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Need some help on modding functions

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  • 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
                          • U
                            Uveso
                            last edited by 13 Jan 2021, 11:29

                            LOG( repr(BluePrint) )
                            

                            repr() will print tables.

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

                            S 1 Reply Last reply 13 Jan 2021, 23:20 Reply Quote 0
                            • S
                              speed2 @SupCom_16-12-20
                              last edited by 13 Jan 2021, 11:58

                              @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 13 Jan 2021, 23:13 Reply Quote 0
                              • S
                                SupCom_16-12-20 @speed2
                                last edited by 13 Jan 2021, 23:13

                                @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.

                                1 Reply Last reply Reply Quote 0
                                • S
                                  SupCom_16-12-20
                                  last edited by SupCom_16-12-20 13 Jan 2021, 23:16

                                  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 14 Jan 2021, 09:27 Reply Quote 0
                                  • S
                                    SupCom_16-12-20 @Uveso
                                    last edited by 13 Jan 2021, 23:20

                                    @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
                                    • U
                                      Uveso
                                      last edited by 14 Jan 2021, 00:16

                                      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
                                      
                                      1 Reply Last reply Reply Quote 0
                                      • S
                                        SupCom_16-12-20 @SupCom_16-12-20
                                        last edited by SupCom_16-12-20 14 Jan 2021, 09:27

                                        @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
                                        
                                        1 Reply Last reply Reply Quote 0
                                        • S
                                          speed2
                                          last edited by 14 Jan 2021, 11:50

                                          Veterancy isnt based on the number of kills but on a killed mass.

                                          Dragun101D 1 Reply Last reply 19 Jan 2021, 15:40 Reply Quote 0
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