• Categories
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
  • Login
FAForever Forums
  • Categories
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
  • Login

Need some help on modding functions

Scheduled Pinned Locked Moved I need help
35 Posts 6 Posters 2.0k Views
Loading More Posts
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • S
    SupCom_16-12-20
    last edited by 11 Jan 2021, 22:48

    Where can I learn more about these functions as listed below of a lua file. I have total zero knowledge of modding.

    Example I like to learn more about the functions
    (1) For index
    (2) unit:GetStat
    (3) unit:GetBlueprint
    (4) unit:IsInCategory
    (5) unitname

    Below is an incomplete lua file of Autorename. The original author is "Cobrand".

    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

    1 Reply Last reply Reply Quote 0
    • S
      Sprouto
      last edited by 11 Jan 2021, 23:10

      Well - it's a long road to drive thru if you don't have some coding background.

      For index is a looping structure that will go from the top of the table allUnits - to the bottom - one at a time.

      unit:GetBlueprint() is a function which retrieves the blueprint data for the unit - drilling down in the blueprint specifically thru the General table (a specific part of the blueprint data) and looking for variable UnitName

      Every unit has multiple categories specified in it's blueprint which determine what kind of a unit it might be - in the case of your code, it's trying to find only COMMAND units - so only the ACU will be found like this.

      Depending upon which veteran level the ACU is at, the code appears to be creating a variable called newName - which is comprised of some symbols (<, [ - with the players name sandwiched inbetween.

      And that's about it.

      S 1 Reply Last reply 12 Jan 2021, 08:25 Reply Quote 0
      • A
        arma473
        last edited by 11 Jan 2021, 23:25

        It appears to be looking at the number of kills to determine veterancy. (I say "appears" because I have no idea if "UKills" represents the number of kills by that particular unit, or if it represents some other value, such as the mass value of units killed.)

        A long, long time ago veterancy level was determined based on the number of kills. That's not how FAF does it now. So this might be some really old code, or it might be unused code, or it might be non-FAF code.

        S 1 Reply Last reply 12 Jan 2021, 08:34 Reply Quote 0
        • U
          Uveso
          last edited by 11 Jan 2021, 23:38

          Please post code with code tags:

          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
                      end
                  end
              end
          end
          
          for index, unit in allUnits do
          
          end
          

          This is a loop. It will loop over every entry inside the table allUnits and save it into unit
          So you can access every unit inside the table allUnits

          Lets say you create an table with 3 words:

          WORDS = {
              [1] = "Hallo",
              ['A'] = "12345",
              [2] = "ABCDE",
          }
          

          now you are looping over the table:

          for index, word in WORDS do
              LOG('index: '..index)
              LOG('word: '..word)
          end
          

          you will get this output:

          index: 1
          word: Hallo
          index: A
          word: 12345
          index: 2
          word: ABCDE

          local Ukills = unit:GetStat('KILLS', 0).Value
          

          This will get the number of kills of this unit.
          You can set this value with unit:SetStat('KILLS', unitKills)
          In base game this function is only used for killstatistics.
          There is nothing else saved in there

          unit:GetBlueprint()
          

          This will get you the blueprint of an unit.
          Here an example for an unit blueprint:
          https://github.com/FAForever/fa/blob/deploy/fafdevelop/units/UAL0401/UAL0401_unit.bp

          unit:GetBlueprint().Veteran.Level4
          

          This will get the value inside Level4, that is part of the table Veteran inside the unit blueprint here:
          https://github.com/FAForever/fa/blob/deploy/fafdevelop/units/UAL0401/UAL0401_unit.bp#L287

          So unit:GetBlueprint().Veteran.Level4 will get the number 360

          unit:IsInCategory('COMMAND')
          

          This will check the blueprint category table and search for a match.
          Here is a ACU blueprint, with a matching category entry:
          https://github.com/FAForever/fa/blob/deploy/fafdevelop/units/UAL0001/UAL0001_unit.bp#L131

          unitname = unit:GetBlueprint().General.UnitName
          

          This will get the unitname saved inside the unitblueprint from here:
          https://github.com/FAForever/fa/blob/deploy/fafdevelop/units/UAL0401/UAL0401_unit.bp#L226
          Have in mind you need to remove the Translation TAG (with LOC() )before you can use this name:

          unitname = LOC( unit:GetBlueprint().General.UnitName )
          

          Finally this will rename a unit

          Unit:SetCustomName(newName)
          
          S 3 Replies Last reply 12 Jan 2021, 08:42 Reply Quote 0
          • S
            SupCom_16-12-20 @Sprouto
            last edited by 12 Jan 2021, 08:25

            @Sprouto
            I have some BASIC and AUTOLISP programming knowledge. I have in fact many years ago programmed a Tetris game using BASIC language and Pac-man game using AUTOLISP language.
            But the codes for SCFA game looked very different from what I have learned.
            (1) Is there anywhere I could get some lectures or lessons from anywhere online to learn more about these functions.
            (2) What coding language do they use for SCFA game ?
            Thanks.

            1 Reply Last reply Reply Quote 0
            • S
              SupCom_16-12-20 @arma473
              last edited by 12 Jan 2021, 08:34

              @arma473
              It started when I found that there is no way of sharing template between 2 profile name becos I wanted to use a newer profile name but found out that the template created by previous profile cannot be shared by newer profile name.
              So I went online to find something that can rename my profile but instead found this.
              https://forums.faforever.com/viewtopic.php?f=41&t=11382

              A mod that rename the unit, coded by Cobrand.

              1 Reply Last reply Reply Quote 0
              • S
                SupCom_16-12-20 @Uveso
                last edited by 12 Jan 2021, 08:42

                @Uveso
                Wow, thanks for the in-depth explanation. You must be the moderator for this website site.

                After reading your explanation now I have some idea how these codes work.

                Is there anywhere I could learn all functions of this language. LOL, I don't even know what language this is called. It looked so foreign to me compare to other programming languages.
                Many thanks for the in-depth explanation.

                1 Reply Last reply Reply Quote 0
                • S
                  SupCom_16-12-20
                  last edited by 12 Jan 2021, 08:46

                  The complete code of autorename.lua

                  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 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
                  
                  -- 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
                    SupCom_16-12-20 @Uveso
                    last edited by SupCom_16-12-20 1 Dec 2021, 10:59 12 Jan 2021, 10:47

                    @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.

                    1 Reply Last reply Reply Quote 0
                    • S
                      SupCom_16-12-20 @Uveso
                      last edited by SupCom_16-12-20 1 Dec 2021, 12:15 12 Jan 2021, 11:20

                      @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.

                      1 Reply Last reply Reply Quote 0
                      • speed2S
                        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
                              • speed2S
                                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
                                • UvesoU
                                  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.

                                    speed2S 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
                                        • UvesoU
                                          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
                                          6 out of 35
                                          • First post
                                            6/35
                                            Last post