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    Need some help on modding functions

    Scheduled Pinned Locked Moved I need help
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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)

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

          @Uveso said in Need some help on modding functions:

          Use LOG commands to print debug text to the game.log.
          Like:

          if unit:IsInCategory('TRANSPORT') and unit:IsInCategory('TECH3') then
          	LOG('Found Unit with category TRANSPORT*TECH3')
                  if Ukills >= unit:GetBlueprint().Veteran.Level5 then
          

          Is there any way we could use LOG to extract the blueprint of a specific unit ?

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

            @Uveso said in Need some help on modding functions:

            To Check For mobil units, you can use
            unit:IsInCategory('MOBILE')

            units have layer category, so you can ask for land air or naval units:
            unit:IsInCategory('LAND')
            unit:IsInCategory('AIR')
            unit:IsInCategory('NAVAL')

            random Examples:

            MOBILE * LAND * INDIRECTFIRE * DIRECTFIRE for land units that can attack other land units
            MOBILE * LAND * ANTIAIR for mobile Anti Air
            MOBILE * AIR * HIGHALTAIR for ASF
            MOBILE * AIR * TRANSPORTFOCUS for Air Transporter
            (if unit:IsInCategory('MOBILE') and unit:IsInCategory('AIR') and unit:IsInCategory('TRANSPORTFOCUS') then)

            This might help me complete the coding. I will get back to you. Thanks a lot for these.

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            • UvesoU Offline
              Uveso
              last edited by

              LOG( repr(BluePrint) )
              

              repr() will print tables.

              Don't use this on units or other user/c-objects.

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              • speed2S Offline
                speed2 @SupCom_16-12-20
                last edited by

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

                @speed2 said in Need some help on modding functions:

                Here's a list of categories https://wiki.faforever.com/index.php?title=Mission_Scripting#Categories

                Thanks. I will use this if I am doing a mission scripting. Now I am trying to work on skirmish game play.

                Actually I am looking for these 2 things.
                (1) category list for unit that is moving around (mobile type) and an attacking unit.

                (2) Blueprint for Tech 3 Transport unit.

                Thanks.

                Just bcause its in a mission scripting guide doesnt mean its not valid for the rest of the game.

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                • 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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