I have a script that is supposed to monitor if teams are building naval units, and spawn a response. For whatever reason, ACU's will begin being counted as naval units and trigger the response. This happens regardless if players are using vanilla ACUs or BlackOpsACUs.
An example is in this replay, which triggers the naval response 18 minutes into gameplay.
#22118629
I confirmed it was the ACUs by running a script that would log and ping all units that had been added to the naval response monitor.
I have since added exclusions for the ACUs, but they are still being counted as naval units. The script for the Naval Response is below.
function MonitoringFunctionSeven() --Navy Counter
local circle = ForkThread(function(self)
repeat
WaitSeconds(60)
local totalT1Navy = CalculateTotalEnemyUnitsOfCategory(self, categories.MOBILE * categories.TECH1 * categories.NAVAL - categories.COMMAND - categories.SUBCOMMANDER - categories.CONSTRUCTION)
local totalExpNavy = CalculateTotalEnemyUnitsOfCategory(self, categories.MOBILE * categories.EXPERIMENTAL * categories.NAVAL - categories.COMMAND - categories.SUBCOMMANDER - categories.CONSTRUCTION)
if totalExpNavy >= 1 then
totalExpNavy = totalExpNavy - 1
end
local totalT2Navy = CalculateTotalEnemyUnitsOfCategory(self, categories.MOBILE * categories.TECH2 * categories.NAVAL - categories.COMMAND - categories.SUBCOMMANDER - categories.CONSTRUCTION)
local totalT3Navy = CalculateTotalEnemyUnitsOfCategory(self, categories.MOBILE * categories.TECH3 * categories.NAVAL - categories.COMMAND - categories.SUBCOMMANDER - categories.CONSTRUCTION)
NavalPowerAI = 0
NavalPowerAI = math.floor((totalExpNavy * 180) + (totalT3Navy * 60) + (totalT2Navy * 15) + (totalT1Navy * 3) + 0.5)
until GetGameTimeSeconds() > 20000 or won == true
end)
end