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    Ghoustaq_14

    @Ghoustaq_14

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    Best posts made by Ghoustaq_14

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    Latest posts made by Ghoustaq_14

    RE: I need some help for the script.lua of my map

    @magge Hi buddy, I have shared it on GitHub. Do me a favor please😊

    Click on this link below:
    https://github.com/Ghoustaq-14/code-share-for-FAF/blob/main/a warp-test

    posted in Mapping •
    RE: I need some help for the script.lua of my map

    @penguin_ hello guy, I have written some codes for this function, but it doesn't work. Can you help fixing them?

    Here are the script codes:

    local ScenarioUtils = import('/lua/sim/ScenarioUtilities.lua')
    local ScenarioFramework = import('/lua/ScenarioFramework.lua')

    --units to be restricted
    local AIRbuildRestriction = categories.AIR + categories.EXPERIMENTAL + categories.STRATEGIC * (categories.TECH3) + categories.ANTIAIR * (categories.STRUCTURE) + categories.ANTIAIR * (categories.MOBILE)

    local rectSizeX = 5
    local rectSizeY = 5
    local radius = 3.5
    local distance = 2
    local Color0 = 'FFCEA984' -- CIVILIAN Color
    local Color1 = 'FFe80a0a' -- Cybran red
    local Color2 = 'ff2e8b57' -- new green
    local Color3 = 'FF2929e1' -- UEF blue
    local Color4 = 'ffa79602' -- Sera golden
    local Color5 = 'ffffffff' -- white
    local Color6 = 'FF2F4F4F' -- dark green
    local Color7 = 'ff000000' -- black
    local Color8 = 'ff901427' -- dark red
    local Color9 = 'ff40bf40' -- mid green
    local Color10 = 'FF5F01A7' -- dark purple
    local Color = {'FFe80a0a', 'ff2e8b57', 'FF2929e1', 'ffa79602', 'ffffffff', 'FF2F4F4F', 'ff000000', 'ff901427', 'ff40bf40', 'FF5F01A7'}

    function OnPopulate()
    ScenarioUtils.InitializeArmies()
    local tblArmy = ListArmies()
    for index, army in tblArmy do
    ScenarioFramework.AddRestriction(army, AIRbuildRestriction)
    end

    local self = import('/lua/sim/Entity.lua').Entity()
    for k = 1, 99 do
    	local entryName = 'Entry_' .. k
    	local exitName = 'Exit_' .. k
    	local midpointName = 'Midpoint_' .. k
    	local entryPos = ScenarioUtils.MarkerToPosition(entryName)
    	local exitPos = ScenarioUtils.MarkerToPosition(exitName)
    	local MIDPOINTPos = ScenarioUtils.MarkerToPosition(midpointName)
    	
    	ForkThread(TeleportThread, self, entryPos, exitPos)
    	CreateTeleportMaintenanceEffects(entryPos, exitPos)
    end
    

    end

    TeleportThread = function(self, entryPos, exitPos)
    local telUnits
    local killUnits
    local ferrymanX

    while true do
                for INDEX, BRAIN in ArmyBrains do	
    	telUnits = BRAIN:GetUnitsAroundPoint( categories.MOBILE, entryPos, 3.5, 'Ally')
    	killUnits = BRAIN:GetUnitsAroundPoint( categories.MOBILE, exitPos, 3.5, 'Ally')
    	ferrymanX = BRAIN:GetUnitsAroundPoint( categories.ENGINEER, MIDPOINTPos, 5.5, 'Ally')
    
    	
    	if ferrymanX ~= nil then
    		if table.getn(ferrymanX) >= 1 then
    	if telUnits ~= nil then
    		if table.getn(telUnits) >= 1 then
    			for k, v in telUnits do
    				if table.find(v:GetBlueprint().Categories,'AIR')  then	
    				#v:GetPosition()
    				else
    				      local MaxHealthofUnit = v:GetMaxHealth()
    				      ForkThread(WarpThread,self, entryPos, exitPos, v)
    				end
    			end
    		end
    	end
    	if killUnits ~= nil then
    		if table.getn(killUnits) >= 1 then
    			for k, v in killUnits do
    				if table.find(v:GetBlueprint().Categories,'STRUCTURE') then
    					v:Destroy()
    				end
    			end
    		end
    	end
    	end
                        end
    	end
    	WaitSeconds(3)
    end
    

    end

    WarpThread = function(self, entryPos, exitPos, v)
    local ex, ey, ez = unpack(entryPos)
    local tx, ty, tz = unpack(exitPos)

    if table.find(v:GetBlueprint().Categories,'MOBILE') or table.find(v:GetBlueprint().Categories,'PROJECTILE') then
           if ex >= tx and ez > tz then
    		Warp(v, Vector( tx-rectSizeX+Random(-rectSizeX/0.1, 0)/10, ty, tz-rectSizeX+Random(-rectSizeX/0.1, 0)/10))
    		#print('uzoom')
           end
           if ex >= tx and ez <= tz then
    		Warp(v, Vector( tx-rectSizeX+Random(-rectSizeX/0.1, 0)/10, ty, tz+rectSizeX+Random(0, rectSizeX/0.1)/10))
    		#print('uzoom')
           end
           if ex < tx and ez > tz then
    		Warp(v, Vector( tx+rectSizeX+Random(0, rectSizeX/0.1)/10, ty, tz-rectSizeX+Random(-rectSizeX/0.1, 0)/10))
    		#print('uzoom')
           end
           if ex < tx and ez <= tz then
    		Warp(v, Vector( tx+rectSizeX+Random(0, rectSizeX/0.1)/10, ty, tz+rectSizeX+Random(0, rectSizeX/0.1)/10))
    		#print('uzoom')
           end
    elseif table.find(v:GetBlueprint().Categories,'STRUCTURE') then
    	v:Destroy()
    end
    

    end

    function CreateTeleportMaintenanceEffects (entryPos, exitPos)
    #local ex, ey, ez = unpack(entryPos)
    #local tx, ty, tz = unpack(exitPos)

    #CreateUnitHPR('uel0001', 1, ex - rectSizeX/2, ey,ez - rectSizeY/2 , -180, 0, 0) 
    #CreateUnitHPR('uel0001', 1, ex + rectSizeX/2, ey,ez - rectSizeY/2 , -180, 0, 0) 
    #CreateUnitHPR('uel0001', 1, ex - rectSizeX/2, ey,ez + rectSizeY/2 , -180, 0, 0) 
    #CreateUnitHPR('uel0001', 1, ex + rectSizeX/2, ey,ez + rectSizeY/2 , -180, 0, 0) 
    
    local entryEnt = import('/lua/sim/Entity.lua').Entity()
    local exitEnt = import('/lua/sim/Entity.lua').Entity()
    Warp(entryEnt, Vector(entryPos[1],entryPos[2] + 0.2,entryPos[3] ))
    Warp( exitEnt, Vector(exitPos[1],exitPos[2] + 0.2,exitPos[3] ))	
    

    end

    function CreateTeleportMaintenanceEffects (entryPos, exitPos)
    #local ex, ey, ez = unpack(entryPos)
    #local tx, ty, tz = unpack(exitPos)

    #CreateUnitHPR('uel0001', 1, ex - rectSizeX/2, ey,ez - rectSizeY/2 , -180, 0, 0) 
    #CreateUnitHPR('uel0001', 1, ex + rectSizeX/2, ey,ez - rectSizeY/2 , -180, 0, 0) 
    #CreateUnitHPR('uel0001', 1, ex - rectSizeX/2, ey,ez + rectSizeY/2 , -180, 0, 0) 
    #CreateUnitHPR('uel0001', 1, ex + rectSizeX/2, ey,ez + rectSizeY/2 , -180, 0, 0) 
    
    local entryEnt = import('/lua/sim/Entity.lua').Entity()
    local exitEnt = import('/lua/sim/Entity.lua').Entity()
    Warp(entryEnt, Vector(entryPos[1],entryPos[2] + 0.2,entryPos[3] ))
    Warp( exitEnt, Vector(exitPos[1],exitPos[2] + 0.2,exitPos[3] ))	
    

    end

    function OnStart(self)
    end

    posted in Mapping •
    RE: I need some help for the script.lua of my map

    or give me some examples, I will try to study them

    posted in Mapping •
    I need some help for the script.lua of my map

    I want to write a string of code to achieve some function like this: if one of my units reach the area-A, other units of mine can warp from area-B to area-C.

    I know how to use warp(), but I don't know how to write those
    Conditional statements for I am not professional in programming. Anybody would like to help me?

    posted in Mapping •