Need some help on modding functions

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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)

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@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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@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.

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LOG( repr(BluePrint) )

repr() will print tables.

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

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@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.

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@speed2 said in Need some help on modding functions:

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

@speed2 said in Need some help on modding functions:

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

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

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

(2) Blueprint for Tech 3 Transport unit.

Thanks.

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

Ok, I keep that in mind.

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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 ?

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@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

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

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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.

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

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@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.

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