Spawning Gear with Attachments via cfgspawnabletypes.xml
Use cfgspawnabletypes.xml to define what attachments and cargo items spawn pre-attached to weapons and gear found in the world.
Overview
cfgspawnabletypes.xml controls what attachments and cargo items are pre-attached to weapons and gear when they spawn in the world. Without entries here, an M4A1 spawns bare with no magazine, no stock, no optic. With proper configuration, it can spawn partially or fully kitted. This file only affects world-spawned items — player-crafted gear is not affected.
File Location
The file is inside your mission PBO:
missionFiles/dayzOffline.chernarusplus/cfgspawnabletypes.xml
Extract with pboProject, edit, repack, and restart the server to apply changes.
File Structure
<spawnabletypes>
<type name="M4A1">
<attachments chance="0.50">
<item name="M4_RISHndgrd_Black" chance="0.70"/>
<item name="M4_OEBttstck" chance="0.50"/>
</attachments>
<attachments chance="0.40">
<item name="ACOGOptic" chance="0.30"/>
<item name="ReflexOptic" chance="0.50"/>
</attachments>
<cargo chance="0.60">
<item name="Mag_STANAG_30Rnd" chance="0.80"/>
</cargo>
</type>
</spawnabletypes>
Key Concepts
<attachments> group chance: The outer chance on <attachments> is the probability that this attachment slot group is even attempted. Set to 1.00 to guarantee the group is tried.
<item> chance: The chance that a specific item from the group is selected. If multiple items are listed in one <attachments> block, only one is selected (the first that passes its chance roll). Items are tried top to bottom.
<cargo>: Items that spawn inside the weapon or item's inventory rather than attached to it. Useful for spawning magazines inside pouches or food inside bags.
Example: M4A1 with Guaranteed Magazine
<type name="M4A1">
<attachments chance="1.00">
<item name="Mag_STANAG_30Rnd" chance="1.00"/>
</attachments>
</type>
This spawns every M4A1 with a 30-round STANAG magazine already attached.
Example: Random Optic with 40% Chance
<type name="M4A1">
<attachments chance="0.40">
<item name="ACOGOptic" chance="0.50"/>
<item name="ReflexOptic" chance="0.50"/>
<item name="PUScopeOptic" chance="0.25"/>
</attachments>
</type>
40% of M4A1 spawns attempt an optic. Of those, the engine tries ACOG first (50% chance), then Reflex (50%), then PU Scope (25%). The first item that passes its roll wins.
Example: Backpack with Cargo
<type name="AliceBag_Black">
<cargo chance="0.70">
<item name="CanOpener" chance="0.60"/>
<item name="Rag" chance="0.80"/>
<item name="BandageDressing" chance="0.50"/>
</cargo>
</type>
This gives backpacks a 70% chance of containing some basic survival items.
Finding Item Class Names
Item class names are case-sensitive and must match exactly. Sources:
- Community-maintained DayZ class name lists on the DayZ Wiki
- Extract the vanilla
dayz_code.pboand searchconfig.cppfor class definitions - The
types.xmlnameattributes list all valid lootable item names
Applying Changes
- Stop the server
- Extract mission PBO
- Edit
cfgspawnabletypes.xml - Repack with pboProject
- Replace PBO in
missionFiles/ - Start the server
Troubleshooting
- Attachments not appearing: Confirm the item class name is spelled correctly and matches the class name in
types.xml. A typo causes the entry to be silently ignored. - Items spawning with no attachments despite config: Check that
types.xmlhas a non-zeronominalfor the attachment item itself. If the attachment hasnominal=0it cannot spawn. - All items of a type are bare: Verify your PBO repack succeeded and the file is in the correct mission path.