Difference between revisions of "CaptureNearest"

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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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[[Category:Commands]]
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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]]
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See also: [[CaptureNearestNext|CaptureNearestNext]]
==Arguments==
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== Arguments ==
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*'''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==
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==Common Usage==
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*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
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== Limitations ==
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*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
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*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]]
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*Clears the order queue - cannot be combined with other commands like [[AttackAttackMove|AttackAttackMove]] or [[MoveUnit|MoveUnit]]
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[[Category:Commands]]

Latest revision as of 17:04, 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