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    Need some help on modding functions

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    • S Offline
      SupCom_16-12-20 @speed2
      last edited by SupCom_16-12-20

      @speed2 said in Need some help on modding functions:

      The scripting language the game uses is called Lua. You can learn it here https://www.lua.org/pil/contents.html
      Going through that will answer 90% of your questions.

      Thanks, this is what I am looking for but to understand it is another question LOL.

      One more question - are the blue and white color texts a function ?
      Thanks again.

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      • S Offline
        SupCom_16-12-20
        last edited by SupCom_16-12-20

        This post is deleted!
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        • S Offline
          SupCom_16-12-20
          last edited by SupCom_16-12-20

          if unit:IsInCategory('MOBILE') then 
          

          (1) How do you use IsInCategory to select only units that moves around and is an attacking type of units.
          I tried the above but it also consider Factory and Engineer as Mobile ?

          (2) Any blueprint for Tech 3 Transport unit ?

          Thanks.

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          • speed2S Offline
            speed2
            last edited by

            Here's a list of categories https://wiki.faforever.com/index.php?title=Mission_Scripting#Categories

            S 1 Reply Last reply Reply Quote 0
            • UvesoU Offline
              Uveso
              last edited by

              hello SupCom_16-12-20 ,

              i guess you already figured out how to use table in tables ?
              If not, let me know.

              You will maybe find custom LUA commands inside the game.

              Here is a list of all commands you can use in SIM-STATE of the game:
              https://github.com/FAForever/fa/blob/deploy/fafdevelop/engine/Sim.lua

              And here a List of all commands you can use in the UI-STATE of the game:
              https://github.com/FAForever/fa/blob/deploy/fafdevelop/engine/User.lua

              You can't use SIM-STATE commands in UI-STATE of the game and vise versa.
              SIM-STATE commands are for the gamesimulation like moving units etc.
              UI-STATE commands are for the user Interface

              S 1 Reply Last reply Reply Quote 0
              • S Offline
                SupCom_16-12-20 @speed2
                last edited by

                @speed2 said in Need some help on modding functions:

                Here's a list of categories https://wiki.faforever.com/index.php?title=Mission_Scripting#Categories

                Thanks. I will use this if I am doing a mission scripting. Now I am trying to work on skirmish game play.

                Actually I am looking for these 2 things.
                (1) category list for unit that is moving around (mobile type) and an attacking unit.

                (2) Blueprint for Tech 3 Transport unit.

                Thanks.

                speed2S 1 Reply Last reply Reply Quote 0
                • S Offline
                  SupCom_16-12-20 @Uveso
                  last edited by SupCom_16-12-20

                  @Uveso

                  To your question - Table in tables. After spending some time reading "Cobrand" code ... I think I roughly know how tables work. I know saying it, is easier than doing it ie. to actually write codes out that actually works without a bug.
                  I think I will know that when I reach that point.

                  But right now actually I am stuck in this code here.

                  local NameTable = import("/mods/Veterename/tables.lua").GetTable()
                  local allUnits = {} ;
                  local username = nil ;
                  
                  function UpdateAllUnits()
                      -- Add unit being built by others
                      for _, unit in allUnits do
                  	if not unit:IsDead() and unit:GetFocus() and not unit:GetFocus():IsDead() then
                  		allUnits[unit:GetFocus():GetEntityId()] = unit:GetFocus()
                  		end
                  	end
                  	
                  	-- Remove dead
                  	for entityid, unit in allUnits do
                  		if unit:IsDead() then
                  			allUnits[entityid] = nil
                  		end
                  	end
                  end
                    
                  function RenameVet()
                          for index, unit in allUnits do
                              local Ukills = unit:GetStat('KILLS', 0).Value
                              if Ukills >= unit:GetBlueprint().Veteran.Level1 and Ukills != 0 and unit:GetCustomName(unit) == nil then
                                  local unitname = unit:GetBlueprint().General.UnitName
                                  local newName ;
                                  -- commander upgraded name
                                  if unit:IsInCategory('COMMAND') == true then
                                      if Ukills >= unit:GetBlueprint().Veteran.Level5 then
                                          newName = "[~[Top Rank: Chief Commander]~]"
                                      elseif Ukills >= unit:GetBlueprint().Veteran.Level4 then
                                          newName = "[=[2nd Rank: General]=]"
                                      elseif Ukills >= unit:GetBlueprint().Veteran.Level3 then
                                          newName = "<+>3rd Rank: Colonel<+>"
                                      elseif Ukills >= unit:GetBlueprint().Veteran.Level2 then
                                          newName = "<<4th Rank: Major>>"
                                      elseif Ukills >= unit:GetBlueprint().Veteran.Level1 then
                                          newName = "<5th Rank: First Lieutenant>"
                                      else
                                          newName = username
                                      end
                                  end
                                  else
                                  -- ONLY Tech 3 Transport Air units upgraded name
                                  if unit:IsInCategory('TRANSPORT') and unit:IsInCategory('TECH3') then
                                      if Ukills >= unit:GetBlueprint().Veteran.Level5 then
                                          newName = "[~[Top Rank: Whitehorse]~]"
                                      elseif Ukills >= unit:GetBlueprint().Veteran.Level4 then
                                          newName = "[=[2nd Rank: Hawk]=]"
                                      elseif Ukills >= unit:GetBlueprint().Veteran.Level3 then
                                          newName = "<+>3rd Rank: Pegasus<+>"
                                      elseif Ukills >= unit:GetBlueprint().Veteran.Level2 then
                                          newName = "<<4th Rank: Wolfhound>>"
                                      elseif Ukills >= unit:GetBlueprint().Veteran.Level1 then
                                          newName = "<5th Rank: Puma>"
                                      -- else
                                          -- newName = username
                                      end
                                  else
                                  -- others mobile units that moves around such as land, air and naval units upgraded name
                                  if unit:IsInCategory('DIRECTFIRE') and ( unit:IsInCategory('NAVAL') or unit:IsInCategory('LAND') or unit:IsInCategory('AIR') ) then
                                      if Ukills >= unit:GetBlueprint().Veteran.Level5 then
                                          newName = "[~[Top Rank: Chief General]~]"
                                      elseif Ukills >= unit:GetBlueprint().Veteran.Level4 then
                                          newName = "[=[2nd Rank: General]=]"
                                      elseif Ukills >= unit:GetBlueprint().Veteran.Level3 then
                                          newName = "<+>3rd Rank: Captain<+>"
                                      elseif Ukills >= unit:GetBlueprint().Veteran.Level2 then
                                          newName = "<<4th Rank: Lieutenant>>"
                                      elseif Ukills >= unit:GetBlueprint().Veteran.Level1 then
                                          newName = "<5th Rank: Sergeant>"
                                      end
                                 end
                             end
                                  --	
                                  if newName != nil then
                                      unit:SetCustomName(newName)
                                  else
                                      unit:SetCustomName("test")
                                  end
                              end
                          end
                      end
                  
                  -- ForkThread
                  function Repeat()
                      -- this piece of code will actually select units at the beginning of the game
                      -- every other unit is eventually created by other units at some point, hence we are adding them via that way
                      local selection = GetSelectedUnits()
                      UISelectionByCategory("ALLUNITS", false, false, false, false)
                      for _, unit in (GetSelectedUnits() or {}) do
                          username = unit:GetCustomName(unit);
                  		allUnits[unit:GetEntityId()] = unit
                  	end
                      SelectUnits(selection); -- select back what was previously selected
                      --     
                  	while true do -- while there are units alive out there
                  		WaitSeconds(1)
                          UpdateAllUnits()
                  		RenameVet()
                  	end 
                  end
                  -- Init
                  
                  function VetInit() -- 
                  	if SessionIsReplay() == true then
                  		LOG("Veterename: Disabled ; Watching replay")
                  	else
                  		LOG("Veterename: Enabled")
                  		local newSelectionsMap = {
                              ['shift-Backspace']        = {action =  'UI_Lua import("/mods/Veterename/autorename.lua").RenameVet()'},
                  		} -- shortcut
                  		IN_AddKeyMapTable(newSelectionsMap)
                  		ForkThread(Repeat)
                  	end
                  end
                  

                  The complete code above. Last night I ran the code using this and game still runs okay but I still cannot find out if this thing works or not as I cannot get a unit to stay on battle field long enough to see it's effect.

                  The last 2 blocks of code, I know for sure it won't work because I have no info as how to trap a unit that is a mobile type ie. moving type of unit and also an attacking type. And also how to trap a Transport Tech 3 unit.

                                  -- others mobile units that moves around such as land, air and naval units upgraded name
                                  if unit:IsInCategory('DIRECTFIRE') and ( unit:IsInCategory('NAVAL') or unit:IsInCategory('LAND') or unit:IsInCategory('AIR') ) then
                                      if Ukills >= unit:GetBlueprint().Veteran.Level5 then
                  

                  I don't know how to check if a unit is a mobile type and an attacking type of unit.

                                  -- ONLY Tech 3 Transport Air units upgraded name
                                  if unit:IsInCategory('TRANSPORT') and unit:IsInCategory('TECH3') then
                                      if Ukills >= unit:GetBlueprint().Veteran.Level5 then
                  

                  And also don't know how to check if a unit is a Tech 3 Transport unit.

                  Thanks.

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                  • S Offline
                    SupCom_16-12-20
                    last edited by

                    This post is deleted!
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                    • UvesoU Offline
                      Uveso
                      last edited by Uveso

                      Use LOG commands to print debug text to the game.log.
                      Like:

                      if unit:IsInCategory('TRANSPORT') and unit:IsInCategory('TECH3') then
                      	LOG('Found Unit with category TRANSPORT*TECH3')
                              if Ukills >= unit:GetBlueprint().Veteran.Level5 then
                      

                      To Check For mobil units, you can use
                      unit:IsInCategory('MOBILE')

                      units have layer category, so you can ask for land air or naval units:
                      unit:IsInCategory('LAND')
                      unit:IsInCategory('AIR')
                      unit:IsInCategory('NAVAL')

                      random Examples:

                      MOBILE * LAND * INDIRECTFIRE * DIRECTFIRE for land units that can attack other land units
                      MOBILE * LAND * ANTIAIR for mobile Anti Air
                      MOBILE * AIR * HIGHALTAIR for ASF
                      MOBILE * AIR * TRANSPORTFOCUS for Air Transporter
                      (if unit:IsInCategory('MOBILE') and unit:IsInCategory('AIR') and unit:IsInCategory('TRANSPORTFOCUS') then)

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                      • S Offline
                        SupCom_16-12-20 @Uveso
                        last edited by

                        @Uveso said in Need some help on modding functions:

                        Use LOG commands to print debug text to the game.log.
                        Like:

                        if unit:IsInCategory('TRANSPORT') and unit:IsInCategory('TECH3') then
                        	LOG('Found Unit with category TRANSPORT*TECH3')
                                if Ukills >= unit:GetBlueprint().Veteran.Level5 then
                        

                        Is there any way we could use LOG to extract the blueprint of a specific unit ?

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                        • S Offline
                          SupCom_16-12-20 @Uveso
                          last edited by

                          @Uveso said in Need some help on modding functions:

                          To Check For mobil units, you can use
                          unit:IsInCategory('MOBILE')

                          units have layer category, so you can ask for land air or naval units:
                          unit:IsInCategory('LAND')
                          unit:IsInCategory('AIR')
                          unit:IsInCategory('NAVAL')

                          random Examples:

                          MOBILE * LAND * INDIRECTFIRE * DIRECTFIRE for land units that can attack other land units
                          MOBILE * LAND * ANTIAIR for mobile Anti Air
                          MOBILE * AIR * HIGHALTAIR for ASF
                          MOBILE * AIR * TRANSPORTFOCUS for Air Transporter
                          (if unit:IsInCategory('MOBILE') and unit:IsInCategory('AIR') and unit:IsInCategory('TRANSPORTFOCUS') then)

                          This might help me complete the coding. I will get back to you. Thanks a lot for these.

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                          • UvesoU Offline
                            Uveso
                            last edited by

                            LOG( repr(BluePrint) )
                            

                            repr() will print tables.

                            Don't use this on units or other user/c-objects.

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                            • speed2S Offline
                              speed2 @SupCom_16-12-20
                              last edited by

                              @SupCom_16-12-20 said in Need some help on modding functions:

                              @speed2 said in Need some help on modding functions:

                              Here's a list of categories https://wiki.faforever.com/index.php?title=Mission_Scripting#Categories

                              Thanks. I will use this if I am doing a mission scripting. Now I am trying to work on skirmish game play.

                              Actually I am looking for these 2 things.
                              (1) category list for unit that is moving around (mobile type) and an attacking unit.

                              (2) Blueprint for Tech 3 Transport unit.

                              Thanks.

                              Just bcause its in a mission scripting guide doesnt mean its not valid for the rest of the game.

                              S 1 Reply Last reply Reply Quote 0
                              • S Offline
                                SupCom_16-12-20 @speed2
                                last edited by

                                @speed2 said in Need some help on modding functions:

                                @SupCom_16-12-20 said in Need some help on modding functions:

                                @speed2 said in Need some help on modding functions:

                                Here's a list of categories https://wiki.faforever.com/index.php?title=Mission_Scripting#Categories

                                Thanks. I will use this if I am doing a mission scripting. Now I am trying to work on skirmish game play.

                                Actually I am looking for these 2 things.
                                (1) category list for unit that is moving around (mobile type) and an attacking unit.

                                (2) Blueprint for Tech 3 Transport unit.

                                Thanks.

                                Just bcause its in a mission scripting guide doesnt mean its not valid for the rest of the game.

                                Ok, I keep that in mind.

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                                • S Offline
                                  SupCom_16-12-20
                                  last edited by SupCom_16-12-20

                                  unit:GetBlueprint().Veteran.Level1
                                  

                                  Am I right to say Veteran.Level1 means, it is 1 star as shown below ?

                                  17a572a9-c7aa-48c3-aba4-d0fc85f82c55-image.png

                                  and

                                  unit:GetBlueprint().Veteran.Level2
                                  

                                  means 2 stars ?

                                  S 1 Reply Last reply Reply Quote 0
                                  • S Offline
                                    SupCom_16-12-20 @Uveso
                                    last edited by

                                    @Uveso said in Need some help on modding functions:

                                    LOG( repr(BluePrint) )
                                    

                                    repr() will print tables.

                                    Don't use this on units or other user/c-objects.

                                    Ok thanks

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                                    • UvesoU Offline
                                      Uveso
                                      last edited by

                                      unit:GetBlueprint().Veteran.Level2

                                      unit:GetBlueprint() will get the blueprint from a unit.

                                      local TableFromBlueprint = unit:GetBlueprint()
                                      LOG(TableFromBlueprint)  -- this will print the whole blueprint into the game.log
                                      

                                      You can do it directly without storing it in TableFromBlueprint :

                                      LOG(unit:GetBlueprint())  -- this will print the whole blueprint into the game.log
                                      

                                      unit:GetBlueprint().Veteran

                                      local TableFromBlueprint = unit:GetBlueprint()
                                      LOG(TableFromBlueprint.Veteran)  -- this will only print the Veteran table from the blueprint
                                      

                                      same as before:

                                      LOG(unit:GetBlueprint().Veteran)  -- this will only print the Veteran table from the blueprint
                                      

                                      output:

                                          Veteran = {
                                              Level1 = 6,
                                              Level2 = 12,
                                              Level3 = 18,
                                              Level4 = 24,
                                              Level5 = 30,
                                          },
                                      

                                      unit:GetBlueprint().Veteran.Level2

                                      local TableFromBlueprint = unit:GetBlueprint()
                                      LOG(TableFromBlueprint.Veteran.Level2)  -- this will print the value stored in Veteran/Level2
                                      

                                      same as before:

                                      LOG(unit:GetBlueprint().Veteran.Level2)  -- this will print the value stored in Veteran/Level2
                                      

                                      output:

                                      12
                                      
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                                      • S Offline
                                        SupCom_16-12-20 @SupCom_16-12-20
                                        last edited by SupCom_16-12-20

                                        @SupCom_16-12-20 said in Need some help on modding functions:

                                        unit:GetBlueprint().Veteran.Level1
                                        

                                        Am I right to say Veteran.Level1 means, it is 1 star as shown below ?

                                        17a572a9-c7aa-48c3-aba4-d0fc85f82c55-image.png

                                        and

                                        unit:GetBlueprint().Veteran.Level2
                                        

                                        means 2 stars ?

                                        if it is, then something is wrong with my modified codes. I don't know where the bug is. The Star increased from 1 to 3 stars but the Ranking don't increase ?

                                        The code for Tech 3 Air Transport unit

                                         -- ONLY Tech 3 Transport Air units upgraded name
                                                   if unit:IsInCategory('TRANSPORTFOCUS') and unit:IsInCategory('AIR') and unit:IsInCategory('TECH3') then
                                                       if Ukills >= unit:GetBlueprint().Veteran.Level5 then
                                                           newName = "[~[Top Rank: Whitehorse]~]"
                                                       elseif Ukills >= unit:GetBlueprint().Veteran.Level4 then
                                                           newName = "[=[2nd Rank: Hawk]=]"
                                                       elseif Ukills >= unit:GetBlueprint().Veteran.Level3 then
                                                           newName = "<+>3rd Rank: Pegasus<+>"
                                                       elseif Ukills >= unit:GetBlueprint().Veteran.Level2 then
                                                           newName = "<<4th Rank: Wolfhound>>"
                                                       elseif Ukills >= unit:GetBlueprint().Veteran.Level1 then
                                                           newName = "<5th Rank: Puma>"
                                                       end
                                                   end
                                        

                                        e4a51295-b6a0-4596-b873-8cd77612e2f5-image.png

                                        Below is the complete codes.

                                        local NameTable = import("/mods/Veterename/tables.lua").GetTable()
                                        local allUnits = {} ;
                                        local username = nil ;
                                        
                                        function UpdateAllUnits()
                                            -- Add unit being built by others
                                            for _, unit in allUnits do
                                               if not unit:IsDead() and unit:GetFocus() and not unit:GetFocus():IsDead() then
                                                  allUnits[unit:GetFocus():GetEntityId()] = unit:GetFocus()
                                               end
                                             end
                                        	
                                           -- Remove dead
                                            for entityid, unit in allUnits do
                                               if unit:IsDead() then
                                                  allUnits[entityid] = nil
                                              end
                                           end
                                        end
                                          
                                        function RenameVet()
                                                for index, unit in allUnits do
                                                    local Ukills = unit:GetStat('KILLS', 0).Value
                                                    if Ukills >= unit:GetBlueprint().Veteran.Level1 and Ukills != 0 and unit:GetCustomName(unit) == nil then
                                                        local unitname = unit:GetBlueprint().General.UnitName
                                                        local newName ;
                                                        -- commander upgraded name
                                                        if unit:IsInCategory('COMMAND') == true then
                                                            if Ukills >= unit:GetBlueprint().Veteran.Level5 then
                                                                newName = "[~[Top Rank: Chief Commander]~]"
                                                            elseif Ukills >= unit:GetBlueprint().Veteran.Level4 then
                                                                newName = "[=[2nd Rank: General]=]"
                                                            elseif Ukills >= unit:GetBlueprint().Veteran.Level3 then
                                                                newName = "<+>3rd Rank: Colonel<+>"
                                                            elseif Ukills >= unit:GetBlueprint().Veteran.Level2 then
                                                                newName = "<<4th Rank: Major>>"
                                                            elseif Ukills >= unit:GetBlueprint().Veteran.Level1 then
                                                                newName = "<5th Rank: First Lieutenant>"
                                                            else
                                                                newName = username
                                                            end
                                                        else
                                                        -- others mobile units that moves around such as land, air and naval units upgraded name
                                                        if ( unit:IsInCategory('NAVAL') or unit:IsInCategory('LAND') or unit:IsInCategory('AIR') ) and ( unit:IsInCategory('TECH2') or unit:IsInCategory('TECH3') 	                                     or unit:IsInCategory('EXPERIMENTAL') )  then
                                                          if unit:IsInCategory('DIRECTFIRE') or unit:IsInCategory('INDIRECTFIRE') then                                  
                                                            if Ukills >= unit:GetBlueprint().Veteran.Level5 then
                                                                newName = "[~[Top Rank: Commander]~]"
                                                            elseif Ukills >= unit:GetBlueprint().Veteran.Level4 then
                                                                newName = "[=[2nd Rank: Genaral]=]"
                                                            elseif Ukills >= unit:GetBlueprint().Veteran.Level3 then
                                                                newName = "<<3rd Rank: Colonel>>"
                                                            elseif Ukills >= unit:GetBlueprint().Veteran.Level2 or Ukills >= unit:GetBlueprint().Veteran.Level1 then
                                                                newName = "3 stars for promotion"
                                                            end
                                                        end
                                                     end
                                                   end
                                                   -- ONLY Tech 3 Transport Air units upgraded name
                                                   if unit:IsInCategory('TRANSPORTFOCUS') and unit:IsInCategory('AIR') and unit:IsInCategory('TECH3') then
                                                       if Ukills >= unit:GetBlueprint().Veteran.Level5 then
                                                           newName = "[~[Top Rank: Whitehorse]~]"
                                                       elseif Ukills >= unit:GetBlueprint().Veteran.Level4 then
                                                           newName = "[=[2nd Rank: Hawk]=]"
                                                       elseif Ukills >= unit:GetBlueprint().Veteran.Level3 then
                                                           newName = "<+>3rd Rank: Pegasus<+>"
                                                       elseif Ukills >= unit:GetBlueprint().Veteran.Level2 then
                                                           newName = "<<4th Rank: Wolfhound>>"
                                                       elseif Ukills >= unit:GetBlueprint().Veteran.Level1 then
                                                           newName = "<5th Rank: Puma>"
                                                       end
                                                   end
                                                   --	
                                                   if newName != nil then
                                                        unit:SetCustomName(newName)
                                                   else
                                                        unit:SetCustomName("test")
                                                   end
                                               end
                                           end
                                        end
                                        
                                        -- ForkThread
                                        function Repeat()
                                            -- this piece of code will actually select units at the beginning of the game
                                            -- every other unit is eventually created by other units at some point, hence we are adding them via that way
                                            local selection = GetSelectedUnits()
                                            UISelectionByCategory("ALLUNITS", false, false, false, false)
                                            for _, unit in (GetSelectedUnits() or {}) do
                                                username = unit:GetCustomName(unit);
                                        	allUnits[unit:GetEntityId()] = unit
                                        	end
                                            SelectUnits(selection); -- select back what was previously selected
                                            --     
                                             while true do -- while there are units alive out there
                                                WaitSeconds(1)
                                                UpdateAllUnits()
                                                RenameVet()
                                            end 
                                        end
                                        -- Init
                                        
                                        function VetInit() -- 
                                        	if SessionIsReplay() == true then
                                        	    LOG("Veterename: Disabled ; Watching replay")
                                        	else
                                        	    LOG("Veterename: Enabled")
                                        	    local newSelectionsMap = {
                                                                 ['shift-Backspace']        = {action =  'UI_Lua import("/mods/Veterename/autorename.lua").RenameVet()'},
                                        	     } -- shortcut
                                        	    IN_AddKeyMapTable(newSelectionsMap)
                                        	    ForkThread(Repeat)
                                        	end
                                        end
                                        
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                                        • speed2S Offline
                                          speed2
                                          last edited by

                                          Veterancy isnt based on the number of kills but on a killed mass.

                                          Dragun101D 1 Reply Last reply Reply Quote 0
                                          • speed2S Offline
                                            speed2
                                            last edited by

                                            Just check the code that adds the starts or the veterancy progress bar and you'll understand how it works. You can even hook that to rename your units so you dont have to do the same check again in your code.

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