Topic: Does modifying campaign level scripts change them in savegames?
Sauss-Ente![]() Topic Opener |
Posted at:
Yesterday 20:39 UTC+2.0
Very specific question. I'm trying to modify a lua script in one of the campaign levels and would like to apply it to an existing savegame. The script files for savegames (on loading them) aren't taken from their "original" campaign folder, are they? Does some kind of debug option exist to do so? ![]() ![]() |
hessenfarmer![]() |
Posted at:
Yesterday 21:57 UTC+2.0
Unfortunately there is no option to apply changed scripts to a savegame.
Edited:
Yesterday 21:57 UTC+2.0
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Ron_of_Nord![]() |
Posted at:
Today 04:30 UTC+2.0
Isn't that cheating ? Unless you're debugging your own script I suppose... The aussies are coming, ya ho! ya ho! ![]() ![]() |
Sauss-Ente![]() Topic Opener |
Posted at:
Today 08:56 UTC+2.0
You're right, if the savegames could be modified that easily, it could be used for cheating. But nah, I just wanted to do some tweaking on one of the levels and wanted to test it on a savegame. But savegames can be recreated with the fast-forward button, so that will do. The scripts in Widelands are written with a clean programming language and almost invite for modifying them.
Thank you for clarifying. These tiny 2-3 MB .wgf savegame files must contain a lot of data.
Edited:
Today 08:58 UTC+2.0
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Ron_of_Nord![]() |
Posted at:
Today 09:11 UTC+2.0
Tweaking some things can make something more fun.
I believe the savegames hold both the map itself and all the game state data, The aussies are coming, ya ho! ya ho! ![]() ![]() |