Config.cpp: Difference between revisions

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The '''''config.cpp''''' file is the humanly readable, 'unraPified', text file equivalent of a config.bin.
#REDIRECT [[Config.cpp/bin File Format]]
 
Config.cpp is the classic class-and-tokenpair arrangement identical in every respect to all other similar files (rvmat, mission.sqm, bisurf, etc). As such, it is subject to rapify (binarising) BEFORE the engine uses it. This can be done during engine load time, or, preferably, in a pre-rapified config.bin.
 
 
The master config.bin is held in dta\ for all engines.
 
When present in an addon (and only ever present in an addon), the config.cpp or config.bin in that addon, is merged into the engine's config.bin.
 
The ONLY config.bin that exists in game, is one gigantic monster, consisting of dta\config.bin + all addons.
 
At least two exceptionally helpful, mission based, tools exist to examine the content of this monster. They are effective and incredible time savers when you are looking for what-went-bang.
 
*dumpConfig.utes:<shreds-of-sanity@gmx.net>
 
dumps the monster to a text file.
 
*ConfigExplorer2_Test.utes
 
interactive examiner
 
You probably shouldn't leave home without them.
 
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Conventionally, a config.cpp is the text equivalent of a config.bin. This in fact is a lie.
 
ALL engine's accept EITHER a config.bin, a config.cpp OR BOTH.
 
WHICHEVER config contains 'text' (ie unbinarised) is the master, the other file, is ignored.
 
IF and when the engine discovers a TEXT config, it immediately rapifies it for internal use (binarises). How it is rapifed (ofp format or arma format) is immaterial. The text is converted to Rap format appropriate to the engine.
 
*It is quite common during a patch or beta development process for a .bin and a .cpp to co-exist. The bin, is simply ignored.
 
*It is quite uncommon to have these two files co-existing in a released addon. If present, it should alert you to what is, in effect, a patch of the original.
 
Note that during engine load time, where it is busily assembling a single config.bin monster, the final step in that process is to localise all $STR_  variables encountered. These 'tokens' are held in either a stringtable.csv or .xml 'anywhere'. If present in the same folder, the xml takes precedence and the csv is ignored.
 
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These links may be of interest:
[[CfgVehicles|Here]] you can find a tree of CfgVehicles.
 
*[[Models:_NoClassnames_-_A_:_J|Models without classnames, A - J]]
*[[Models:_NoClassnames_-_K_:_M|Models without classnames, K - M]]
*[[Models:_NoClassnames_-_N_:_R|Models without classnames, N - R]]
*[[Models:_NoClassnames_-_S|Models without classnames, S]]
*[[Models:_NoClassnames_-_T_:_Z|Models without classnames, T - Z]]
*[[Models_%26_Classnames:_Ammo|Classes of CfgAmmo]]
*[[Models_%26_Classnames:_CfgNonAIVehicles|Classes of CfgNonAIVehicles]]
*[[Models_%26_Classnames:_CfgVehicles_-_Class_Man|Classes of CfgVehicles/Class Man]]
*[[Models_%26_Classnames:_CfgVehicles_-_Class_Thing|Classes of CfgVehicles/Class Thing]]
*[[Models_%26_Classnames:_CfgVehicles_-_NonStrategic|Classes of CfgVehicles/NonStrategics]]
*[[Models_%26_Classnames:_CfgVehicles_-_Strategic|Classes of CfgVehicles/Strategics]]
*[[Models_%26_Classnames:_CfgVehicles_-_Vehicles|Classes of CfgVehicles/Vehicles]]
*[[Models_%26_Classnames:_DestrTypes|DestrTypes]]
*[[Models_%26_Classnames:_Miscellaneous|Miscellaneous]]
*[[Models_%26_Classnames:_Simulation_Types|Simulation Types]]
*[[Models_%26_Classnames:_Weapons|Classes of CfgWeapons]]
 
A fully commented config.cpp file can be found at the [http://www.flashpoint1985.com/breathe/index.html Oxygen] web site.
 
[[Category:ArmA: Addon Configuration]]
[[category:Operation Flashpoint:  Editing]]
[[Category:Operation Flashpoint Elite:  Editing]]
[[category:Operation Flashpoint: Modelling]]
[[Category:Operation Flashpoint Elite: Modelling]]

Latest revision as of 11:42, 23 October 2011