8. Test and publish
Before publishing to Workshop, test the mission in Workbench and on a dedicated server. The checks below use UF Shooting Star; use the corresponding objectives and units for your own mission.
Testing in Workbench
Section titled “Testing in Workbench”Launch the world and follow the player’s full route:
- Choose a slot in the lobby. Check the role name, equipment and the group’s vehicles.
- Use Play in the lobby to enter briefing. Check the text, port link, map markings and conditions. Side-specific orders should only appear for the intended side.
- Press Play again to enter the game. Check starting positions and freeze restrictions; players should be able to leave the starting zone freely when freeze ends.
- Test port capture with playable characters from both sides: continuous holding, timer reset when a condition fails, flag changes and the announcement.
- Test losses, superiority and the timer. To speed up testing, temporarily reduce durations after recording the original values, then restore them.
U toggles the lobby; Y toggles Game Master. Threshold conditions count playable slots, so adding arbitrary AI does not replace a test with the prepared roster.
Testing on a server
Section titled “Testing on a server”Before an event, test on a dedicated server with at least two participants on opposing sides. Check slots, briefing, vehicles, radio communication and announcements for both players. Workbench testing does not replace a multiplayer test.
If you use Git, commit the verified changes and push them to GitHub: Git and Arma Reforger.
Publishing the mission
Section titled “Publishing the mission”Your mission is distributed as part of your addon. In Resource Manager, sign in to your Bohemia account through Workbench → Link, then open Workbench → Publish Project. Fill in the project details and prepare the package; Working Dir must be separate from your source folder.
Follow Bohemia Interactive’s official publishing instructions for packaging and uploading to Workshop.
After uploading, install the published version through Workshop and check that the scenario starts with its dependencies. All participants and the server need the appropriate addon version for multiplayer.