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Foreword 编辑

A mod is generally a batch of files that constitute a consistent list of additions, but not limited to. A mod can have its very own presentation like shown in the screen below

500px

Your mod is also present in the Expansions menu (next screen) with a larger picture and a long description of its content or context, it's up to you. This also include a link to you website.

500px

Last but not least, is about the editor, you have the possibility to display an icon next to the content your mod adds or alters. In the left screen, the Kart has the icon of the Karts DLC to which it belongs to, then, in the left screen, you can see a map with the logo, but this time, Atlis has also the logo because the mod uses or alters it.

250px 250px

A sample will be added soon in Arma 3 Tools, meanwhile, you can access the sources here and a demo here

How to 编辑

file Mod.cpp 编辑

This is the definition file, it must be place in the root folder of your mod (Arma 3\Splendid Mod\mod.cpp) and can contain:

/// Name of your mod
name = "Splendid mod";
/// Picture displayed from the expansions menu/ Optimal size is 2048x1024, other sizes work too
picture = "\Samples_F\Data_01\Images\picture.paa"; 
/// Display next to the item added by the mod
logoSmall = "\Samples_F\Data_01\Logos\logo_small.paa";
/// Logo displayed in the main menu
logo = "\Samples_F\Data_01\Logos\logo.paa";
/// When the mouse is over, in the main menu
logoOver = "\Samples_F\Data_01\Logos\logoOver.paa";
/// Website URL, that can accessed from the expansions menu
action = "https://community.bistudio.com/wiki/Mod_Presentation";
/// Tool tip displayed when the mouse is left over, in the main menu
tooltipOwned = "It's yours!";
/// Color used for DLC stripes and backgrounds (RGBA)
dlcColor[] = 
{
	0.23,
	0.39,
	0.30,
	1
};
/// Overview text, displayed from the extension menu
overview = "Unleash your creativity! Here goes the long description of your mod.";
/// Hide the extension name 
hideName = 0;
/// Hide the extension menu
hidePicture = 0;

Images 编辑

The images defined in the mod.cpp can be stored, either, individually in the mod directory or in a packed pbo.

In the case of non packed data, to keep your structure clear, it could be good to put your images in Arma 3\Splendid Mod\Data\, your mod.cpp has to be edited accordingly, for example, the logo will be defined as follow: Data\logo.paa. The same applies for every external references (in this case, image only).


If you opt for a packed data, you will have to put your images in a PBO and point the image path like in any other addon (the example of mod.cpp is based on packed file (PBO) which has for prefix "Samples_F").

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