Thank you guys for helping guess I will have to give this up, not getting any result.
Posts made by SupCom_16-12-20
@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)
@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
@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.Level1
Am I right to say Veteran.Level1 means, it is 1 star as shown below ?
and
unit:GetBlueprint().Veteran.Level2
means 2 stars ?
@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.
@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.
@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 ?
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.
@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.
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.
@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.
@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.
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.
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
@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.
@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.
@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.