DayZ Serverwissen

Serverdatei-Wissensbasis

Durchsuchbare Notizen zu häufigen DayZ-Serverdateien, Ordnern, editierbaren Werten und Betriebsrisiken.

Einträge167 aktive Kartechernarusplus
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.

keys\*.bikey
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.

types.xml
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.

profiles\*.RPT
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.

cfgplayerspawnpoints.xml
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.

*.xml
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.

cfgeconomycore.xml
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.

init.c *.c
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.

storage_1 storage_*
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.

db\*.xml storage_1
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.

cfgweather.xml
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.

messages.xml
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.

cfgplayerspawnpoints.xml
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.

cfgeffectarea.json
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.

globals.xml types.xml
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.

cfgspawnabletypes.xml
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.

events.xml
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.

init.c types.xml -mod=
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.

*.xml *.RPT
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.

cfgspawnabletypes.xml
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.

init.c
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.

*.xml *.json
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.

Knowledge tab
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.

config\modlist.json
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.

addons addons\*.pbo
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.

dta dta\*.pbo
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.