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Files and loading any changes

ilias-7565 edited this page Feb 4, 2021 · 2 revisions

Files

Paths

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 .

Mod files

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 .

Loading Addons

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 .

Loading changes with a Mission

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 .

Packing, Signing and Publishing

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 :

And additionally you can share/find more information about them, using :