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{{ | {{TOC|side}} | ||
{{Feature|UnsupportedDoc}} | |||
== mod.cpp/bin == | |||
As of {{arma2oa}}, the root folder of your @mod can contain an (optional) mod.cpp/bin. | |||
somewhere\@YourMod\mod.bin | somewhere\@YourMod\mod.bin | ||
and on the command line to start {{arma2oa}} | |||
-mod=somewhere\@YourMod | |||
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 {{hl|@yourmod}}) | |||
Contents of this cpp/bin could be as follows: | |||
<syntaxhighlight lang="cpp"> | |||
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 = "https://github.com/my-mod-page"; // 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 | |||
</syntaxhighlight> | |||
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. | |||
{{Feature|arma3|In {{arma3}} the {{hl|mod.cpp}} is needed to display mod information in the [[Arma 3: Launcher]].}} | |||
== CfgMods == | |||
{{Feature|warning|As of {{GVI|arma3|2.02}} 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 [[Arma_3_DLC_Content_Licensing|here]]): | |||
{{Feature|important| | |||
{{hl|true}}/{{hl|false}} values are invalid values in {{hl|mod.cpp}}; use {{hl|1}}/{{hl|0}} instead or define them with | |||
<syntaxhighlight lang="cpp"> | |||
#define true 1 | |||
#define false 0 | |||
</syntaxhighlight> | |||
}} | |||
=== {{arma2}} === | |||
<syntaxhighlight lang="cpp"> | |||
//config.cpp | |||
#define true 1 | |||
#define false 0 | |||
class CfgMods | |||
{ | |||
defaultAction = "http://www.arma2.com/mods"; | |||
class Expansion | |||
{ | |||
dir = "Expansion"; | |||
name = "Arma 2: Operation Arrowhead"; | |||
picture = "ca\ui\data\logo_arma2ep1_ca.paa"; | |||
hidePicture = false; | |||
hideName = true; | |||
action = "http://www.arma2.com/arrowhead"; | |||
}; | |||
class BAF | |||
{ | |||
dir = "BAF"; | |||
name = "Arma 2: British Armed Forces (Lite)"; | |||
picture = "ca\data_baf\mod.paa"; | |||
action = "http://www.arma2.com/BAF"; | |||
hash = "BAF v. 1.03"; | |||
hideName = 1; | |||
actionName = "Buy Now"; | |||
hidePicture = 1; | |||
islite = 1; | |||
}; | |||
Arma | class PMC | ||
{ | |||
dir = "PMC"; | |||
picture = "ca\ui\data\logo_arma2pmc_ca.paa"; | |||
hash = "PMC v. 1.02"; | |||
action = "http://www.arma2.com/PMC"; | |||
hideName = 1; | |||
name = "Arma 2: Private Military Company"; | |||
hidePicture = 0; | |||
}; | |||
}; | |||
</syntaxhighlight> | |||
=== {{arma3}} - Zeus === | |||
== | <syntaxhighlight lang="cpp"> | ||
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 = "$STR_A3_CFGMODS_CURATOR_NAME"; | |||
action = "http://zeus.arma3.com"; | |||
fieldManualTopicAndHint[] = {"Curator","Curator"}; | |||
dlcColor[] = { 0.31, 0.78, 0.78, 1 }; | |||
overview = "$STR_A3_DLC_CURATOR_DESCRIPTION"; | |||
hideName = 1; | |||
hidePicture = 0; | |||
name = "$STR_A3_CFGMODS_CURATOR_NAME"; | |||
dir = "Curator"; | |||
appId = 275700; | |||
}; | |||
}; | |||
</syntaxhighlight> | |||
== Notes == | |||
{{Note | |||
|user= Benargee | |||
|timestamp= 20150202063900 | |||
|text= '''ARMA 3'''<br> | |||
'''ARMA 3'''<br> | |||
Use '''<nowiki><br /></nowiki>''' to get a line break for mod overview.<br><br> | Use '''<nowiki><br /></nowiki>''' to get a line break for mod overview.<br><br> | ||
HTML Link tags can also be used in overview, but you must use single quotes around the url. Example:<br> | HTML Link tags can also be used in overview, but you must use single quotes around the url. Example:<br> | ||
'''<nowiki>"<a href='http://www. | '''<nowiki>"<a href='http://www.arma3.com'>Arma 3 Home Page</a>"</nowiki>'''<br> | ||
Colored text works too: '''<nowiki><t color='#ffff00'>Your yellow text!</t></nowiki>'''<br> | Colored text works too: '''<nowiki><t color='#ffff00'>Your yellow text!</t></nowiki>'''<br> | ||
Other html tags might work, but I have not tested them. See: [[Structured Text]] | Other html tags might work, but I have not tested them. See: [[Structured Text]]. | ||
}} | |||
[[Category:BIS_File_Formats]] | [[Category:BIS_File_Formats]] | ||
{{GameCategory|arma1|Addon_Configuration}} |
Latest revision as of 10:38, 6 May 2024
mod.cpp/bin
As of Arma 2: Operation Arrowhead, the root folder of your @mod can contain an (optional) mod.cpp/bin.
somewhere\@YourMod\mod.bin
and on the command line to start Arma 2: Operation Arrowhead
-mod=somewhere\@YourMod
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 = "https://github.com/my-mod-page"; // 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.
CfgMods
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):
Arma 2
//config.cpp
#define true 1
#define false 0
class CfgMods
{
defaultAction = "http://www.arma2.com/mods";
class Expansion
{
dir = "Expansion";
name = "Arma 2: Operation Arrowhead";
picture = "ca\ui\data\logo_arma2ep1_ca.paa";
hidePicture = false;
hideName = true;
action = "http://www.arma2.com/arrowhead";
};
class BAF
{
dir = "BAF";
name = "Arma 2: British Armed Forces (Lite)";
picture = "ca\data_baf\mod.paa";
action = "http://www.arma2.com/BAF";
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 = "http://www.arma2.com/PMC";
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 = "http://zeus.arma3.com";
fieldManualTopicAndHint[] = {"Curator","Curator"};
dlcColor[] = { 0.31, 0.78, 0.78, 1 };
overview = "$STR_A3_DLC_CURATOR_DESCRIPTION";
hideName = 1;
hidePicture = 0;
name = "$STR_A3_CFGMODS_CURATOR_NAME";
dir = "Curator";
appId = 275700;
};
};
Notes
- Posted on Feb 02, 2015 - 06:39 (UTC)
-
ARMA 3
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='http://www.arma3.com'>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.