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    Need some help on modding functions

    Scheduled Pinned Locked Moved I need help
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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 ?

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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

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            • UvesoU Offline
              Uveso
              last edited by

              unit:GetBlueprint().Veteran.Level2

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

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

              You can do it directly without storing it in TableFromBlueprint :

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

              unit:GetBlueprint().Veteran

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

              same as before:

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

              output:

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

              unit:GetBlueprint().Veteran.Level2

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

              same as before:

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

              output:

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

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

                unit:GetBlueprint().Veteran.Level1
                

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

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

                and

                unit:GetBlueprint().Veteran.Level2
                

                means 2 stars ?

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

                The code for Tech 3 Air Transport unit

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

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

                Below is the complete codes.

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

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

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

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

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                    • 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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