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