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    Need some help on modding functions

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    • 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.

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

                                        Thank you guys for helping guess I will have to give this up, not getting any result.

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                                        • Dragun101D Offline
                                          Dragun101 @speed2
                                          last edited by

                                          @speed2 said in Need some help on modding functions:

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

                                          As a reminder that is FA > FAF Change. Not that I imagine that has particularly changed the how code would be hooked here.

                                          I’m a shitty 1k Global. Any balance or gameplay suggestions should be understood or taken as such.

                                          Project Head and current Owner/Manager of SCTA Project

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