Mod.cpp/bin File Format: Difference between revisions

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(mod.cpp file required in ArmA3 1.08)
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<dt class="note">'''[[User:Inkompetent|Inkompetent]]'''
<dt class="note">'''[[User:Inkompetent|Inkompetent]]'''
<dd class="note">
<dd class="note">
Currently in ArmA3 (version 1.08) the CfgMods entry in config.cpp is not sufficient on its own to get the above functionality. The mod.cpp file must be used.
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.
<dd class="notedate">Posted on January 15, 2013 - 15:26
<dd class="notedate">Posted on January 15, 2013 - 15:26
<!-- Note Section END -->
<!-- Note Section END -->

Revision as of 16:49, 15 January 2014

Template:unsupported-doc

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.

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 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;
	};
};

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

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