Using the Arma Reforger tools, you can:
You are free to post your own versions, modifications, compatability patches etc to the Arma Reforger Workshop, and we support anyone to do so via our discord. If your modification becomes popular we may request that we include your changes in the base Overthrow, but this is completely at your discretion. We will not do it without asking you.
Please use the #reforger-dev channel on discord to ask about customizing Overthrow. Someone there should be able to help you. If your question is about general editing of Arma Reforger or the use of Arma Reforger tools, you may get more response from the ARMA discord: https://discord.gg/J7V4y5xk
First, install "Arma Reforger Tools" from the tools section of your Steam client. You must own the Steam (PC) version of Arma Reforger, it is not possible to create content on Xbox. Make sure the Overthrow mod is also installed into your game and is up to date before continuing.
Copy the following folder from your My Documents\My Games\ArmaReforger\addons into My Documents\My Games\ArmaReforgerWorkbench\addons:
As of v1.4 Overthrow has no mod dependencies. The EnfusionDatabaseFramework_5D6EA74A94173EDF and EnfusionPersistenceFramework_5D6EBC81EB1842EF folders were required by earlier versions and are no longer needed.
Your server name" or "Overthrow: Cheaper guns" etc
Only do this if you already have a workbench project created. If you created one above you dont need to do this. For an existing project you can add Overthrow as a dependancy
59B657D731E2A11D as a dependancy, this is the ID of the Overthrow mod in Reforger
Most of the values you may want to tweak are located in "config" files and prefabs. These are very easy to customize using the "override" feature of Reforger modding. When your mod is active, it will use your "overridden" versions of the files.
Override in <your mod>If you want to equip the spawned soldiers with specific gear (ie from another mod) then you use the above method to override the soldier prefabs and change their loadout. If the mod comes with it's own soldier/group prefabs you can replace the vanilla ones in the faction configs under Configs\Factions
If you want to add a whole new faction to Overthrow that can be selected on game start, its a little more complicated.
FactionName.conf config file or copy an existing one, make it the type Faction. If you are adding a faction from a mod this file may already exist, and you can just use that in step 4 instead of creating oneFactionName_OverthrowData.conf config file or copy an existing one, make it the type OVT_Faction. Make sure it has the same "faction key" as the above configPrefabs/GameMode/OVT_OverthrowFactionManager prefab in OverthrowPrefabs\GameMode\OVT_OverthrowGameMode and set m_sDefaultOccupyingFaction to the faction keyFor an example of a custom faction you can look at https://github.com/ArmaOverthrow/Overthrow.Arma4.RHS
The people who walk around a town, and the civilian cars parked along its kerbs, are declared in a single config file: Configs/Civilians/CivilianAmbience.conf. Override that file and you can change who inhabits a town, how many of them there are and how they behave, without writing any script.
The file is a registry of ambient sources. Two are shipped: town_civilians is the crowd, town_vehicles is the parked cars. Each is registered once per town when the campaign starts, and the game spawns and despawns it as players come and go.
Add an entry to the town_civilians source's list of types. Each type carries:
VILLAGE means anywhere, TOWN keeps the type out of villages, CITY keeps it out of villages and towns as well.Configs/Civilians/Loadouts/ as a starting point. A clothing slot your file does not fill is left as the prefab had it, so you can override just a hat if that is all you want.On the town_civilians source itself:
civilianDensityMultiplier and cap it with maxCiviliansPerTown, see Overthrow Config.PINGPONG walks between two points, WANDER does a circuit of several, and LOITER stands in one place for a long time. The point count only means anything for WANDER.The parked car source works the same way, with a pool of vehicle prefabs and separate counts for villages, towns and cities, plus a lateral offset from the road that decides how far off the tarmac a car ends up. If cars are sitting in a driving lane on your map, raise it; if they are in the hedges, lower it.
Each town in the world editor has its own list of allowed civilian types. Select the town's controller in your world and fill in its civilian types list with type names to say "these are the people who live here", for example dock workers only in a harbour town. An empty list means "anything this town's size allows", which is what most towns use.
Both rules have to pass: a type must be in the town's list and the town must be at least the type's minimum size. That means naming a city only type in a village's list does not put it there.
Adding another entry to the registry declares another kind of ambient spawn. Something still has to register that source at a position, which for the two shipped sources is done per town when the town activates, so a genuinely new source (roadside wrecks, wildlife, boats at a jetty) needs a small amount of script alongside the config: a subclass of the ambient source config for its own rolling and cleanup rules, and something to register an instance of it at a position. The shipped civilian source is the reference implementation to copy.
Most of the values Overthrow uses are in the "Game Mode" prefab located at Prefabs\GameMode\OVT_OverthrowGameMode. Override this file and change the values in the various "Manager" components on that prefab.
If you want to customize the code in your Overthrow, you will need to "mod" the scripts.
modded class at the top of your script and the same name for the classSee the BI wiki for more information on modding classes: https://community.bistudio.com/wiki/Arma_Reforger:Scripting_Modding
If you want to change the map, add/remove/move bases/towns etc. You will need to create your own "world" that inherits an existing official Overthrow world
Overthrow/Worlds/MP/OVT_Campaign_<Map>.ent and double click it (The default Reforger map is "Eden")You now have your own version of the mission that inherits from Overthrow. If we make any changes to the base world they will be reflected in your version as well. You can now add bases or change the map however you want in your sub-world.
If you have created a sub-world, you will need to make your world an option from inside the actual game so you can play it outside of the Workbench. To this you create a mission config:
24_OVT_<Map Name>_<Your mod name>You should be able to now see your mission as an option when you open your game and make sure your workbench mod is loaded. If you want to use it on a server or in multiplayer you will need to "Publish" your mod to the Reforger workbench.
See Custom Maps for full guide on porting third-party maps