Mod.cpp/bin File Format

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As of Operation Arrowhead, the root folder of your @mod can contain an (optional) mod.cpp/bin.


and on the command line to start arrowhead


A mod.cpp/bin allows for more detailed information in the Game's expansion menu for mod folders (rather than the engine simply declaring there is a mysterious @yourmod)

Contents of this cpp/bin could be as follows:

 name 			= "mod_"; // Name of your mod
 author 		= "author_mod"; // Affects Arma 3 Launcher, when the mod are loaded as local
 logo 			= "files\ic.paa"; // Logo displayed in the main menu
 logoOver 		= "files\ic_active.paa"; // When the mouse is over, in the main menu
 tooltip 		= "mod_";
 tooltipOwned 	= "credit_mod"; // Tool tip displayed when the mouse is left over, in the main menu
 picture 		= "files\overview.paa"; // Picture displayed from the expansions menu. Optimal size is 2048x1024
 actionName 	= "GitHub";
 action 		= ""; // Website URL, that can be accessed from the expansions menu
 overview 		= "This awesome mod does this and that."; // Supports structured text
 hideName 		= 0; // Hide the extension name
 hidePicture	= 0;	// Hide the extension menu
 dlcColor[] 	= {0.23,0.39,0.30,1}; // Color used for DLC stripes and backgrounds (RGBA)
 logoSmall 		= "files\ic_small.paa"; // Display in creative lists, next to the entities added by the mod

This is the standard, easy to apply, method.

As convenient (and clever) as it may be, it does not fit well with standard methods of distribution. E.g.m, all things pbo.

Arma 3
In Arma 3 the mod.cpp is needed to display mod information in the Arma 3 Launcher.


As of Arma 3 logo black.png2.02 CfgMods is broken and does not work!

The alternative is to insert a CfgMods class into one of your pbo's, or, make one specifically for this. The following are BI samples of how it is done (find more samples here):

NOTE: Be careful: true/false are invalid values in the mod.cpp.

Arma 2

 #define true 1
 #define false 0

 class CfgMods
 	defaultAction = "";
 	class Expansion
 		dir = "Expansion";
 		name = "Arma 2: Operation Arrowhead";
 		picture = "ca\ui\data\logo_arma2ep1_ca.paa";
 		hidePicture = false;
 		hideName = true;
 		action = "";
 	class BAF
 		dir = "BAF";
 		name = "Arma 2: British Armed Forces (Lite)";
 		picture = "ca\data_baf\mod.paa";
 		action = "";
 		hash = "BAF v. 1.03";
 		hideName = 1;
 		actionName = "Buy Now";
 		hidePicture = 1;
 		islite = 1;
 	class PMC
 		dir = "PMC";
 		picture = "ca\ui\data\logo_arma2pmc_ca.paa";
 		hash = "PMC v. 1.02";
 		action = "";
 		hideName = 1;
 		name = "Arma 2: Private Military Company";
 		hidePicture = 0;

Arma 3 - Zeus

 class CfgMods
 	class Mod_Base;
 	class Curator: Mod_Base
 		picture = "\A3\Ui_F_Curator\Data\Logos\arma3_zeus_icon_ca.paa";
 		logo = "\A3\Ui_F_Curator\Data\Logos\arma3_curator_logo_ca.paa";
 		logoOver = "\A3\Ui_F_Curator\Data\Logos\arma3_curator_logoOver_ca.paa";
 		tooltipOwned = "$STR_A3_CFGMODS_CURATOR_NAME";
 		action = "";
 		fieldManualTopicAndHint[] = {"Curator","Curator"};
 		dlcColor[] = {0.31,0.78,0.78,1};
 		hideName = 1;
 		hidePicture = 0;
 		dir = "Curator";
 		appId = 275700;


Posted on Feburary 2, 2015 - 00:23 (GMT-5)
Use <br /> to get a line break for mod overview.

HTML Link tags can also be used in overview, but you must use single quotes around the url. Example:
"<a href=''>Arma 3 Home Page</a>"
Colored text works too: <t color='#ffff00'>Your yellow text!</t>
Other html tags might work, but I have not tested them. See: Structured Text