Mod.cpp/bin File Format: Difference between revisions

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As of Operation Arrowhead, the root folder of your @mod can contain an (optional) mod.cpp/bin.


== mod.cpp/bin ==
As of {{arma2oa}}, the root folder of your @mod can contain an (optional) mod.cpp/bin.
  somewhere\@YourMod\mod.bin
  somewhere\@YourMod\mod.bin
and on the command line to start {{arma2oa}}
-mod=somewhere\@YourMod


and on the command line to start arrowhead
A mod.cpp/bin allows for more detailed information in the Game's expansion menu for mod folders (rather than the engine simply declaring there is a mysterious {{hl|@yourmod}})


mod=somewhere\@YourMod,lots,of,others...
Contents of this cpp/bin could be as follows:
<syntaxhighlight lang="cpp">
name = "mod_"; // Name of your mod
author = "author_mod"; // Affects Arma 3 Launcher, when the mod are loaded as local
logo = "files\ic.paa"; // Logo displayed in the main menu
logoOver = "files\ic_active.paa"; // When the mouse is over, in the main menu
tooltip = "mod_";
tooltipOwned = "credit_mod"; // Tool tip displayed when the mouse is left over, in the main menu
picture = "files\overview.paa"; // Picture displayed from the expansions menu. Optimal size is 2048x1024
actionName = "GitHub";
action = "https://github.com/my-mod-page"; // Website URL, that can be accessed from the expansions menu
overview = "This awesome mod does this and that."; // Supports structured text
hideName = 0; // Hide the extension name
hidePicture = 0; // Hide the extension menu
dlcColor[] = { 0.23, 0.39, 0.30, 1 }; // Color used for DLC stripes and backgrounds (RGBA)
logoSmall = "files\ic_small.paa"; // Display in creative lists, next to the entities added by the mod
</syntaxhighlight>
This is the standard, easy to apply, method.


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)
As convenient (and clever) as it may be, it does not fit well with standard methods of distribution. E.g.m, all things pbo.
{{Feature|arma3|In {{arma3}} the {{hl|mod.cpp}} is needed to display mod information in the [[Arma 3 Launcher]].}}


Contents of this cpp could be as follows:


name = "mod_"; // Name of your mod
== CfgMods ==
author = "author_mod"; // Affects Arma 3 Launcher, when the mod are loaded as local
logo = "files\ic.paa"; // Logo displayed in the main menu
logoOver = "files\ic_active.paa"; // When the mouse is over, in the main menu
tooltip = "mod_";
tooltipOwned = "credit_mod"; // Tool tip displayed when the mouse is left over, in the main menu
picture = "files\overview.paa"; // Picture displayed from the expansions menu. Optimal size is 2048x1024
actionName = "GitHub";
action = "https://github.com/my-mod-page"; // Website URL, that can be accessed from the expansions menu
overview = "description_mod";
overviewPicture = "files\overview_background.paa";
hideName = 0; // Hide the extension name
hidePicture = 0; // Hide the extension menu
dlcColor[] = {0.23,0.39,0.30,1}; // Color used for DLC stripes and backgrounds (RGBA)
logoSmall = "files\ic_small.paa"; // Display in creative lists, next to the entities added by the mod


This is the standard, easy to apply, method.
{{Feature|warning|As of {{GVI|arma3|2.02}} CfgMods is broken and does not work!}}
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 is done (find more samples [[Arma_3_DLC_Content_Licensing|here]]):
{{Feature|important|
{{hl|true}}/{{hl|false}} values are invalid values in {{hl|mod.cpp}}; use {{hl|1}}/{{hl|0}} instead or define them with
<syntaxhighlight lang="cpp">
#define true 1
#define false 0
</syntaxhighlight>
}}


As convenient (and clever) as it may be, it does not fit well with standard methods of distribution. Eg all things pbo.
=== {{arma2}} ===


{{Important|NOTE: Be careful: true/false are ''invalid'' values in the mod.cpp.}}
<syntaxhighlight lang="cpp">
//config.cpp
#define true 1
#define false 0


The alternative is to insert a cfgMods class into one of your pbo's, or, make one specifically for this.
class CfgMods
{
defaultAction = "http://www.arma2.com/mods";


The following are BI samples of how it's done (find more samples [[Arma_3_DLC_Content_Licensing|here]]):
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";
};


//config.cpp
class BAF
#define true 1
{
#define false 0
dir = "BAF";
name = "Arma 2: British Armed Forces (Lite)";
class CfgMods
picture = "ca\data_baf\mod.paa";
{
action = "http://www.arma2.com/BAF";
defaultAction = "http://www.arma2.com/mods";
hash = "BAF v. 1.03";
class Expansion
hideName = 1;
{
actionName = "Buy Now";
dir = "Expansion";
hidePicture = 1;
name = "Arma 2: Operation Arrowhead";
islite = 1;
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 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;
};
};
</syntaxhighlight>


class CfgMods
=== {{arma3}} - Zeus ===
{
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==
<syntaxhighlight lang="cpp">
<dl class="command_description">
class CfgMods
<!-- Note Section BEGIN -->
{
<dt class="note">[[User:Inkompetent|Inkompetent]]
class Mod_Base;
<dd class="note">
class Curator : Mod_Base
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
picture = "\A3\Ui_F_Curator\Data\Logos\arma3_zeus_icon_ca.paa";
<!-- Note Section END -->
logo = "\A3\Ui_F_Curator\Data\Logos\arma3_curator_logo_ca.paa";
</dl>
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;
};
};
</syntaxhighlight>


<dl class="command_description">
<!-- Note Section BEGIN -->
<dt class="note">[[User:Bull_A|Bull_A]]
<dd class="note">
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
<dd class="notedate">Posted on February, 2015 - 16:14
<!-- Note Section END -->
</dl>


<h3 style="display:none">Bottom Section</h3>
== Notes ==


<dl class="command_description">
{{Note
<dd class="notedate">Posted on Feburary 2, 2015 - 00:23 (GMT-5)</dd>
|user= Benargee
<dt class="note">[[User:Benargee|Benargee]]</dt>
|timestamp= 20150202063900
<dd class="note">
|text= '''ARMA 3'''<br>
'''ARMA 3'''<br>
Use '''<nowiki><br /></nowiki>''' to get a line break for mod overview.<br><br>
Use '''<nowiki><br /></nowiki>''' to get a line break for mod overview.<br><br>
HTML Link tags can also be used in overview, but you must use single quotes around the url. Example:<br>
HTML Link tags can also be used in overview, but you must use single quotes around the url. Example:<br>
'''<nowiki>"<a href='http://www.Arma3.com'>Arma 3 Home Page</a>"</nowiki>'''<br>
'''<nowiki>"<a href='http://www.arma3.com'>Arma 3 Home Page</a>"</nowiki>'''<br>
Colored text works too: '''<nowiki><t color='#ffff00'>Your yellow text!</t></nowiki>'''<br>
Colored text works too: '''<nowiki><t color='#ffff00'>Your yellow text!</t></nowiki>'''<br>
Other html tags might work, but I have not tested them. See: [[Structured Text]]
Other html tags might work, but I have not tested them. See: [[Structured Text]].
</dd>
}}
</dl>


<dl class="command_description">
<dd class="notedate">Posted on 2020-06-17 3:10 PM</dd>
<dt class="note">[[User:Ilias38rus|Ilias38rus]]</dt>
<dd class="note">
'''ARMA 3 1.98'''<br>
CfgMods doesn't affect anything, only mod.cpp are working .
</dd>
</dl>


[[Category:BIS_File_Formats]]
[[Category:BIS_File_Formats]]
[[Category:ArmA:_Addon_Configuration]]
{{GameCategory|arma1|Addon_Configuration}}

Latest revision as of 22:56, 13 May 2023

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Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.

This page contains unofficial information.

Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.
Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.


mod.cpp/bin

As of Arma 2: 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 Arma 2: Operation Arrowhead

-mod=somewhere\@YourMod

A mod.cpp/bin 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/bin could be as follows:

name			= "mod_";					// Name of your mod
author			= "author_mod";				// Affects Arma 3 Launcher, when the mod are loaded as local
logo			= "files\ic.paa";			// Logo displayed in the main menu
logoOver		= "files\ic_active.paa";	// When the mouse is over, in the main menu
tooltip			= "mod_";
tooltipOwned	= "credit_mod";				// Tool tip displayed when the mouse is left over, in the main menu
picture			= "files\overview.paa";		// Picture displayed from the expansions menu. Optimal size is 2048x1024
actionName		= "GitHub";
action			= "https://github.com/my-mod-page";			// Website URL, that can be accessed from the expansions menu
overview		= "This awesome mod does this and that.";	// Supports structured text
hideName		= 0;						// Hide the extension name
hidePicture		= 0;						// Hide the extension menu
dlcColor[]		= { 0.23, 0.39, 0.30, 1 };	// Color used for DLC stripes and backgrounds (RGBA)
logoSmall		= "files\ic_small.paa";		// Display in creative lists, next to the entities added by the mod

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. E.g.m, all things pbo.

Arma 3
In Arma 3 the mod.cpp is needed to display mod information in the Arma 3 Launcher.


CfgMods

As of Arma 3 logo black.png2.02 CfgMods is broken and does not work!

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 is done (find more samples here):

true/false values are invalid values in mod.cpp; use 1/0 instead or define them with
#define true 1
#define false 0

Arma 2

//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

Benargee - c
Posted on Feb 02, 2015 - 06:39 (UTC)
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.