how to play-test own built scenarios

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ospreydave
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Joined: August 26th, 2018, 9:59 pm

how to play-test own built scenarios

Post by ospreydave »

Hi all,
I've recently started WML, I've followed a tutorial and made a basic scenario, how do I play-test this scenario to see if it works?
thank in advance.
enclave
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Re: how to play-test own built scenarios

Post by enclave »

if you done everything right, i think when you go to multiplayer and host game your scenario will be in the list together with all other maps..
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beetlenaut
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Re: how to play-test own built scenarios

Post by beetlenaut »

That should work if it is a multiplayer scenario. If it is supposed to be the first scenario of a campaign, you have to make a _main.cfg file that loads it. (For more info, follow the Create link at the top of this page and look for AddonStructure.)
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Heindal
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Re: how to play-test own built scenarios

Post by Heindal »

Later on and with more experience you should use cheat-codes for you to jump to different scenarios inside your development. This saves time as you can test each scenario without changing the source code (new starting scenario) and reloading the game. This way you can also make "switches" which allow to e.g. kill the enemy leader to see if this scenario behaves as it should.

You should can than deactivate or delete the cheat-codes before publishing.
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josteph
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Re: how to play-test own built scenarios

Post by josteph »

You can do all of these without changing your campaign already. You can use the --campaign-scenario command-line argument to jump to a scenario. In-game you can use :debug followed by :change_level or :kill. Also you can press F5 to reload the configuration without restarting wesnoth.
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