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5. Characters and groups in Game Master

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Set the character names and roles, add them to the Game Master catalog, and test them in game. Then assemble a group from the completed characters and check its roster.

A translation table stores text in different languages. Create one table for the characters and groups of the UF Shooting Star addon.

The first row will contain Communications Sergeant and Сержант связи. The game chooses the name based on the player’s language.

In the main Workbench window, click String Editor under Quick Launch.

The String Editor button is marked in the main Workbench window.
Opening the translation editor.Open original image

Select File → New.

The New command in the String Editor File menu.
Creating a translation table.Open original image

Inside your addon, create a Language folder using New Folder and open it. Enter tss_localization in File name and click OK. tss is our addon prefix; use your own prefix for your addon.

The Create string table dialog with the addon's Language folder selected and tss_localization entered.
The Language/tss_localization.st table.Open original image

In the next dialog, select CustomStringTableItem.

CustomStringTableItem selected in the item class dialog.
Choosing the translation row type.Open original image

Enter TSS-Characters_CommsSergeant without # in the Insert field and click Insert. This is the key: an identifier the game uses to find the translated text.

Select the new row on the left and fill in the fields on the right:

  • Target En UsCommunications Sergeant.
  • Translated Texts → Target Ru RuСержант связи.
String Editor shows TSS-Characters_CommsSergeant with Target En Us filled in; Target Ru Ru is below under Translated Texts.
Adding the sergeant's name.Open original image

Add another row for the commander with the key TSS-Characters_DetachmentCommander and fill in the translations:

  • Target En UsDetachment Commander.
  • Target Ru RuКомандир отряда.
TSS-Characters_DetachmentCommander added to the translation table with the English name Detachment Commander.
The commander's name in the addon's shared table.Open original image

Press Ctrl+S, then select Table → Build Runtime Table (Ctrl+B). This creates the translation files the game reads. Repeat this command after changing text in the table.

Build Runtime Table and its Ctrl+B shortcut in the Table menu.
Building translations for the game.Open original image

In the main Workbench window, open File → Project Settings. Select your addon under Project and PC under Configuration.

  1. Expand Widget Manager Settings → String Tables and click +.
  2. Expand the new entry. Use beside String Table Source to select Language/tss_localization.st from your addon.
  3. In its Languages list, add entries for English and Russian. Set Code and the matching String Table Runtime file for each:
CodeString Table Runtime
en_usLanguage/tss_localization.en_us.conf
ru_ruLanguage/tss_localization.ru_ru.conf

If these entries are already filled in, do not add them again. Click OK.

Language/tss_localization.st added under Widget Manager Settings → String Tables in Project Settings.
The translation table registered in the addon.Open original image

These settings are under SCR_EditableCharacterComponent → Visualization → UI Info:

  • Name — the character’s name.
  • Authored Labels — labels describing the character, including its role.

Open TSS_Character_US_GB_CommsSergeant.et through Edit Prefab and select the character. Enter edita in the component search, select SCR_EditableCharacterComponent, and expand Visualization → UI Info.

In Authored Labels, replace ROLE_RIFLEMAN with ROLE_RADIOOPERATOR. This identifies the character’s role in the in-game editor.

SCR_EditableCharacterComponent with UI Info and Authored Labels expanded and ROLE_RADIOOPERATOR selected.
Setting the radio operator role.Open original image

Name still contains #AR-Role_Rifleman, a reference to the game’s “Rifleman” label. Replace it with #TSS-Characters_CommsSergeant.

Here, # is required: it marks a reference to a translation row. The key after it must exactly match the Id in String Editor.

The communications sergeant's Name field contains #TSS-Characters_CommsSergeant.
Referencing the name in the translation table.Open original image

Save the prefab with Ctrl+S.

Open TSS_Character_US_GB_DetachmentCommander.et through Edit Prefab, select the character, and expand the same SCR_EditableCharacterComponent → Visualization → UI Info section:

  • Set Name to #TSS-Characters_DetachmentCommander.
  • In Authored Labels, replace ROLE_RIFLEMAN with ROLE_LEADER.
The commander's UI Info contains #TSS-Characters_DetachmentCommander and ROLE_LEADER.
The commander's name and role in the in-game editor.Open original image

Save the prefab with Ctrl+S.

If a key starting with # appears instead of the name, check that it matches the row’s Id, the runtime files have been built, and the table is registered. Workbench may need a restart to load a new table.

Names and roles are configured. Add the characters to the US faction catalog so they can be found and placed through Game Master.

Each character needs its own catalog entry. The entry references a character prefab and contains its availability settings for the in-game editor.

In the ArmaReforger project’s Resource Browser, open Configs/EntityCatalog/US. Right-click Characters_EntityCatalog_US.conf and select Override in → your addon.

Override in selected for Characters_EntityCatalog_US.conf, with the addon choices shown.
Overriding the US character catalog.Open original image

Use an override here because we are extending the catalog the game already uses. Keep the filename Characters_EntityCatalog_US.conf without a TSS_ prefix.

In your addon, double-click this file under Configs/EntityCatalog/US to open it. In Entity Entry List, find Character_US_SF_Sapper_S.et, right-click the entry, and select Duplicate.

Duplicate selected in the context menu of the Character_US_SF_Sapper_S.et catalog entry.
Copying an existing catalog entry.Open original image

This copies the catalog entry; it does not create another prefab file.

Expand the added entry. In Resource Browser, open your addon’s Green Berets folder and drag TSS_Character_US_GB_CommsSergeant.et into Entity Prefab.

A character prefab is dragged from Resource Browser into a catalog entry's Entity Prefab field.
Assigning a prefab. The screenshot shows the assistant commander; we are adding the communications sergeant.Open original image

The copied entry already contains the settings needed by the in-game editor under Entity Data List. Our characters can use these settings unchanged.

Use Duplicate on the new entry and replace its Entity Prefab with TSS_Character_US_GB_DetachmentCommander.et. The catalog now has separate entries for the sergeant and commander.

The UF Shooting Star mission's character prefabs added to the catalog.
The example mission's full roster. At this stage, we have added two characters.Open original image

Add the other characters the same way as you finish their prefabs. BaseLoadout and ODA_Base are inheritance bases, so we do not add them to the catalog.

Save the catalog with Ctrl+S.

Open your mission world in World Editor and click the green play button on the top toolbar.

The mission world open in World Editor with the green play button marked.
Launching the mission to check the characters.Open original image

After launching the mission, click Play in the lobby until gameplay starts. Then press Y to open Game Master.

U opens and closes the lobby; Y opens and closes Game Master.

In Game Master, press Tab to open Entity Browser, the catalog of objects you can place. In the filters on the right, select the US faction and Character type.

Use Search to find Communications Sergeant and Detachment Commander. With the game set to Russian, search for Сержант связи and Командир отряда.

Entity Browser with the US faction selected and Communications Sergeant and Detachment Commander among the characters.
The example mission's characters in the in-game catalog.Open original image

The thumbnails may still show PLACE HOLDER: preview images have not been prepared for these prefabs yet. You can still place the characters.

If a character is missing, check its catalog entry. If its name appears as a key starting with #, check the translation reference.

Select a character card, point at the ground, and left-click. Place the other character the same way. Right-click cancels placement.

UF Shooting Star characters placed on the terrain in Game Master.
Checking appearance. The screenshot shows the full example roster; we only need the sergeant and commander so far.Open original image

Inspect both characters: the sergeant should have a backpack radio, patrol cap, and rolled-sleeve jacket; the commander should have an M72A3 and binoculars. Compare their uniforms and weapons with their prefab settings.

A group prefab combines several character prefabs so you can place the entire unit at once. The example creates Split Team Alpha, the first half of an ODA in UF Shooting Star. Use your own names and roster for your unit.

Stop the test session and return to World Editor.

In the ArmaReforger project, open Prefabs/Groups/BLUFOR. Right-click Group_US_Base.et and select Inherit in → your addon.

Inherit in selected for Group_US_Base.et with the UFShootingStar addon highlighted.
Creating a group from the US faction base.Open original image

Enter TSS_Group_US_GB_SplitTeamAlpha and click OK.

TSS_Group_US_GB_SplitTeamAlpha entered in the Create inherited file dialog.
Naming the group prefab.Open original image

In your addon, open Prefabs/Groups/BLUFOR. Right-click an empty area in Resource Browser, create a Green Berets folder, and drag the new prefab into it.

A Green Berets folder being created under the addon's Prefabs/Groups/BLUFOR.
The folder for Green Berets groups.Open original image

Open Language/tss_localization.st in String Editor. Add a row with the key TSS-Groups_SplitTeamAlpha:

  • Target En UsSplit Team Alpha.
  • Target Ru RuГруппа «Альфа».

Save the table with Ctrl+S and build the translations with Ctrl+B.

TSS-Groups_SplitTeamAlpha added in String Editor with the English name Split Team Alpha.
The group name in the translation table.Open original image

Open TSS_Group_US_GB_SplitTeamAlpha.et with Edit Prefab and select the group entity. Enter edita in the component search, select SCR_EditableGroupComponent, and expand Visualization → UI Info.

Set Name to #TSS-Groups_SplitTeamAlpha. Under Authored Labels, use + to add GROUPSIZE_LARGE, as in the example. This is a size category for the in-game editor.

SCR_EditableGroupComponent with #TSS-Groups_SplitTeamAlpha as the name and GROUPSIZE_LARGE added.
The group name and category in the in-game editor.Open original image

Further down, enable Use UI Info Name so the group uses the text from Name. Under Military Symbol, set:

  • IdentityBLUFOR.
  • DimensionLAND.
  • Icons — check RECON.

This gives the group a BLUFOR ground reconnaissance symbol.

Use UI Info Name enabled, with BLUFOR, LAND and RECON selected under Military Symbol.
Using the UI Info name and configuring the group symbol.Open original image

Alpha has six characters. The previous chapters created the commander and communications sergeant. The completed mission includes four more specialists: an operations sergeant, machine gunner, engineer, and medic. Their prefabs were created the same way as those two characters.

To reproduce Alpha’s roster, first create these four prefabs using the names in the table below and equip them for their roles. For your own unit, choose character prefabs with the roles and equipment you need. Add the characters to the group once all their prefabs are ready.

Clear the component search and select the SCR_AIGroup entity itself. Expand Group Members → Unit Prefab Slots and add six entries with +.

From your addon’s Prefabs/Characters/Factions/BLUFOR/US_Army/Green Berets folder, drag the prefabs into the entries in this order:

EntryPrefab
0TSS_Character_US_GB_DetachmentCommander.et
1TSS_Character_US_GB_OperationsSergeant.et
2TSS_Character_US_GB_WeaponsSergeant_M249.et
3TSS_Character_US_GB_EngineerSergeant.et
4TSS_Character_US_GB_MedicalSergeant.et
5TSS_Character_US_GB_CommsSergeant.et

Each entry represents one character. For a different unit composition, assign your own prefabs.

SCR_AIGroup with six Split Team Alpha character prefabs in Unit Prefab Slots.
The Split Team Alpha roster.Open original image

Enter format in the component search and select AIFormationComponent. Set Default Formation to line, as in the example.

AIFormationComponent with Default Formation set to line.
The group's default formation.Open original image

Save the group prefab with Ctrl+S.

Add the group prefab to the US faction catalog so it appears in Game Master.

In the ArmaReforger project, open Configs/EntityCatalog/US. Right-click Groups_EntityCatalog_US.conf and select Override in → your addon.

Override in selected for Groups_EntityCatalog_US.conf with the UFShootingStar addon highlighted.
Overriding the US group catalog.Open original image

In your addon, double-click this file to open it. Under Entity Entry List, find Group_US_EngineerTeam.et, right-click the entry, and select Duplicate.

Duplicate selected for Group_US_EngineerTeam.et in Groups_EntityCatalog_US.conf.
Copying an existing group entry.Open original image

Expand the new entry. From your addon’s Prefabs/Groups/BLUFOR/Green Berets folder, drag TSS_Group_US_GB_SplitTeamAlpha.et into its Entity Prefab field.

A group prefab is dragged from Resource Browser into Entity Prefab.
Assigning a group prefab. The screenshot shows Company HQ; we are adding Alpha.Open original image

The Entity Data List settings have already been copied from the existing entry. Save the catalog with Ctrl+S.

Launch the mission and open Game Master. Press Tab. In Entity Browser, select the US faction and Group type; clear the Character filter if it is still selected from the previous check.

Find your group by name in Search. For the example, enter Alpha, or Альфа with the game set to Russian.

Company HQ, Split Team Alpha and Split Team Bravo visible in Entity Browser.
The example mission's groups in the in-game catalog.Open original image

Select your group and left-click the ground to place it. All characters listed in Unit Prefab Slots should appear; the Alpha example has six. Check the roster and equipment. If someone is missing, check the group’s prefab list.

In the next chapter, place the completed groups in the mission and configure playable slots.