Due to the nature of CfgMods, it can not be used with steam in its current state. You can not use @ as the prefix to your dir name inside CfgMods.
You are forced by the publisher to have a @ prefix on your mod folder name.
example:
class CfgPatches
{
class My_Mod //naming @My_Mod causes error, arma 3 will not launch
{
units[] = {}; weapons[] = {}; requiredVersion = 1; requiredAddons[] = {"A3_Data_F"}; author = "Benargee";
};
};
class CfgMods
{
class My_Mod //naming @My_Mod causes error, arma 3 will not launch { dir = "My_Mod"; //naming @My_Mod doesnt work hidePicture = 0; hideName = 0; name = "My Mod"; picture = "\My_Mod\My_Mod_logo_Small_128.paa"; logoOver = "\My_Mod\My_Mod_logo_Small_128.paa"; actionName = "Website"; overview = "With my mod you can mod arma"; tooltip = "My Mod"; action = "http://www.example.com"; };
CfgPatches, CfgMods and CfgMods.My_Mod.dir must all be equal for proper function.
If I upload my_mod.pbo, i will get folder named @my_mod when I subscribe to my_mod. There is no known way to get around automatic @ prefixing.
Either CfgMods needs to be reworked to allow @my_mod to work in dir while class is My_Mod, or steam publisher needs to stop adding @ to the beginning of every mod folder that gets downloaded. At least make it optional.