-
Notifications
You must be signed in to change notification settings - Fork 0
Files and loading any changes
folder\file.txt
means from the active directory, it can be the one that contain the processed file, game's .exe, or other .
.\.\folder\file.txt
means 2 steps back in the folder tree, from the active directory .
\folder\file.txt
means from the game directory with the .exe file .
\A3\folder\file.txt
means from virtual folder with all the Addons in the game's default "Addons" folders .
modFolder\addons\addonFolder\config.cpp
* is the initial Addon's file, everything that your Addon will implement, will be loaded through it . It require a class of CfgPatches defined, otherwise it will be ignored .
modFolder\addons\addonFolder\<<"$prefix$"|"pboprefix">>
* Arma PBO packers usually process such file, which allow you to define a string as a path to the addonFolder . It allow you to at packing rename the addonFolder, without editing the paths in code .
modFolder\addons\addonFolder\stringtable.xml
* is an optional file, that contain versions of text, for different languages that can be selected in-game . The Key IDs have to start with "str_" to work correctly . In configs, you need to use $<<Key ID>>
, it will be replaced with the text from stringtable, in scripts -- <<Key ID>>
the same as a variable .
Since Arma 2 OA, optional modFolder\mod.cpp
* allow you to define the Mod item's appearance, in Arma 1.98 you don't seem to be able to customize such items other-way .
The game checks some locations for folders with "addons" name, and load Addons from these folders . These locations are preset (default/vanilla addons/content) or added with -mod=<<path>><<|";"[path] ..>>
Startup Parameter* .
The -mod
accept Absolute paths, and ones Relative to the .exe
file .
For example, in Properties\Target
field of a Shortcut file :
"D:\<<1>>\Arma 3\arma3.exe" -mod=modFolder_1;folder_1\modFolder_2;D:\modFolder_3
will lead to "D:\<<1>>\Arma 3\modFolder_1
" , "D:\<<1>>\Arma 3\folder_1\modFolder_2
" and D:\modFolder_3
.
For the Addon to be loaded, you need to pack it into .pbo
: see "Packing, Signing and Publishing";, or use -filePatching
Startup Parameter .
All .pbo -s are loaded before any config is read, so you can't manage .pbo -s by config files .
There is also no way to sort .pbo -s into sub-folders in a mod, but config.cpp -s in sub-folders of an Addon are processed and treated as separate Addons .
After creating a Mission in an [|in-game] editor, you can find it at "%userprofile%\Documents\Arma 3\
".. or "%userprofile%\Documents\Arma 3 - Other Profiles\
".. . Some files in the mission's folder are automatically loaded : Scripts and MissionConfig .
The missionConfigfile allow you to define a lot of what you can with the configfile, including interfaces, items and so on .
You can download Arma 3 Tools from Steam, and PBO Manager from here .
Then you can pack the .cpp
and .hpp
files into .bin
-s and addonFolder-s into .pbo
-s .
Then, in DSUtils click "N" on the side of top right, to create a new Private Key (if don't have), select the key trough the button that is adjacent to the "N" and with a folder icon, add the .pbo /-s and sign it/them . Servers can allow clients to join only with the loaded Addons with keys that {was created with the same private key} as any one in the Keys folder . The Private Keys allow to sign and load modified Addons, so do not share or loose them .[i]
You can share or find Mods/Missions trough :
- Steam Workshop, using Publisher from Arma 3 Tools to publish .
- Bohemia Interactive Forum .
- Armaholic ;
And additionally you can share/find more information about them, using :