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Chapter 2.3: mod.cpp & Workshop

Domů | << Předchozí: config.cpp do hloubky | mod.cpp a Workshop | Další: Minimální funkční mod >>


Shrnutí: The mod.cpp file is pure metadata -- it controls how your mod appears in the DayZ launcher, ve hře mod list, and Steam Workshop. It has no effect on gameplay, scripting, or pořadí načítání. If config.cpp is engine, mod.cpp is the paint job.


Obsah


Přehled

mod.cpp sits at the root of your mod folder (next to the Addons/ directory). The DayZ launcher reads it to display your mod's name, logo, description, and author in the mod selection screen.

Key point: mod.cpp is NOT compiled. It is not Enforce Script. It is a simple key-value file read by the launcher. Existují no classes, no semicolons after closing braces, no arrays with [] syntax (with one exception for Workshop script modules -- viz níže).


Where mod.cpp Lives

@MyMod/                       <-- Workshop/launch folder (prefixed with @)
  mod.cpp                     <-- This file
  Addons/
    MyMod_Scripts.pbo
    MyMod_Data.pbo
  Keys/
    MyMod.bikey
  meta.cpp                    <-- Auto-generated by Workshop publisher

The @ prefix on the folder name is convention for Steam Workshop mods but not strictly povinný.


All Fields Reference

FieldTypePurposeRequired
namestringMod display nameYes
picturestringLarge image in expanded descriptionNo
logostringLogo níže the game menuNo
logoSmallstringSmall icon next to mod name (collapsed)No
logoOverstringLogo on mouse hoverNo
tooltipstringTooltip on mouse hoverNo
tooltipOwnedstringTooltip when mod is installedNo
overviewstringLonger description in mod detailsNo
actionstringURL link (website, Discord, GitHub)No
actionURLstringAlternative to action (same purpose)No
authorstringAuthor nameNo
authorIDstringSteam64 ID of the authorNo
versionstringVersion stringNo
typestring"mod" or "servermod"No
extraintReserved field (always 0)No

Field Details

name

The display name shown in the DayZ launcher mod list and ve hře mod screen.

cpp
name = "My Framework";

You can use string table references for lokálníization:

cpp
name = "$STR_DF_NAME";    // Resolves via stringtable.csv

picture

Path to a larger image displayed when the mod description is expanded. Supports .paa, .edds, and .tga formats.

cpp
picture = "MyMod/GUI/images/logo_large.edds";

The path is relative to the mod root. If prázdný or omitted, no image is shown.

The primary logo displayed níže the game menu when the mod is loaded.

cpp
logo = "MyMod/GUI/images/logo.edds";

logoSmall

Small icon shown next to the mod name when the description is collapsed (not expanded).

cpp
logoSmall = "MyMod/GUI/images/logo_small.edds";

logoOver

The logo that appears when the user hovers their mouse over the mod logo. Often the stejný as logo but can be a highlighted/glowing variant.

cpp
logoOver = "MyMod/GUI/images/logo_hover.edds";

přílišltip / přílišltipOwned

Short text shown when hovering over the mod in the launcher. tooltipOwned is shown when the mod is installed (downloaded from Workshop).

cpp
tooltip = "MyMod Core - Admin Panel & Framework";
tooltipOwned = "My Framework - Central Admin Panel & Shared Library";

overview

A longer description displayed in the mod details panel. This is your "about" text.

cpp
overview = "My Framework provides a centralized admin panel and shared library for all framework mods. Manage configurations, permissions, and mod integration from a single in-game interface.";

action / actionURL

A clickable URL associated with the mod (typicky a website, Discord invite, or GitHub repository). Oba fields serve the stejný purpose -- use whichever one you prefer.

cpp
action = "https://github.com/mymod/repo";
// OR
actionURL = "https://discord.gg/mymod";

author / authorID

The author name and their Steam64 ID.

cpp
author = "Documentation Team";
authorID = "76561198000000000";

authorID is used by the Workshop to link to the author's Steam profile.

version

A version string. Can be jakýkoli format -- engine ne parse or platnýate it.

cpp
version = "1.0.0";

Some mods point to a version file in config.cpp místo toho:

cpp
versionPath = "MyMod/Scripts/Data/Version.hpp";   // This goes in config.cpp, NOT mod.cpp

type

Declares whether this is a regular mod or server-only mod. When omitted, the výchozí is "mod".

cpp
type = "mod";           // Loaded via -mod= (client + server)
type = "servermod";     // Loaded via -servermod= (server only, not sent to clients)

extra

Reserved field. Vždy set to 0 or omit celýly.

cpp
extra = 0;

Client Mod vs Server Mod

DayZ supports two mod loading mechanisms:

Client Mod (-mod=)

  • Downloaded by clients from Steam Workshop
  • Scripts run on BOTH client and server
  • Can include UI, HUD, models, textures, sounds
  • Requires key signing (.bikey) for server join
// Launch parameter:
-mod=@MyMod

// mod.cpp:
type = "mod";

Server Mod (-servermod=)

  • Runs ONLY on the dedicated server
  • Clients nikdy download it
  • Cannot include client-side UI or 5_Mission client code
  • No key signing povinný
// Launch parameter:
-servermod=@MyModServer

// mod.cpp:
type = "servermod";

Split Mod Pattern

Many mods ship as TWO packages -- a client mod and a server mod:

@MyMod_Missions/           <-- Client mod (-mod=)
  mod.cpp                   type = "mod"
  Addons/
    MyMod_Missions.pbo     Scripts: UI, entity rendering, RPC receive

@MyMod_MissionsServer/     <-- Server mod (-servermod=)
  mod.cpp                   type = "servermod"
  Addons/
    MyMod_MissionsServer.pbo   Scripts: spawning, logic, state management

This keeps server-side logic private (never sent to clients) and reduces client download size.


Workshop Metadata

meta.cpp (Auto-Generated)

Když publish to Steam Workshop, the DayZ přílišls auto-generate a meta.cpp file:

cpp
protocol = 2;
publishedid = 2900000000;    // Steam Workshop item ID
timestamp = 1711000000;       // Unix timestamp of last update

Do not edit meta.cpp ručně. It je spravován the publishing přílišls.

Workshop Interaction

The DayZ launcher reads oba mod.cpp and meta.cpp:

  • mod.cpp provides the visual metadata (name, logo, description)
  • meta.cpp links the lokální files to the Steam Workshop item
  • The Steam Workshop page has its own title, description, and images (managed through Steam's web interface)

The mod.cpp fields are what hráči viz in the ve hře mod list. The Workshop page is what they viz on Steam. Udržujte them consistent.

Workshop Image Recommendations

ImagePurposeRecommended Size
pictureExpanded mod description512x512 or similar
logoMenu logo128x128 to 256x256
logoSmallCollapsed list icon64x64 to 128x128

Use .edds format for best compatibility. .paa and .tga také work. PNG and JPG do NOT work in mod.cpp image fields.


Required vs Optional Fields

Absolute Minimum

A functional mod.cpp needs pouze:

cpp
name = "My Mod";

That is it. One line. The mod will load and function. Everything else is cosmetic.

For a Workshop-published mod, include at least:

cpp
name = "My Mod Name";
author = "YourName";
version = "1.0";
overview = "What this mod does in one sentence.";

Full Professional Setup

cpp
name = "My Mod Name";
picture = "MyMod/GUI/images/logo_large.edds";
logo = "MyMod/GUI/images/logo.edds";
logoSmall = "MyMod/GUI/images/logo_small.edds";
logoOver = "MyMod/GUI/images/logo_hover.edds";
tooltip = "Short description";
overview = "Full description of your mod's features.";
action = "https://discord.gg/mymod";
author = "YourName";
authorID = "76561198000000000";
version = "1.2.3";
type = "mod";

Reálné příklady

Framework Mod (Client Mod)

cpp
name = "My Framework";
picture = "";
actionURL = "";
tooltipOwned = "My Framework - Central Admin Panel & Shared Library";
overview = "My Framework provides a centralized admin panel and shared library for all framework mods. Manage configurations, permissions, and mod integration from a single in-game interface.";
author = "Documentation Team";
version = "1.0.0";

Framework Server Mod (Minimal)

cpp
name = "My Framework Server";
author = "Documentation Team";
version = "1.0.0";
extra = 0;
type = "mod";

Community Framework

cpp
name = "Community Framework";
picture = "JM/CF/GUI/textures/cf_icon.edds";
logo = "JM/CF/GUI/textures/cf_icon.edds";
logoSmall = "JM/CF/GUI/textures/cf_icon.edds";
logoOver = "JM/CF/GUI/textures/cf_icon.edds";
tooltip = "Community Framework";
overview = "This is a Community Framework for DayZ SA. One notable feature is it aims to resolve the issue of conflicting RPC type ID's and mods.";
action = "https://github.com/Arkensor/DayZ-CommunityFramework";
author = "CF Mod Team";
authorID = "76561198103677868";
version = "1.5.8";

VPP Admin Tools

cpp
picture = "VPPAdminTools/data/vpp_logo_m.paa";
logoSmall = "VPPAdminTools/data/vpp_logo_ss.paa";
logo = "VPPAdminTools/data/vpp_logo_s.paa";
logoOver = "VPPAdminTools/data/vpp_logo_s.paa";
tooltip = "Tools helping in administrative DayZ server tasks";
overview = "V++ Admin Tools built for the DayZ community servers!";
action = "https://discord.dayzvpp.com";

Note: VPP omits name and author -- it stále works, but the mod name výchozís to the folder name in the launcher.

DabsFramework (With Localization)

cpp
name = "$STR_DF_NAME";
picture = "DabsFramework/gui/images/dabs_framework_logo.paa";
logo = "DabsFramework/gui/images/dabs_framework_logo.paa";
logoSmall = "DabsFramework/gui/images/dabs_framework_logo.paa";
logoOver = "DabsFramework/gui/images/dabs_framework_logo.paa";
tooltip = "$STR_DF_TOOLTIP";
overview = "$STR_DF_DESCRIPTION";
action = "https://dab.dev";
author = "$STR_DF_AUTHOR";
authorID = "76561198247958888";
version = "1.0";

DabsFramework uses $STR_ string table references for all text fields, enabling multi-language support for the mod listing itself.

AI Mod (Client Mod with Script Modules in mod.cpp)

cpp
name = "My AI Mod";
picture = "";
actionURL = "";
tooltipOwned = "My AI Mod - Intelligent Bot Framework for DayZ";
overview = "Advanced AI bot framework with human-like perception, combat tactics, and developer API";
author = "YourName";
version = "1.0.0";
type = "mod";
dependencies[] = {"Game", "World", "Mission"};
class Defs
{
    class gameScriptModule
    {
        value = "";
        files[] = {"MyMod_AI/Scripts/3_Game"};
    };
    class worldScriptModule
    {
        value = "";
        files[] = {"MyMod_AI/Scripts/4_World"};
    };
    class missionScriptModule
    {
        value = "";
        files[] = {"MyMod_AI/Scripts/5_Mission"};
    };
};

Note: This mod places script module definitions in mod.cpp spíše než config.cpp. Oba locations work -- engine reads oba files. Nicméně the standard convention is to put CfgMods and script module definitions in config.cpp. Placing them in mod.cpp is an alternative approach used by některé mods.


Tips and Best Practices

1. Udržujte mod.cpp Simple

mod.cpp is metadata pouze. Do not try to put herní logika, class definitions, or jakýkolithing complex zde. If potřebujete script modules, put them in config.cpp.

2. Use .edds for Images

.edds is the standard DayZ texture format for UI elements. Use DayZ Tools (TexView2) to convert from PNG/TGA to .edds.

3. Match Your Workshop Page

Udržujte the name, overview, and author fields consistent with your Steam Workshop page. Players viz oba.

4. Version Consistently

Pick a versioning scheme (e.g., 1.0.0 semantic versioning) and update it with každý release. Some mods use a Version.hpp file referenced in config.cpp for centralized version management.

5. Testujte Bez Images First

Během development, leave image paths prázdný. Přidejte logos last, after každýthing works. Missing images ne prevent the mod from loading.

6. Server Mods Need Less

Server-only mods need minimal mod.cpp since hráči nikdy viz them in a launcher:

cpp
name = "My Server Mod";
author = "YourName";
version = "1.0.0";
type = "servermod";

Osvědčené postupy

  • Vždy include at least name and author -- dokonce for server mods, it helps identify them in log output and admin přílišls.
  • Use .edds format for all image fields (picture, logo, logoSmall, logoOver). PNG and JPG are not podporovaný.
  • Udržujte mod.cpp metadata-only. Put CfgMods, script modules, and defines[] in config.cpp místo toho.
  • Use semantic versioning (1.2.3) in the version field and update it with každý Workshop release.
  • Testujte your mod without images first; add logos as a final polish step after functionality is confirmed.

Pozorováno v reálných modech

VzorModDetail
Localized name fieldDabsFrameworkUses $STR_DF_NAME stringtable reference for multi-language mod listing
Script modules in mod.cppSome AI modsPlace class Defs with script module paths přímo in mod.cpp místo config.cpp
Missing name fieldVPP Admin ToolsOmits name celýly; launcher falls back to folder name as display text
All image fields identicalCommunity FrameworkSets logo, logoSmall, and logoOver to the stejný .edds file
Empty image pathsMany early-stage modsLeave picture="" during development; add branding before Workshop publish

Teorie vs praxe

ConceptTheoryReality
mod.cpp je povinnýEvery mod folder needs oneA mod loads fine without it, but the launcher shows no name or metadata
type field controls loading"mod" vs "servermod"The launch parameter (-mod= vs -servermod=) is what actually controls loading; the type field is metadata pouze
Image paths support common formatsAll texture formats workOnly .edds, .paa, and .tga work; .png and .jpg are tiše ignored
authorID links to SteamSteam64 ID creates a clickable linkOnly works on the Workshop page; the ve hře mod list ne render it as a link
version is platnýatedEngine checks version formatEngine treats it as a raw string; "banana" is technically platný

Kompatibilita a dopad

  • Více modů: mod.cpp has no effect on pořadí načítání or dependencies. Two mods with identical field values will not conflict -- pouze CfgPatches class names in config.cpp can collide.
  • Výkon: mod.cpp is read once při startu. Image files referenced zde are loaded into memory for the launcher UI but have no ve hře performance impact.

Předchozí: Chapter 2.2: config.cpp Deep DiveDalší: Chapter 2.4: Your First Mod -- Minimum Viable

Released under CC BY-SA 4.0 | Code examples under MIT License