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    Need some help on modding functions

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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.

      1 Reply Last reply Reply Quote 0
      • 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)

                  S 2 Replies Last reply Reply Quote 0
                  • 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.

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

                                          @speed2 said in Need some help on modding functions:

                                          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.

                                          I am hungry and just want to buy a loaf of bread, that is all. But in a foreign country it is that hard to do when people speak in language (Lua programming) I don't understand. I did try to clear this hurdle myself by checking the codes and testing the gameplay well into the night but without any good result.

                                          I just need to know how to determine how many stars I have earned (stars shown in image below)

                                          fa8a8d65-1b01-4f5d-b5d8-d54c787e3534-image.png

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                                          • speed2S Offline
                                            speed2
                                            last edited by

                                            https://github.com/FAForever/fa/blob/deploy/fafdevelop/lua/ui/game/unitview.lua#L176-L191
                                            and then lines 404-411

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