CaptureNearest: Difference between revisions
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(Created page with "Category:Commands The CaptureNearest command orders an army to clear its order queue and capture the nearest neutral or enemy-controlled region. See a...") |
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The CaptureNearest [[Script_Commands|command]] orders an army to clear its order queue and capture the nearest neutral or enemy-controlled region. | The CaptureNearest [[Script_Commands|command]] orders an army to clear its order queue and capture the nearest neutral or enemy-controlled region. | ||
See also: [[CaptureNearestNext]] | See also: [[CaptureNearestNext|CaptureNearestNext]] | ||
==Arguments== | |||
== Arguments == | |||
*'''Name''' - The name of the unit to do the capturing | *'''Name''' - The name of the unit to do the capturing | ||
*'''Repeat''' - Whether to repeat the order (indefinitely) | *'''Repeat''' - Whether to repeat the order (indefinitely) | ||
==Limitations== | |||
==Common Usage== | |||
*Causing an army to stop what it's doing and go capture something, in a trigger behind a logic gate tied to some specific event | |||
== Limitations == | |||
*Can only order script-spawned units, not units built 'organically' during gameplay | *Can only order script-spawned units, not units built 'organically' during gameplay | ||
*The ordered unit will stop moving if region is captured before it gets there | *The ordered unit will stop moving if region is captured before it gets there | ||
*Clears the order queue - cannot be combined with other commands like [[AttackAttackMove]] or [[MoveUnit]] | *Clears the order queue - cannot be combined with other commands like [[AttackAttackMove|AttackAttackMove]] or [[MoveUnit|MoveUnit]] | ||
[[Category:Commands]] |
Latest revision as of 21:04, 18 January 2017
The CaptureNearest command orders an army to clear its order queue and capture the nearest neutral or enemy-controlled region.
See also: CaptureNearestNext
Arguments
- Name - The name of the unit to do the capturing
- Repeat - Whether to repeat the order (indefinitely)
Common Usage
- Causing an army to stop what it's doing and go capture something, in a trigger behind a logic gate tied to some specific event
Limitations
- Can only order script-spawned units, not units built 'organically' during gameplay
- The ordered unit will stop moving if region is captured before it gets there
- Clears the order queue - cannot be combined with other commands like AttackAttackMove or MoveUnit