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    Need some help on modding functions

    Scheduled Pinned Locked Moved I need help
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    • S
      SupCom_16-12-20
      last edited by

      The complete code of autorename.lua

      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 or unit:IsInCategory('COMMAND') == true ) then
                      local unitname = unit:GetBlueprint().General.UnitName
                      local newName
                      local temptable ;
                      if unit:IsInCategory('COMMAND') == true then
                          if Ukills >= unit:GetBlueprint().Veteran.Level5 then
                              newName = "<[["..username.."]]>"
                          elseif Ukills >= unit:GetBlueprint().Veteran.Level4 then
                              newName = "[["..username.."]]"
                          elseif Ukills >= unit:GetBlueprint().Veteran.Level3 then
                              newName = "<["..username.."]>"
                          elseif Ukills >= unit:GetBlueprint().Veteran.Level2 then
                              newName = "["..username.."]"
                          elseif Ukills >= unit:GetBlueprint().Veteran.Level1 then
                              newName = "<"..username..">"
                          else
                              newName = username
                          end
                      else
                          if unit:IsInCategory('EXPERIMENTAL') then
                              if unit:IsInCategory('UEF') then
                                  temptable = NameTable.UEFT4table
                              elseif unit:IsInCategory('CYBRAN') then
                                  temptable = NameTable.CybranT4table
                              elseif unit:IsInCategory('AEON') then
                                  temptable = NameTable.AeonT4table
                              elseif unit:IsInCategory('SERAPHIM') then
                                  temptable = NameTable.SeraphimT4table
                              end
                          elseif unit:IsInCategory('DEFENSE') then 
                              temptable = NameTable.Defense 
                          elseif unit:IsInCategory('STRUCTURE') then
                              temptable = NameTable.Structures
                          elseif unit:IsInCategory('BATTLESHIP') == true or unit:IsInCategory('BATTLECRUISER') then
                              temptable = NameTable.BNaval
                          elseif unit:IsInCategory('NAVAL') then
                              temptable = NameTable.Naval
                          elseif unit:IsInCategory('AIR') and unit:IsInCategory('GROUNDATTACK') then
                              temptable = NameTable.Gunships
                          elseif unit:IsInCategory('AIR') then
                              temptable = NameTable.AirTable
                          else
                              temptable = NameTable.Default
                          end
                          if temptable != nil then
                              newName = temptable[math.random(table.getsize (temptable) )]
                          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
      
      
      1 Reply Last reply Reply Quote 0
      • S
        SupCom_16-12-20 @Uveso
        last edited by SupCom_16-12-20

        @Uveso

        Wow, I think I say too early when I say "now I have some idea how these codes work".

        I am still having trouble to grasp it fully how it work.

        for index, unit in allUnits do
        
        end
        

        As shown above, the words in brown color is the function, are the words in white color a variable ?

        for index, word in WORDS do
            LOG('index: '..index)
            LOG('word: '..word)
        end
        

        As shown above, the wording LOG, is it a function or variable ?

        am I right to say that ?

        'index:
        

        this print the text "index:" out ?

        '..index
        

        will print out a variable value ?

        Thanks again.

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

          @Uveso
          Can you explain how this code "tables.lua" file

          local NameTable = {
              Default = { -- land units
                  "Destiny",
                  "Infinity",
                  "Void",
                  "Overcharge",
                  "Neo",
              },
              UEFT4table = {
                  "George Washington",
                  "John Adams",
                  "Thomas Jefferson",
                  "James Madison",
                  "James Monroe",
                  "John Q. Adams",
                  "Andrew Jackson",
                  "Martin Van Buren",
                  "William H. Harrison",
                  "John Tyler",
                  "James K. Polk",
                  "Zachary Taylor",
                  "Millard Fillmore",
                  "Franklin Pierce",
                  "James Buchanan",
                  "Abraham Lincoln",
                  "Andrew Johnson",
                  "Ulysses S. Grant",
                  "Rutherford B. Hayes",
                  "James A. Gardield",
                  "Chester A. Arthur",
                  "S. Grover Cleveland",
                  "Benjamin Harrison",
                  "William McKinley",
                  "Theodore Roosevelt",
                  "William H. Taft",
                  "T.Woodrow Wilson",
                  "Warren G. Harding",
                  "J. Calvin Coolidge",
                  "Herbet C. Hoover",
                  "Franlin D. Roosevelt",
                  "Harry S. Truman",
                  "Dwight D. Eisenhower",
                  "John F. Kennedy",
                  "Lyndon B. Johnson",
                  "Richard M. Nixon",
                  "Gerald R. Ford",
                  "James E. Carter",
                  "Ronald W. Reagan",
                  "George H. W. Bush",
                  "William J. 'Bill' Clinton",
                  "George W. Bush",
                  "Barack Obama",
                  "Bernie Sanders",
              },
              AeonT4table = {
                  "UFO",
              },
              SeraphimT4table = {
                  "Obvious alien is obvious",
              },
              CybranT4table = {
                  "Obvious Troll is obvious",
                  "This is a mantis",
                  "Captain sneak",
              },
              AirTable = {
                  "Eagle",
                  "Owl",
                  "Falcon",
                  "Griffin",
              },
              Naval = {
                  "Nessie",
                  "Jormungandr",
                  "The Kraken",
              },
              BNaval = {
                  "Leviathan",
                  "Carcinos",
              },
              Gunships = {
                  "Snake",
                  "Starvation",
                  "Nidhogg",
                  "Phoenix",
              },
              Defense = {
                  "I am expansive",
                  "Killer",
                  "AWW YEAA",
                  "THIS IS SPARTA",
                  "mega turret",
                  "Thousand flames",
                  "You are an idiot",
              },
              Structures = {
                  "Nuker",
                  "Alpha",
                  "Foxtrot",
                  "Beta",
                  "Charlie",
                  "Echo",
                  "Golf",
                  "Juliett",
                  "November",
              }
          }
          
          function GetTable()
              return NameTable;
          end
          

          work together with this part of main codes ?

          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 or unit:IsInCategory('COMMAND') == true ) then
                          local unitname = unit:GetBlueprint().General.UnitName
                          local newName
                          local temptable ;
                          if unit:IsInCategory('COMMAND') == true then
                              if Ukills >= unit:GetBlueprint().Veteran.Level5 then
                                  newName = "<[["..username.."]]>"
                              elseif Ukills >= unit:GetBlueprint().Veteran.Level4 then
                                  newName = "[["..username.."]]"
                              elseif Ukills >= unit:GetBlueprint().Veteran.Level3 then
                                  newName = "<["..username.."]>"
                              elseif Ukills >= unit:GetBlueprint().Veteran.Level2 then
                                  newName = "["..username.."]"
                              elseif Ukills >= unit:GetBlueprint().Veteran.Level1 then
                                  newName = "<"..username..">"
                              else
                                  newName = username
                              end
                          else
                              if unit:IsInCategory('EXPERIMENTAL') then
                                  if unit:IsInCategory('UEF') then
                                      temptable = NameTable.UEFT4table
                                  elseif unit:IsInCategory('CYBRAN') then
                                      temptable = NameTable.CybranT4table
                                  elseif unit:IsInCategory('AEON') then
                                      temptable = NameTable.AeonT4table
                                  elseif unit:IsInCategory('SERAPHIM') then
                                      temptable = NameTable.SeraphimT4table
                                  end
                              elseif unit:IsInCategory('DEFENSE') then 
                                  temptable = NameTable.Defense 
                              elseif unit:IsInCategory('STRUCTURE') then
                                  temptable = NameTable.Structures
                              elseif unit:IsInCategory('BATTLESHIP') == true or unit:IsInCategory('BATTLECRUISER') then
                                  temptable = NameTable.BNaval
                              elseif unit:IsInCategory('NAVAL') then
                                  temptable = NameTable.Naval
                              elseif unit:IsInCategory('AIR') and unit:IsInCategory('GROUNDATTACK') then
                                  temptable = NameTable.Gunships
                              elseif unit:IsInCategory('AIR') then
                                  temptable = NameTable.AirTable
                              else
                                  temptable = NameTable.Default
                              end
                              if temptable != nil then
                                  newName = temptable[math.random(table.getsize (temptable) )]
                              end
                          end
                          if newName != nil then
                              unit:SetCustomName(newName)
                          else
                              unit:SetCustomName("test")
                          end
                      end
                  end
          end
          

          Especially this part here ...

          if unit:IsInCategory('EXPERIMENTAL') then
                                  if unit:IsInCategory('UEF') then
                                      temptable = NameTable.UEFT4table
                                  elseif unit:IsInCategory('CYBRAN') then
                                      temptable = NameTable.CybranT4table
                                  elseif unit:IsInCategory('AEON') then
                                      temptable = NameTable.AeonT4table
                                  elseif unit:IsInCategory('SERAPHIM') then
                                      temptable = NameTable.SeraphimT4table
                                  end
          

          The NameTable for UEF has a much longer name list than others ? How do this work out ?
          I hope I am not giving you too much trouble getting you to explain all these. I really appreciate the explanation.

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

            The scripting language the game uses is called Lua. You can learn it here https://www.lua.org/pil/contents.html
            Going through that will answer 90% of your questions.

            S 1 Reply Last reply Reply Quote 0
            • S
              SupCom_16-12-20 @speed2
              last edited by SupCom_16-12-20

              @speed2 said in Need some help on modding functions:

              The scripting language the game uses is called Lua. You can learn it here https://www.lua.org/pil/contents.html
              Going through that will answer 90% of your questions.

              Thanks, this is what I am looking for but to understand it is another question LOL.

              One more question - are the blue and white color texts a function ?
              Thanks again.

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

                This post is deleted!
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                • S
                  SupCom_16-12-20
                  last edited by SupCom_16-12-20

                  if unit:IsInCategory('MOBILE') then 
                  

                  (1) How do you use IsInCategory to select only units that moves around and is an attacking type of units.
                  I tried the above but it also consider Factory and Engineer as Mobile ?

                  (2) Any blueprint for Tech 3 Transport unit ?

                  Thanks.

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

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

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

                      hello SupCom_16-12-20 ,

                      i guess you already figured out how to use table in tables ?
                      If not, let me know.

                      You will maybe find custom LUA commands inside the game.

                      Here is a list of all commands you can use in SIM-STATE of the game:
                      https://github.com/FAForever/fa/blob/deploy/fafdevelop/engine/Sim.lua

                      And here a List of all commands you can use in the UI-STATE of the game:
                      https://github.com/FAForever/fa/blob/deploy/fafdevelop/engine/User.lua

                      You can't use SIM-STATE commands in UI-STATE of the game and vise versa.
                      SIM-STATE commands are for the gamesimulation like moving units etc.
                      UI-STATE commands are for the user Interface

                      S 1 Reply Last reply Reply Quote 0
                      • S
                        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
                          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.

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

                            This post is deleted!
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                            • UvesoU
                              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
                                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 ?

                                1 Reply Last reply Reply Quote 0
                                • S
                                  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.

                                  1 Reply Last reply Reply Quote 0
                                  • UvesoU
                                    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
                                      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
                                        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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                                          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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                                            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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