upgrade, and -1 if it does not fall into any of those categories. Same as the default/code version, except this version could potentially be modified to handle custom requirements.
Sets how frequently a player sends a scout to each type of map objective. The time specified will get set for each objective of that type. The AI will scout objectives with a smaller time set more often than those with a larger time set.
Returns a unit that will be the next scout for a player. The Previous Unit parameter is optional (pass null to it if it is undesired). If no Previous Unit is specified, then this will always return a new scout. If Previous Unit is specified, then this will return that unit, unless there is a better unit type available for scouting, in which case it will return a new unit of that type.
SetThink can change a unit type's AI think routine to a trigger action. This action calls the original routine from before it was changed. This lets you override some behavior but still keep most AI intact. Nothing happens if the think data has not been changed.
Suggests an order to a unit. Works the same as Issue AI Order, but with additional parameters. If the computer that controls the unit has the ability to execute the order (with respect to its current APM constraint), then it will do so. The order will eventually be dropped if the computer is unable to execute it for a few seconds after it was issued. If you need a unit to do something immediately, use Issue Order instead. The Marker parameter is optional, pass in null if you don't want to use it.
Returns a unit that is the best target for the specified attackers from the list of possible units in the specified enemy unit group. It then also changes the attackers group to only include the limited number of attackers wanting to switch to that target.
Instructs the AI for a player to expand starting the search at the specified point, and builds the specified building at the new expansion. Returns the town index for the new town.
Any values set using "Set Unit Custom Value" with the given index will override the standard unit strength evaluation performed by the AI for that unit.
Sets the state of a flag for a player at the specified index based on whether the number of units of the type specified in the What parameter with the Tech Tree Count Type specified in the State parameter, is greater than or equal to the Count parameter.
Finds a player's lowest priority unit of the specified unit type, closest to the specified location, and claims it for a task, setting the priority of the new task.
Adds a waypoint to the specified wave target. In Force Transport Mode, the wave units will attempt to load up in transports before approaching this waypoint. If there are not enough transports available for all of the units, the stranded units will be dropped from the wave.