Triggers script testing

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Japoivvb
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
Posts: 95
Joined: Sun Jan 16, 2011 6:15 pm

Triggers script testing

Post by Japoivvb »

Hi,

I am doing my first steps in trigger edition for a campaign, some of them are set to high number turn(e.g. 20), what is the easiest way to test those triggers without waiting for those turns? setting at 1 turn, test and if ok up to 20? setting trigger in scenario and play hotseat to end turn quickly?

thanks!
Maths
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
Posts: 93
Joined: Tue Jul 10, 2018 7:37 am

Re: Triggers script testing

Post by Maths »

Hi Japoivvb,
If you are writting about triggers that take place during the course of the scenario, I usually set them to turn like 2 or 3. I may be wrong but I think that if the game understands what I want it to understand with a "2" or "3" I assume it will understand as well with a "20" or anything like that. I think the game doesn't care about what is actually written in the time trigger, it just checks for a certain number whichever it is.
I hope I answered your question. :D
Greetings
Loamshire
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 34
Joined: Mon Jun 04, 2012 9:54 pm

Re: Triggers script testing

Post by Loamshire »

I don’t think there is a way to get to turn 20 other than hot-seating through the turns. You’re probably already using a test scenario? Just a smallish map with few features on which to you test script ideas. Also sometimes worth saving some test scenarios to have a working example of what you want some particular script to do. I also write down script ideas along with my own how-to notes. This saves me having to rediscover how to do various things. I save numerous versions of the scenario I’m working on so that it’s possible to go back before a dreadful mistake that seemed like a good idea at the time. I’m working on a scenario at the moment and it's on version 11.
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