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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 @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.

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            • 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.

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                        • 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 ?

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                              • 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.

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

                                        unit:GetBlueprint().Veteran.Level1
                                        

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

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

                                        and

                                        unit:GetBlueprint().Veteran.Level2
                                        

                                        means 2 stars ?

                                        S 1 Reply Last reply Reply Quote 0
                                        • S
                                          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
                                            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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