Mod.cpp/bin File Format: Difference between revisions

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<dt class="note">[[User:Inkompetent|Inkompetent]]</dt>
<dt class="note">[[User:Inkompetent|Inkompetent]]</dt>
<dd class="note">
<dd class="note">
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.
<dd class="notedate">Posted on January 15, 2013 - 15:26</dd>
<dd class="notedate">Posted on January 15, 2013 - 15:26</dd>
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<dt class="note">[[User:Bull_A|Bull_A]]</dt>
<dt class="note">[[User:Bull_A|Bull_A]]</dt>
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<dd class="note">
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
<dd class="notedate">Posted on February, 2015 - 16:14</dd>
<dd class="notedate">Posted on February, 2015 - 16:14</dd>
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Revision as of 16:12, 31 January 2021

Template:unsupported-doc

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.

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

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):

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

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 Arma 3 (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
Arma 3 (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 .