Pick a vehicle and choose what it spawns with: every wheel, door, the battery, spark plug and radiator, each with its own chance. Make every car ready to drive in one click, or strip them down to bare shells, add a jerry can to the cargo, and download the entries for cfgspawnabletypes.xml, merged into your file or Bohemia's vanilla one. The map below shows where each vehicle spawns: add, move or delete its positions in cfgeventspawns.xml. On PC, swap any vanilla car for a modded one: it spawns at the vanilla car's positions.
Load from my server reads your server's cfgspawnabletypes.xml, events.xml and cfgeventspawns.xml together: your vehicles (modded ones too), their parts, how many spawn and where. The vanilla button starts from Bohemia's files for the map you pick.
Colours share the same parts list; each colour keeps its own coloured doors, hood and trunk.
PC servers only: console servers can't run mods. The mod must be on the server and in every player's mod list, and the class name must match the mod's exactly, or nothing spawns and the game gives no error. The event keeps its positions and how many spawn; only what spawns there changes.
Modded class names, one per colour:
The mod's cfgspawnabletypes entries (optional). Most vehicle mods ship them in an XML folder or on the Workshop page. Paste them and the swap uses the mod's own parts.
| Part | Chance |
|---|---|
|
|
Percent: 100 always spawns the part, 0 never. Fuel, coolant and oil are not set by this file.
Extra cargo
| Item | Chance % | |
|---|---|---|
Without your own file, the download is Bohemia's vanilla file with these vehicles changed. If your server's file has other changes, open it above first so they are kept.
| X | Z | Angle ° | |
|---|---|---|---|
The angle is where the vehicle faces: 0 north, 90 east. Keep vehicles 10 m or more apart; orange points are within 5 m of another one.
Your files
- cfgspawnabletypes.xml
- events.xml
- cfgeventspawns.xml
Files not loaded from your server start from Bohemia's vanilla ones, so applying them replaces your server's own. Use Load from my server first if your files have other changes.
Where vehicle parts come from
When a car spawns, DayZ looks it up in cfgspawnabletypes.xml in the root of the mission folder. Its entry lists the parts as <attachments> groups, one per wheel, door or engine part, each with a chance. Bohemia's files give wheels 80%, the spare 40%, the battery, radiator and spark plug 60% and doors 30%, which is why most cars need work before they drive.
- Ready to drive sets every part to 100%.
- Wheels and engine parts only puts every wheel, the battery, radiator, spark or glow plug and the headlights at 100% and leaves the doors, hood and trunk as they were.
- Bare shell sets every part to 0%, so players have to find them all.
- Extra cargo adds
<cargo>groups with items that spawn inside the vehicle.
Where vehicles spawn
Each vehicle belongs to an event in db/events.xml, such as VehicleCivilianSedan, whose nominal says how many are on the map. cfgeventspawns.xml, in the root of the mission folder, lists the positions that event may use: X and Z on the map and the angle it faces. Under Where it spawns, the map shows those positions for the vehicle you picked. Click the map to add one, click a point and then the map to move it, and download or apply cfgeventspawns.xml. A vehicle can't spawn more often than it has free positions, so give it at least as many as its nominal. Every colour of a vehicle shares the same positions, and the game picks among the free ones at random: you can't pin one car to one spot.
How many vehicles spawn is set in events.xml: use the events.xml Editor. For crashes, wrecks and every other event's positions, use Event Spawn Positions. For any other item, the cfgspawnabletypes Generator builds entries from scratch, and the guide DayZ cfgspawnabletypes.xml explains the format.
Swap vanilla vehicles for modded ones (PC)
Each vehicle event in events.xml lists the cars it spawns as <child type="…"> entries. Swapping changes those class names to the mod's, so the modded car takes over the vanilla car's positions in cfgeventspawns.xml and its nominal, min and max. Nothing else in the files changes.
- Add the vehicle mod to the server and to the server's mod list, so players load it too.
- Click Load from my server, pick the vanilla vehicle to replace and click Swap to a modded vehicle.
- Click Find vehicle mods on my server. It looks through the server's
@modfolders over its FTP or SFTP link for the XML files vehicle mods ship, and lists their cars with their parts. Click a car to swap to it. - For a mod that ships no XML, type the car's class name from the mod's Workshop page, one per colour, and paste the mod's
cfgspawnabletypes.xmlentries if you have them. Without them the car starts with no parts; add its wheels, doors and engine parts by class name, or tick the vanilla parts for a retexture. - Click Apply all to server and restart. Vanilla cars already on the map stay until they despawn or the server is wiped.
Tick Keep the vanilla one too to mix: both cars then share the event's positions and count.
Change the vehicles on a Nitrado server
- Open the file browser in the Nitrado web interface and go to your mission folder:
dayzxb_missions/dayzOffline.chernaruspluson Xbox,dayzps_missions/…on PlayStation. Livonia usesdayzOffline.enoch, SakhaldayzOffline.sakhaland NasdaradayzOffline.nasdara. - Download
cfgspawnabletypes.xml, keep an untouched copy and open it here. - Set the parts for each vehicle and download the merged file.
- Upload it over the old file and restart the server. Vehicles already on the map keep their parts until they respawn.
On Xbox and PlayStation servers running Law's KillFeed, the dashboard's Server Files page opens, checks and uploads this file for you and keeps the last 15 versions of every file.
Questions
How do I make cars spawn ready to drive?
Load the vanilla vehicles, tick "All vehicles", click "Ready to drive" and download cfgspawnabletypes.xml. Every wheel, door and engine part then spawns on the car. Upload the file and restart the server.
Does this fill the fuel tank?
No. cfgspawnabletypes.xml only sets the parts and items a vehicle spawns with. Fuel, coolant and oil are not in this file.
How do I get more cars on the map?
That is set in events.xml: raise nominal on the vehicle events with the events.xml Editor. Vehicles also need free positions in cfgeventspawns.xml: the builder's map shows how many each vehicle has against its nominal.
Can I change how many of each vehicle spawn?
Yes. Above the map, set the vehicle's nominal (how many the game keeps on the map), min and max. They go into events.xml, and Apply all to server sends it with the other two files. Give a vehicle at least as many positions as its nominal.
Can I choose where a vehicle spawns?
Yes. Under "Where it spawns", the map shows every position the vehicle's event may use from cfgeventspawns.xml. Click the map to add one, click a point to move it, set the angle it faces and download or apply cfgeventspawns.xml. Every colour of a vehicle shares its event's positions, and the game picks among them at random.
What does a part's chance mean?
How likely that part is on the vehicle when it spawns: 100% always, 0% never. Vanilla gives most wheels 80% and doors 30%.
Can I give vehicles extra items?
Yes. Under Extra cargo, add items such as a jerry can or a tire repair kit, each with its own chance. They spawn in the vehicle's cargo.
Can I replace the vanilla cars with modded ones?
Yes, on PC servers. Pick the vanilla vehicle, click "Swap to a modded vehicle" and type the mod's class name. The builder changes that vehicle's event in events.xml so the modded car spawns at the vanilla positions, and writes its parts to cfgspawnabletypes.xml. On a PC server with an FTP or SFTP link, Find vehicle mods on my server lists the cars your mods ship, with their parts; otherwise paste the mod's own cfgspawnabletypes entries. Console servers can't run mods.
Is my file uploaded anywhere?
No. The builder runs in your browser and your file never leaves your device. The vanilla button loads Bohemia's files straight from their public GitHub repository. The one exception is Apply to server: when you click it, the finished file goes through us to your own server.
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