167 Treffer
Nutze dies als praktische Referenz vor dem Bearbeiten von Serverdateien.
Server config / Instance root
serverDZ.cfg
Instance root
Main server configuration. Controls public identity, slots, passwords, mission template, time, persistence and several gameplay toggles.
config\serverDZ.cfg
serverDZ.cfg
Editierbare Werte
hostname
server name in browser.
password
passwordAdmin
player and admin passwords.
maxPlayers
player slot limit.
template
selected mission, for example dayzOffline.chernarusplus, dayzOffline.enoch, or dayzOffline.sakhal.
serverTime
serverTimeAcceleration
serverNightTimeAcceleration
world clock and time speed.
disableVoN
vonCodecQuality
voice chat behavior.
verifySignatures
mod signature checking. Keep enabled on public servers.
forceSameBuild
blocks clients with mismatched game build.
loginQueueConcurrentPlayers
loginQueueMaxPlayers
queue behavior during mass joins.
instanceId
storage identity. Changing it can point the server at different persistence data.
storageAutoFix
attempts economy storage repair on load.
respawnTime
delay before dead players can respawn.
Keep the mission template aligned with the active map folder under mpmissions.
Gameplay / Mission folder
cfggameplay.json
Mission folder
Gameplay feature switches and server-side rules. Commonly used for stamina, base building restrictions, map/navigation settings and player behavior.
mpmissions\dayzOffline.*\cfggameplay.json
Editierbare Werte
WorldsData
map and player spawn related world settings.
PlayerData
stamina, shock, drowning and player stat behavior.
BaseBuildingData
construction and placement restrictions.
UIData
player-visible UI feature toggles.
disableContainerDamage
protects containers from damage when enabled.
disableRespawnDialog
controls whether the respawn dialog appears.
hitDirectionOverrideEnabled
controls hit direction indicator behavior.
use3DMap
enables 3D map behavior when supported.
allowRefillSpeedModifier
adjusts liquid refill speed behavior.
staminaWeightLimitThreshold
weight point where stamina behavior starts changing.
staminaMax
maximum stamina pool.
staminaKgToStaminaPercentPenalty
stamina penalty scaling by carried weight.
objectSpawnersArr
optional object spawner JSON files loaded by the mission.
JSON syntax must stay valid. Use the Validator before saving large edits.
Loot economy / Mission db
types.xml
Mission db
Defines loot classes and central economy values: how many items can exist, where they spawn, and how they respawn.
mpmissions\dayzOffline.*\db\types.xml
Editierbare Werte
nominal
target amount in the economy.
min
minimum amount before respawn pressure increases.
lifetime
seconds before abandoned item cleanup.
restock
delay before restocking.
category
usage
value
spawn classification filters.
quantmin
quantmax
minimum and maximum quantity for stackable or liquid items.
cost
economy priority weight; higher values can influence spawn selection.
flags count_in_cargo
counts items stored inside cargo containers.
flags count_in_hoarder
counts items hidden in storage such as tents or barrels.
flags count_in_map
counts items placed on the map.
flags count_in_player
counts items carried by players.
flags crafted
marks crafted items so the economy handles them differently.
tag
special spawn grouping such as shelves, floor or military subgroups.
Very high nominal values can hurt performance and flood the map.
Loot economy / Mission root
cfgspawnabletypes.xml
Mission root
Controls attachments and cargo that can spawn inside or on complex items, weapons, clothing and containers.
mpmissions\dayzOffline.*\cfgspawnabletypes.xml
Editierbare Werte
attachments
possible attached parts.
cargo
possible inventory contents.
chance
probability for a group or item.
preset
reusable spawn groups.
item name
classname for an attachment or cargo item.
group chance
chance that one item from the group is selected.
item chance
chance for a specific item inside the group.
quantMin
quantMax
quantity range for spawned cargo items when supported.
healthMin
healthMax
health range for spawned items when supported.
Class names must exist in game/mod config or they will not spawn correctly.
Dynamic events / Mission db
events.xml
Mission db
Defines dynamic event behavior such as vehicle spawns, infected groups, animals, wrecks and other event-driven objects.
mpmissions\dayzOffline.*\db\events.xml
Editierbare Werte
nominal
min
max
event population targets.
lifetime
restock
saferadius
distanceradius
timing and spacing.
active
enables or disables the event.
children
objects spawned by the event.
limit
how the event population is limited.
position
whether fixed, player-relative or custom placement is used.
cleanup
cleanup behavior for spawned objects.
flags deletable
whether cleanup can remove the event object.
flags init_random
whether randomized initialization is applied.
child lootmax
maximum loot created with a child object.
child lootmin
minimum loot created with a child object.
Event names must match matching spawn files such as cfgeventspawns.xml.
Map placement / Mission root
cfgeventspawns.xml
Mission root
Coordinates for dynamic events. This is where many event spawn points are placed on the map.
mpmissions\dayzOffline.*\cfgeventspawns.xml
Editierbare Werte
pos x/y/z
world coordinates.
a
rotation angle.
group
event grouping and placement sections.
Bad coordinates can place events under terrain, in water, or outside the playable area.
Map placement / Mission root
cfgplayerspawnpoints.xml
Mission root
Fresh spawn and player spawn point definitions for the mission.
mpmissions\dayzOffline.*\cfgplayerspawnpoints.xml
Editierbare Werte
generator_posbubbles
spawn bubble centers and radii.
generator_posbubbles
coastal or inland spawn distribution.
pos
concrete spawn coordinates.
Test spawn changes in-game; invalid placement can trap new players.
Map placement / Mission root
cfgundergroundtriggers.json
Mission root
Underground trigger zones used by bunker or underground areas to change environment behavior.
mpmissions\dayzOffline.*\cfgundergroundtriggers.json
Editierbare Werte
position
trigger center.
radius
trigger size.
eyeAccommodation
breadcrumb
area behavior depending on map support.
Only useful on maps or custom areas that support underground trigger behavior.
Hazards / Mission root
cfgeffectarea.json
Mission root
Static toxic or effect zones. Used for contaminated areas and custom hazard placement.
mpmissions\dayzOffline.*\cfgeffectarea.json
Editierbare Werte
AreaName
zone identifier.
Type
effect area behavior.
Data.Pos
center coordinate.
Data.Radius
area size.
Data.ParticleName
visual effect.
Large effect zones can make areas unplayable and may affect client performance.
Economy / Mission db
globals.xml
Mission db
Global central economy constants. Controls high-level behavior for cleanup, spawn limits and economy timing.
mpmissions\dayzOffline.*\db\globals.xml
Editierbare Werte
CleanupLifetimeDeadPlayer
CleanupLifetimeRuined
cleanup timing.
AnimalMaxCount
ZombieMaxCount
broad AI population caps.
LootProxyPlacement
loot placement behavior.
RestartSpawn
economy behavior after restart.
Small changes can have server-wide effects; document values before experimenting.
Economy / Mission db
economy.xml
Mission db
Turns central economy systems on or off, including dynamic and static economy behavior.
mpmissions\dayzOffline.*\db\economy.xml
Editierbare Werte
dynamic
enables dynamic loot economy.
animals
zombies
vehicles
feature economy toggles.
randoms
random preset handling.
Disabling core economy sections can make loot, infected or vehicles disappear.
Economy / Mission root
cfgeconomycore.xml
Mission root
Registers economy XML files and mod economy folders so the mission can load additional loot definitions.
mpmissions\dayzOffline.*\cfgeconomycore.xml
Editierbare Werte
ce folder
economy folder registration.
file name
XML file included in central economy.
type
economy file purpose.
If a mod loot file is not registered here, its types may not be loaded by the economy.
Mission script / Mission root
init.c
Mission root
Mission startup script. Commonly customized for starter gear, player initialization and mission-specific behavior.
mpmissions\dayzOffline.*\init.c
Editierbare Werte
CreateCustomPlayer
player entity creation.
StartingEquipSetup
default starter gear.
GetGame().CreateObject
scripted item creation.
player.GetInventory()
inventory placement.
This is script code. A syntax error can stop the mission from starting.
Runtime files / Profiles
profiles folder
Profiles
Runtime output and admin files: logs, crash clues, BattlEye configuration and server profile data.
profiles
*.RPT
*.ADM
*.log
battleye\BEServer*.cfg
profiles\BattlEye\BEServer*.cfg
Editierbare Werte
BEServer*.cfg
RCon password and port; the launcher-created default is under instance root battleye.
*.RPT
server runtime log for errors and mod load issues.
*.ADM
admin log when enabled.
Do not delete current logs while diagnosing startup or mod loading failures.
Mods / Instance root
keys folder
Instance root
Server-side public keys for signed mods. Clients need matching mod signatures to join.
Editierbare Werte
*.bikey
copy from each mod's keys folder.
Remove old keys when intentionally dropping a mod family.
Missing keys usually cause client join/signature errors.
Loot economy / Mission root
cfgrandompresets.xml
Mission root
Reusable random selection pools. Other economy files can reference presets so one logical group can randomly choose from many items.
mpmissions\dayzOffline.*\cfgrandompresets.xml
Editierbare Werte
cargo preset
reusable cargo set for containers, infected or event rewards.
attachments preset
reusable attachment set for weapons and clothing.
chance
probability that a preset or child item is selected.
name
preset identifier referenced by cfgspawnabletypes.xml or event children.
item name
classname included in the random pool.
Preset names are references. Renaming one preset without updating every caller can silently break random spawning.
World environment / Mission root
cfgweather.xml
Mission root
Weather controller for clouds, fog, rain, wind, overcast transitions and storm behavior.
mpmissions\dayzOffline.*\cfgweather.xml
Editierbare Werte
reset
whether weather resets to configured defaults on server start.
enable
turns the weather system on for a given section.
overcast actual
time
duration
current cloud level and transition timing.
fog actual
time
duration
fog strength and transition timing.
rain threshold
overcast range where rain can start.
rain time
duration
rain transition and stable period.
windMagnitude actual
wind strength.
windDirection actual
wind direction in degrees.
Extreme fog, rain or wind values can heavily change gameplay visibility and travel difficulty.
Server messaging / Mission db
messages.xml
Mission db
Automated server messages shown to players, often used for restart warnings, rules and Discord reminders.
mpmissions\dayzOffline.*\db\messages.xml
Editierbare Werte
repeat
sends the message repeatedly when enabled.
deadline
time before restart or shutdown when the message appears.
shutdown
marks the message as a shutdown/restart warning.
text
message shown in chat/system feed.
font
optional font style when supported.
color
ARGB/RGBA style color value depending on message implementation.
Do not rely only on messages for restarts; pair them with the launcher's restart countdown or RCon workflow.
Loot economy / Mission db
cfglimitsdefinition.xml
Mission db
Defines the valid names for categories, usages, values and tags used by types.xml and economy placement.
mpmissions\dayzOffline.*\db\cfglimitsdefinition.xml
Editierbare Werte
categories/category name
item category labels such as weapons, clothes, food or tools.
usageflags/usage name
location usage labels such as Military, Police, Farm or Hunting.
valueflags/value name
loot tier labels such as Tier1, Tier2, Tier3 or Tier4.
tags/tag name
extra spawn tags referenced by loot positions or map groups.
Adding a category here does not spawn items by itself; types.xml and map group data must also use it.
Map loot positions / Mission root
mapgroupproto.xml
Mission root
Loot proxy definitions for buildings and map objects. It tells the economy what categories and loot points a building can contain.
mpmissions\dayzOffline.*\mapgroupproto.xml
Editierbare Werte
group name
building or object classname.
usage name
allowed economy usage for the group.
container name
logical loot container inside the building.
category name
loot categories allowed in that container.
point pos
local position of a loot spawn point.
point range
spawn point radius or placement tolerance.
point height
vertical placement offset when present.
This file is sensitive. Bad local positions or category changes can make loot float, clip or stop spawning in buildings.
Map loot positions / Mission root
mapgrouppos.xml
Mission root
World placement of loot groups/buildings. It links building classnames to concrete map coordinates.
mpmissions\dayzOffline.*\mapgrouppos.xml
Editierbare Werte
group name
building or object classname that must exist in mapgroupproto.xml.
pos
world coordinate for the group.
rpy
rotation values.
a
yaw angle when present.
deloot
dynamic event loot marker behavior when present.
Normally generated from the map. Manual edits are risky unless you know the exact world coordinates and object classnames.
Economy cleanup / Mission db
cfgignorelist.xml
Mission db
List of objects ignored by central economy cleanup or persistence processing.
mpmissions\dayzOffline.*\db\cfgignorelist.xml
Editierbare Werte
type name
classname excluded from normal cleanup handling.
commented entries
useful for temporarily testing cleanup behavior without deleting the note.
Putting too many persistent objects on ignore can leave junk on the server and increase storage size.
World environment / Mission root
cfgenvironment.xml
Mission root
Environment configuration used by some missions for ambient behavior, environment effects and world tuning.
mpmissions\dayzOffline.*\cfgenvironment.xml
Editierbare Werte
temperature
ambient temperature behavior when present.
wind
wind-related environment values.
overrides
map-specific environment overrides.
class names
environment preset or area identifiers.
Availability and supported keys can vary by map and mission template.
AI territories / Mission root
cfgterritories.xml
Mission root
Animal and infected territory definitions. Territory files decide where AI families can spawn and patrol.
mpmissions\dayzOffline.*\env\*.xml
mpmissions\dayzOffline.*\cfgterritories.xml
Editierbare Werte
territory color
editor/debug grouping color.
zone name
logical spawn zone name.
smin
smax
minimum and maximum AI count in the zone.
dmin
dmax
despawn or distance behavior depending on territory type.
x
z
map coordinate for territory center.
r
radius of the territory.
family
animal or infected family assigned to that area.
Large counts or overlapping high-density territories can affect server FPS.
Persistence / Mission storage
storage_* persistence files
Mission storage
Runtime persistence database for placed items, bases, vehicles, players and economy state.
mpmissions\dayzOffline.*\storage_*
mpmissions\dayzOffline.*\storage_1
Editierbare Werte
players.db
player persistence database.
vehicles.bin
vehicle state when present.
data/*.bin
object and economy persistence chunks.
map_*.bin
map object persistence depending on version.
Do not hand-edit binary persistence files. Back them up before wipes, restores or map changes.
RCon and BattlEye / Profiles
BEServer*.cfg
Profiles
BattlEye server configuration. The launcher-created instance uses root battleye through -BEpath, while existing servers may keep BattlEye config under profiles\BattlEye.
battleye\BEServer_x64.cfg
battleye\BEServer.cfg
profiles\BattlEye\BEServer*.cfg
Editierbare Werte
RConPassword
password used by RCon clients.
RConPort
UDP port for RCon.
RestrictRCon
controls RCon access restrictions when supported.
MaxPing
optional ping limit depending on BattlEye support.
Keep RCon password private and open only the needed firewall port.
Mods / Mod folders
mod config.cpp / config.bin
Mod folders
Mod metadata and class definitions. These files explain what classnames, weapons, items, vehicles or scripts a mod adds.
@ModName\addons\*.pbo
@ModName\mod.cpp
config.cpp
config.bin
Editierbare Werte
mod.cpp name
display name for the mod in launchers.
picture
logo
overview
optional mod presentation assets.
CfgVehicles
CfgWeapons
CfgMagazines
class families that provide usable classnames.
requiredAddons
dependency list that must load before this mod config.
Do not edit packed Workshop mod PBOs directly unless you are maintaining your own server-side override mod.
Dynamic events / Mission root
cfgeventgroups.xml
Mission root
Defines grouped spawn compositions for dynamic events. Used when one event should spawn several objects together as a layout.
mpmissions\dayzOffline.*\cfgeventgroups.xml
Editierbare Werte
group name
group identifier referenced by an event or event spawn.
child type
classname spawned as part of the group.
pos
local offset from the group center.
rpy
local rotation for the child object.
lootmax
maximum loot generated on the child object.
lootmin
minimum loot generated on the child object.
Group offsets are relative to the event center. A valid group can still spawn badly if the center point is on a slope or inside geometry.
Vehicles / Mission db
Vehicle spawn workflow
Mission db
Vehicle spawning is split across multiple files. events.xml controls population, cfgeventspawns.xml controls coordinates, and cfgspawnabletypes.xml controls parts/cargo.
events.xml
cfgeventspawns.xml
cfgspawnabletypes.xml
types.xml
Editierbare Werte
events.xml nominal/min/max
how many vehicles the economy tries to keep active.
events.xml child type
actual vehicle classname, for example a car or truck class.
cfgeventspawns.xml pos
possible world coordinates for the vehicle event.
cfgspawnabletypes.xml attachments
wheels, doors, battery, spark plug and other parts.
cfgspawnabletypes.xml cargo
items inside the vehicle inventory.
types.xml lifetime
cleanup behavior for related vehicle parts if they are loot items.
Raising vehicle counts without enough valid spawn points can cause repeated failed spawn attempts or uneven distribution.
Loot economy / Mission db
types.xml category / usage / value
Mission db
Explains how loot classification works. category describes item type, usage describes allowed places, and value often represents loot tier.
types.xml
cfglimitsdefinition.xml
mapgroupproto.xml
Editierbare Werte
category name
broad item family such as weapons, food, tools, clothes or containers.
usage name
map usage area such as Military, Police, Medic, Village, Town, Farm or Hunting.
value name
loot tier or rarity band such as Tier1 through Tier4.
mapgroupproto usage
building or object usage that must match the item usage.
mapgroupproto category
container category that must match the item category.
If an item has a usage/value combination that no map group supports, it may appear to be configured correctly but never spawn.
Loot economy / Mission db
types.xml count flags
Mission db
Count flags decide what existing items are counted toward nominal/min limits. These flags strongly affect rare loot availability.
Editierbare Werte
count_in_map=1
items lying in the world count against the economy target.
count_in_player=1
items carried by online/offline players count against the economy target.
count_in_cargo=1
items inside inventory cargo count against the target.
count_in_hoarder=1
items stored in tents, barrels or containers count against the target.
crafted=1
marks items created by crafting rather than normal loot spawn.
For rare weapons, enabling player/cargo/hoarder counting can make new spawns much rarer after players stash items.
Persistence / Mission storage
Economy and persistence wipe
Mission storage
A wipe resets stored world state. Used after major economy changes, map changes, broken vehicle state or corrupted persistence.
mpmissions\dayzOffline.*\storage_1
mpmissions\dayzOffline.*\storage_*
Editierbare Werte
storage_1/data
world objects, loot and base persistence chunks.
storage_1/players.db
player character persistence.
storage_1/vehicles.bin
vehicle state when present.
storage_1/economy.bin
central economy runtime state when present.
selective wipe
deleting only some storage files can reset world loot but keep players depending on file layout.
Always stop the server and make a backup before deleting persistence. Editing economy XML alone does not guarantee existing persisted items are removed.
Runtime files / Profiles
RPT startup log
Profiles
Main DayZ server runtime log. Use it to diagnose failed startup, missing mods, bad classnames, script errors and economy load problems.
Editierbare Werte
Cannot open file
missing PBO, wrong path or bad mod load order.
Addon requires addon
missing dependency in -mod or -serverMod.
Unknown entity
classname does not exist or mod is not loaded.
Script error
broken mission script or mod script.
XML validation/load errors
bad mission XML syntax or invalid structure.
CEApi
central economy loading and spawn diagnostics.
Read the newest RPT after a clean restart. Old RPT files often describe already-fixed errors.
Runtime files / Profiles
script, crash and admin logs
Profiles
Secondary logs for script runtime errors, crashes and admin activity.
profiles\script_*.log
profiles\crash_*.log
profiles\*.ADM
Editierbare Werte
script_*.log
Enforce script errors and stack traces.
crash_*.log
crash details useful when the server exits unexpectedly.
*.ADM
admin/player action log when admin logging is enabled.
server_console.log
console output when captured by a wrapper or launcher.
Script stack traces usually point to the mod or mission script file that failed; do not fix them by randomly changing XML values.
Mods / Launch arguments
Mod load order and launch parameters
Launch arguments
Controls which mods the server loads and whether clients must load them too.
-mod=
-serverMod=
@ModName
Editierbare Werte
-mod=@A;@B
client-required mods. Players must have matching mods and signatures.
-serverMod=@AdminTools
server-only mods. Clients usually do not need them.
load order
dependencies should load before mods that depend on them.
@folder name
local mod folder path used by the server.
meta.cpp/mod.cpp
metadata only; it does not replace loading the mod folder.
Putting a server-only admin mod in -mod can force every client to download it. Putting a client-required content mod in -serverMod can make classnames missing for players.
Mods / Instance root
Mod signatures and bikeys
Instance root
Signature files prove that client PBOs match server-accepted keys. Public modded servers usually depend on this.
keys\*.bikey
@ModName\keys\*.bikey
@ModName\addons\*.bisign
Editierbare Werte
*.bikey
public key copied to the DayZ server install keys folder used for signature verification.
*.bisign
signature next to each client PBO in the mod addons folder.
verifySignatures
serverDZ.cfg switch that enforces signature checks.
keys folder cleanup
remove old keys when replacing mods with incompatible versions.
If verifySignatures is enabled and a key is missing, players can see signature mismatch or kicked from server errors.
Server config / MPMissions
Mission folder and template
MPMissions
The mission template in the configured serverDZ.cfg selects which mission folder the server loads.
config\serverDZ.cfg
mpmissions\dayzOffline.chernarusplus
mpmissions\dayzOffline.enoch
mpmissions\dayzOffline.sakhal
Editierbare Werte
template = "dayzOffline.chernarusplus"
loads Chernarus mission folder.
template = "dayzOffline.enoch"
loads Livonia mission folder.
template = "dayzOffline.sakhal"
loads Sakhal mission folder. Sakhal requires the Frostline DLC.
mpmissions folder name
must match the template string.
custom map template
custom maps usually provide their own mission folder name.
init.c
mission script loaded from the selected folder.
If the template points to a missing or wrong mission folder, the server can start incorrectly or fail mission initialization.
Map placement / Mission custom files
Object spawner JSON
Mission custom files
Optional JSON object spawner files can place custom map objects, bases, trader props or event objects through cfggameplay.json.
mpmissions\dayzOffline.*\*.json
objectSpawnersArr
Editierbare Werte
objectSpawnersArr
list of JSON files loaded by gameplay config.
name
object classname to spawn.
pos
world position array.
ypr
yaw, pitch and roll rotation.
scale
object scale when supported.
enableCEPersistency
whether the central economy should persist the spawned object.
Classnames must exist on both server and client when they are visible objects from mods.
Map placement / Mission root
Player spawn bubbles
Mission root
Spawn bubbles define areas where new players can spawn, often grouped by coastal, inland or custom spawn logic.
Editierbare Werte
generator_posbubbles name
logical bubble group.
pos x/y/z
center of the bubble.
r
bubble radius.
fresh
whether the point is for fresh spawns when present.
safePositionAnchor
anchor behavior for safe spawn checks when present.
A large radius can place players in unsafe terrain. A tiny radius can cause repeated spawn validation failures.
AI territories / Mission environment
Infected and animal territory XML
Mission environment
Defines where infected and animals can spawn, how many can occupy zones, and which AI families appear there.
env\zombie_territories.xml
env\animal_territories.xml
Editierbare Werte
zone name
territory identifier.
smin
smax
minimum and maximum spawned AI count.
dmin
dmax
distance behavior used by spawn/despawn logic.
x
z
map position.
r
territory radius.
family
AI family such as infected type or animal group.
High smax values across many nearby zones are a common source of poor server FPS.
Economy / Mission db
Central economy relationship map
Mission db
A quick map of how central economy files depend on each other.
types.xml
events.xml
globals.xml
economy.xml
cfgeconomycore.xml
Editierbare Werte
economy.xml
turns economy systems on or off.
globals.xml
global limits and cleanup constants.
types.xml
item population and spawn filters.
events.xml
dynamic event population and event children.
cfgeconomycore.xml
registers additional economy files and folders.
storage_1
remembers current runtime state, so XML changes may need a wipe to fully show.
When a change does not appear in-game, check whether persistence is still holding old state before assuming the XML is ignored.
Validation / Mission files
XML comments and disabled entries
Mission files
Many DayZ XML files use comments to keep disabled examples or temporarily remove entries from loading.
Editierbare Werte
<!-- ... -->
XML comment block; content inside is ignored by the parser.
active=0
disables an event while keeping its XML node loadable.
nominal=0
keeps an item/event defined but prevents normal target population.
min=0
allows the economy to drop to zero before respawn pressure.
Broken comment nesting can invalidate the whole XML file. XML comments cannot be nested.
Validation / Mission files
JSON syntax rules
Mission files
Common JSON rules that matter when editing DayZ mission configuration.
*.json
cfggameplay.json
cfgeffectarea.json
Editierbare Werte
true
false
booleans must be lowercase.
numbers
do not wrap numeric values in quotes unless the file expects text.
strings
must use double quotes.
arrays
comma-separated lists in square brackets.
objects
key/value blocks in curly braces.
trailing comma
not valid JSON after the last item.
One trailing comma can stop the entire JSON file from loading. Validate before restart.
Mods / Game and mod config
Where classnames come from
Game and mod config
Classnames used in economy files must exist in vanilla game data or loaded mods.
types.xml
cfgspawnabletypes.xml
events.xml
config.cpp
config.bin
Editierbare Werte
CfgVehicles
many placeable objects, clothing, containers, infected, animals and vehicles.
CfgWeapons
weapons and tools.
CfgMagazines
ammo, magazines and some stackable items.
CfgAmmo
projectile/ammo behavior, usually not directly spawned as loot.
mod load order
determines whether custom classnames exist when the mission loads.
A typo in a classname usually fails silently in the economy or appears as an unknown entity in logs.
AI territories / Mission root
cfgaiagents.xml
Mission root
AI agent configuration for animals and infected. It defines AI families, spawn groups and behavior references used by territory files.
mpmissions\dayzOffline.*\cfgaiagents.xml
Editierbare Werte
agent type
AI classname or agent family identifier.
chance
probability for a specific AI type to be selected.
group
collection of AI variants used by territories or events.
loot
optional loot behavior for infected when present.
loadout
optional AI inventory/loadout reference when supported.
AI classnames must exist in the loaded game or mod config. Invalid agent entries can reduce or break AI spawns.
Loot economy / Mission root
cfgspawnabletypes preset references
Mission root
Explains how cfgspawnabletypes.xml uses preset names from cfgrandompresets.xml to avoid repeating large cargo or attachment lists.
cfgspawnabletypes.xml
cfgrandompresets.xml
Editierbare Werte
preset
name of a reusable random preset.
attachments preset
selected for weapon or clothing attachments.
cargo preset
selected for inventory contents.
chance
chance to apply that preset.
item chance
chance of a specific item inside the preset.
Preset names are plain strings. A spelling mismatch does not auto-correct and can leave items spawning empty.
Map loot positions / Mission root
mapclusterproto.xml
Mission root
Prototype data for loot clusters when a map uses clustered economy placement. It groups local loot points into reusable cluster definitions.
mpmissions\dayzOffline.*\mapclusterproto.xml
Editierbare Werte
cluster name
identifier for a cluster prototype.
usage
economy usage assigned to the cluster.
category
loot category allowed in the cluster.
point pos
local spawn point coordinate.
point range
placement tolerance for that point.
Not every map uses this file. If present, treat it like mapgroupproto.xml: bad local points can break loot placement.
Map loot positions / Mission root
mapclusterpos.xml
Mission root
World positions for cluster prototypes. It places reusable loot clusters at concrete map coordinates.
mpmissions\dayzOffline.*\mapclusterpos.xml
Editierbare Werte
cluster name
prototype name from mapclusterproto.xml.
pos
world coordinate of the cluster.
rpy
rotation values.
a
yaw angle when present.
This is usually generated with map tooling. Manual edits need accurate world coordinates.
Map loot positions / Mission custom files
mapgroupproto_user.xml
Mission custom files
Custom override or extension file for building loot group prototypes when a mission/map supports user economy additions.
mpmissions\dayzOffline.*\mapgroupproto_user.xml
Editierbare Werte
group name
custom building or object classname.
container
custom loot container section.
category
allowed loot category.
usage
allowed map usage.
point pos
local loot point added by the custom definition.
Use this for additions when supported instead of editing generated base map files, but keep structure identical to expected map group XML.
Map loot positions / Mission custom files
mapgrouppos_user.xml
Mission custom files
Custom world placement file for additional loot groups or custom buildings when supported by the mission.
mpmissions\dayzOffline.*\mapgrouppos_user.xml
Editierbare Werte
group name
building/object group to place.
pos
world coordinate.
rpy
rotation.
a
yaw angle.
The referenced group must exist in mapgroupproto.xml or mapgroupproto_user.xml.
Map loot positions / Mission init
Generate mapgrouppos with ExportProxyData
Mission init
Temporary server startup workflow for generating a fresh mapgrouppos file from placed proxy data. Add the export command to mission init, start the server, wait for generation, then remove the command before normal play.
mpmissions\dayzOffline.*\init.c
mpmissions\dayzOffline.*\db\*\mapgrouppos.xml
Editierbare Werte
GetCEApi().ExportProxyData(Vector(6400, GetGame().SurfaceY(6400, 6400), 6400), 100000);
temporary init command used for the export.
Vector(6400, SurfaceY, 6400)
center coordinate used by the export command.
100000
export radius around the center point.
db generated folder
the server creates the output under the mission db area, usually in a separate generated folder.
empty file first
the output file can appear empty before the server finishes writing content.
copy generated mapgrouppos
after content appears, copy the generated result into the intended mission economy file location.
remove init command
delete the export command from init.c after the file is generated.
restart server
restart after removing the command so normal loot spawning can resume.
While the export command remains in init.c, normal loot spawning is blocked. Do not leave it enabled on a live server.
Map placement / Mission EditorFiles
Custom mapping with DayZ Editor
Mission EditorFiles
Workflow for custom mapped areas made in DayZ Editor and loaded on a server through DayZ Editor Loader. DayZ Editor is used offline to build and export edits; Editor Loader reads the exported edit files on server start.
@DayZ-Editor
@DayZ Editor Loader
mpmissions\dayzOffline.*\EditorFiles\*.dze
profiles\Editor\*.dze
Editierbare Werte
DayZ-Editor Workshop 2250764298
offline 3D mapping/editing tool used to place objects and export edits for the server.
DayZ Editor Loader Workshop 2276010135
server-loaded mod that loads DayZ Editor export files.
Dabs Framework
required dependency for DayZ Editor Loader; DayZ Editor also lists Dabs Framework and Community Framework as required items.
EditorFiles
folder generated inside the selected server mission folder after Editor Loader is loaded on the server.
*.dze
DayZ Editor export files. Copy these from the client profiles\Editor folder into the server mission EditorFiles folder.
server start
after the .dze files are in EditorFiles, restart or start the server so Editor Loader can load the mapped area.
enableAutoMapGroupPosExport=1
optional server config setting from Editor Loader for automatic loot/map group position export on server start.
Keep DayZ Editor as an offline authoring tool. For live servers, load Editor Loader server-side and place the exported .dze files under the active mission's EditorFiles folder.
Loot economy / Mission custom db
types_user.xml / custom types files
Mission custom db
Optional custom economy files used to keep modded or server-specific loot separate from vanilla types.xml.
mpmissions\dayzOffline.*\db\types_user.xml
mpmissions\dayzOffline.*\custom\*.xml
Editierbare Werte
type name
custom item classname.
nominal
min
lifetime
restock
same meaning as types.xml.
category
usage
value
spawn filters.
cfgeconomycore.xml file registration
required if the file is outside the default loaded set.
A custom types file must be registered or included by the economy system. Otherwise the XML can be valid but unused.
Dynamic events / Mission custom db
events_user.xml / custom event files
Mission custom db
Optional custom dynamic event definitions for server-added vehicles, objects, AI groups or map events.
mpmissions\dayzOffline.*\db\events_user.xml
mpmissions\dayzOffline.*\custom\events*.xml
Editierbare Werte
event name
unique event identifier.
nominal
min
max
event population.
active
enable or disable event.
child type
spawned object classname.
cfgeconomycore.xml registration
required when the custom file is external.
Event names should be unique. Duplicate names across files make troubleshooting difficult.
Economy / Mission custom db
globals_user.xml / custom globals
Mission custom db
Optional override-style global economy constants when a server keeps custom values outside vanilla globals.xml.
mpmissions\dayzOffline.*\db\globals_user.xml
Editierbare Werte
var name
global economy setting name.
value
numeric or boolean value depending on the setting.
cleanup constants
item, corpse, ruined item or vehicle cleanup timing.
population caps
broad AI or economy cap values when supported.
If both vanilla and custom global files define the same variable, confirm which one the mission actually loads last.
AI territories / Mission env
env/zombie_territories.xml
Mission env
Main infected territory placement file. Defines where infected can appear and how dense each zone is.
mpmissions\dayzOffline.*\env\zombie_territories.xml
Editierbare Werte
zone name
territory name.
smin
smax
minimum and maximum infected count.
dmin
dmax
spawn/despawn distance settings.
x
z
center coordinate.
r
territory radius.
family
infected family or group type.
Dense infected zones near player hubs can create CPU load and heavy combat pressure.
AI territories / Mission env
env/animal_territories.xml
Mission env
Animal territory placement. Controls where wildlife can spawn and which animal families are used.
mpmissions\dayzOffline.*\env\animal_territories.xml
Editierbare Werte
zone name
animal territory name.
smin
smax
animal count range.
dmin
dmax
distance behavior.
x
z
territory center.
r
radius.
family
animal family such as deer, boar, cow, sheep, wolf or bear depending on map.
Predator territories with high counts can make routes much harder and can affect performance.
AI territories / Mission env
env/wolf_territories.xml
Mission env
Wolf-specific territory file on missions that separate predator zones from generic animal territories.
mpmissions\dayzOffline.*\env\wolf_territories.xml
Editierbare Werte
zone name
wolf territory identifier.
smin
smax
wolf pack count range.
dmin
dmax
distance behavior.
x
z
center coordinate.
r
radius.
family
wolf family/group reference.
Wolves are expensive and dangerous compared with passive animals. Avoid overlapping many wolf zones.
AI territories / Mission env
env/bear_territories.xml
Mission env
Bear-specific territory file on missions that split bear zones from general animal territories.
mpmissions\dayzOffline.*\env\bear_territories.xml
Editierbare Werte
zone name
bear territory identifier.
smin
smax
bear count range.
dmin
dmax
distance behavior.
x
z
center coordinate.
r
radius.
family
bear family/group reference.
Small radius with high bear count can create unfair spawn pressure and server load.
Economy / Mission root
cfgeconomycore.xml ce folder entries
Mission root
Detailed explanation of ce folder registration. This controls which extra economy folders and XML files are loaded.
Editierbare Werte
ce folder
folder path relative to the mission root.
file name
XML file to load from that folder.
type
economy file type such as types, events, globals or spawnabletypes.
load order
custom files can override or extend behavior depending on how the mission loads them.
If mod loot exists but never spawns, check this file before changing types.xml values.
Mission script / Mission scripts
mission script files
Mission scripts
Mission script files can define custom player setup, server events, object spawning, admin logic and mod integrations.
Editierbare Werte
main()
startup entry point used by the mission.
CreateCustomMission()
returns custom mission class when present.
MissionServer
server mission class for gameplay hooks.
StartingEquipSetup
starter gear logic.
GetGame().CreateObject
object creation in script.
GetCEApi()
central economy API access in script when used.
Script errors can prevent mission startup. Keep backups before editing .c files.
Persistence / Mission storage
storage players database
Mission storage
Stores player character persistence for the selected mission instance.
storage_1\players.db
storage_*\players.db
Editierbare Werte
players.db
player position, inventory and character state.
delete players.db
player wipe while other world state may remain.
backup players.db
preserve characters before world wipe.
Never edit this database by hand. Stop the server before backup, restore or deletion.
Persistence / Mission storage
storage data folder
Mission storage
Stores persisted world objects, bases, containers and economy state chunks.
storage_1\data
storage_*\data
Editierbare Werte
data/*.bin
persisted object chunks.
delete data folder
world/object wipe while players may remain if players.db is kept.
restore data folder
brings back bases and placed objects from backup.
Deleting only part of storage can create inconsistent state. Prefer launcher backups before manual wipes.
Persistence / Mission storage
storage backup workflow
Mission storage
Backup strategy for mission persistence before edits, wipes, map migration or economy experiments.
Editierbare Werte
full storage backup
preserves players, bases, vehicles and economy state.
players-only backup
preserves player characters.
world-only backup
preserves bases/containers/vehicles without necessarily preserving players.
backup before restart
useful before testing high-risk economy changes.
Backups taken while the server is running can miss recent writes or capture inconsistent persistence.
Mission structure / Mission db
db folder
Mission db
Core central economy folder. Contains most files that control loot, events, globals, messages and economy switches.
mpmissions\dayzOffline.*\db
Editierbare Werte
types.xml
item loot definitions.
events.xml
dynamic event definitions.
globals.xml
global economy constants.
economy.xml
high-level economy toggles.
messages.xml
automated player messages.
cfglimitsdefinition.xml
valid category/usage/value/tag names.
cfgignorelist.xml
cleanup ignore list.
Most db changes require a server restart. Some population changes may also need persistence cleanup to become obvious.
Mission structure / Mission env
env folder
Mission env
Environment and territory folder. Usually contains AI territory XML for infected and animals.
mpmissions\dayzOffline.*\env
Editierbare Werte
zombie_territories.xml
infected zones.
animal_territories.xml
animal zones.
wolf_territories.xml
wolf zones when split by map.
bear_territories.xml
bear zones when split by map.
smin/smax/r
key density and radius values across territory files.
Territory changes are gameplay and performance changes. Test with server FPS monitoring.
Mission structure / Mission custom files
custom mission folders
Mission custom files
Many servers and mods add custom folders under the mission for extra economy files, trader files, object spawners or mod configs.
mpmissions\dayzOffline.*\custom
mpmissions\dayzOffline.*\expansion
mpmissions\dayzOffline.*\db\*.xml
Editierbare Werte
custom XML
usually must be referenced by cfgeconomycore.xml or mod config.
custom JSON
may be referenced by cfggameplay.json or a mod-specific loader.
mod-specific folders
names and formats depend on the mod.
relative paths
usually resolved from the mission folder.
A file being inside mpmissions does not guarantee it is loaded. Find the reference that includes it.
Mission structure / Mission root
mpmissions file loading order
Mission root
High-level order of how mission files become active: server config selects the mission, scripts initialize it, and economy files load registered data.
config\serverDZ.cfg
init.c
cfgeconomycore.xml
db\*.xml
Editierbare Werte
serverDZ.cfg template
selects the mission folder. In launcher instances this file is normally config\serverDZ.cfg.
init.c
mission startup script.
cfgeconomycore.xml
registers economy files.
db XML
central economy values.
storage_1
persisted runtime state after loading.
When debugging, confirm the selected mission folder first. Editing the wrong mission folder is a common mistake.
Troubleshooting / Mission db
Loot not spawning checklist
Mission db
Step-by-step knowledge for diagnosing why an item configured in types.xml does not appear in-game.
types.xml
mapgroupproto.xml
cfglimitsdefinition.xml
storage_1
Editierbare Werte
type name
must match a real classname from vanilla or loaded mods.
nominal > 0
item needs a target population above zero.
lifetime > 0
item must live long enough to be found.
category/usage/value
must match valid names and supported map groups.
count flags
stashed/player-carried items may block new spawns.
storage_1
old persistence may hide the effect of XML changes until wipe or cleanup.
Do not fix loot by only raising nominal. First confirm classname, usage/value, map group support and persistence state.
Troubleshooting / Mission db
Event not spawning checklist
Mission db
Diagnostics for vehicles, wrecks, animals, infected or custom objects configured as central economy events.
events.xml
cfgeventspawns.xml
cfgeventgroups.xml
cfgspawnabletypes.xml
Editierbare Werte
active=1
event must be enabled.
nominal/min/max
event population must allow at least one active event.
child type
spawned classname must exist.
position
placement mode must match the available spawn data.
cfgeventspawns.xml event name
must match the event name.
saferadius/distanceradius
overly large spacing can block spawns.
If the event has no valid spawn positions, increasing nominal will not help.
Mods / Mission db
Mod loot integration
Mission db
How to make modded items actually spawn: load the mod, register or merge its economy files, and ensure clients can join.
types.xml
cfgeconomycore.xml
@ModName\*.xml
keys\*.bikey
Editierbare Werte
-mod
mod must be loaded if clients need the content.
types.xml
mod item classnames need economy entries.
cfgeconomycore.xml
external mod economy files may need registration.
keys/*.bikey
needed when signature verification is active.
usage/value
mod items need valid spawn filters for the map.
RPT unknown entity
points to missing mod load or wrong classname.
Copying a mod types.xml into the mission is not enough if the mod itself is not loaded.
Persistence / Mission storage
Restart vs wipe after economy edits
Mission storage
Explains when a normal restart is enough and when persistence cleanup is needed for economy changes to be visible.
Editierbare Werte
restart
reloads XML and scripts.
storage cleanup
removes persisted world state that may still hold old items.
full wipe
resets players, bases, vehicles and world economy.
world wipe
resets world objects while preserving players if handled carefully.
types.xml lifetime
existing items may remain until lifetime cleanup.
A wipe is destructive. Use launcher backup before deleting any storage_* content.
World environment / Mission root
Weather value meanings
Mission root
Practical meaning of common weather values for admins tuning atmosphere and visibility.
Editierbare Werte
actual
current value, often 0.0 to 1.0.
min
max
allowed random range.
time
seconds to transition toward a new value.
duration
how long the value should remain stable.
threshold
overcast range where rain can start or stop.
limits
boundaries that keep weather from becoming too extreme.
Weather values can be valid XML but still create bad gameplay if fog/rain stays near maximum for too long.
Server messaging / Mission db
Restart warning messages
Mission db
Knowledge for building automated restart warnings and recurring server messages.
Editierbare Werte
deadline
how long before restart/shutdown the message is shown.
shutdown=1
marks a shutdown-related message.
repeat
repeats the message when configured.
text
player-facing content.
delay
wait time before first message when present.
onconnect
join-time message behavior when present.
Mission messages are not the same as an actual restart scheduler. They only notify players.
Troubleshooting / Mission custom files
Object spawner troubleshooting
Mission custom files
Common reasons custom placed objects do not appear after adding object spawner JSON files.
cfggameplay.json
objectSpawnersArr
*.json
Editierbare Werte
objectSpawnersArr
file path must be listed in cfggameplay.json.
JSON filename
must match the path exactly.
name
object classname must exist on server and client.
pos
coordinate must be inside the playable map.
ypr
wrong rotation can hide or bury objects.
enableCEPersistency
controls whether spawned objects are persisted.
If a modded object is visible to clients, the client must load the mod too.
Map placement / Mission files
DayZ coordinate values
Mission files
Explains coordinate fields used by mission placement files.
cfgeventspawns.xml
cfgplayerspawnpoints.xml
cfgeffectarea.json
object spawner JSON
Editierbare Werte
x
east/west map coordinate.
y
height/elevation in many XML position formats.
z
north/south map coordinate.
a
yaw angle in degrees.
rpy
rotation as roll/pitch/yaw or pitch/yaw/roll depending on file format.
radius/r
area size around the center point.
Some JSON formats use [x, y, z], while some tools show [x, z, y]. Always confirm with the target file format.
Map placement / Mission root
Safe player spawn tuning
Mission root
Controls how spawn areas avoid invalid terrain, water, steep slopes or blocked positions.
Editierbare Werte
r
bigger radius gives the server more possible safe positions.
pos
center must be near valid ground.
waterDepth
water validation value when present.
min_dist_static
distance from static objects when present.
max_dist_static
search distance when present.
fresh
controls fresh spawn eligibility when present.
If spawn bubbles are too restrictive, players may repeatedly fail to spawn or appear in unintended fallback areas.
Hazards / Mission root
Contamination zone tuning
Mission root
Practical meaning of static effect area settings for toxic zones and custom hazards.
Editierbare Werte
AreaName
unique zone name.
Type
effect area type.
Data.Pos
zone center.
Data.Radius
hazard radius.
Data.PosHeight
vertical effect height when present.
Data.NegHeight
downward effect height when present.
Data.ParticleName
visual particle effect.
Large vertical or horizontal radii can affect players inside buildings or underground areas unexpectedly.
Map placement / Mission root
Underground trigger tuning
Mission root
How underground trigger settings affect bunkers, caves or custom underground spaces.
cfgundergroundtriggers.json
Editierbare Werte
position
trigger center.
radius
trigger activation area.
eyeAccommodation
visual adaptation behavior when supported.
breadcrumb
navigation/transition helper when supported.
lerpTime
transition speed when present.
useRaycast
validation behavior when present.
Only tune this for maps that actually use underground systems. Unsupported fields may be ignored.
Economy / Mission db
Economy cleanup values
Mission db
How cleanup-related values decide when bodies, ruined items, dropped loot and event objects disappear.
Editierbare Werte
CleanupLifetimeDeadPlayer
dead player body cleanup time.
CleanupLifetimeRuined
ruined item cleanup time.
CleanupLifetimeDeadAnimal
dead animal cleanup time when present.
types.xml lifetime
item cleanup if untouched.
events.xml lifetime
event object cleanup.
events.xml cleanup
event cleanup mode.
Very long cleanup values can leave too many objects in the world and reduce performance.
Vehicles / Mission root
Vehicle parts in cfgspawnabletypes
Mission root
Controls how complete or broken vehicles are when they spawn.
Editierbare Werte
attachments
wheels, doors, hood, trunk, battery, radiator and spark plug entries.
chance
probability each part or part group appears.
healthMin
healthMax
condition of spawned parts when supported.
cargo
items placed inside vehicle inventory.
preset
reusable vehicle cargo or attachment pool.
If essential parts have very low chance, vehicles may spawn but be unusable most of the time.
Dynamic events / Mission db
Event spacing values
Mission db
Explains spacing controls that prevent events from spawning too close to players, other events or unsafe positions.
Editierbare Werte
saferadius
distance from players or unsafe areas depending on event type.
distanceradius
spacing from similar events.
cleanupradius
area checked during cleanup when present.
player
player proximity behavior when present.
position
fixed, player, or custom position behavior.
limit
event population limiting mode.
Huge spacing values can make an event almost never find a valid location.
Mods / Mission root
Central economy mod folders
Mission root
How server-managed mod economy folders are loaded without merging every mod entry into vanilla XML.
cfgeconomycore.xml
mods_type
db\*.xml
Editierbare Werte
folder path
relative folder containing extra economy files.
types file
custom type definitions.
spawnabletypes file
custom cargo/attachment definitions.
events file
custom dynamic events.
economy core registration
tells the mission to load these files.
Folder organization is useful, but every referenced file still needs valid XML and valid classnames.
Validation / Mission files
Mission file paths and case
Mission files
Path and filename rules that prevent hard-to-see mission load mistakes.
mpmissions\dayzOffline.*\*
Editierbare Werte
template
must match mission folder name.
objectSpawnersArr path
must match the JSON file location.
cfgeconomycore file name
must match the XML file.
mod folder
launch argument must match actual folder.
relative path
most mission references are relative to mission root.
Windows is forgiving about case, but tools, logs and server scripts may still expose path/name mismatches.
Admin workflow / Mission root
Backup before editing mission files
Mission root
Recommended backup targets before editing configs, economy files, scripts or persistence.
mpmissions\dayzOffline.*
config\serverDZ.cfg
profiles
storage_1
Editierbare Werte
mission folder backup
protects XML, JSON and script edits.
config\serverDZ.cfg backup
protects ports, passwords, template and server identity.
storage backup
protects players, bases, vehicles and loot state.
profiles backup
preserves logs and BattlEye/RCon config.
before/after notes
record what values changed.
The fastest rollback is a clean backup made while the server is stopped.
Complex workflow / Mission db
Workflow: spawn cars from economy
Mission db
Complete multi-file workflow for adding or tuning car spawns through the central economy.
events.xml
cfgeventspawns.xml
cfgspawnabletypes.xml
types.xml
cfgeconomycore.xml
storage_1
Editierbare Werte
events.xml
create or edit the vehicle event. Set nominal, min, max, active=1, event position, spacing and child vehicle classname.
cfgeventspawns.xml
add spawn coordinates for the exact event name. Without positions, fixed vehicle events cannot appear.
cfgspawnabletypes.xml
configure vehicle attachments such as wheels, doors, hood, trunk, battery, radiator and spark plug.
cfgspawnabletypes.xml cargo
configure inventory items that can appear inside the car.
types.xml
make sure vehicle parts and cargo items have valid loot economy entries if they should also spawn as normal loot.
cfgeconomycore.xml
register custom event/spawnable files if you keep vehicle config outside vanilla files.
storage_1
wipe or clean vehicle/world persistence if old vehicle state blocks visible changes.
Cars are not controlled by one file. If the event exists but has no matching spawn points or the child classname is wrong, no car will appear.
Complex workflow / Mission and mods
Workflow: add modded vehicles
Mission and mods
Adds modded vehicles correctly, including mod loading, keys, economy event setup, spawn positions and parts.
-mod=
keys\*.bikey
events.xml
cfgeventspawns.xml
cfgspawnabletypes.xml
types.xml
Editierbare Werte
-mod=@VehicleMod
load the mod as client-required content so players can see and use the vehicle.
keys/*.bikey
copy the mod key into the DayZ server install keys folder when signatures are verified.
events.xml child type
use the exact vehicle classname from the mod config.
cfgeventspawns.xml
create coordinates for the event name.
cfgspawnabletypes.xml
add the vehicle classname and its required modded parts.
types.xml
add modded wheels, doors, batteries or cargo items if they should spawn independently.
RPT
check for unknown entity, missing addon or config dependency errors.
A modded car can fail for three different reasons: mod not loaded, classname wrong, or economy/spawn files incomplete.
Complex workflow / Mission root
Workflow: tune vehicle condition and completeness
Mission root
Controls whether spawned vehicles are nearly complete, damaged, missing parts, or stocked with cargo.
cfgspawnabletypes.xml
events.xml
types.xml
Editierbare Werte
cfgspawnabletypes attachments
list every possible attached part.
chance
higher chance means that part appears more often.
healthMin
healthMax
controls damaged vs pristine parts when supported.
cargo
items inside the vehicle inventory.
events.xml child lootmin/lootmax
can affect event child loot generation.
types.xml parts lifetime
controls cleanup of loose vehicle parts.
Low essential-part chance makes vehicles spawn but feel broken. Tune battery, radiator, spark plug and wheels deliberately.
Complex workflow / Mission env
Workflow: tune zombie spawn density
Mission env
Multi-file workflow for changing where infected spawn, how many appear, and which infected families are used.
env\zombie_territories.xml
cfgaiagents.xml
events.xml
globals.xml
Editierbare Werte
env/zombie_territories.xml
edit zone x, z, r, smin, smax, dmin, dmax and family.
cfgaiagents.xml
confirm the infected family or agent type exists and has valid variants.
events.xml
tune infected dynamic events if the map uses event-driven infected groups.
globals.xml ZombieMaxCount
broad cap that can limit total infected population.
server FPS
monitor performance after raising smax or adding dense zones.
RPT
check AI or unknown classname errors after adding modded infected.
Raising territory counts and global caps together can quickly hurt server performance.
Complex workflow / Mission db
Workflow: change zombie loot
Mission db
Explains how to change loot carried by infected or spawned on infected-related objects, depending on mission/mod support.
cfgspawnabletypes.xml
types.xml
cfgaiagents.xml
Editierbare Werte
cfgspawnabletypes.xml
add cargo groups for infected classnames when supported.
cargo chance
controls whether an infected has inventory loot.
item chance
controls which specific item appears.
types.xml
item classnames used as zombie loot should be valid economy items if also spawned elsewhere.
cfgaiagents.xml
confirms which infected classnames/families are used in the world.
mod classnames
custom infected and loot require loaded mods.
Zombie loot support can vary by classname and mod. If cargo is ignored, verify the infected classname supports spawnable cargo.
Complex workflow / Mission db
Workflow: create a dynamic event
Mission db
General workflow for creating any new dynamic event: wreck, custom object, AI group, vehicle, crate, animal or contaminated event.
events.xml
cfgeventspawns.xml
cfgeventgroups.xml
cfgspawnabletypes.xml
types.xml
Editierbare Werte
events.xml event name
unique identifier for the event.
events.xml nominal/min/max
how many instances should exist.
events.xml child type
classname spawned by the event.
events.xml active=1
enable the event.
cfgeventspawns.xml
add positions if the event uses fixed/custom spawn points.
cfgeventgroups.xml
define grouped layouts if one event should spawn multiple objects.
cfgspawnabletypes.xml
define cargo/attachments for spawned complex objects.
types.xml
define item classnames used by event cargo if they also need economy behavior.
Event name consistency is critical. events.xml and cfgeventspawns.xml must refer to the same event name.
Complex workflow / Mission db
Workflow: create custom loot tier or area
Mission db
Adds a new tier, usage or category and connects it to items and map locations.
cfglimitsdefinition.xml
types.xml
mapgroupproto.xml
mapgroupproto_user.xml
Editierbare Werte
cfglimitsdefinition.xml
add the new usage, value, category or tag name.
types.xml
assign items to the new name.
mapgroupproto.xml
make buildings or containers support that usage/category.
mapgroupproto_user.xml
safer place for custom additions when supported.
mapgrouppos.xml
confirms where those building groups exist on the map.
storage_1
existing loot may need cleanup before new distribution is obvious.
Adding Tier5 to items does nothing unless map groups also allow Tier5 or the matching value/usage.
Complex workflow / Mission db
Workflow: add a custom loot item
Mission db
Complete path for making a modded item spawn naturally in the world.
-mod=
types.xml
cfgeconomycore.xml
mapgroupproto.xml
keys\*.bikey
Editierbare Werte
-mod
load the mod that defines the item classname.
keys/*.bikey
add the mod key for signature verification.
types.xml type name
add exact classname.
nominal/min/lifetime/restock
configure population and cleanup.
category/usage/value
choose where the item can spawn.
mapgroupproto.xml
confirm buildings support that category/usage/value.
cfgeconomycore.xml
register custom types file if not editing the main types.xml.
If the classname is valid but usage/value has no map support, the item can still fail to appear.
Complex workflow / Mission db
Workflow: create loot crate event
Mission db
Creates a dynamic loot crate, supply box or custom container event with configured cargo.
events.xml
cfgeventspawns.xml
cfgspawnabletypes.xml
types.xml
Editierbare Werte
events.xml
create event with crate/container child classname.
cfgeventspawns.xml
add spawn coordinates for crate locations.
cfgspawnabletypes.xml
add cargo groups for the crate classname.
cargo chance
controls whether cargo groups appear.
item chance
controls item selection inside cargo groups.
types.xml
ensure cargo item classnames exist in economy if also spawned separately.
lifetime
tune how long the crate remains in the world.
A crate event can spawn an empty container if cfgspawnabletypes.xml is missing or cargo chances are too low.
Complex workflow / Mission env
Workflow: tune animal spawns
Mission env
Changes animal placement, predator pressure and broad animal population limits.
env\animal_territories.xml
env\wolf_territories.xml
env\bear_territories.xml
cfgaiagents.xml
globals.xml
Editierbare Werte
animal_territories.xml
passive wildlife zones and family assignment.
wolf_territories.xml
wolf pack zones when separated by map.
bear_territories.xml
bear zones when separated by map.
smin/smax
count range per territory.
r
territory radius.
cfgaiagents.xml
animal family definitions.
globals.xml AnimalMaxCount
broad population cap.
Predators with high smax and small radii can make an area unfair and expensive for the server.
Complex workflow / Mission root
Workflow: create static toxic zone
Mission root
Creates or tunes a static contaminated area and connects it to gameplay rewards if needed.
cfgeffectarea.json
types.xml
events.xml
Editierbare Werte
cfgeffectarea.json AreaName
unique zone name.
Data.Pos
zone center coordinate.
Data.Radius
contaminated area size.
Data.PosHeight/NegHeight
vertical influence.
Data.ParticleName
visual effect.
types.xml usage/value
optionally place special loot in contaminated areas through map/economy support.
events.xml
optional dynamic contaminated event if using event-driven hazards.
Static toxic zones need gameplay testing. Radius and height can affect buildings or underground areas unexpectedly.
Complex workflow / Mission custom files
Workflow: place custom objects with JSON
Mission custom files
Places custom map objects, decorations, trader props, bases or event props through object spawner JSON.
cfggameplay.json
objectSpawnersArr
*.json
-mod=
Editierbare Werte
cfggameplay.json objectSpawnersArr
register the JSON spawner file.
JSON name
classname to spawn.
JSON pos
world coordinate.
JSON ypr
rotation.
JSON scale
object size when supported.
enableCEPersistency
persistence behavior.
-mod
required if the object classname comes from a mod.
Objects can be valid but invisible to players if the required client mod is missing.
Complex workflow / Mission script
Workflow: change starting gear
Mission script
Changes what new players spawn with and explains how script, classnames and mods interact.
Editierbare Werte
init.c StartingEquipSetup
main starter gear function in many missions.
CreateInInventory
places item into player inventory.
SetQuantity
sets ammo, liquid or stack quantity where supported.
QuickBarEntityShortcut
assigns quickbar slots.
types.xml
not required for starter gear, but useful if the item should also spawn as loot.
-mod
required when starter gear uses modded classnames.
Starter gear can use classnames that are not in types.xml, but they still must exist in loaded game/mod config.
Complex workflow / Profiles
Workflow: troubleshoot after mission edits
Profiles
General debugging flow after changing mission XML, JSON, scripts, economy or object spawners.
*.RPT
script_*.log
db\*.xml
*.json
storage_1
Editierbare Werte
Validator
check XML/JSON syntax first.
RPT
look for XML load errors, unknown classnames and missing addons.
script_*.log
check mission script stack traces.
selected mission folder
confirm serverDZ.cfg template points to the folder you edited.
storage_1
decide whether old persistence is hiding the change.
mod load order
confirm dependencies and classnames are loaded.
Always debug from the first error in the newest RPT; later errors may be caused by the first failure.
Complex workflow / Server config
Workflow: change server map
Server config
Complete workflow for switching the active mission map, including template, mission folder, required map mods and persistence.
config\serverDZ.cfg
mpmissions\dayzOffline.*
storage_*
-mod=
Editierbare Werte
serverDZ.cfg template
set the mission folder name that should load; launcher-created instances store it under config\serverDZ.cfg.
mpmissions folder
ensure the matching mission folder exists.
-mod
load required terrain/map mods for custom maps.
storage_*
old map persistence should usually not be reused across different maps.
serverDZ.cfg instanceId
decide whether this map should use separate persistence identity.
profiles/RPT
confirm the selected world and mission loaded without missing addon errors.
Do not reuse Chernarus persistence on a different terrain unless you intentionally know how that map handles storage.
Complex workflow / Server config
Workflow: tune time and night cycle
Server config
Configures start time, day speed and night speed for the server.
config\serverDZ.cfg
serverDZ.cfg
Editierbare Werte
serverTime
fixed time, system time or configured start time.
serverTimeAcceleration
day time speed multiplier.
serverNightTimeAcceleration
night time speed multiplier.
serverTimePersistent
keeps time progressing across restarts when enabled.
lightingConfig
lighting mode when supported by the server version.
restart schedule
align restart timing with desired day/night loop.
Very high acceleration can make lighting and survival feel unstable. Test the full day/night loop after changes.
Admin workflow / Profiles
Workflow: whitelist, ban and admin control
Profiles
General admin workflow for controlling who can join and who has admin/RCon access, depending on server setup and mods.
ban.txt
whitelist.txt
admins.txt
profiles
BEServer*.cfg
Editierbare Werte
ban.txt
banned player identifiers when supported by the server/admin tool.
whitelist.txt
allowed players when whitelist logic is enabled by server/mod.
admins.txt
admin identifiers for admin tools or mission scripts when used.
BEServer*.cfg RConPassword
remote admin password.
RConPort
port used by admin tools and launcher RCon features.
profiles logs
verify kicks, bans and admin actions.
Exact file names can vary by admin mod. Search the active mod documentation or mission scripts before assuming one format.
RCon and BattlEye / Profiles
BattlEye filters
Profiles
BattlEye filter files control script, remote execution and object/action restrictions. Launcher-created instances normally use root battleye through -BEpath; existing servers may use profiles\BattlEye.
battleye\scripts.txt
profiles\BattlEye\scripts.txt
remoteexec.txt
createvehicle.txt
setpos.txt
publicvariable.txt
Editierbare Werte
scripts.txt
filters script commands and script detections.
remoteexec.txt
filters remote execution calls.
createvehicle.txt
filters object creation.
setpos.txt
filters position changes.
publicvariable.txt
filters networked variables.
filter exception
add only the narrow exception required by a trusted mod.
Overly broad BattlEye exceptions weaken security. Back up filters before changing them.
Troubleshooting / Profiles
Workflow: debug BattlEye kicks
Profiles
Steps for diagnosing script restriction, remoteexec or createvehicle kicks after installing mods or editing mission scripts.
battleye\*.log
profiles\BattlEye\*.log
scripts.txt
remoteexec.txt
createvehicle.txt
Editierbare Werte
BattlEye log
read the exact restriction number and line context.
filter file
open the matching filter, for example scripts.txt.
line number
restriction usually maps to a filter line.
exception
add a specific exception for the trusted mod/action.
mod update
re-check filters after mod updates.
RPT/script logs
confirm whether a mission script error caused the action.
Never fix BattlEye kicks by disabling large groups of filters without understanding the logged restriction.
Complex workflow / Mission custom files
Workflow: trader or economy mod config
Mission custom files
Generic workflow for trader, market or economy mods whose config files live inside the mission folder.
mpmissions\dayzOffline.*\*
@TraderMod
types.xml
-mod=
profiles\*.RPT
Editierbare Werte
-mod
load the trader/economy mod.
mission config folder
mod-specific JSON/XML/TXT files usually live under the mission.
item classname
every trader item must exist in loaded mods.
price/stock
mod-specific values controlling buy/sell and availability.
safezone/object files
traders often need object spawner or position config.
RPT
check missing classnames and mod config parse errors.
Trader file formats are mod-specific. The launcher knowledge base explains the workflow, but exact keys depend on the installed trader mod.
Complex workflow / Mission custom files
Workflow: AI patrol or mission mod config
Mission custom files
Generic workflow for mods that add AI patrols, missions, airdrops or custom encounters.
mpmissions\dayzOffline.*\*
@AIOrMissionMod
events.xml
object spawner JSON
Editierbare Werte
-mod
-serverMod
load placement depends on whether clients need assets.
mission config
mod-specific patrol, mission or airdrop definitions.
coordinates
positions for patrols, missions, crates or triggers.
loadout
AI gear or crate reward items.
types.xml
reward items should also exist as valid classnames.
events.xml
use central economy events only when the mod integrates with CE.
Some AI/mission mods do not use vanilla events.xml; do not force central economy workflow onto a mod with its own scheduler.
Complex workflow / Mission custom files
Workflow: safezone and trader object placement
Mission custom files
Places visible objects for traders, safezones or custom hubs and connects them with mod-specific safezone/trader config.
cfggameplay.json
objectSpawnersArr
*.json
trader mod config
Editierbare Werte
objectSpawnersArr
loads object placement JSON.
object JSON pos/ypr
places props, tents, signs or trader desks.
safezone center/radius
mod-specific safezone area definition.
trader NPC position
mod-specific trader location.
classname
prop or NPC classname must exist.
client mod
players need any mod that provides visible assets.
Visual objects and safezone logic are often separate files. Seeing the trader desk does not mean the safezone/trader logic is active.
Complex workflow / Mission files
Workflow: base building balance
Mission files
Tunes base building rules, required materials and persistence cleanup balance.
cfggameplay.json
types.xml
globals.xml
storage_1
Editierbare Werte
cfggameplay.json BaseBuildingData
placement/building restrictions.
types.xml
nails, planks, tools, tents, barrels and storage item availability.
lifetime
cleanup timing for base/storage objects.
count_in_hoarder
whether stored items affect loot economy.
globals cleanup
broad cleanup values for ruined or abandoned items.
storage_1
existing bases persist independently of future loot tuning.
Base balance is economy plus gameplay. Changing material spawns without cleanup/lifetime review can cause hoarding or scarcity.
Complex workflow / Mission db
Workflow: raid and explosive balance
Mission db
Balances raiding by changing availability of explosives, ammo, tools and base damage rules.
types.xml
cfggameplay.json
globals.xml
Editierbare Werte
types.xml explosives
nominal/min/lifetime for grenades, claymores or modded raid tools.
types.xml ammo/tools
saws, lockpicks, ammo and repair tools.
usage/value
controls where raid items spawn.
cfggameplay.json BaseBuildingData
damage/placement rules when supported.
count flags
hoarded explosives can block new spawns if counted.
storage persistence
old hoarded explosives remain until used, wiped or cleaned.
Raid balance changes may take time to show because existing stashes remain in persistence.
Complex workflow / Mission db
Workflow: food and survival balance
Mission db
Tunes survival difficulty through food loot, animal spawns and cleanup/population settings.
types.xml
events.xml
env\animal_territories.xml
globals.xml
Editierbare Werte
types.xml food
canned food, fruit, tools and cooking items.
types.xml water containers
bottles, canteens and purification items.
animal territories
huntable animal availability.
events.xml animal events
animal population if event-driven.
globals AnimalMaxCount
broad animal cap.
usage/value
where food and survival items appear.
Reducing food loot and animals at the same time can make early survival much harder than intended.
Complex workflow / Mission db
Workflow: military loot balance
Mission db
Balances military weapons, ammo and equipment across tiers and military areas.
types.xml
mapgroupproto.xml
cfglimitsdefinition.xml
storage_1
Editierbare Werte
types.xml nominal/min
target counts for weapons and ammo.
usage=Military
restricts items to military-capable loot groups.
value=Tier*
controls tier distribution when map groups support tiers.
count_in_player/hoarder
controls whether stashed weapons block spawns.
mapgroupproto
confirms military locations support the chosen usage/value.
storage_1
existing stashes can delay the effect of rare loot changes.
Rare military loot is heavily affected by count flags and persistence, not only nominal values.
Troubleshooting / Profiles
Workflow: fix unknown classname errors
Profiles
Debugs errors where the server cannot find a classname used by loot, events, starter gear or object spawners.
*.RPT
types.xml
events.xml
cfgspawnabletypes.xml
-mod=
Editierbare Werte
RPT unknown entity
identifies the missing classname.
-mod
verify the mod defining the class is loaded.
load order
dependencies must load before dependent mods.
spelling
classname is case-sensitive in practice for config lookup.
types/events/spawnabletypes
remove or correct invalid classnames.
client mods
players must load client-side assets too.
Do not solve unknown classname errors by deleting random economy blocks; first identify which mod or typo owns the classname.
Troubleshooting / Mission files
Workflow: fix XML parse errors
Mission files
Debugs broken XML that prevents mission/economy files from loading.
Editierbare Werte
line/column
use RPT or validator location.
unclosed tag
every opening tag needs a matching closing tag.
bad attribute quotes
XML attributes need quoted values.
nested comments
XML comments cannot be nested.
ampersand
use escaped entities when needed.
duplicate root
XML file must have one valid root element.
One malformed entry can prevent an entire economy file from loading.
Admin workflow / Server config
Workflow: ports, firewall and visibility
Server config
Connects game port, query behavior and RCon/BattlEye access so players and admin tools can reach the server.
config\serverDZ.cfg
battleye\BEServer*.cfg
launch arguments
Windows Firewall
Editierbare Werte
server port
game UDP port from launch/config.
steam query port
server browser/query visibility depending on launch setup.
RConPort
BattlEye RCon UDP port.
firewall rule
allow required UDP ports.
router/NAT
forward ports when hosting behind a router.
public IP
verify the server is reachable externally.
A server can run locally but still be invisible publicly if firewall or router forwarding is missing.
Launcher workflow / Titan Launcher
Titan Launcher: what it can manage
Titan Launcher
High-level map of current launcher capabilities so admins know whether a task can be done through the UI or requires manual file work.
Overview
Configuration
Mods
Editor
Backups
Files
Maintenance
Players
Metrics
Events
Editierbare Werte
New Instance
create a local DayZ server instance and prepare the mission/config workspace.
Start/Stop/Restart/Kill
control the selected server process.
Configuration
edit common serverDZ.cfg values and related server settings.
Mods
search, add, update, purge and sync keys for Steam Workshop mods.
Editor
edit loot, spawnable types, starting gear, mission map data, XML/JSON and the knowledge base.
Backups
create and restore server storage/config backups.
Files
open important server folders and files.
Maintenance
update server/mods, repair keys and clear/archive logs.
The launcher can safely guide many tasks, but mod-specific trader/AI configs may still require understanding that mod's own file format.
Launcher workflow / Configuration
Launcher Configuration tab
Configuration
Use this tab for normal server identity and launch configuration without manually editing serverDZ.cfg.
config\serverDZ.cfg
server profile state
Editierbare Werte
hostname
server name shown to players.
map/template
selected mission map and serverDZ.cfg mission template.
maxPlayers
player slot count.
password
adminPassword
access/admin password fields.
serverTime
day/night behavior.
RCon host/password
admin/RCon configuration when available.
JSON editor
advanced structured config editing from the launcher.
For map changes, confirm the matching mpmissions folder exists before saving and restarting.
Launcher workflow / Mods
Launcher Mods tab
Mods
Use this tab to manage Workshop mods and their server-side key workflow.
@WorkshopMod
keys\*.bikey
mod list
Editierbare Werte
Search Workshop
find mods by name or Workshop ID.
Add mod
stage/download a mod into the server instance.
client/server toggle
choose whether the mod belongs in client-required -mod or server-side logic.
move up/down
change mod load order.
Check update
check a Workshop mod for updates.
Update
update installed mod files.
Purge
remove a mod and its local files.
Sync keys
copy .bikey files into the DayZ server install keys folder.
Syncing keys does not replace correct load order. Missing dependencies still cause RPT errors and client join problems.
Launcher workflow / Editor
Launcher Editor: Loot Editor
Editor
Use the Loot Editor to inspect and edit item economy values through the launcher instead of hand-editing XML.
types.xml
cfgeconomycore.xml
mod economy XML
Editierbare Werte
Loot sources
browse mission and mod economy XML sources.
Add to server
add a mod loot source to the server economy when supported.
Enable/disable economy entry
toggle managed economy entries.
nominal/min/lifetime/restock
edit core item population values.
category/usage/value
edit where items can spawn.
count flags
edit map/player/cargo/hoarder counting behavior.
Save
write edited types.xml style data back to the selected source.
The Loot Editor changes economy XML, but existing persistence can still delay visible in-game results.
Launcher workflow / Editor
Launcher Editor: Spawnable Types
Editor
Use this editor for attachments and cargo on vehicles, weapons, clothing, infected or containers.
Editierbare Werte
Open Spawnable Types
load cfgspawnabletypes.xml from the selected mission.
attachments
configure attached parts such as wheels, doors, weapon parts or clothing attachments.
cargo
configure inventory contents.
chance
tune how often a group or item appears.
preset
use reusable random preset names.
known type suggestions
use classnames discovered by the launcher where available.
Save
write the updated spawnable types XML.
For cars, this editor handles parts/cargo only. The actual vehicle event and coordinates still live in events.xml and cfgeventspawns.xml.
Launcher workflow / Editor
Launcher Editor: Mission Map
Editor
Use the Mission Map Editor for coordinate-based mission files through a visual workspace.
cfgplayerspawnpoints.xml
cfgeventspawns.xml
cfgeffectarea.json
env\zombie_territories.xml
Editierbare Werte
Player spawns
inspect and edit spawn points/bubbles.
Event spawns
inspect and place event spawn coordinates.
Effect areas
inspect and tune static hazard zones.
Zombie territories
inspect and tune infected territory zones.
Coordinate overlays
use map context for placement decisions.
Save active file
writes the selected map-related file.
The map editor helps coordinate placement, but event population still depends on events.xml values.
Launcher workflow / Editor
Launcher Editor: Starting Gear
Editor
Use this editor to change starter loadouts without manually rewriting mission script blocks.
Editierbare Werte
loadout sets
configure named starter gear groups.
item type
classname to give to new players.
quantity
stack, ammo or liquid quantity when supported.
quickbar slot
assign quickbar shortcuts.
chance
make an item or loadout probabilistic when supported.
Save loadouts
writes the generated starter gear structure back through the launcher.
Starter gear items still need valid classnames from vanilla or loaded mods.
Launcher workflow / Editor
Launcher Editor: XML / JSON Validator
Editor
Use the Validator before saving mission XML/JSON changes or when diagnosing broken configs.
Editierbare Werte
Open
load XML or JSON file.
Validate
detect parse errors and line-level problems.
Format
format valid XML/JSON for readability.
Auto Repair
preview simple repair suggestions where available.
Save / Save As
write corrected content.
Assistant panel
inspect structure and suggestions.
A valid XML/JSON file can still contain wrong classnames or bad gameplay values. Syntax validation is only the first check.
Launcher workflow / Files
Launcher Files tab
Files
Use this tab to quickly find and open important server paths without browsing the filesystem manually.
server root
mpmissions
profiles
keys
mods
Editierbare Werte
Server root
open the selected server instance directory.
MPMissions
open mission folder area.
Profiles
open logs, RPT files and BattlEye/RCon config.
Keys
open server .bikey folder.
Mods
open installed mod folders.
Copy path
copy an important file/folder path for troubleshooting.
Opening files from this tab does not validate edits. Use the Validator for XML/JSON after manual changes.
Launcher workflow / Backups
Launcher Backups tab
Backups
Use backups before high-risk mission edits, wipes, map changes, mod overhauls or economy experiments.
storage_*
server config
mission files
Editierbare Werte
Create backup
capture configured backup sources for the selected server.
Preview restore
inspect what a backup would restore.
Restore
restore selected backup data.
destination folder
configure where backups are written.
include paths
add extra files or folders to backup.
Create backups while the server is stopped when protecting persistence or mission files.
Launcher workflow / Maintenance
Launcher Maintenance tab
Maintenance
Use maintenance actions for update and cleanup work that admins often do manually.
DayZ server install
@mods
keys
profiles\logs
Editierbare Werte
Update server
update the DayZ Dedicated Server install.
Update mods
update installed Workshop mods.
Repair keys
resync .bikey files from mods into the DayZ server install keys folder.
Clear logs
clean/archive old logs.
Last update
inspect maintenance status and timing.
After mod updates, re-check RPT logs and BattlEye filters because mods can change classnames, signatures or scripts.
Launcher workflow / Players
Launcher Players and RCon
Players
Use the Players view for live server administration where RCon is configured.
BEServer*.cfg
profiles\*.ADM
RCon
Editierbare Werte
RCon test
verify BattlEye RCon connection.
Admin message
send a message to players through RCon.
Player list
inspect connected player data when available.
Kick/ban style actions
available when backed by RCon/admin support.
Chat history
local history of launcher-sent admin messages.
RCon actions require correct BEServer*.cfg password/port and reachable firewall settings.
Launcher workflow / Metrics / Events
Launcher Metrics and Events
Metrics / Events
Use metrics and events to understand whether a config or mod change affected runtime health.
runtime process
event log
profiles\*.RPT
Editierbare Werte
Metrics
CPU, memory, disk and server FPS history for the selected instance.
Measured interval
change sampling interval for runtime monitoring.
Events
launcher operation log and failures.
RPT link through Files
inspect game-side errors when launcher events point to startup issues.
Preflight
review readiness checks before start where available.
Launcher metrics show process health; use RPT/script logs to explain why a mission or mod is failing.
Launcher workflow / Overview / Host
Launcher host publish tools
Overview / Host
Use host publish actions when the launcher is connected to Titan backend/host features.
host identity
server manifest
backend API
Editierbare Werte
Ensure identity
create or verify local host identity.
Register host
register the launcher host with backend services.
Publish server
publish selected server metadata.
Heartbeat
send status heartbeat.
Publish manifest
publish mod/server manifest.
Probe
test public reachability where supported.
Host publishing does not replace local firewall, port forwarding or valid DayZ server configuration.
Launcher workflow / Editor
Launcher Knowledge Base
Editor
Use this built-in searchable knowledge base to connect DayZ files, launcher actions and multi-file workflows.
Editierbare Werte
Search
find by file, setting, task or error keyword.
Category filter
narrow to Economy, Mods, Complex workflow, Launcher workflow and more.
Location filter
narrow by mission root, db, profiles, launcher tab or storage.
Editable values
see what values can be changed and what they affect.
Caution
read risks before changing files or using launcher actions.
The knowledge base is guidance. For mod-specific config formats, verify against the installed mod's files and RPT output.
Mods / Mod folders
Mod folder structure
Mod folders
Explains what is inside a DayZ mod folder and which parts matter for loading, signatures and server setup.
@ModName
@ModName\addons
@ModName\keys
@ModName\mod.cpp
@ModName\meta.cpp
Editierbare Werte
@ModName
the folder loaded by -mod or -serverMod.
addons
contains .pbo files. These are the actual packed mod content and configs.
addons/*.bisign
signatures for client/server PBO validation.
keys/*.bikey
public key that must be copied into the DayZ server install keys folder when signature verification is enabled.
mod.cpp
display metadata such as name, logo and overview.
meta.cpp
Workshop metadata used by tools; not the gameplay config.
config.cpp/config.bin inside PBO
defines classnames, dependencies and game config.
Do not edit Workshop PBOs directly for normal server config. Use mission files or a server override mod.
Mods / Launch arguments
Client mod vs server-side mod
Launch arguments
Explains what decides whether a mod must be loaded by players or only by the server.
-mod=
-serverMod=
@ModName\addons
Editierbare Werte
Client mod
anything that adds visible assets, items, vehicles, weapons, clothing, sounds, UI or client scripts. Put in -mod.
Server-side mod
admin tools, logging, economy helpers or server-only logic that clients do not need. Put in -serverMod when supported.
Shared scripts/assets
if clients interact with or see the content, it is usually a client mod.
Classnames in loot/events
if the classname comes from a modded item/vehicle visible to players, clients need that mod.
Launcher Mods tab client/server toggle
controls this assignment in the launcher.
RPT missing addon
often means wrong mod side or load order.
Putting a client-required content mod into -serverMod can make items invisible or classnames missing for players.
Mods / Mission db
When a mod needs types, events or spawn files
Mission db
Explains which mission files are needed after adding a mod, depending on what the mod contains.
types.xml
events.xml
cfgspawnabletypes.xml
cfgeventspawns.xml
cfgeconomycore.xml
Editierbare Werte
Mod adds loot item
add a types.xml entry or register the mod's provided types file.
Mod adds weapon/clothing/container
add types.xml; add cfgspawnabletypes.xml only if it should spawn with attachments/cargo.
Mod adds vehicle
add events.xml event, cfgeventspawns.xml positions and cfgspawnabletypes.xml parts/cargo.
Mod adds infected/zombie
load the mod, add AI territory/event usage depending on how the mod defines the infected, and tune cfgaiagents.xml or event files if required.
Mod provides economy XML
register through cfgeconomycore.xml or merge carefully.
Mod only changes server behavior
may need only -serverMod and mod-specific profile/mission config.
Installing a mod does not automatically make its items spawn. The economy must reference valid classnames in the right files.
Complex workflow / Mission env
Workflow: spawn modded zombies
Mission env
Adds custom infected/zombie types from a mod and makes them appear in the world with optional loot.
-mod=
cfgaiagents.xml
env\zombie_territories.xml
events.xml
cfgspawnabletypes.xml
types.xml
Editierbare Werte
-mod
load the infected mod if clients need the zombie assets.
cfgaiagents.xml
add or confirm the custom infected agent/family if the mod uses AI agent definitions.
env/zombie_territories.xml
assign the family to zones with smin, smax, x, z, r.
events.xml
use this if the mod spawns infected through dynamic events instead of territory families.
cfgspawnabletypes.xml
add cargo/loot to infected classnames when supported.
types.xml
add any loot items that should also spawn normally.
RPT
check unknown entity or missing addon errors.
Different zombie mods use different spawn methods. Confirm whether the mod expects territories, events, or its own config.
Complex workflow / Mission db
Workflow: add modded car correctly
Mission db
Detailed workflow for adding a modded vehicle so it loads, spawns, has parts and lets players join.
-mod=
keys\*.bikey
events.xml
cfgeventspawns.xml
cfgspawnabletypes.xml
types.xml
Editierbare Werte
-mod=@VehicleMod
clients need the vehicle mod because the asset is visible and drivable.
keys/*.bikey
copy the mod key to the DayZ server install keys folder.
events.xml
add an event with the vehicle classname as child.
cfgeventspawns.xml
add coordinates for that exact event name.
cfgspawnabletypes.xml
define wheels, doors, hood, trunk, battery, radiator, spark plug and cargo.
types.xml
add loose vehicle parts if they should spawn as loot.
storage wipe
old vehicle persistence may need cleanup if changing existing vehicle events.
A car can be installed and still never spawn if any link in the chain is missing: event, positions, classname, parts, keys or mod load.
Runtime files / Profiles
profiles folder important files
Profiles
Describes the most important files and folders inside the server profile directory.
profiles\*.RPT
profiles\script_*.log
profiles\crash_*.log
profiles\*.ADM
profiles\BattlEye
profiles\*.json
profiles\*.xml
Editierbare Werte
*.RPT
main DayZ server log. Use for startup, mod, classname and economy errors.
script_*.log
Enforce script errors and stack traces.
crash_*.log
crash diagnostic output.
*.ADM
admin/player activity log when admin logging is enabled.
BattlEye/BEServer*.cfg
RCon password and port.
BattlEye/*.txt
filter files such as scripts, remoteexec and createvehicle.
mod-created JSON/XML/TXT/DB files
many server mods save state or config in profiles.
Profiles is not only logs. Many mods save persistent state here, so wipe planning must inspect non-config mod data.
Persistence / Profiles
Mod saves inside profiles
Profiles
Explains why a wipe may need profile cleanup too: many mods store their own databases or state outside storage_1.
profiles\*
profiles\*.db
profiles\*.json
profiles\*.xml
profiles\*.bin
profiles\*.txt
Editierbare Werte
mod database
trader, garage, banking, groups, territories or AI mission mods can save .db, .json, .xml, .bin or .txt files.
config-like files
files that define settings should usually be kept during wipe.
state-like files
files that store players, vehicles, bases, money, garages, territories or cooldowns may need wiping.
logs
can usually be archived or cleared but are useful for debugging.
BattlEye config
keep RCon and filters unless intentionally resetting security config.
backup first
copy the whole profiles folder before deleting mod state.
A world wipe that deletes only storage_1 may leave trader money, virtual garage cars, territories or other mod state intact in profiles.
Persistence / Mission storage and profiles
Complete wipe checklist
Mission storage and profiles
Clear checklist for performing a real wipe, including DayZ storage and mod-created profile state.
storage_1
storage_*
profiles
config\serverDZ.cfg
mpmissions
Editierbare Werte
Stop server
never wipe while the process is running.
Backup
back up mission folder, storage and profiles first.
storage_1/storage_*
delete or archive DayZ world/player/economy persistence according to wipe type.
profiles mod state
inspect and remove mod-created save files that are not pure config.
keep config
normally keep BEServer*.cfg, BattlEye filters, server config and mod settings you still want.
clear logs optional
archive logs after backup if you want a clean post-wipe diagnostic set.
restart and verify
check RPT for storage recreation and missing mod/config errors.
For modded servers, a full wipe is often storage plus selected profile state. Deleting only storage may not reset mod economies, garages, territories or banks.
Persistence / Mission storage and profiles
Wipe: what to keep and what to delete
Mission storage and profiles
Separates config files from state files so a wipe resets gameplay without destroying server setup.
profiles
storage_1
config\serverDZ.cfg
DayZ server install\keys
@mods
Editierbare Werte
Usually keep
serverDZ.cfg, mod folders, keys, BattlEye RCon config, launcher settings and intentional mod config files.
Usually delete for world wipe
storage_1/data, vehicle/object economy persistence and map object persistence.
Usually delete for player wipe
players.db or equivalent player persistence.
Inspect profiles
mod banks, garages, territories, groups and traders may have separate state files.
Keep logs until verified
logs help diagnose the first restart after wipe.
Document deleted paths
record exactly what was wiped for rollback.
Never bulk-delete profiles blindly; it can remove RCon config, BattlEye filters and mod settings along with the state you intended to wipe.
Server config / Server config
What determines which map loads
Server config
Explains the exact chain that decides which map/mission the server starts.
config\serverDZ.cfg
mpmissions
-mod=
storage_*
Editierbare Werte
serverDZ.cfg template
main value that selects the mission folder; launcher instances pass it via -config=...\config\serverDZ.cfg.
mpmissions folder name
must match the template, for example dayzOffline.chernarusplus.
terrain mod
custom maps require the terrain mod in -mod.
mission files
selected folder supplies init.c, db XML, env XML and map placement files.
instanceId/storage
controls persistence identity and storage path behavior.
launcher Configuration map
writes the selected map/template values through the UI.
Editing a mission folder that is not selected by template has no effect on the running server.
Launcher workflow / Configuration
How to change map with the launcher
Configuration
Launcher-oriented map change workflow that connects UI actions to the underlying DayZ files.
Configuration tab
config\serverDZ.cfg
mpmissions
Mods tab
Editierbare Werte
Mods tab
install and enable required custom terrain/map mods first.
Configuration tab Map
select the target map/template where supported.
serverDZ.cfg template
verify the saved mission template.
Files tab
confirm the matching mpmissions folder exists.
Backups tab
back up old storage before switching.
wipe decision
use new/clean storage when moving to a different terrain.
Events/RPT
check startup logs after first launch.
Changing the visible map setting is not enough for custom maps unless the required mod and mission folder are also present.
Launcher instance files / Instance config
Launcher instance config folder
Instance config
The launcher's per-instance configuration folder. It stores DayZ config plus launcher-managed state for mods and keys.
config
config\serverDZ.cfg
config\server-settings.json
config\modlist.json
config\key-index.json
Editierbare Werte
serverDZ.cfg
DayZ server config used by the selected instance.
server-settings.json
launcher-managed structured settings that complement serverDZ.cfg.
modlist.json
launcher mod list, order, enabled state and client/server assignment.
key-index.json
tracks keys synced by the launcher.
do not hand-edit while launcher is running
UI state can overwrite manual changes.
Back up the whole config folder before manual edits. Broken modlist.json can block mod launch/preflight.
Launcher instance files / Instance config
config/modlist.json
Instance config
The launcher's source of truth for installed/enabled mods, mod order and whether each mod is client-required or server-side.
Editierbare Werte
id/workshopId
identifies the mod.
name/folder
display name and local folder path.
enabled
whether the mod is included in launch arguments.
type
client/server assignment used to build -mod or -serverMod.
order
launch order; dependencies should load before dependent mods.
localPath
where the launcher expects the mod files.
Prefer the Mods tab for changes. Invalid JSON or wrong paths can make preflight warn or launch without expected mods.
Launcher instance files / Instance config
config/key-index.json
Instance config
Tracks .bikey files copied by the launcher during key sync so mod signature keys can be managed predictably.
config\key-index.json
keys\*.bikey
DayZ server install\keys\*.bikey
Editierbare Werte
source mod
which mod provided the key.
source key path
original .bikey location under a mod keys folder.
target key path
copied key under the keys folder next to the DayZ server executable.
sync time
when launcher last wrote the key index.
repair keys
rebuilds key copies from installed mods.
Do not delete unknown keys blindly. Some keys may have been manually added for mods outside launcher management.
Launcher instance files / Instance config
config/server-settings.json
Instance config
Structured launcher-side settings for the selected server instance. It complements generated DayZ config and UI state.
config\server-settings.json
Editierbare Werte
ports
game/query/RCon values tracked by the launcher.
profile paths
selected config and profiles paths.
runtime options
launcher-specific start and maintenance settings.
map/profile state
selected map and related normalized values.
JSON editor
advanced changes should stay valid JSON.
This is not a vanilla DayZ file. Manual edits should be rare and backed up.
Launcher instance files / Launch profiles
launch/launch-profile.json
Launch profiles
Stores or records the instance launch profile used by the launcher when building server start arguments.
launch\launch-profile.json
Editierbare Werte
executable
DayZ server executable path when recorded.
arguments
generated or stored launch arguments.
profile/config paths
paths passed to the DayZ process.
mod arguments
generated -mod and -serverMod sections.
diagnostics
useful when comparing expected vs actual launch command.
If launch behavior is wrong, compare this with modlist.json, Configuration tab values and the newest RPT.
Runtime files / DayZ server install
DayZ runtime addons folder
DayZ server install
The vanilla DayZ Dedicated Server runtime PBO folder. This is different from mod @ModName\addons folders.
Editierbare Werte
addons/*.pbo
core server runtime data.
SteamCMD update
normally repairs or replaces these files.
preflight missing_runtime_addons
launcher blocks start if runtime addons are missing.
do not mix with mods
Workshop mods belong in @ModName\addons, not this folder.
Do not copy random Workshop PBOs into the runtime addons folder. Use mod folders and launch arguments.
Runtime files / DayZ server install
DayZ runtime dta folder
DayZ server install
Core DayZ runtime data required by the dedicated server executable.
Editierbare Werte
dta/*.pbo
required runtime data files.
preflight missing_runtime_dta
launcher blocks start if these files are missing.
SteamCMD validate/update
correct way to repair missing or damaged dta files.
Manual edits to runtime dta files can break server startup and should be avoided.
RCon and BattlEye / Instance root
Instance root battleye folder
Instance root
BattlEye/RCon config may live under instance root battleye as well as under profiles\BattlEye depending on setup.
battleye
battleye\BEServer_x64.cfg
battleye\BEServer.cfg
Editierbare Werte
BEServer_x64.cfg
preferred 64-bit BattlEye server config.
BEServer.cfg
fallback BattlEye server config.
RConPassword
password used by launcher RCon tools.
RConPort
UDP port for RCon.
lookup order
launcher checks several root/profile BattlEye locations.
If RCon test fails, verify the actual file path the launcher is reading, not just one BattlEye folder.
Launcher instance files / Backups
backup index files
Backups
Launcher backup metadata files that list available backups and storage backup archives.
backups\backup-index.json
backup_storage\storage-backup-index.json
storage_backup_*.zip
Editierbare Werte
backup-index.json
index for manual restore-capable backups.
storage-backup-index.json
index for periodic or storage-specific backups.
storage_backup_*.zip
storage backup archive files.
createdAt/status/path
metadata used by the Backups tab.
preview restore
reads the archive/index before restoring.
Deleting index files can make backups harder for the launcher to list even if zip archives still exist.
Launcher instance files / Instance diagnostics
Launcher logs and diagnostics folders
Instance diagnostics
Launcher-side operational logs and diagnostic storage. Separate from DayZ game logs in profiles.
logs
log_storage
diagnostics
backup-restore.log
Editierbare Werte
logs
launcher operation logs for backup, maintenance and runtime actions.
log_storage
archived or stored launcher logs.
diagnostics
generated diagnostic artifacts when available.
backup-restore.log
backup and restore operation details.
Events tab
UI view for launcher-side events.
For game startup errors use profiles\*.RPT; for launcher action failures use launcher logs/events.
Mods / Instance root
servermods folder
Instance root
Local folder intended for server-side mods or separated server mod organization.
servermods
servermods\@ModName
Editierbare Werte
servermods/@ModName
server-side mod folder.
-serverMod
launch argument usually used for server-only mods.
addons
PBOs for that server-side mod.
config
mod-specific config may still live in profiles or mission folders.
client visibility
if players need assets, use client -mod instead.
Folder location alone does not make a mod server-side. The launch argument and mod content determine client/server requirements.
Mods / Instance root
local mods folder
Instance root
Instance-local storage for mods managed or referenced by the launcher.
mods
mods\@ModName
@WorkshopId
Editierbare Werte
mods/@ModName
local mod folder when mods are organized under mods.
@WorkshopId
Workshop-style local mod folder at instance root when used.
addons
mod PBO content.
keys
mod .bikey source folder.
modlist.json
tells the launcher which local mod paths are active.
A mod folder existing on disk does not mean it is enabled. Check the Mods tab or config/modlist.json.
Launcher instance files / SteamCMD
SteamCMD tool path
SteamCMD
SteamCMD is used by the launcher to install/update DayZ Dedicated Server and Workshop content.
steamcmd.exe
SteamCMD path
Editierbare Werte
SteamCMD path
configured in launcher settings.
anonymous login
used for DayZ Dedicated Server where supported.
saved Steam credentials
used for Workshop operations that require a Steam account.
update server
Maintenance action that uses SteamCMD.
update mods
Workshop mod update operation.
If SteamCMD path or credentials are wrong, server/mod update operations fail before DayZ starts.
Runtime files / Profiles
profiles crash dump files
Profiles
Crash dump and crash log files created when the DayZ server process crashes.
profiles\*.mdmp
profiles\crash_*.log
Editierbare Werte
*.mdmp
binary crash dump for deeper crash analysis.
crash_*.log
text crash information when generated.
RPT near crash time
usually contains the lead-up to the crash.
mod update correlation
compare crash time with recent mod/config changes.
Crash dumps can be large. Archive them before clearing logs if you need post-crash investigation.
DayZ Tools / Steam Tools
DayZ Tools overview
Steam Tools
DayZ has a separate Steam tool package named DayZ Tools. Server owners and modders use it to create maps, make mods, pack PBOs, sign keys, publish Workshop items and import models.
DayZ Tools
Addon Builder
Publisher
Object Builder
Terrain Builder
Workbench
Editierbare Werte
Install source
install DayZ Tools from Steam Library under Tools.
Addon Builder
packs source folders into .pbo addons.
DSUtils / key tools
creates private/public keys and signs PBOs.
Publisher
uploads or updates Workshop items.
Object Builder
imports and edits models for DayZ/Enfusion-era asset workflows.
Terrain Builder
terrain/map creation and terrain data workflow.
Workbench
script/config/workbench workflows depending on installed tool version.
DayZ Tools is separate from the dedicated server and from this launcher. The launcher can run and manage servers, but asset creation and PBO publishing are done in DayZ Tools.
DayZ Tools / Steam Tools
DayZ Tools: map and terrain files
Steam Tools
Use DayZ Tools when creating or editing a custom terrain/map. Generated terrain/world data then needs a matching terrain mod and mission folder for the server.
Terrain Builder
map source files
world config
mpmissions
Editierbare Werte
Terrain Builder
creates/edits terrain source data.
world config
defines terrain/world settings for the map addon.
generated map addon
packed as PBO and loaded as a client-required map mod.
mpmissions template
server needs a mission folder matching the custom terrain.
serverDZ.cfg template
must point to the custom mission folder.
-mod
players and server must load the terrain mod.
A custom map is not only an mpmissions folder. It also needs the terrain addon loaded as a mod.
DayZ Tools / Steam Tools
DayZ Tools: create and pack a mod
Steam Tools
Use DayZ Tools to build your own mod from source files, configs, scripts, models or textures.
mod source folder
config.cpp
addons\*.pbo
mod.cpp
Editierbare Werte
mod source folder
your unpacked working folder.
config.cpp
defines mod config, classnames, dependencies and addon metadata.
scripts
gameplay/client/server script folders when used.
data/models/textures
assets included by the mod.
Addon Builder
packs the source into .pbo files.
mod.cpp
display metadata for launcher/Workshop presentation.
Do not develop directly inside downloaded Workshop mod folders. Keep a source project and build packed PBOs from it.
DayZ Tools / Steam Tools
DayZ Tools: sign PBOs and create keys
Steam Tools
Use DayZ Tools key utilities to sign custom PBOs so servers can verify clients with verifySignatures enabled.
*.biprivatekey
*.bikey
*.bisign
keys
Editierbare Werte
private key
kept by the mod author; used to sign PBOs.
public .bikey
copied to the DayZ server install keys folder.
*.bisign
signature file generated next to each signed PBO.
verifySignatures
server config option that enforces signature checking.
launcher Repair keys
can copy .bikey files from installed mods, but it does not create author keys.
Never publish your private key. Only distribute the .bikey and signed PBOs.
DayZ Tools / Steam Tools
DayZ Tools: publish to Steam Workshop
Steam Tools
Use DayZ Tools Publisher to upload a custom mod or map to Steam Workshop so servers and players can subscribe/update it.
Publisher
mod.cpp
preview image
addons\*.pbo
Editierbare Werte
Publisher
uploads a new Workshop item or updates an existing one.
content folder
packed mod folder containing addons, keys and metadata.
mod.cpp
name, overview and presentation metadata.
preview image
Workshop thumbnail/preview asset.
visibility
private/friends/public Workshop visibility.
change notes
update notes shown on Steam.
Publishing a Workshop item does not automatically configure a server. Add it in the launcher's Mods tab and sync keys after installation.
DayZ Tools / Steam Tools
DayZ Tools: model import workflow
Steam Tools
Use DayZ Tools/Object Builder workflows when importing custom models, preparing geometry, materials and config class definitions.
Object Builder
model files
textures
config.cpp
Editierbare Werte
Object Builder
model import/edit workflow.
model geometry
visual, collision and memory point setup depending on asset type.
textures/materials
asset paths included in the mod source.
config.cpp
defines the item/object/vehicle classname using the model.
Addon Builder
packs model and config into PBO.
signing
sign packed PBOs before server use.
A model file alone does not create a usable DayZ item. It needs config classes, packed PBO, signatures, and server/client mod loading.
Derived workflow / Mission db
Derived map: how a custom event becomes active
Mission db
Explains the complete condition chain for a custom DayZ event to actually appear in-game.
events.xml
cfgeventspawns.xml
cfgeventgroups.xml
cfgspawnabletypes.xml
types.xml
storage_1
Editierbare Werte
events.xml event name
defines the event and population target. This is the main switchboard.
active=1
the event must be enabled.
nominal/min/max
decides how many event instances the economy wants.
child type
defines what object/classname the event creates.
cfgeventspawns.xml
required for fixed/custom coordinate event placement; event names must match.
cfgeventgroups.xml
optional grouped layout if one event should create multiple objects around a center.
cfgspawnabletypes.xml
optional cargo/attachments for complex spawned objects.
types.xml
needed for item classnames that also participate in normal loot economy.
storage_1
old event state can keep previous results until cleanup/wipe.
A valid events.xml entry alone is not enough. Population, child classname, placement data and persistence all affect whether the event appears.
Derived workflow / Mission root
Derived map: what controls car parts
Mission root
Explains what determines which parts a spawned car has and which parts can spawn separately as loot.
events.xml
cfgspawnabletypes.xml
types.xml
cfgeventspawns.xml
storage_1
Editierbare Werte
events.xml child vehicle
decides which vehicle classname spawns.
cfgeventspawns.xml
decides where the vehicle event can appear.
cfgspawnabletypes.xml vehicle entry
decides attached parts and cargo for that vehicle when it spawns.
attachment group chance
decides whether a part group is considered.
item chance
decides which exact wheel/door/part from a group appears.
healthMin/healthMax
decides part condition when supported.
types.xml
controls loose vehicle parts in world loot, not attached parts on the spawned vehicle.
storage_1 vehicle state
existing vehicles keep their current parts until respawn/wipe/cleanup.
Attached car parts are mainly cfgspawnabletypes.xml; loose replacement parts are types.xml. They solve different problems.
Derived workflow / Mission db
Derived map: what decides where loot spawns
Mission db
Explains the chain that determines what loot appears in which buildings or areas.
types.xml
cfglimitsdefinition.xml
mapgroupproto.xml
mapgrouppos.xml
storage_1
Editierbare Werte
types.xml type name
item classname must exist.
nominal/min
decides desired item population.
category
broad item family such as weapons, food, tools or clothes.
usage
allowed area/building usage such as Military, Police, Town, Village, Hunting or Farm.
value
tier/rarity label such as Tier1, Tier2, Tier3 or Tier4.
cfglimitsdefinition.xml
defines which category/usage/value names are valid.
mapgroupproto.xml
defines which building loot points accept which category/usage/value.
mapgrouppos.xml
places those building groups in the world.
count flags
stashed/player/cargo items can count against population.
storage_1
persisted old loot can delay changes.
If an item has usage=Military but no relevant map group supports that usage/tier combination, raising nominal will not fix spawning.
Derived workflow / Mission root
Derived map: what controls zombie loot
Mission root
Explains how loot on infected/zombies is controlled and why it differs from normal world loot.
cfgspawnabletypes.xml
cfgaiagents.xml
env\zombie_territories.xml
types.xml
-mod=
Editierbare Werte
cfgaiagents.xml
tells which infected/agent families are used.
env/zombie_territories.xml
decides where those infected families appear.
cfgspawnabletypes.xml infected classname
can define cargo/loot on infected when the classname supports spawnable cargo.
cargo group chance
decides whether the zombie receives loot.
item chance
decides which item appears in the zombie inventory.
types.xml
controls the same item as normal world loot only if it should also spawn in buildings.
-mod
required if the infected or loot classname comes from a mod.
RPT unknown entity
check this when zombie loot classnames do not exist.
Zombie-carried loot is not controlled only by types.xml. types.xml is world economy; zombie cargo usually comes from spawnable type cargo support.
Derived workflow / Mission env
Derived workflow: custom zombie spawn and loot
Mission env
Complete reasoning chain for adding a custom zombie/infected type, making it spawn, and giving it loot.
-mod=
cfgaiagents.xml
env\zombie_territories.xml
events.xml
cfgspawnabletypes.xml
types.xml
keys\*.bikey
Editierbare Werte
Install/load mod
add the zombie mod in the launcher's Mods tab and ensure it is client-required if players see custom assets.
Sync keys
copy .bikey files so signature checks pass.
Find classname/family
get the infected classname or family from mod docs/config/RPT.
cfgaiagents.xml
add or reference the custom infected agent/family if the mod uses vanilla AI agent setup.
env/zombie_territories.xml
place the family in zones with x, z, r, smin, smax.
events.xml
use instead of territories if the mod spawns infected through events or missions.
cfgspawnabletypes.xml
add cargo/loot for the infected classname if supported.
types.xml
add loot items only if those items should also spawn as normal loot.
profiles/RPT
verify missing addon, unknown entity and script errors.
Some custom zombie mods use their own config system. If cfgaiagents.xml changes do nothing, search the mod's profile/mission config files.
Derived workflow / Mission db
Derived workflow: custom crate or airdrop event
Mission db
Explains how a reward crate, airdrop-style object or custom container event is built from event population plus container cargo.
events.xml
cfgeventspawns.xml
cfgspawnabletypes.xml
types.xml
cfgrandompresets.xml
profiles
Editierbare Werte
events.xml
event population, active switch, lifetime and container child classname.
cfgeventspawns.xml
fixed possible drop/crate positions when using coordinate-based placement.
cfgspawnabletypes.xml
cargo groups for the crate/container classname.
cfgrandompresets.xml
reusable random loot pools for crate cargo.
types.xml
item classnames that also need normal world economy entries.
mod config/profiles
airdrop mods may use their own scheduler/config instead of vanilla events.xml.
storage_1
existing spawned crates can persist until cleanup.
A crate can spawn empty if the event is correct but the crate classname has no cargo in cfgspawnabletypes.xml.
Derived workflow / Titan Launcher
Derived map: launcher editor vs manual file editing
Titan Launcher
Explains which complex tasks the current launcher can help with directly and which still require manual/mod-tool work.
Editor
Mods
Files
Backups
mpmissions
profiles
Editierbare Werte
Loot values
use Launcher Editor > Loot Editor for types.xml style values.
Vehicle parts/cargo
use Launcher Editor > Spawnable Types for cfgspawnabletypes.xml.
Coordinates
use Launcher Editor > Mission Map for player/event/effect/zombie territory placement where supported.
Syntax
use XML/JSON Validator before saving manual edits.
Mods
use Mods tab to install, order, update and sync keys.
Backups
use Backups tab before wipe or major economy changes.
Custom mod creation
use DayZ Tools, not the launcher, for PBO packing/signing/publishing.
Mod-specific configs
use Files tab and mod documentation; formats vary by mod.
The launcher can manage and edit many server files, but it does not replace DayZ Tools for creating assets or a mod's own documentation for custom config formats.