DayZ cfgspawnabletypes.xml Editor

Control what attachments (scopes, suppressors) and cargo (magazines, items) spawn attached to or inside each loot item. This file is separate from types.xml — it doesn't set quantities, only spawn probability of extras on spawned items.

Each type entry maps to a classname. Add attachment groups (gear attached to the item) and cargo groups (items inside it). Each group has a group chance (whether any item from the group spawns at all) plus individual item chances.

Attachment Groups

Group chance: 0.50
0.15
0.25
0.40
0.70
Group chance: 0.65
0.50
0.60

Cargo Groups

Group chance: 0.80
0.90

Attachment Groups

Group chance: 0.40
0.20
0.50

Cargo Groups

Group chance: 0.75
0.90

Attachment Groups

Group chance: 0.35
0.80
0.80

Cargo Groups

Group chance: 0.75
0.20
0.80

Attachment Groups

Group chance: 1.00
1.00
1.00

Cargo Groups

Group chance: 0.80
0.70
0.30

cfgspawnabletypes.xml Preview

<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<spawnabletypes>
    <type name="M4A1">
        <attachments chance="0.50">
            <item name="PistolSuppressor" chance="0.15" />
            <item name="ACOGOptic" chance="0.25" />
            <item name="ReflexOptic" chance="0.40" />
            <item name="M4_RISHndgrd" chance="0.70" />
        </attachments>
        <attachments chance="0.65">
            <item name="M4_Compensator" chance="0.50" />
            <item name="M4_OEBttstck" chance="0.60" />
        </attachments>
        <cargo chance="0.80">
            <item name="Mag_STANAG_30Rnd" chance="0.90" />
        </cargo>
    </type>
    <type name="AK101">
        <attachments chance="0.40">
            <item name="AK_PSOOptic" chance="0.20" />
            <item name="AK_RailHndgrd" chance="0.50" />
        </attachments>
        <cargo chance="0.75">
            <item name="Mag_AK101_30Rnd" chance="0.90" />
        </cargo>
    </type>
    <type name="AKM">
        <attachments chance="0.35">
            <item name="AK_WoodHndgrd" chance="0.80" />
            <item name="AK_WoodBttstck" chance="0.80" />
        </attachments>
        <cargo chance="0.75">
            <item name="Mag_AKM_Drum75Rnd" chance="0.20" />
            <item name="Mag_AKM_30Rnd" chance="0.80" />
        </cargo>
    </type>
    <type name="VSSVintorez">
        <attachments chance="1.00">
            <item name="PSO11Optic" chance="1.00" />
            <item name="VSSIntegralSuppressor" chance="1.00" />
        </attachments>
        <cargo chance="0.80">
            <item name="Mag_VSS_10Rnd" chance="0.70" />
            <item name="Mag_VSS_20Rnd" chance="0.30" />
        </cargo>
    </type>
</spawnabletypes>

Place this file in your server's mpmissions/<mission>/db/ folder alongside types.xml.

How cfgspawnabletypes.xml Works

When the Central Economy spawns an item (e.g. M4A1), it checks cfgspawnabletypes.xml for matching attachment and cargo groups. A group chance (0.0–1.0) is rolled first — if it fails, nothing from that group spawns. If it passes, each item in the group is individually rolled against its own probability.

Multiple attachment or cargo groups per type are allowed — each is independently rolled. This lets you define mutually exclusive categories (e.g. optics group vs suppressor group) without combining their probabilities.

Attachments spawn physically attached to the parent item. Cargo spawns inside the item's inventory. Both require the items to exist in types.xml with valid lifetime/restock values.

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