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meaty

Multiple mod icons per mod??

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What i'm trying to do is have multiple mod icons in one '@mymod' folder. I can get one to show using the mod.cpp with ease, however what i want to do is have the blufor stuff to have one icon, indfor stuff to have a different one and opfor to have another different one. Going by searches i think what i need is a 'CfgMods' entry, however i'm not having any luck getting even one to work :(

 

Heres what i have

class CfgMods
{
	class Mod_Base;
	class Meaty_BAF: Mod_Base
	{
		author = "Meaty_BAF";
		picture = "\Meaty_Editor_previews\Blufor\BAF\M_BAF_logo.paa";
		logo = "\Meaty_Editor_previews\Blufor\BAF\M_BAF_logo.paa";
		logoOver = "\Meaty_Editor_previews\Blufor\BAF\M_BAF_logo.paa";
		logoSmall = "\Meaty_Editor_previews\Blufor\BAF\M_BAF_logo.paa";
		dlcColor[] = {0,0,0,1};
		fieldManualTopicAndHint[] = {"Meaty_BAF"};
		hideName = 1;
		hidePicture = 0;
		tooltip = "Meaty_BAF";
		tooltipOwned = "Meaty_BAF";
		name = "Meaty_BAF";
		overview = "Meaty_BAF";
	};	
};

with 'Meaty_Editor_previews' being a seperate pbo which includes all the little editor preview pics (which all show up just fine)

 

then in the units i want to have that logo i have

dlc = "Meaty_BAF";

any ideas what i'm doing wrong? or am i chasing a dream and this isnt possible at all?

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however what i want to do is have the blufor stuff to have one icon, indfor stuff to have a different one and opfor to have another different one.

I don't think that's the purpose of this feature. It's there to clearly label content belonging to a certain mod- now if you add more than one icon, that could end up hella confusing for the enduser.

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Or, if the icon design is the same but the colours different (think RHS style) then its a good way of showing what belongs to which faction so there isnt any clipping of uniforms etc :)

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Cant you just make several factions with different icons?

Not sure, but it should work.

class cfgFactionClasses
{
	class FAC1
	{
		displayName = "Faction 1";
		icon="\mod\data\icon\icon1.paa";
		priority = 1;
		scope = 2;
		side = 1;
	};
	class FAC2
	{
		displayName = "Faction 2"
		icon = "\mod\data\icon\icon2.paa"
		priority = 1;
		scope = 2;
		side = 2;
	};
};

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that doesn't work, that only separates the units into factions, the icons for those are, or were, only used in the editor lists as well.

 

Going by the silence as well i guess nobody knows?

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dlc = "Meaty_BAF";

That needs to go in the UNiFORM's cfgWeapons entry.

Then just create another cfgMods class with a different classname and icon.

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Actually your config is correct, although missing one (minor) thing.

class CfgMods
{
   class Mod_Base;
   class MyMod: Mod_Base
   {
      dir = "@MyMod"; // this is required, otherwise mod.cpp will be used!
      logoSmall = "default_icon.paa";
      // .. other options
   };
   class MyMod_X : MyMod
   {
      logoSmall = "other_icon.paa";
      // .. other options
   };
};
          

And of course use the DLC variable in the CfgVehicles classes to match the CfgMods definitions.

 

 

PS. haven't tested it, but this is how it's described at the Biki.

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