Mod.cpp/bin File Format: Difference between revisions
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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. | ||
The following are BI samples of how it's done: | The following are BI samples of how it's done (find more samples [[Arma_3_DLC_Content_Licensing|here]]): | ||
//config.cpp | //config.cpp |
Revision as of 12:18, 28 October 2019
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 (find more samples here):
//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
Bottom Section
- 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