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 15:44, 13 June 2019

Template:Stub


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