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2.2 Modifying Item Settings
All item configuration lives in:
ArmaReforgerLife/Configs/ARL_ItemConfig.conf
Because ARL ships as a released mod, this file is read-only.
To change or extend it, create an override of ARL_ItemConfig.conf
inside your addon and edit the override.
In Workbench: Resource Browser → right-click
ARL_ItemConfig.conf
→ Override In… → choose a folder in your addon (e.g.YourMod/Configs/
). Then edit and save the override.
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How the configuration is organized
- Root:
ARL_ItemConfig
- Categories:
m_aDefinitionCategories[]
- Category entry:
ARL_ItemDefinitionCategory
m_sCategoryName
— the category’s display label (e.g., “Electronics”)- Items:
m_aDefinitions[]
- Item entry:
ARL_ItemDefinition
m_sDisplayName
— item name shown in UI (e.g., “Phone”)m_iItemType
— The type of the item (Item, Clothing, Car, Truck, Aircraft). This is used by multiple systems.m_iMSRP
— base price used by ARL economy/balance- Variants:
m_aVariants[]
- Variant entry:
ARL_ItemVariant
m_sDisplayName
(optional) — variant label; falls back to the item name if omittedm_sResourceName
— the prefab resource that will spawn (points to a.et
prefab)
- Variant entry:
- Item entry:
- Category entry:
- Categories:
Multiple systems like Shop System, Admin Panel all use this config for the item setup. All items that are usable ingame must be configured inside this config.
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What to use Categories, Items, and Variants for
- Category groups similar items in UI (e.g., “Electronics”, “Resources”).
- Item (Definition) describes “what the thing is” (name, MSRP).
- Variant tells ARL “which prefab to spawn” for that item.
- Use variants for different models/skins/versions of the same item.
- At least 1 variant is needed for the item to be set up correctly
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Typical changes you’ll make (in your override)
- Add a category: append a new
ARL_ItemDefinitionCategory
with a name and an empty items list to fill. - Add an item to a category: append a new
ARL_ItemDefinition
withm_sDisplayName
, optionalm_iMSRP
, and at least one variant. - Add another variant: append a new
ARL_ItemVariant
under an item and pointm_sResourceName
to a different prefab. - Rename or reprice an item: change
m_sDisplayName
and/orm_iMSRP
on that item definition.
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Prefabs referenced by variants
m_sResourceName
must point to a valid prefab (e.g.,YourMod/Prefabs/Items/…/*.et
).- Keep your assets under your addon and namespace class/resource names (e.g.,
TAG_…
) to avoid collisions.
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Guidance & best practices
- Prefer additive overrides (add/adjust) over destructive changes (removing existing entries can break references).
- Keep item names clear and unique within a category for clean UI.
- Use MSRP for baseline pricing; your economy systems can read/override it as needed.