• Categories
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
  • Login
FAForever Forums
  • Categories
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
  • Login

Need some help on modding functions

Scheduled Pinned Locked Moved I need help
35 Posts 6 Posters 2.0k Views
Loading More Posts
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • A
    arma473
    last edited by 11 Jan 2021, 23:25

    It appears to be looking at the number of kills to determine veterancy. (I say "appears" because I have no idea if "UKills" represents the number of kills by that particular unit, or if it represents some other value, such as the mass value of units killed.)

    A long, long time ago veterancy level was determined based on the number of kills. That's not how FAF does it now. So this might be some really old code, or it might be unused code, or it might be non-FAF code.

    S 1 Reply Last reply 12 Jan 2021, 08:34 Reply Quote 0
    • U
      Uveso
      last edited by 11 Jan 2021, 23:38

      Please post code with code tags:

      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
                  end
              end
          end
      end
      
      for index, unit in allUnits do
      
      end
      

      This is a loop. It will loop over every entry inside the table allUnits and save it into unit
      So you can access every unit inside the table allUnits

      Lets say you create an table with 3 words:

      WORDS = {
          [1] = "Hallo",
          ['A'] = "12345",
          [2] = "ABCDE",
      }
      

      now you are looping over the table:

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

      you will get this output:

      index: 1
      word: Hallo
      index: A
      word: 12345
      index: 2
      word: ABCDE

      local Ukills = unit:GetStat('KILLS', 0).Value
      

      This will get the number of kills of this unit.
      You can set this value with unit:SetStat('KILLS', unitKills)
      In base game this function is only used for killstatistics.
      There is nothing else saved in there

      unit:GetBlueprint()
      

      This will get you the blueprint of an unit.
      Here an example for an unit blueprint:
      https://github.com/FAForever/fa/blob/deploy/fafdevelop/units/UAL0401/UAL0401_unit.bp

      unit:GetBlueprint().Veteran.Level4
      

      This will get the value inside Level4, that is part of the table Veteran inside the unit blueprint here:
      https://github.com/FAForever/fa/blob/deploy/fafdevelop/units/UAL0401/UAL0401_unit.bp#L287

      So unit:GetBlueprint().Veteran.Level4 will get the number 360

      unit:IsInCategory('COMMAND')
      

      This will check the blueprint category table and search for a match.
      Here is a ACU blueprint, with a matching category entry:
      https://github.com/FAForever/fa/blob/deploy/fafdevelop/units/UAL0001/UAL0001_unit.bp#L131

      unitname = unit:GetBlueprint().General.UnitName
      

      This will get the unitname saved inside the unitblueprint from here:
      https://github.com/FAForever/fa/blob/deploy/fafdevelop/units/UAL0401/UAL0401_unit.bp#L226
      Have in mind you need to remove the Translation TAG (with LOC() )before you can use this name:

      unitname = LOC( unit:GetBlueprint().General.UnitName )
      

      Finally this will rename a unit

      Unit:SetCustomName(newName)
      
      S 3 Replies Last reply 12 Jan 2021, 08:42 Reply Quote 0
      • S
        SupCom_16-12-20 @Sprouto
        last edited by 12 Jan 2021, 08:25

        @Sprouto
        I have some BASIC and AUTOLISP programming knowledge. I have in fact many years ago programmed a Tetris game using BASIC language and Pac-man game using AUTOLISP language.
        But the codes for SCFA game looked very different from what I have learned.
        (1) Is there anywhere I could get some lectures or lessons from anywhere online to learn more about these functions.
        (2) What coding language do they use for SCFA game ?
        Thanks.

        1 Reply Last reply Reply Quote 0
        • S
          SupCom_16-12-20 @arma473
          last edited by 12 Jan 2021, 08:34

          @arma473
          It started when I found that there is no way of sharing template between 2 profile name becos I wanted to use a newer profile name but found out that the template created by previous profile cannot be shared by newer profile name.
          So I went online to find something that can rename my profile but instead found this.
          https://forums.faforever.com/viewtopic.php?f=41&t=11382

          A mod that rename the unit, coded by Cobrand.

          1 Reply Last reply Reply Quote 0
          • S
            SupCom_16-12-20 @Uveso
            last edited by 12 Jan 2021, 08:42

            @Uveso
            Wow, thanks for the in-depth explanation. You must be the moderator for this website site.

            After reading your explanation now I have some idea how these codes work.

            Is there anywhere I could learn all functions of this language. LOL, I don't even know what language this is called. It looked so foreign to me compare to other programming languages.
            Many thanks for the in-depth explanation.

            1 Reply Last reply Reply Quote 0
            • S
              SupCom_16-12-20
              last edited by 12 Jan 2021, 08:46

              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 1 Dec 2021, 10:59 12 Jan 2021, 10:47

                @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 1 Dec 2021, 12:15 12 Jan 2021, 11:20

                  @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
                  • S
                    speed2
                    last edited by speed2 1 Dec 2021, 11:42 12 Jan 2021, 11:38

                    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 12 Jan 2021, 12:09 Reply Quote 0
                    • S
                      SupCom_16-12-20 @speed2
                      last edited by SupCom_16-12-20 1 Dec 2021, 12:13 12 Jan 2021, 12:09

                      @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 1 Dec 2021, 16:46 12 Jan 2021, 16:28

                        This post is deleted!
                        1 Reply Last reply Reply Quote 0
                        • S
                          SupCom_16-12-20
                          last edited by SupCom_16-12-20 1 Dec 2021, 19:35 12 Jan 2021, 19:18

                          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
                          • S
                            speed2
                            last edited by 12 Jan 2021, 21:31

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

                            S 1 Reply Last reply 13 Jan 2021, 08:17 Reply Quote 0
                            • U
                              Uveso
                              last edited by 13 Jan 2021, 04:16

                              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 13 Jan 2021, 08:26 Reply Quote 0
                              • S
                                SupCom_16-12-20 @speed2
                                last edited by 13 Jan 2021, 08:17

                                @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.

                                S 1 Reply Last reply 13 Jan 2021, 11:58 Reply Quote 0
                                • S
                                  SupCom_16-12-20 @Uveso
                                  last edited by SupCom_16-12-20 13 Jan 2021, 08:26

                                  @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 13 Jan 2021, 08:42

                                    This post is deleted!
                                    1 Reply Last reply Reply Quote 0
                                    • U
                                      Uveso
                                      last edited by Uveso 13 Jan 2021, 10:43

                                      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 13 Jan 2021, 11:01 Reply Quote 0
                                      • S
                                        SupCom_16-12-20 @Uveso
                                        last edited by 13 Jan 2021, 11:01

                                        @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 13 Jan 2021, 11:06

                                          @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
                                          12 out of 35
                                          • First post
                                            12/35
                                            Last post