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Create Release script #21
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Whilst we're at it, just FTP the release to the Arma 3 server, as well as the key, plus stopping and starting the server. |
I don't belive this is possible sadly, alternative could be an account with only arma.. |
So far research has lead to the conclusion that we can implement an automated way of releasing to Steam Workshop. However, the requirements listed in the first comment under "Requirements to pull this off" need to be fulfilled first. Reference this guide for more in-depth instructions on how to set up. On the user's end, the make script should be called with a simple |
What ================= Added VDF file so that once Steam Workshop release function has been created in `make.ps1`, I don't have to look for the format again. Issue ID: #21
We don't have to do this anymore! ACE saves the day once more: https://github.com/acemod/ACE3/blob/master/tools/publish.py |
Try this for the workflows: https://github.com/Project-Hatchet/Repository_Template/tree/main/.github/workflows |
More examples: |
Steam Workshop now allows contributors to upload to workshop. Could use this |
So someone wrote a guide on how to allow contributors to upload, not just owners... it just seems to be the regular SteamCMD method, but considering the previous example was for a different game using the vdf file, it's good to see an Arma 3 specific example: https://discord.com/channels/105462288051380224/105464579600977920/899967388144001124. Another fun note that the guide mentions is that we could also use PublisherCMD to do it, which is Bohemia Interactive's very own Publisher that would be used to manually upload like we currently do. Wiki for that is here: https://community.bistudio.com/wiki/Publisher. We should compare the two methods and see what's best for an average contributor to use. |
Implement release script, to allow automatic building and publishing of the mod.
Hopefully there's a way to force publishing using a custom user!
Requirements to pull this off
contentfolder
,previewfile
andchangenote
. The first two need to be handled by the script (goddamn absolute values)make.ps1
fileScript actions
\tools
directory (alongside armake.exe)workshop-data.vdf
file doesn't already exist, create a template file and prompt for the desired data to fill in forvisibility
,title
, anddescription
contentfolder
andpreviewfile
C:\steamCMD\steamcmd.exe +login myLoginName myPassword +workshop_build_item C:\WorkShopItems\myMap\myMap.vdf +quit
, replacing the absolute paths with variable$projectRoot
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