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    Need some help on modding functions

    Scheduled Pinned Locked Moved I need help
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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 ?

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            • 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

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

                unit:GetBlueprint().Veteran.Level2

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

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

                You can do it directly without storing it in TableFromBlueprint :

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

                unit:GetBlueprint().Veteran

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

                same as before:

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

                output:

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

                unit:GetBlueprint().Veteran.Level2

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

                same as before:

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

                output:

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

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

                  unit:GetBlueprint().Veteran.Level1
                  

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

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

                  and

                  unit:GetBlueprint().Veteran.Level2
                  

                  means 2 stars ?

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

                  The code for Tech 3 Air Transport unit

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

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

                  Below is the complete codes.

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

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

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

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

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                      • 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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