Need some help on modding functions

@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.

@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.

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.

@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.

This post is deleted!
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.

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

@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.

@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.

This post is deleted!

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)

@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 ?

@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.

LOG( repr(BluePrint) )

repr() will print tables.

Don't use this on units or other user/c-objects.

@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.

@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.

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 ?

@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

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