Mod.cpp/bin File Format: Difference between revisions
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<dt class="note">[[User:Inkompetent|Inkompetent]] | <dt class="note">[[User:Inkompetent|Inkompetent]]</dt> | ||
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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. | 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. | ||
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<dt class="note">[[User:Bull_A|Bull_A]] | <dt class="note">[[User:Bull_A|Bull_A]]</dt> | ||
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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 | 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 |
Revision as of 01:24, 30 January 2021
mod.cpp/bin
As of 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 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 = "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. 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
- Inkompetent
- 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
- Bull_A
- 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
- Posted on Feburary 2, 2015 - 00:23 (GMT-5)
- Benargee
-
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
- Posted on 2020-06-17 3:10 PM
- Ilias38rus
-
ARMA 3 1.98
CfgMods doesn't affect anything, only mod.cpp are working .