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.bin/cpp 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 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 		= "description_mod";
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. Eg all things pbo.

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

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's done (find more samples here):

#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;


Currently in ArmA3 (version 1.08) the CfgMods entry in config.cpp does not seem to work, and the mod.cpp file must be used.
Posted on January 15, 2013 - 15:26
ArmA3 (version 1.38) the CfgMods entry in config.cpp appears to be working, providing the 'dir' attribute in the CfgMods class is pointing to the correct folder. Best practice is to use both cfgMods in the config.cpp and the mod.cpp
Posted on February, 2015 - 16:14

Bottom Section

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
Posted on 2020-06-17 3:10 PM
ARMA 3 1.98
CfgMods doesn't affect anything, only mod.cpp are working .