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The only thing to define is the name of the category. If you wish to use your own categories, they can be defined here. For example, when you open up the editor, you can click the NATO dropdown menu, which gives you access to many subcategories, such as "Men" "Helicopters" etc. This is called "commenting it out." If you wish to comment out many lines at once, start the comment with a /* and place a */ in the place where you wish to pick up the code again.ĬfgEditorSubcategories is another class that allows you to define the next level of organization below faction. Note that when you place to slashes next to each other, the line after it will be ignored by the game. This content should also be placed into another file called mod.cpp to be placed in the directory under the one labelled with the symbol (so along with the Addons folder). This is only required once, preferably in the main.
#Where is the arma 2 config file mod#
Description of the mod displayed in the "DLC" page of the main menuĪction = " " //Link to take people to from "Website" button
#Where is the arma 2 config file mods#
Overview = "All of the factions combined together from the fantastic mods in the ShackTactical server modset, all in one place!" Name = "Worldwide Armed Forces" //Full name of the mod TooltipOwned = "WWAF" //Tooltip when mod icon is moused over in main menu HidePicture = 0 //Hide the logo of the mod Note that anything that has more than one value has a after it, indicating an array, and its values are defined inside //Something about color, just leave it like this pbo)įor example, the cfgPatches for the WWAF_USArmy_Infantry folder would look like this (without most of the classnames):
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Required addons (.pbo names of all files containing assets used by the. Required version (IDK what it does, I just set it to 0.1 and it works) Units (All soldiers, vehicles, and backpacks created inside the. Inside the cfgPatches section you declare the name of your file, and inside that, you declare a few things. In all parts of your mod, settings are added by declaring the class, and then changing the parameters. Generally, the first thing in your config.cpp file is the cfgPatches section. This is the only folder necessary to create the mod config.cpp structure: Each folder must contain a file called config.cpp. pbo files are created using Arma 3 Tools' Addon Builder, giving it a valid folder to start from. pbo (compressed) files and a file called mod.cpp (mentioned later) go. Strings (words) must go in quotation marksĮach mod starts in a folder labelled Inside this folder is a folder labelled "Addons" in which the. Every line of code must end with a semicolon ( )Ģ. Assuming you know the basics of coding, there are only a few things to make sure you know:ġ.