Mod.cpp/bin File Format: Difference between revisions
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= mod.cpp/bin = | |||
As of Operation Arrowhead, the root folder of your @mod can contain an (optional) mod.cpp/bin. | As of Operation Arrowhead, the root folder of your @mod can contain an (optional) mod.cpp/bin. | ||
<tt>somewhere\@YourMod\mod.bin</tt> | |||
and on the command line to start arrowhead | and on the command line to start arrowhead | ||
<tt>mod=somewhere\@YourMod</tt> | |||
A mod.bin | 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 <tt>@yourmod</tt>) | ||
Contents of this cpp could be as follows: | Contents of this cpp/bin could be as follows: | ||
<syntaxhighlight lang="cpp"> | |||
name = "mod_"; | name = "mod_"; // Name of your mod | ||
author = "author_mod"; | author = "author_mod"; // Affects Arma 3 Launcher, when the mod are loaded as local | ||
logo = "files\ic.paa"; | logo = "files\ic.paa"; // Logo displayed in the main menu | ||
logoOver = "files\ic_active.paa"; | logoOver = "files\ic_active.paa"; // When the mouse is over, in the main menu | ||
tooltip = "mod_"; | tooltip = "mod_"; | ||
tooltipOwned = "credit_mod"; | tooltipOwned = "credit_mod"; // Tool tip displayed when the mouse is left over, in the main menu | ||
picture = "files\overview.paa"; | picture = "files\overview.paa"; // Picture displayed from the expansions menu. Optimal size is 2048x1024 | ||
actionName = "GitHub"; | actionName = "GitHub"; | ||
action = "https://github.com/my-mod-page"; | action = "https://github.com/my-mod-page"; // Website URL, that can be accessed from the expansions menu | ||
overview = "description_mod"; | overview = "description_mod"; | ||
hideName = 0; // Hide the extension name | hideName = 0; // Hide the extension name | ||
hidePicture | hidePicture = 0; // Hide the extension menu | ||
dlcColor[] | dlcColor[] = {0.23,0.39,0.30,1}; // Color used for DLC stripes and backgrounds (RGBA) | ||
logoSmall = "files\ic_small.paa"; | 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. | 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. | 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 mod.cpp is needed to display mod information in the [[Arma 3 Launcher]].}} | |||
= CfgMods = | |||
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]]): | |||
{{Important|NOTE: Be careful: true/false are ''invalid'' values in the mod.cpp.}} | {{Important|NOTE: Be careful: true/false are ''invalid'' values in the mod.cpp.}} | ||
<syntaxhighlight lang="cpp"> | |||
//config.cpp | //config.cpp | ||
#define true 1 | #define true 1 | ||
#define false 0 | #define false 0 | ||
== {{arma3}} == | |||
class CfgMods | class CfgMods | ||
{ | { | ||
Line 77: | Line 80: | ||
}; | }; | ||
}; | }; | ||
</syntaxhighlight> | |||
== {{arma3}} - Zeus == | |||
<syntaxhighlight lang="cpp"> | |||
class CfgMods | class CfgMods | ||
{ | { | ||
Line 100: | Line 104: | ||
}; | }; | ||
}; | }; | ||
</syntaxhighlight> | |||
= Notes = | |||
<dl class="command_description"> | <dl class="command_description"> | ||
<!-- Note Section BEGIN --> | <!-- Note Section BEGIN --> | ||
Line 119: | Line 124: | ||
<!-- Note Section END --> | <!-- Note Section END --> | ||
</dl> | </dl> | ||
<dl class="command_description"> | <dl class="command_description"> |
Revision as of 12:20, 24 November 2020
Template:SideTOC Template:unsupported-doc
mod.cpp/bin
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
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 = "description_mod";
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.
CfgMods
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):
//config.cpp
#define true 1
#define false 0
== {{arma3}} ==
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
- 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
- Bull_A
- 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
- Posted on February, 2015 - 16:14
- Posted on Feburary 2, 2015 - 00:23 (GMT-5)
- Benargee
-
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
- Posted on 2020-06-17 3:10 PM
- Ilias38rus
-
ARMA 3 1.98
CfgMods doesn't affect anything, only mod.cpp are working .