After 7 mins, the AI tends to slow down. I say this because
UIDisplayMessage(PlayerGroupAll(), 3, StringToText("status: " + CBlockStatus));
doesn't show up on the screen as fast as it did before this time. It slows down then takes some speed again.
Then, at 12 mins everything else stops besides this:
time = AIGetTime();
Itime = FixedToInt(time);
minutes = 0;
while (Itime >= 60) {
Itime = Itime - 60;
minutes = minutes + 1;
}
msgTime = IntToString(Itime);
minutesTime = IntToString(minutes);
UIDisplayMessage(PlayerGroupAll(), 2, StringToText("Time Elapsed: " + minutesTime + ":" + msgTime));
Which shows the time.
What's happening here?
Obviously, some codes are executed. I still get this displaying "List Empty" on the screen:
UIDisplayMessage(PlayerGroupAll(), 3, StringToText("status: " + CBlockStatus));
But then, all the other codes, like this one:
if ( (TotalUnit(c_ZB_Spire, player) == 1) && //military manager muta prototype
(TotalUnit(c_ZU_Drone, player) >= 14) &&
(FreeFood(player) >= 4) &&
(AIHasRes(player, 100,100)) &&
(HowManyCanWeProduce(c_ZU_Mutalisk, 1, player) >= 1)){ //&&
//(CBlockStatus != "InProgress") ) {
QInUnitPB(c_ZU_Mutalisk, 1, MaxUnitFreeFood(c_ZU_Mutalisk, 2,player) , c_townOne);
if(AIGetBuildingCountInTown (player, c_townTwo, c_ZB_Hatchery_Alias, c_techCountCompleteOnly) >=1 ) {
QInUnitPB(c_ZU_Mutalisk, 1, MaxUnitFreeFood(c_ZU_Mutalisk, 2,player) , c_townTwo);
}
}
isn't getting passed by the AI.
Does the AI go somewhere after 12 mins? How do I keep the AI running ZergOpenGnd0 stuff until 30 mins?