Skip to content

4. Weapons and character variants

Back to the guide contents

The base prefab already contains the uniform and personal items. For the ODA, the Green Beret detachment in our mission, prepare a child with armor, webbing, weapons, and ammunition. Once that shared loadout is complete, create the sergeant and commander with their additional equipment.

Later changes to a parent prefab also pass to its children, except for settings changed in a child itself. That is why we keep shared settings and individual equipment in separate prefabs. See the reference on inheritance, duplicates, and overrides for more detail.

In Resource Browser, open your addon’s Green Berets folder. Right-click TSS_Character_US_GB_BaseLoadout.et and select Inherit.

The Inherit command selected in the context menu of TSS_Character_US_GB_BaseLoadout.et.
Creating the ODA base from the shared loadout prefab.Open original image

Enter TSS_Character_US_GB_ODA_Base in File Name and click OK. The screenshots show an older name without GB; this guide uses the name from the current example mission.

Create inherited file dialog showing the older name TSS_Character_US_ODA_Base, without GB.
Naming the new prefab.Open original image

Open the new TSS_Character_US_GB_ODA_Base.et through Edit Prefab, select the character, and find BaseLoadoutManagerComponent by searching for load.

Under Slots, expand ArmoredVest, the body armor slot. In ArmaReforger, open Prefabs/Characters/Vests/Vest_PASGT and drag Vest_PASGT.et into Prefab.

Vest_PASGT.et assigned to ArmoredVest, with body armor visible on the character.
PASGT body armor.Open original image

Next, expand Vest, the slot for webbing with pouches for magazines and other items. Find Vest_ALICE_rifleman.et in Prefabs/Characters/Vests/Vest_ALICE/Variants and drag it into this slot’s Prefab field.

Vest_ALICE_rifleman.et assigned to Vest, with webbing visible over the body armor.
ALICE webbing.Open original image

Type weap in the component search. Several CharacterWeaponSlotComponent entries will appear, representing weapon slots. Select the one with Weapon Slot Type set to primary and Weapon Slot Index set to 0.

In ArmaReforger, open Prefabs/Weapons/Rifles/M16/Variants. Drag Rifle_M16A2_carbine_OliveGreen_Solid.et into the selected component’s Weapon Template field.

Rifle_M16A2_carbine_OliveGreen_Solid.et assigned to CharacterWeaponSlotComponent with type primary and index 0.
M16A2 carbine in the primary weapon slot.Open original image

Press Ctrl+S to save the prefab.

Continue editing TSS_Character_US_GB_ODA_Base.et. Type gre in the component search. Find CharacterGrenadeSlotComponent with Weapon Slot Type set to grenade and Weapon Slot Index set to 3.

In ArmaReforger, find Grenade_M67.et under Prefabs/Weapons/Grenades. Drag it into Weapon Template.

Grenade_M67.et assigned to CharacterGrenadeSlotComponent with type grenade and index 3.
M67 fragmentation grenade.Open original image

Select the second CharacterGrenadeSlotComponent, with Weapon Slot Type set to throwable. Drag Smoke_ANM8HC.et from the same folder into its Weapon Template field.

Smoke_ANM8HC.et assigned to CharacterGrenadeSlotComponent with type throwable.
AN-M8 smoke grenade.Open original image

Press Ctrl+S to save the prefab.

Continue editing TSS_Character_US_GB_ODA_Base.et: distribute ammunition and other items between its storage locations. Both child prefabs will inherit this inventory.

Select the character and find SCR_InventoryStorageManagerComponent using the component search. Expand Initial Inventory Items.

The trouser contents are already inherited from TSS_Character_US_GB_BaseLoadout.et: the radio, compass, map, and other items from the base inventory. You do not need to add them again.

Initial Inventory Items showing the twelve inherited items in Pants/Pants_US_BDU.et.
Trouser contents inherited from the shared prefab.Open original image

For each new storage location, click + beside Initial Inventory Items. In the new ItemsInitConfigurationItem, select Target Storage, then add Prefabs To Spawn entries with + and drag items into them from Resource Browser.

SCR_InventoryStorageManagerComponent showing new entries, Target Storage selection, and Prefabs To Spawn.
Adding items to the ODA character's equipment.Open original image

Add an entry with Target Storage set to Jacket/Jacket_US_BDU_TigerStripe.et, the jacket pockets. Add one Prefabs To Spawn entry and assign Flashlight_MX991.et from ArmaReforger. You can find it by searching for its filename.

Use two magazine types from Prefabs/Weapons/Magazines in ArmaReforger:

  • Magazine_556x45_STANAG_30rnd_M855_Ball.et — 30 standard rounds.
  • Magazine_556x45_STANAG_30rnd_M856_Tracer.et — 30 tracer rounds.

For the first pouch, add an entry with this Target Storage:

Vest/Vest_ALICE_rifleman.et/MagPouch/Pouch_ALICE_30rnd_STANAG.et

Add four Prefabs To Spawn entries: two M855 magazines and two Grenade_M67.et grenades.

MagPouch containing two M855 magazines and two M67 grenades.
First pouch: magazines and fragmentation grenades.Open original image

For the second pouch, add an entry with this Target Storage:

Vest/Vest_ALICE_rifleman.et/MagPouch2/Pouch_ALICE_30rnd_STANAG.et

Add two M855 magazines and two Smoke_ANM8HC.et grenades.

For the buttpack, select this Target Storage:

Vest/Vest_ALICE_rifleman.et/Buttpack/Vest_ALICE_buttpack.et

Add three M855 magazines and one M856 tracer magazine.

MagPouch2 containing two M855 magazines and two smoke grenades; Buttpack containing three M855 magazines and one M856.
Second pouch and buttpack.Open original image

Create another entry for the backpack with this Target Storage:

Back/Backpack_ALICE_Medium_assembled.et

Add the same reserve: three M855 magazines and one M856.

Backpack_ALICE_Medium_assembled.et containing three M855 magazines and one M856.
Reserve magazines in the backpack.Open original image

Press Ctrl+S to save the prefab.

The shared TSS_Character_US_GB_ODA_Base.et prefab is complete. Create a communications sergeant from it: replace the backpack with a radio, choose a different uniform, and update its item storage. Make these changes in the sergeant prefab so other soldiers keep the shared loadout.

In Green Berets, right-click TSS_Character_US_GB_ODA_Base.et and select Inherit. Name the new prefab TSS_Character_US_GB_CommsSergeant.

Inherit selected in the context menu of TSS_Character_US_GB_ODA_Base.et.
Creating the communications sergeant from the ODA base.Open original image

In ArmaReforger, open Prefabs/Items/Equipment/Radios. Right-click Radio_ANPRC77.et, select Duplicate to → your addon, and name it TSS_Radio_ANPRC77.

Duplicate to → TriadShootingStar selected for Radio_ANPRC77.et.
Copying the AN/PRC-77 backpack radio.Open original image

Open the new radio through Edit Prefab, select it, and find BaseRadioComponent by searching for BaseRadio. Expand Transceivers, hover over the second RadioTransceiver, and press Delete. We also keep just one channel on the backpack radio to simplify gameplay. Save the prefab with Ctrl+S.

The second RadioTransceiver crossed out in TSS_Radio_ANPRC77.et settings.
Removing the backpack radio's second channel.Open original image

Open TSS_Character_US_GB_CommsSergeant.et through Edit Prefab. Select the character, find BaseLoadoutManagerComponent, and expand Slots → Back. Drag TSS_Radio_ANPRC77.et from your addon into Prefab. The radio replaces the backpack.

TSS_Radio_ANPRC77.et assigned to the communications sergeant's Back slot.
Communications sergeant with a backpack radio.Open original image

You can also change an individual character’s uniform. The screenshots use a patrol cap, rolled-sleeve jacket, and Tiger Stripe trousers. Under BaseLoadoutManagerComponent → Slots, assign these Prefab values:

  • HatHat_Patrol_US_01_TigerStripe.et.
  • JacketJacket_US_BDU_rolledup_TigerStripe.et.
  • PantsPants_US_BDU_TigerStripe.et.

Find all three files by searching in ArmaReforger.

After replacing clothing, update where its items are stored. Under SCR_InventoryStorageManagerComponent → Initial Inventory Items, open the trouser inventory entry and select Pants/Pants_US_BDU_TigerStripe.et in Target Storage.

The sergeant's existing item list with Target Storage set to Pants/Pants_US_BDU_TigerStripe.et.
Assigning the item list to the new trousers.Open original image

Also update the flashlight entry’s Target Storage to Jacket/Jacket_US_BDU_rolledup_TigerStripe.et.

The radio has replaced the backpack, so remove the magazines intended for it. Find the entry with Target Storage set to Back/Backpack_ALICE_Medium_assembled.et. In its Prefabs To Spawn list, hover over each entry and press Delete until the list is empty.

Press Ctrl+S to save the sergeant prefab.

For the commander, return to TSS_Character_US_GB_ODA_Base.et and its shared loadout. Create another child and add an M72A3 launcher and M22 binoculars.

In the Green Berets folder, right-click TSS_Character_US_GB_ODA_Base.et and select Inherit.

Inherit selected in the context menu of TSS_Character_US_GB_ODA_Base.et.
Creating the commander prefab from the ODA base.Open original image

Name the prefab TSS_Character_US_GB_DetachmentCommander and click OK.

The Create inherited file dialog with the commander prefab name.
Naming the detachment commander prefab.Open original image

Open the new prefab with Edit Prefab and select the character.

Enter weap in the component search. Find the CharacterWeaponSlotComponent with Weapon Slot Type set to primary and Weapon Slot Index set to 1. This is the second primary weapon slot; slot 0 already holds the carbine.

In the ArmaReforger project, open Prefabs/Weapons/Launchers/M72 and drag Launcher_M72A3.et into Weapon Template.

Launcher_M72A3.et assigned to CharacterWeaponSlotComponent with type primary and index 1.
M72A3 in the second weapon slot.Open original image

Expand SCR_CharacterInventoryStorageComponent and select its nested SCR_EquipmentStorageComponent. In its properties, expand Initial Storage Slots → BinocularSlot.

Search for Binoculars_M22.et in the ArmaReforger project and drag it into this slot’s Prefab field.

Binoculars_M22.et assigned to BinocularSlot in SCR_EquipmentStorageComponent.
M22 binoculars in the commander's equipment.Open original image

Press Ctrl+S to save the commander prefab. Both characters’ equipment is ready. In the next chapter, set their names and roles, add them to Game Master, and check them in game.