Mod.cpp/bin File Format
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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; }; };