Modding Structure – DayZ
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== Mod presentation == | == Mod presentation == | ||
Configured through '''mod.cpp''' in the mod root folder | |||
<syntaxhighlight lang="c++"> | |||
name = "Mod name"; // name | |||
picture = "Mods/TestMod/modpic.edds"; // picture | |||
logo = "Mods/TestMod/modlogo.edds"; // logo | |||
logoSmall = "Mods/TestMod/modlogosmall.edds"; // icon | |||
logoOver = "Mods/TestMod/modlogohover.edds"; // logo on mouse hover | |||
tooltip = "tooltip"; // tool tip on mouse hover | |||
overview = "Bestest mod"; // overview | |||
action = "https://dayz.com/"; // link | |||
author = "modguy"; // author | |||
version = "1.5"; // version | |||
</syntaxhighlight> |
Revision as of 14:44, 13 June 2019
This page details the structure of DayZ mods as well as their configuration and presentation.
Mod structure
Mod is loaded using the -mod= launch parameter
-mod=C:\MyMods\TestMod
Typical mod folder downloaded from steam workshop will contain:
- Addons folder, holds the mod's .pbo files
- Keys folder, contains public .bikey used to sign the .pbo files (required for client-server signature verification)
- meta.cpp file, holds workshop meta data (will be automatically created during mod publishing)
- mod.cpp optional config file, holds information for mod presentation
PBO structure
Mod presentation
Configured through mod.cpp in the mod root folder
name = "Mod name"; // name
picture = "Mods/TestMod/modpic.edds"; // picture
logo = "Mods/TestMod/modlogo.edds"; // logo
logoSmall = "Mods/TestMod/modlogosmall.edds"; // icon
logoOver = "Mods/TestMod/modlogohover.edds"; // logo on mouse hover
tooltip = "tooltip"; // tool tip on mouse hover
overview = "Bestest mod"; // overview
action = "https://dayz.com/"; // link
author = "modguy"; // author
version = "1.5"; // version