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    Need some help on modding functions

    Scheduled Pinned Locked Moved I need help
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    • UvesoU Offline
      Uveso
      last edited by 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 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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