Mod.cpp/bin File Format: Difference between revisions

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A mod.cpp is to offer more detailed information in the expansion menu for mod folders.
As of Operation Arrowhead, the root folder of your @mod can contain an (optional) mod.cpp/bin.


Since Operation Arrowhead the root folder of a mod folder can (optionally) contain a mod.bin/cpp.
somewhere\@YourMod\mod.bin
Like arma2\@MyMod\


It is used to provide more details than just '@MyMod' listed on the right side in the main menu.
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";
  name = "Cold War Rearmed²";
Line 13: Line 18:
  action = "http://cwr.armedzone.com/";
  action = "http://cwr.armedzone.com/";


{{Important|NOTE: true/false are ''invalid'' values in the mod.cpp.}}


This is the standard method, and quite inconvenient.
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.


An unsatisfactory alternative is to make a pbo with the prefix set to your Mods\  root name. (Which presumes your user's wont change it).
The following are BI samples of how it's done:


The alternative is a pbo with a config and to define your cfgMods class. BI samples:
#define true 1
#define false 0


  class CfgMods
  class CfgMods
Line 29: Line 38:
  name = "Arma 2: Operation Arrowhead";
  name = "Arma 2: Operation Arrowhead";
  picture = "ca\ui\data\logo_arma2ep1_ca.paa";
  picture = "ca\ui\data\logo_arma2ep1_ca.paa";
  hidePicture = 0;
  hidePicture = false;
  hideName = 1;
  hideName = true;
  action = "http://www.arma2.com/arrowhead";
  action = "http://www.arma2.com/arrowhead";
  };
  };

Revision as of 05:59, 16 January 2012

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.

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:

#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;
	};
};