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    Need some help on modding functions

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    • UvesoU
      Uveso
      last edited by

      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 Reply Quote 0
      • S
        SupCom_16-12-20 @speed2
        last edited by

        @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.

        speed2S 1 Reply Last reply Reply Quote 0
        • S
          SupCom_16-12-20 @Uveso
          last edited by SupCom_16-12-20

          @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.

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          • S
            SupCom_16-12-20
            last edited by

            This post is deleted!
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            • UvesoU
              Uveso
              last edited by Uveso

              Use LOG commands to print debug text to the game.log.
              Like:

              if unit:IsInCategory('TRANSPORT') and unit:IsInCategory('TECH3') then
              	LOG('Found Unit with category TRANSPORT*TECH3')
                      if Ukills >= unit:GetBlueprint().Veteran.Level5 then
              

              To Check For mobil units, you can use
              unit:IsInCategory('MOBILE')

              units have layer category, so you can ask for land air or naval units:
              unit:IsInCategory('LAND')
              unit:IsInCategory('AIR')
              unit:IsInCategory('NAVAL')

              random Examples:

              MOBILE * LAND * INDIRECTFIRE * DIRECTFIRE for land units that can attack other land units
              MOBILE * LAND * ANTIAIR for mobile Anti Air
              MOBILE * AIR * HIGHALTAIR for ASF
              MOBILE * AIR * TRANSPORTFOCUS for Air Transporter
              (if unit:IsInCategory('MOBILE') and unit:IsInCategory('AIR') and unit:IsInCategory('TRANSPORTFOCUS') then)

              S 2 Replies Last reply Reply Quote 0
              • S
                SupCom_16-12-20 @Uveso
                last edited by

                @Uveso said in Need some help on modding functions:

                Use LOG commands to print debug text to the game.log.
                Like:

                if unit:IsInCategory('TRANSPORT') and unit:IsInCategory('TECH3') then
                	LOG('Found Unit with category TRANSPORT*TECH3')
                        if Ukills >= unit:GetBlueprint().Veteran.Level5 then
                

                Is there any way we could use LOG to extract the blueprint of a specific unit ?

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                • S
                  SupCom_16-12-20 @Uveso
                  last edited by

                  @Uveso said in Need some help on modding functions:

                  To Check For mobil units, you can use
                  unit:IsInCategory('MOBILE')

                  units have layer category, so you can ask for land air or naval units:
                  unit:IsInCategory('LAND')
                  unit:IsInCategory('AIR')
                  unit:IsInCategory('NAVAL')

                  random Examples:

                  MOBILE * LAND * INDIRECTFIRE * DIRECTFIRE for land units that can attack other land units
                  MOBILE * LAND * ANTIAIR for mobile Anti Air
                  MOBILE * AIR * HIGHALTAIR for ASF
                  MOBILE * AIR * TRANSPORTFOCUS for Air Transporter
                  (if unit:IsInCategory('MOBILE') and unit:IsInCategory('AIR') and unit:IsInCategory('TRANSPORTFOCUS') then)

                  This might help me complete the coding. I will get back to you. Thanks a lot for these.

                  1 Reply Last reply Reply Quote 0
                  • UvesoU
                    Uveso
                    last edited by

                    LOG( repr(BluePrint) )
                    

                    repr() will print tables.

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

                    S 1 Reply Last reply Reply Quote 0
                    • speed2S
                      speed2 @SupCom_16-12-20
                      last edited by

                      @SupCom_16-12-20 said in Need some help on modding functions:

                      @speed2 said in Need some help on modding functions:

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

                      Thanks. I will use this if I am doing a mission scripting. Now I am trying to work on skirmish game play.

                      Actually I am looking for these 2 things.
                      (1) category list for unit that is moving around (mobile type) and an attacking unit.

                      (2) Blueprint for Tech 3 Transport unit.

                      Thanks.

                      Just bcause its in a mission scripting guide doesnt mean its not valid for the rest of the game.

                      S 1 Reply Last reply Reply Quote 0
                      • S
                        SupCom_16-12-20 @speed2
                        last edited by

                        @speed2 said in Need some help on modding functions:

                        @SupCom_16-12-20 said in Need some help on modding functions:

                        @speed2 said in Need some help on modding functions:

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

                        Thanks. I will use this if I am doing a mission scripting. Now I am trying to work on skirmish game play.

                        Actually I am looking for these 2 things.
                        (1) category list for unit that is moving around (mobile type) and an attacking unit.

                        (2) Blueprint for Tech 3 Transport unit.

                        Thanks.

                        Just bcause its in a mission scripting guide doesnt mean its not valid for the rest of the game.

                        Ok, I keep that in mind.

                        1 Reply Last reply Reply Quote 0
                        • S
                          SupCom_16-12-20
                          last edited by SupCom_16-12-20

                          unit:GetBlueprint().Veteran.Level1
                          

                          Am I right to say Veteran.Level1 means, it is 1 star as shown below ?

                          17a572a9-c7aa-48c3-aba4-d0fc85f82c55-image.png

                          and

                          unit:GetBlueprint().Veteran.Level2
                          

                          means 2 stars ?

                          S 1 Reply Last reply Reply Quote 0
                          • S
                            SupCom_16-12-20 @Uveso
                            last edited by

                            @Uveso said in Need some help on modding functions:

                            LOG( repr(BluePrint) )
                            

                            repr() will print tables.

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

                            Ok thanks

                            1 Reply Last reply Reply Quote 0
                            • UvesoU
                              Uveso
                              last edited by

                              unit:GetBlueprint().Veteran.Level2

                              unit:GetBlueprint() will get the blueprint from a unit.

                              local TableFromBlueprint = unit:GetBlueprint()
                              LOG(TableFromBlueprint)  -- this will print the whole blueprint into the game.log
                              

                              You can do it directly without storing it in TableFromBlueprint :

                              LOG(unit:GetBlueprint())  -- this will print the whole blueprint into the game.log
                              

                              unit:GetBlueprint().Veteran

                              local TableFromBlueprint = unit:GetBlueprint()
                              LOG(TableFromBlueprint.Veteran)  -- this will only print the Veteran table from the blueprint
                              

                              same as before:

                              LOG(unit:GetBlueprint().Veteran)  -- this will only print the Veteran table from the blueprint
                              

                              output:

                                  Veteran = {
                                      Level1 = 6,
                                      Level2 = 12,
                                      Level3 = 18,
                                      Level4 = 24,
                                      Level5 = 30,
                                  },
                              

                              unit:GetBlueprint().Veteran.Level2

                              local TableFromBlueprint = unit:GetBlueprint()
                              LOG(TableFromBlueprint.Veteran.Level2)  -- this will print the value stored in Veteran/Level2
                              

                              same as before:

                              LOG(unit:GetBlueprint().Veteran.Level2)  -- this will print the value stored in Veteran/Level2
                              

                              output:

                              12
                              
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                              • S
                                SupCom_16-12-20 @SupCom_16-12-20
                                last edited by SupCom_16-12-20

                                @SupCom_16-12-20 said in Need some help on modding functions:

                                unit:GetBlueprint().Veteran.Level1
                                

                                Am I right to say Veteran.Level1 means, it is 1 star as shown below ?

                                17a572a9-c7aa-48c3-aba4-d0fc85f82c55-image.png

                                and

                                unit:GetBlueprint().Veteran.Level2
                                

                                means 2 stars ?

                                if it is, then something is wrong with my modified codes. I don't know where the bug is. The Star increased from 1 to 3 stars but the Ranking don't increase ?

                                The code for Tech 3 Air Transport unit

                                 -- ONLY Tech 3 Transport Air units upgraded name
                                           if unit:IsInCategory('TRANSPORTFOCUS') and unit:IsInCategory('AIR') and unit:IsInCategory('TECH3') then
                                               if Ukills >= unit:GetBlueprint().Veteran.Level5 then
                                                   newName = "[~[Top Rank: Whitehorse]~]"
                                               elseif Ukills >= unit:GetBlueprint().Veteran.Level4 then
                                                   newName = "[=[2nd Rank: Hawk]=]"
                                               elseif Ukills >= unit:GetBlueprint().Veteran.Level3 then
                                                   newName = "<+>3rd Rank: Pegasus<+>"
                                               elseif Ukills >= unit:GetBlueprint().Veteran.Level2 then
                                                   newName = "<<4th Rank: Wolfhound>>"
                                               elseif Ukills >= unit:GetBlueprint().Veteran.Level1 then
                                                   newName = "<5th Rank: Puma>"
                                               end
                                           end
                                

                                e4a51295-b6a0-4596-b873-8cd77612e2f5-image.png

                                Below is the complete codes.

                                local NameTable = import("/mods/Veterename/tables.lua").GetTable()
                                local allUnits = {} ;
                                local username = nil ;
                                
                                function UpdateAllUnits()
                                    -- Add unit being built by others
                                    for _, unit in allUnits do
                                       if not unit:IsDead() and unit:GetFocus() and not unit:GetFocus():IsDead() then
                                          allUnits[unit:GetFocus():GetEntityId()] = unit:GetFocus()
                                       end
                                     end
                                	
                                   -- Remove dead
                                    for entityid, unit in allUnits do
                                       if unit:IsDead() then
                                          allUnits[entityid] = nil
                                      end
                                   end
                                end
                                  
                                function RenameVet()
                                        for index, unit in allUnits do
                                            local Ukills = unit:GetStat('KILLS', 0).Value
                                            if Ukills >= unit:GetBlueprint().Veteran.Level1 and Ukills != 0 and unit:GetCustomName(unit) == nil then
                                                local unitname = unit:GetBlueprint().General.UnitName
                                                local newName ;
                                                -- commander upgraded name
                                                if unit:IsInCategory('COMMAND') == true then
                                                    if Ukills >= unit:GetBlueprint().Veteran.Level5 then
                                                        newName = "[~[Top Rank: Chief Commander]~]"
                                                    elseif Ukills >= unit:GetBlueprint().Veteran.Level4 then
                                                        newName = "[=[2nd Rank: General]=]"
                                                    elseif Ukills >= unit:GetBlueprint().Veteran.Level3 then
                                                        newName = "<+>3rd Rank: Colonel<+>"
                                                    elseif Ukills >= unit:GetBlueprint().Veteran.Level2 then
                                                        newName = "<<4th Rank: Major>>"
                                                    elseif Ukills >= unit:GetBlueprint().Veteran.Level1 then
                                                        newName = "<5th Rank: First Lieutenant>"
                                                    else
                                                        newName = username
                                                    end
                                                else
                                                -- others mobile units that moves around such as land, air and naval units upgraded name
                                                if ( unit:IsInCategory('NAVAL') or unit:IsInCategory('LAND') or unit:IsInCategory('AIR') ) and ( unit:IsInCategory('TECH2') or unit:IsInCategory('TECH3') 	                                     or unit:IsInCategory('EXPERIMENTAL') )  then
                                                  if unit:IsInCategory('DIRECTFIRE') or unit:IsInCategory('INDIRECTFIRE') then                                  
                                                    if Ukills >= unit:GetBlueprint().Veteran.Level5 then
                                                        newName = "[~[Top Rank: Commander]~]"
                                                    elseif Ukills >= unit:GetBlueprint().Veteran.Level4 then
                                                        newName = "[=[2nd Rank: Genaral]=]"
                                                    elseif Ukills >= unit:GetBlueprint().Veteran.Level3 then
                                                        newName = "<<3rd Rank: Colonel>>"
                                                    elseif Ukills >= unit:GetBlueprint().Veteran.Level2 or Ukills >= unit:GetBlueprint().Veteran.Level1 then
                                                        newName = "3 stars for promotion"
                                                    end
                                                end
                                             end
                                           end
                                           -- ONLY Tech 3 Transport Air units upgraded name
                                           if unit:IsInCategory('TRANSPORTFOCUS') and unit:IsInCategory('AIR') and unit:IsInCategory('TECH3') then
                                               if Ukills >= unit:GetBlueprint().Veteran.Level5 then
                                                   newName = "[~[Top Rank: Whitehorse]~]"
                                               elseif Ukills >= unit:GetBlueprint().Veteran.Level4 then
                                                   newName = "[=[2nd Rank: Hawk]=]"
                                               elseif Ukills >= unit:GetBlueprint().Veteran.Level3 then
                                                   newName = "<+>3rd Rank: Pegasus<+>"
                                               elseif Ukills >= unit:GetBlueprint().Veteran.Level2 then
                                                   newName = "<<4th Rank: Wolfhound>>"
                                               elseif Ukills >= unit:GetBlueprint().Veteran.Level1 then
                                                   newName = "<5th Rank: Puma>"
                                               end
                                           end
                                           --	
                                           if newName != nil then
                                                unit:SetCustomName(newName)
                                           else
                                                unit:SetCustomName("test")
                                           end
                                       end
                                   end
                                end
                                
                                -- ForkThread
                                function Repeat()
                                    -- this piece of code will actually select units at the beginning of the game
                                    -- every other unit is eventually created by other units at some point, hence we are adding them via that way
                                    local selection = GetSelectedUnits()
                                    UISelectionByCategory("ALLUNITS", false, false, false, false)
                                    for _, unit in (GetSelectedUnits() or {}) do
                                        username = unit:GetCustomName(unit);
                                	allUnits[unit:GetEntityId()] = unit
                                	end
                                    SelectUnits(selection); -- select back what was previously selected
                                    --     
                                     while true do -- while there are units alive out there
                                        WaitSeconds(1)
                                        UpdateAllUnits()
                                        RenameVet()
                                    end 
                                end
                                -- Init
                                
                                function VetInit() -- 
                                	if SessionIsReplay() == true then
                                	    LOG("Veterename: Disabled ; Watching replay")
                                	else
                                	    LOG("Veterename: Enabled")
                                	    local newSelectionsMap = {
                                                         ['shift-Backspace']        = {action =  'UI_Lua import("/mods/Veterename/autorename.lua").RenameVet()'},
                                	     } -- shortcut
                                	    IN_AddKeyMapTable(newSelectionsMap)
                                	    ForkThread(Repeat)
                                	end
                                end
                                
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                                • speed2S
                                  speed2
                                  last edited by

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

                                  Dragun101D 1 Reply Last reply Reply Quote 0
                                  • speed2S
                                    speed2
                                    last edited by

                                    Just check the code that adds the starts or the veterancy progress bar and you'll understand how it works. You can even hook that to rename your units so you dont have to do the same check again in your code.

                                    S 1 Reply Last reply Reply Quote 0
                                    • S
                                      SupCom_16-12-20 @speed2
                                      last edited by SupCom_16-12-20

                                      @speed2 said in Need some help on modding functions:

                                      Just check the code that adds the starts or the veterancy progress bar and you'll understand how it works. You can even hook that to rename your units so you dont have to do the same check again in your code.

                                      I am hungry and just want to buy a loaf of bread, that is all. But in a foreign country it is that hard to do when people speak in language (Lua programming) I don't understand. I did try to clear this hurdle myself by checking the codes and testing the gameplay well into the night but without any good result.

                                      I just need to know how to determine how many stars I have earned (stars shown in image below)

                                      fa8a8d65-1b01-4f5d-b5d8-d54c787e3534-image.png

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                                      • speed2S
                                        speed2
                                        last edited by

                                        https://github.com/FAForever/fa/blob/deploy/fafdevelop/lua/ui/game/unitview.lua#L176-L191
                                        and then lines 404-411

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                                        • S
                                          SupCom_16-12-20
                                          last edited by

                                          Thank you guys for helping guess I will have to give this up, not getting any result.

                                          1 Reply Last reply Reply Quote 0
                                          • Dragun101D
                                            Dragun101 @speed2
                                            last edited by

                                            @speed2 said in Need some help on modding functions:

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

                                            As a reminder that is FA > FAF Change. Not that I imagine that has particularly changed the how code would be hooked here.

                                            I’m a shitty 1k Global. Any balance or gameplay suggestions should be understood or taken as such.

                                            Project Head and current Owner/Manager of SCTA Project

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