DayZ events.xml Editor

Configure helicopter crashes, contaminated zones, military convoys, and all other dynamic world events. Each event entry controls how many spawn, how long they last, when they restock, and how close together they can appear. The spawn rate calculator shows approximately how often a new event will appear in real-world minutes.

4
2
4
1h
0s
200 m
500 m

Expected spawn interval

~15 min

max(restock, lifetime/nominal) / 60

Flags

3
0
5
1h
0s
200 m
500 m

Expected spawn interval

~20 min

max(restock, lifetime/nominal) / 60

Flags

5
3
8
2h
0s
200 m
500 m

Expected spawn interval

~24 min

max(restock, lifetime/nominal) / 60

Flags

2
1
3
4h
1h
300 m
800 m

Expected spawn interval

~2h

max(restock, lifetime/nominal) / 60

Flags

6
3
10
8h
30m
100 m
200 m

Expected spawn interval

~1h 20m

max(restock, lifetime/nominal) / 60

Flags

20
10
30
24h
0s
50 m
100 m

Expected spawn interval

~1h 12m

max(restock, lifetime/nominal) / 60

Flags

10
5
15
24h
0s
50 m
100 m

Expected spawn interval

~2h 24m

max(restock, lifetime/nominal) / 60

Flags

8
4
12
24h
0s
50 m
200 m

Expected spawn interval

~3h

max(restock, lifetime/nominal) / 60

Flags

events.xml Output

<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<events>
    <event name="StaticHeliCrash">
        <nominal>4</nominal>
        <min>2</min>
        <max>4</max>
        <lifetime>3600</lifetime>
        <restock>0</restock>
        <saferadius>200</saferadius>
        <distanceradius>500</distanceradius>
        <cleanupradius>0</cleanupradius>
        <active>1</active>
        <flags deletable="1" init_random="1" remove_damaged="1" />
        <children>
            <child lootmax="0" lootmin="0" max="4" min="2" type="" />
        </children>
    </event>
    <event name="DynamicHeliCrash">
        <nominal>3</nominal>
        <min>0</min>
        <max>5</max>
        <lifetime>3600</lifetime>
        <restock>0</restock>
        <saferadius>200</saferadius>
        <distanceradius>500</distanceradius>
        <cleanupradius>0</cleanupradius>
        <active>1</active>
        <flags deletable="1" init_random="1" remove_damaged="1" />
        <children>
            <child lootmax="0" lootmin="0" max="5" min="0" type="" />
        </children>
    </event>
    <event name="StaticMilitaryConvoy">
        <nominal>5</nominal>
        <min>3</min>
        <max>8</max>
        <lifetime>7200</lifetime>
        <restock>0</restock>
        <saferadius>200</saferadius>
        <distanceradius>500</distanceradius>
        <cleanupradius>0</cleanupradius>
        <active>1</active>
        <flags deletable="1" init_random="1" />
        <children>
            <child lootmax="0" lootmin="0" max="8" min="3" type="" />
        </children>
    </event>
    <event name="StaticMSFC">
        <nominal>2</nominal>
        <min>1</min>
        <max>3</max>
        <lifetime>14400</lifetime>
        <restock>3600</restock>
        <saferadius>300</saferadius>
        <distanceradius>800</distanceradius>
        <cleanupradius>0</cleanupradius>
        <active>1</active>
        <flags contamination="1" deletable="1" />
        <children>
            <child lootmax="0" lootmin="0" max="3" min="1" type="" />
        </children>
    </event>
    <event name="StaticADA4WD">
        <nominal>6</nominal>
        <min>3</min>
        <max>10</max>
        <lifetime>28800</lifetime>
        <restock>1800</restock>
        <saferadius>100</saferadius>
        <distanceradius>200</distanceradius>
        <cleanupradius>0</cleanupradius>
        <active>1</active>
        <flags deletable="1" init_random="1" />
        <children>
            <child lootmax="0" lootmin="0" max="10" min="3" type="" />
        </children>
    </event>
    <event name="AnimalDeer">
        <nominal>20</nominal>
        <min>10</min>
        <max>30</max>
        <lifetime>86400</lifetime>
        <restock>0</restock>
        <saferadius>50</saferadius>
        <distanceradius>100</distanceradius>
        <cleanupradius>0</cleanupradius>
        <active>1</active>
        <flags deletable="1" init_random="1" />
        <children>
            <child lootmax="0" lootmin="0" max="30" min="10" type="" />
        </children>
    </event>
    <event name="AnimalBoar">
        <nominal>10</nominal>
        <min>5</min>
        <max>15</max>
        <lifetime>86400</lifetime>
        <restock>0</restock>
        <saferadius>50</saferadius>
        <distanceradius>100</distanceradius>
        <cleanupradius>0</cleanupradius>
        <active>1</active>
        <flags deletable="1" init_random="1" />
        <children>
            <child lootmax="0" lootmin="0" max="15" min="5" type="" />
        </children>
    </event>
    <event name="AnimalWolf">
        <nominal>8</nominal>
        <min>4</min>
        <max>12</max>
        <lifetime>86400</lifetime>
        <restock>0</restock>
        <saferadius>50</saferadius>
        <distanceradius>200</distanceradius>
        <cleanupradius>0</cleanupradius>
        <active>1</active>
        <flags deletable="1" init_random="1" />
        <children>
            <child lootmax="0" lootmin="0" max="12" min="4" type="" />
        </children>
    </event>
</events>

Place events.xml in your server's mpmissions/<mission>/db/ folder.

Field Reference

Field Type Description
nominal int Target number of active instances of this event on the map at any time.
min / max int Guaranteed minimum always present; hard upper cap. Min ≤ nominal ≤ max.
lifetime seconds How long the event persists before despawning if not interacted with.
restock seconds Cooldown after an instance expires before the CE attempts to spawn a replacement. 0 = immediate.
saferadius meters Minimum distance from a player for a new event to spawn.
distanceradius meters Minimum distance between two instances of the same event type.
deletable flag CE can clean up the event when it expires normally.
init_random flag Spawn between min and nominal on server start (random count), not just at min.
remove_damaged flag Despawn damaged/wrecked instances so a fresh one can spawn elsewhere.
contamination flag Marks this as a contaminated area event — triggers gas zone behavior.
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