# forceChargeOnAllAI

<p class="callout info">An eventCall to make all spawned ai in an idEncounterManager charge the player.</p>

## Usage

```
item[0] = {
	eventCall = {
		eventDef = "forceChargeOnAllAI";
		args = {
			num = 0;
		}
	}
}
```

## Example Usage

```
item[0] = {
	eventCall = {
		eventDef = "waitAIRemaining";
		args = {
			num = 3;
			item[0] = {
				eEncounterSpawnType_t = "ENCOUNTER_SPAWN_ANY";
			}
			item[1] = {
				int = 0; // desired_remaing_ai_count
			}
			item[2] = {
				string = "priority"; // group_label
			}
		}
	}
}
item[1] = {
	eventCall = {
		eventDef = "waitAIRemaining";
		args = {
			num = 3;
			item[0] = {
				eEncounterSpawnType_t = "ENCOUNTER_SPAWN_ANY";
			}
			item[1] = {
				int = 3; // desired_remaing_ai_count
			}
			item[2] = {
				string = "fodder"; // group_label
			}
		}
	}
}
item[2] = {
	eventCall = {
		eventDef = "forceChargeOnAllAI";
		args = {
			num = 0;
		}
	}
}
```

Here, we wait until all ai with the `priority` label are killed, then we wait until only 3 fodder remain, and we use `forceChargeOnAllAI`, so that the player does not have to go around hunting stray fodder to finish the encounter.