ArmaDB
Workshop mod

Deploy Menu Loadout Editor

by Cal123 · all their mods

Replaces the default deploy screen with a loadout builder, letting players customize their weapons, attachments, clothing, and equipment before every spawn, without opening an arsenal.

Players now

0

Servers

5

Rating

90%

21 votes

Subscribers

-

1,830 downloads

Get it on the Workshop reforger.armaplatform.com/workshop/69B892F1624CEEDA

Busiest servers running it 5 in total

All servers

Players on servers with it

daily, last 30 days

0 4 8 12 16 17 Sep 24 Sep 1 Oct 8 Oct 15 Oct peak 13
Average players Low to peak in each bucket

Details

Author
Cal123
Version
1.0.58
Size
31.0 MB
Licence
Custom
Game version
1.7.0.54
Likes
0 / 0 dislikes
Published
17 Jul 2026
Updated
2 months ago
Workshop ID
69B892F1624CEEDA

Recent adoption

30 days: +49 −56 ↑0

Version history

10
  1. v1.0.58 31.0 MB 6 Aug 2026

    Added GRS support Can now rotate live character preview

  2. v1.0.57 31.0 MB 30 Jul 2026
  3. v1.0.56 31.0 MB 30 Jul 2026
  4. v1.0.55 31.0 MB 29 Jul 2026
  5. v1.0.54 31.0 MB 29 Jul 2026
  6. v1.0.53 31.0 MB 29 Jul 2026
Description from the Workshop

This mod is still a work in progress, some core systems or configs may change over time. Expect bugs, please report them to me via my discord (see below for more details) + Unrestricted Loadouts (default) A simple loadout editor available to every player regardless of role, every weapon, every piece of clothing, every item is on the table. Good for casual servers, testing, or factions that haven't set up roles yet. One config flag switches a faction between this and role-based loadouts in arsenal.conf. + Role based loadouts Every role is a self-contained loadout, its own weapons, attachments, clothing (including starting defaults), and equipment, all defined separately. Up to 10 roles per faction, each with its own display name (MEDIC) (more coming soon), so a Medic, an Assault, and a Marksman can be built as different kits rather than one pool everyone shares. Optics, muzzle devices, underbarrels, magazines and bayonets are checked against the actual weapon they're being fitted to, so you only ever see what genuinely mounts. This works across factions and mods automatically; if a modded weapon's attachment slots aren't recognised out of the box, a config file lets you teach the system what to allow or deny without touching any script. Gear has to physically fit. Every item is checked against the pouches you're actually wearing and the weight you can carry, and if something doesn't fit, the game tells you exactly why. Set how much of an item a role is allowed to carry, and how many they start with. A Medic can spawn with bandages already in their kit; an Engineer can be capped at 2 mines and no more. Limits are set per role, so the same item can be unlimited for one role and capped for another. (Optional) Weapons, attachments, and items can be locked behind rank, pulled straight from the same rank data the faction's entity catalog already defines. players can see what they're working toward. On game modes with no rank progression (Game Master) the restriction...