Mod.cpp/bin File Format: Difference between revisions
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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) | 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 = "Cold War Rearmed²"; | name = "Cold War Rearmed²"; | ||
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actionName = "Website"; | actionName = "Website"; | ||
action = "http://cwr.armedzone.com/"; | action = "http://cwr.armedzone.com/"; | ||
This is the standard, easy to apply, method. | 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. | As convenient (and clever) as it may be, it does not fit well with standard methods of distribution. Eg all things pbo. | ||
{{Important|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 alternative is to insert a cfgMods class into one of your pbo's, or, make one specifically for this. | ||
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The following are BI samples of how it's done: | The following are BI samples of how it's done: | ||
//config.cpp | |||
#define true 1 | #define true 1 | ||
#define false 0 | #define false 0 | ||
class CfgMods | class CfgMods | ||
{ | { |
Revision as of 08:28, 16 January 2012
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,lots,of,others...
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 = "Cold War Rearmed²"; picture = \some\paafile\somewere.paa; actionName = "Website"; action = "http://cwr.armedzone.com/";
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.
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:
//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; }; };