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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

      @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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            • 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

                1 Reply Last reply Reply Quote 0
                • 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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                  • S
                    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
                      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
                        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.

                        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:

                          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
                            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
                              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
                                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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