Difference between revisions of "CampaignWML"

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(The [campaign] Tag: Add an anchor that can be linked to)
 
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==The [campaign] Tag==
 
==The [campaign] Tag==
  
The following keys and tags are recognized in '''[campaign]''' tags:
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The following keys and tags are recognized in '''[campaign]''' tags, in addition to all the common [[AddonsWML|addon module keys and tags]]:
* '''id''': the internal campaign identifier used to classify saved games
 
 
* '''icon''': the image displayed in the campaign selection menu
 
* '''icon''': the image displayed in the campaign selection menu
* '''name''': (translatable) name displayed in the campaign selection menu
 
 
* '''abbrev''': (translatable) abbreviation used as a prefix for savefile names made from this campaign
 
* '''abbrev''': (translatable) abbreviation used as a prefix for savefile names made from this campaign
 
* '''image''': the image shown in the information pane when this campaign is selected in the campaign selection menu (typically a transparent, 350×350 pixels portrait)
 
* '''image''': the image shown in the information pane when this campaign is selected in the campaign selection menu (typically a transparent, 350×350 pixels portrait)
* '''description''': (translatable) text shown in the information pane when this campaign is selected in the campaign selection menu
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* '''background''': {{DevFeature1.15|9}} the image used as a backdrop for the Campaigns menu (typically a high resolution image intended for displaying fullscreen in story screens). If blank or unspecified, a stock story background from core is used.
 
* '''description_alignment''': {{DevFeature1.13|3}} The text alignment of the description. Choose between "left" (default), "center", or "right".
 
* '''description_alignment''': {{DevFeature1.13|3}} The text alignment of the description. Choose between "left" (default), "center", or "right".
 
* '''type''': campaign's type to specify if it should be visible in singleplayer, multiplayer or both. Possible values are "sp", "mp" and "hybrid". Defaults to "sp".
 
* '''type''': campaign's type to specify if it should be visible in singleplayer, multiplayer or both. Possible values are "sp", "mp" and "hybrid". Defaults to "sp".
* '''define'''='''''CAMPAIGN_SYMBOL''''' when this campaign is started, the preprocessor symbol '''''CAMPAIGN_SYMBOL''''' will be defined. See '''#ifdef''' in [[PreprocessorRef]] for how this can be used to isolate parts of the campaign file from other campaigns. Only the tags '''[campaign]''' and '''[binary_path]''' (see [[BinaryPathWML]]) should go outside of '''#ifdef ''CAMPAIGN_SYMBOL'''''. This symbol will be defined ''before'' any .cfg is preprocessed. Important note: starting with 1.7.13, [binary_path] does no longer need to be outside of the '''#ifdef ''CAMPAIGN_SYMBOL''''' block to make custom binary data available, which could easily cause overwrites. E.g. icon=data/add-ons/whatever/something.png is supposed to work. This seems to have been a bug since at least BfW 1.0 which means that practically all available examples of user made add-ons are wrong in this aspect.
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* '''extra_defines''': a comma(''',''') separated list of preprocessor symbols. Those symbols will be defined ''before'' any .cfg is preprocessed. (In the past, this tag was used to define common optional advancements, but that use is deprecated. There are now macros to add those advancements defined in [https://www.wesnoth.org/macro-reference.html#file:optional_unit_advancements.cfg data/core/macros/optional_unit_advancements.cfg].)
* '''extra_defines''': a comma(''',''') separated list of preprocessor symbols. Those symbols will be defined ''before'' any .cfg is preprocessed. Currently supported extra_defines are:
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* '''difficulties''': a comma(''',''') separated list of preprocessor symbols, exactly one of which will be stored depending on the difficulty setting chosen when the campaign is started. The symbols '''EASY''', '''NORMAL''', and '''HARD''' are usually used, and there are several macros in utils.cfg (see [https://www.wesnoth.org/macro-reference.html#file:utils.cfg| Macro Reference]) which check for these values to set WML keys to different values depending on difficulty.  If you use different difficulty symbols, you may need to define your own versions of these macros. {{DevFeature1.13|2}} This key has been deprecated in favor of [difficulty] define=.
<ul>
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* '''difficulty_descriptions''': the menu of difficulties; this is a list of descriptions (see [[DescriptionWML]]) that correspond to different difficulty levels. Since each description is a menu option for a difficulty level, this must provide the same number of descriptions as there are levels in the ''difficulties'' list. {{DevFeature1.13|2}} This key has been deprecated in favor of [difficulty] description=
;ENABLE_ARMAGEDDON_DRAKE
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* {{anchor|difficulty|'''[difficulty]'''}}:  {{DevFeature1.13|2}} specifies a single campaign difficulty. The difficulties are expected to be ordered from easiest to hardest. The following keys are accepted:
:allows the advancement ''Inferno Drake'' -> ''Armageddon Drake''
 
;ENABLE_DWARVISH_ARCANISTER
 
:allows the advancement ''Dwarvish Runemaster'' -> ''Dwarvish Arcanister''
 
;ENABLE_DWARVISH_RUNESMITH
 
:allows the advancement ''Dwarvish Fighter'' -> ''Dwarvish Runesmith''
 
;DISABLE_GRAND_MARSHAL
 
:disallows the advancement ''General'' -> ''Grand Marshal''
 
;ENABLE_ANCIENT_LICH
 
:allows the advancement ''Lich'' -> ''Ancient Lich''
 
;ENABLE_DEATH_KNIGHT
 
:allows the advancement ''Revenant'' -> ''Death Knight'
 
;ENABLE_TROLL_SHAMAN
 
:allows the advancement ''Troll Whelp'' -> ''Troll Shaman''
 
;ENABLE_WOLF_ADVANCEMENT
 
:allows the advancements ''Wolf'' -> ''Great Wolf'' -> ''Direwolf''
 
;ENABLE_NIGHTBLADE {{DevFeature1.13|0}}
 
:allows the advancement ''Orcish Slayer'' -> ''Orcish Nightblade''
 
;ENABLE_KHALID {{DevFeature1.13|0}}
 
:allows the advancement ''Shuja'' -> ''Khalid''
 
</ul>
 
* '''difficulties''': a comma(''',''') separated list of preprocessor symbols, exactly one of which will be stored depending on the difficulty setting chosen when the campaign is started. The symbols '''EASY''', '''NORMAL''', and '''HARD''' are usually used, and there are several macros in utils.cfg (see [http://www.wesnoth.org/macro-reference.xhtml#file:utils.cfg| Macro Reference]) which check for these values to set WML keys to different values depending on difficulty.  If you use different difficulty symbols, you may need to define your own versions of these macros. {{DevFeature1.13|2}} This key has been deprecated in favor of [difficulty] define=.
 
* '''difficulty_descriptions''': the menu of difficulties; this is a list of descriptions (see [[DescriptionWML]]) that correspond to different difficulty levels. Since each description is a menu option for a difficulty level, this must provide the same number of descriptions as there are levels in the ''difficulties'' list. {{DevFeature1.13|2}} This key has been deprecated in favor of [difficulty] define=
 
* '''[difficulty]''':  {{DevFeature1.13|2}} specifies a single campaign difficulty. The following keys are accepted:
 
 
** '''define''': the preprocessor symbol defined when this difficulty is selected. Uses the same format as an entry in the old ''difficulties'' list.
 
** '''define''': the preprocessor symbol defined when this difficulty is selected. Uses the same format as an entry in the old ''difficulties'' list.
 
** '''image''': the image to display for this difficulty in the selection menu
 
** '''image''': the image to display for this difficulty in the selection menu
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** '''description''': a description of the difficulty, usually along the lines of "Beginner" or "Challenging". Displayed third after the image.
 
** '''description''': a description of the difficulty, usually along the lines of "Beginner" or "Challenging". Displayed third after the image.
 
** '''default''': whether this is the difficulty which will be selected by default when the difficulty selection menu is displayed.
 
** '''default''': whether this is the difficulty which will be selected by default when the difficulty selection menu is displayed.
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** '''auto_markup''': {{DevFeature1.15|0}} By default, the description is shown in small, gray text within parentheses. Setting '''auto_markup=no''' disables these, so no markup will be applied implicitly. Any markup in '''description''' will be honored regardless of this setting.
 
* '''allow_difficulty_change''': Allows difficulty switching during an ongoing campaign. Default:yes
 
* '''allow_difficulty_change''': Allows difficulty switching during an ongoing campaign. Default:yes
 
* '''first_scenario''': the ID of the first scenario in the campaign; see ''id'' in [[ScenarioWML]]
 
* '''first_scenario''': the ID of the first scenario in the campaign; see ''id'' in [[ScenarioWML]]
* '''[options]''':  {{DevFeature1.13|1}} Allows configuration options to be displayed to  the user, see [[OptionWML]]
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* '''rank''': a number that determines the order of campaigns in the campaign selection menu.  Lower ''rank'' campaigns appear earlier, with unranked campaigns at the end. Currently the mainline campaigns use multiples of 10 from 0 to 399, with 0-99 for Novice campaigns, 100-199 for Intermediate campaigns, and 200-399 for Expert campaigns; if you specify this, it should not be less than 400.  (Note: This replaces an older convention that topped out at 50.) {{DevFeature1.14|6}} a number that determines the order of campaigns in the campaign selection menu. Lower rank campaigns appear earlier, with unranked campaigns at the end. Currently the mainline campaigns use multiples of 5 from 0 to 249, with 0-49 for Rookie campaigns, 50-99 for Novice campaigns, 100-149 for Intermediate campaigns, 150-199 for Hard campaigns, and 200-249 for Expert campaigns; if you specify this, it should not be less than 300.
* '''rank''': a number that determines the order of campaigns in the campaign selection menu.  Lower ''rank'' campaigns appear earlier, with unranked campaigns at the end. Currently the mainline campaigns use multiples of 10 from 0 to 399, with 0-99 for Novice campaigns, 100-199 for Intermediate campaigns, and 200-399 for Expert campaigns; if you specify this, it should not be less than 400.  (Note: This replaces an older convention that topped out at 50.)
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* '''start_year''': a string that determines the order of campaigns when the campaign selection menu is sorted by date. The date needs a year number and an epoch, for example '''20 BW''', '''20 YW''', '''20 BF''' or '''20 AF'''. In Wesnoth 1.14, this is the only place in which this date-parsing is used.
* '''[about]''': inserts your own credits into the game's list of credits. See below for syntax.
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* '''end_year''': a string that helps determine the order of campaigns when two campaigns have the same '''start_year'''. Ignored if '''start_year''' is not set.
 +
* '''year''': shortcut for specifying both '''start_year''' and '''end_year''', for campaigns that happen inside a single calendar year. Ignored if '''start_year''' is given.
 +
* '''[about]''': inserts your own credits into the game's list of credits. See [[CreditsWML]] for syntax.
 
* '''end_credits''': Whether to display the credits screen at the end of the campaign. Defaults to ''yes''.
 
* '''end_credits''': Whether to display the credits screen at the end of the campaign. Defaults to ''yes''.
 
* '''end_text''': (translatable) Text that is shown centered in a black screen at the end of a campaign. Defaults to "The End".
 
* '''end_text''': (translatable) Text that is shown centered in a black screen at the end of a campaign. Defaults to "The End".
* '''end_text_duration''': Delay, in milliseconds, before displaying the game credits at the end of a campaign. In other words, for how much time '''end_text''' is displayed on screen. Defaults to 3500.
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* '''end_text_duration''': Delay, in milliseconds, before displaying the game credits at the end of a campaign. In other words, for how much time '''end_text''' is displayed on screen. Defaults to 3500. {{DevFeature1.15|6}} This value is capped at 5000 (5 seconds).
* '''[event]''': {{DevFeature1.13|2}} events placed here will be automatically inserted into all scenarios of the campaign.
 
 
 
 
The following keys are additionally recognized in multiplayer:
 
The following keys are additionally recognized in multiplayer:
* '''min_players''': Minimum number of players campaign supports. Defaults to 2.
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* '''min_players''': Minimum number of players which the campaign supports. This only serves to inform users when choosing a campaign. Defaults to 2.
* '''max_players''': Maximum number of players campaign supports. Defaults to '''min_players'''.
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* '''max_players''': Maximum number of players which the campaign supports. This only serves to inform users when choosing a campaign. Defaults to either '''min_players''' or 2, whichever is higher.
* '''allow_era_choice''': Whether to hide era selection and use a default one when creating a game. Defaults to ''yes''.
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* '''allow_era_choice''': Whether to allow era selection (when set to ''yes'') or hide it and use a default one when creating a game (when set to ''no''). Defaults to ''yes''.
 
* '''require_campaign''': Whether clients are required to have this campaign installed beforehand to be allowed join a game using this campaign. Possible values 'yes' (the default) and 'no'.
 
* '''require_campaign''': Whether clients are required to have this campaign installed beforehand to be allowed join a game using this campaign. Possible values 'yes' (the default) and 'no'.
 
== Campaign credits ==
 
 
The campaign's name automatically is inserted at the top of the rolling credits followed by title/text key pairs.  There can be any number of '''[about]''' tags inside a '''[campaign]''' tag, but none of them will display credits if there is no "id" key present inside [campaign] (see above). The '''[about]''' tag has the following keys:
 
* '''title''': (translatable) large text used to start a new subsection (writers, artists, units, balancing) in the rolling credits
 
* '''text''': (translatable, but you probably won't want to make it such) smaller text which is displayed before the contributor names
 
* '''[entry]''': Contains information about a single contributor. Only the ''name'' key will be used in-game, the other three keys are for display on the [[Credits]] page ('''note:''' the values of these keys will only display on the Credits page for mainline campaigns; they will not display for UMC campaigns)
 
** '''name''': The name of the contributor
 
** '''comment''': Optional short note about what that person did
 
** '''email''': Optional email address
 
** '''wikiuser''': Optional, the user name on the wiki
 
  
 
== See Also ==
 
== See Also ==

Latest revision as of 01:47, 25 February 2024

[edit]WML Tags

A:

abilities, about, achievement, achievement_group, add_ai_behavior, advanced_preference, advancefrom, advancement, advances, affect_adjacent, ai, allied_with, allow_end_turn, allow_extra_recruit, allow_recruit, allow_undo, and, animate, animate_unit, animation, aspect, attack (replay, weapon), attack_anim, attacks (special, stats), avoid;

B:

base_unit, background_layer, berserk, binary_path, break, brush;

C:

campaign, cancel_action, candidate_action, capture_village, case, chance_to_hit, change_theme, chat, checkbox, choice, choose, clear_global_variable, clear_menu_item, clear_variable, color_adjust, color_palette, color_range, command (action, replay), continue, core, credits_group, criteria;

D:

damage, damage_type, death, deaths, default, defend, defends, defense, delay, deprecated_message, destination, difficulty, disable, disallow_end_turn, disallow_extra_recruit, disallow_recruit, do, do_command, drains, draw_weapon_anim;

E:

editor_group, editor_music, editor_times, effect, else (action, animation), elseif, endlevel, end_turn (action, replay), enemy_of, engine, entry (credits, options), era, event, experimental_filter_ability, experimental_filter_ability_active, experimental_filter_specials, extra_anim;

F:

facet, facing, fake_unit, false, feedback, female, filter (concept, event), filter_adjacent, filter_adjacent_location, filter_attack, filter_attacker, filter_base_value, filter_condition, filter_defender, filter_enemy, filter_location, filter_opponent, filter_own, filter_owner, filter_radius, filter_recall, filter_second, filter_second_attack, filter_self, filter_side, filter_student, filter_vision, filter_weapon, filter_wml, find_path, fire_event, firststrike, floating_text, fonts, for, foreach, found_item, frame;

G:

game_config, get_global_variable, goal, gold, gold_carryover;

H:

harm_unit, has_ally, has_attack, has_unit, has_achievement, have_location, have_unit, heal_on_hit, heal_unit, healed_anim, healing_anim, heals, hide_help, hide_unit, hides;

I:

idle_anim, if (action, animation, intro), illuminates, image (intro, terrain), init_side, insert_tag, inspect, item, item_group;

J:

jamming_costs, join;

K:

kill, killed;

L:

label, language, leader, leader_goal, leadership, leading_anim, levelin_anim, levelout_anim, lift_fog, limit, literal, load_resource, locale, lock_view, lua;

M:

male, menu_item, message, micro_ai, missile_frame, modification, modifications, modify_ai, modify_side, modify_turns, modify_unit, modify_unit_type, move, move_unit, move_unit_fake, move_units_fake, movement_anim, movement costs, movetype, multiplayer, multiplayer_side, music;

N:

not, note;

O:

object, objective, objectives, on_undo, open_help, option, options, or;

P:

part, petrifies, petrify, place_shroud, plague, poison, post_movement_anim, pre_movement_anim, primary_attack, primary_unit, print, progress_achievement, put_to_recall_list;

R:

race, random_placement, recall (action, replay), recalls, recruit, recruit_anim, recruiting_anim, recruits, redraw, regenerate, remove_event, remove_item, remove_object, remove_shroud, remove_sound_source, remove_time_area, remove_trait, remove_unit_overlay, repeat, replace_map, replace_schedule, replay, replay_start, reset_fog, resistance (ability, unit), resistance_defaults, resolution, resource, return, role, rule;

S:

save, scenario, screen_fade, scroll, scroll_to, scroll_to_unit, secondary_attack, secondary_unit, section, select_unit, sequence, set_achievement, set_extra_recruit, set_global_variable, set_menu_item, set_recruit, set_specials, set_variable, set_variables, sheath_weapon_anim, show_if (message, objective, set_menu_item), show_objectives, side, skirmisher, slider, slow, snapshot, sound, sound_source, source (replay, teleport), special_note, specials, split, stage, standing_anim, statistics, status, store_gold, store_items, store_locations, store_map_dimensions, store_reachable_locations, store_relative_direction, store_side, store_starting_location, store_time_of_day, store_turns, store_unit, store_unit_defense, store_unit_defense_on, store_unit_type, store_unit_type_ids, store_villages, story, swarm, sub_achievement, switch, sync_variable;

T:

target, team, teleport (ability, action), teleport_anim, terrain, terrain_defaults, terrain_graphics, terrain_mask, terrain_type, test, test_condition, test_do_attack_by_id, text_input, textdomain, theme, then, tile, time, time_area, topic, toplevel, trait, transform_unit, traveler, true, tunnel;

U:

unhide_unit, unit (action, scenario), unit_overlay, unit_type, unit_worth, units, unlock_view, unpetrify, unstore_unit, unsynced;

V:

value, variable, variables, variant, variation, victory_anim, village, vision_costs, volume;

W:

while, wml_message, wml_schema;

Z:

zoom;


This page describes how the campaign is displayed in the "Campaign" menu, and how it starts.

The [campaign] Tag

The following keys and tags are recognized in [campaign] tags, in addition to all the common addon module keys and tags:

  • icon: the image displayed in the campaign selection menu
  • abbrev: (translatable) abbreviation used as a prefix for savefile names made from this campaign
  • image: the image shown in the information pane when this campaign is selected in the campaign selection menu (typically a transparent, 350×350 pixels portrait)
  • background: (Version 1.15.9 and later only) the image used as a backdrop for the Campaigns menu (typically a high resolution image intended for displaying fullscreen in story screens). If blank or unspecified, a stock story background from core is used.
  • description_alignment: (Version 1.13.3 and later only) The text alignment of the description. Choose between "left" (default), "center", or "right".
  • type: campaign's type to specify if it should be visible in singleplayer, multiplayer or both. Possible values are "sp", "mp" and "hybrid". Defaults to "sp".
  • extra_defines: a comma(,) separated list of preprocessor symbols. Those symbols will be defined before any .cfg is preprocessed. (In the past, this tag was used to define common optional advancements, but that use is deprecated. There are now macros to add those advancements defined in data/core/macros/optional_unit_advancements.cfg.)
  • difficulties: a comma(,) separated list of preprocessor symbols, exactly one of which will be stored depending on the difficulty setting chosen when the campaign is started. The symbols EASY, NORMAL, and HARD are usually used, and there are several macros in utils.cfg (see Macro Reference) which check for these values to set WML keys to different values depending on difficulty. If you use different difficulty symbols, you may need to define your own versions of these macros. (Version 1.13.2 and later only) This key has been deprecated in favor of [difficulty] define=.
  • difficulty_descriptions: the menu of difficulties; this is a list of descriptions (see DescriptionWML) that correspond to different difficulty levels. Since each description is a menu option for a difficulty level, this must provide the same number of descriptions as there are levels in the difficulties list. (Version 1.13.2 and later only) This key has been deprecated in favor of [difficulty] description=
  • [difficulty]: (Version 1.13.2 and later only) specifies a single campaign difficulty. The difficulties are expected to be ordered from easiest to hardest. The following keys are accepted:
    • define: the preprocessor symbol defined when this difficulty is selected. Uses the same format as an entry in the old difficulties list.
    • image: the image to display for this difficulty in the selection menu
    • label: a flavor label describing this difficulty. Displayed second after the image
    • description: a description of the difficulty, usually along the lines of "Beginner" or "Challenging". Displayed third after the image.
    • default: whether this is the difficulty which will be selected by default when the difficulty selection menu is displayed.
    • auto_markup: (Version 1.15.0 and later only) By default, the description is shown in small, gray text within parentheses. Setting auto_markup=no disables these, so no markup will be applied implicitly. Any markup in description will be honored regardless of this setting.
  • allow_difficulty_change: Allows difficulty switching during an ongoing campaign. Default:yes
  • first_scenario: the ID of the first scenario in the campaign; see id in ScenarioWML
  • rank: a number that determines the order of campaigns in the campaign selection menu. Lower rank campaigns appear earlier, with unranked campaigns at the end. Currently the mainline campaigns use multiples of 10 from 0 to 399, with 0-99 for Novice campaigns, 100-199 for Intermediate campaigns, and 200-399 for Expert campaigns; if you specify this, it should not be less than 400. (Note: This replaces an older convention that topped out at 50.) (Version 1.14.6 and later only) a number that determines the order of campaigns in the campaign selection menu. Lower rank campaigns appear earlier, with unranked campaigns at the end. Currently the mainline campaigns use multiples of 5 from 0 to 249, with 0-49 for Rookie campaigns, 50-99 for Novice campaigns, 100-149 for Intermediate campaigns, 150-199 for Hard campaigns, and 200-249 for Expert campaigns; if you specify this, it should not be less than 300.
  • start_year: a string that determines the order of campaigns when the campaign selection menu is sorted by date. The date needs a year number and an epoch, for example 20 BW, 20 YW, 20 BF or 20 AF. In Wesnoth 1.14, this is the only place in which this date-parsing is used.
  • end_year: a string that helps determine the order of campaigns when two campaigns have the same start_year. Ignored if start_year is not set.
  • year: shortcut for specifying both start_year and end_year, for campaigns that happen inside a single calendar year. Ignored if start_year is given.
  • [about]: inserts your own credits into the game's list of credits. See CreditsWML for syntax.
  • end_credits: Whether to display the credits screen at the end of the campaign. Defaults to yes.
  • end_text: (translatable) Text that is shown centered in a black screen at the end of a campaign. Defaults to "The End".
  • end_text_duration: Delay, in milliseconds, before displaying the game credits at the end of a campaign. In other words, for how much time end_text is displayed on screen. Defaults to 3500. (Version 1.15.6 and later only) This value is capped at 5000 (5 seconds).

The following keys are additionally recognized in multiplayer:

  • min_players: Minimum number of players which the campaign supports. This only serves to inform users when choosing a campaign. Defaults to 2.
  • max_players: Maximum number of players which the campaign supports. This only serves to inform users when choosing a campaign. Defaults to either min_players or 2, whichever is higher.
  • allow_era_choice: Whether to allow era selection (when set to yes) or hide it and use a default one when creating a game (when set to no). Defaults to yes.
  • require_campaign: Whether clients are required to have this campaign installed beforehand to be allowed join a game using this campaign. Possible values 'yes' (the default) and 'no'.

See Also

This page was last edited on 25 February 2024, at 01:47.