FAForever Forums
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Login
    1. Home
    2. SupCom_16-12-20
    S
    Offline
    • Profile
    • Following 0
    • Followers 0
    • Topics 3
    • Posts 27
    • Groups 0

    SupCom_16-12-20

    @SupCom_16-12-20

    0
    Reputation
    23
    Profile views
    27
    Posts
    0
    Followers
    0
    Following
    Joined
    Last Online

    SupCom_16-12-20 Unfollow Follow

    Latest posts made by SupCom_16-12-20

    • RE: Need some help on modding functions

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

      posted in I need help
      S
      SupCom_16-12-20
    • 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)

      fa8a8d65-1b01-4f5d-b5d8-d54c787e3534-image.png

      posted in I need help
      S
      SupCom_16-12-20
    • 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 ?

      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
      
      posted in I need help
      S
      SupCom_16-12-20
    • 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

      posted in I need help
      S
      SupCom_16-12-20
    • 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 ?

      17a572a9-c7aa-48c3-aba4-d0fc85f82c55-image.png

      and

      unit:GetBlueprint().Veteran.Level2
      

      means 2 stars ?

      posted in I need help
      S
      SupCom_16-12-20
    • 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.

      posted in I need help
      S
      SupCom_16-12-20
    • 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.

      posted in I need help
      S
      SupCom_16-12-20
    • 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 ?

      posted in I need help
      S
      SupCom_16-12-20
    • RE: Need some help on modding functions

      @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.

      posted in I need help
      S
      SupCom_16-12-20
    • 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.

      posted in I need help
      S
      SupCom_16-12-20