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    Need some help on modding functions

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    • 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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