Mod.cpp/bin File Format: Difference between revisions

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mod.cpp is used for MODS=MyMod,,,,


With the release of Arrowhead, Bis have re-introduced proper mod folders as per OFP. They (can) contain ~\dta, apart from ~\addons.
== mod.cpp/bin ==


In addition, the root folder of the mod can (optionally) contain a mods.bin/cpp.
As of {{arma2oa}}, the root folder of your @mod can contain an (optional) mod.cpp/bin.
somewhere\@YourMod\mod.bin
and on the command line to start {{arma2oa}}
-mod=somewhere\@YourMod


It is typically used to display something other than, and more descriptive than, 'MyMod' on the main game display
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}})


name = "Cold War Rearmed²";
Contents of this cpp/bin could be as follows:
picture = \some\paafile\somewere.paa;
<syntaxhighlight lang="cpp">
actionName = "Website";
name = "mod_"; // Name of your mod
action = "http://cwr.armedzone.com/";
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.


This is the standard method, and quite inconvenient.
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;
};
 
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>
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>
'''<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>
Other html tags might work, but I have not tested them. See: [[Structured Text]].
}}


Un unsatisfactory alternative is to make a pbo with the prefix set to your Mods\  root name. (Which presumes your user's wont change it).


[[Category:BIS_File_Formats]]
[[Category:BIS_File_Formats]]
{{GameCategory|arma1|Addon_Configuration}}

Latest revision as of 10:38, 6 May 2024

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Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.

This page contains unofficial information.

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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.

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


CfgMods

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):

true/false values are invalid values in mod.cpp; use 1/0 instead or define them with
#define true 1
#define false 0

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

Benargee - c
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.