ArmaDB
Workshop mod

Character Gear Randomizer

by Dekot3LT · all their mods

Randomzie gear easier for you soldiers when spawned.

Players now

5

Servers

10

Rating

100%

13 votes

Subscribers

-

5,387 downloads

Get it on the Workshop reforger.armaplatform.com/workshop/68AAF2210A36FEF6

Busiest servers running it 10 in total

All servers

Players on servers with it

daily, last 30 days

0 3 5 8 10 17 Sep 24 Sep 1 Oct 8 Oct 15 Oct peak 8
Average players Low to peak in each bucket

Details

Author
Dekot3LT
Version
1.0.4
Size
8 KB
Licence
APL
Game version
1.6.0.119
Likes
0 / 0 dislikes
Published
21 Feb 2026
Updated
7 months ago
Workshop ID
68AAF2210A36FEF6

Recent adoption

30 days: +17 −14 ↑0

Version history

5
  1. v1.0.4 8 KB 4 Mar 2026

    Did mistake in my logic for Primary/Secondary weapons. In advanced logic was idea to make with magazines that weapon would spawn but by mistake i made that you could randomize weapon kinda attachments. So added another line for advanced section One for attachements Another for megazines/grenades/etc Should not break any current builds that are made already.

  2. v1.0.3 8 KB 24 Feb 2026
  3. v1.0.2 6 KB 21 Feb 2026
  4. v1.0.1 5 KB 21 Feb 2026
  5. v1.0.0 3 KB 21 Feb 2026
Description from the Workshop

📖 How to Use Step 1: Create a Gear Pool (.conf) Instead of putting .et files directly into the character, you create reusable configuration files. In the Enfusion Workbench Resource Browser, navigate to your mod's folder. Right-click empty space -> Create -> generic config. Search for and select SCR_GearPoolConfig. Name the file something recognizable (e.g., Pool_PMC_Jackets.conf). Open the .conf file and add your desired .et clothing prefabs to the array. Save it. Step 2: Attach the Component Open your custom Character .et prefab in the World Editor. In the Object Properties panel, click Add Component. Search for and add the RandomGearComponent. Step 3: Assign Your Pools Click on the RandomGearComponent on your character. You will see organized categories for Vanilla Slots and Zel Custom Slots. Simply drag and drop your newly created .conf files from the Resource Browser into their matching slots (e.g., drag Pool_PMC_Jackets.conf into the "Tops Config" slot). Leave any slot blank if you do not wish to randomize that body part. Step 4: Configure Your Base Loadout (Important!) For the smart ammo transfer to work perfectly, you must let the base game spawn the character normally first: Keep Default Clothes: Ensure your character has default clothes assigned in their BaseLoadoutManagerComponent. Keep Ammo Targeting: In your SCR_InventoryStorageManagerComponent -> InitialInventoryItems, set up your ammo .conf files to target the default clothes exactly as you normally would. The Magic: When the character spawns, the script waits half a second, safely extracts your assigned ammo, deletes the default clothes, equips the random clothes from your pools, and dumps the ammo back into the new pockets! Need help or more info - https://discord.com/channels/105462288051380224/1473079537725079734