Thank you guys for helping guess I will have to give this up, not getting any result.
Latest posts made by SupCom_16-12-20
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RE: Need some help on modding functions
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RE: Need some help on modding functions
@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)
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RE: Need some help on modding functions
@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
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RE: Need some help on modding functions
@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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RE: 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 ?
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RE: Need some help on modding functions
@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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RE: Need some help on modding functions
@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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RE: Need some help on modding functions
@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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RE: Need some help on modding functions
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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RE: 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.