The Central Economy target population for that type or event.
Rule: For types.xml, keep nominal greater than or equal to min.
Free player library
Understand what each core XML, JSON and server file controls, which other files it must link to, and what the short Central Economy terms actually mean.
Vanilla first. Core vanilla mission files for Chernarus, Livonia and Sakhal are explained here. Always compare with the active vanilla library for the selected map and version; PC mod files need the exact mod author's schema.
Read the relationship, not only the filename. A valid individual file can still fail when an event name, classname, preset name or referenced JSON path does not match its linked file exactly.
mpmissions/<mission>/db/types.xml
Defines Central Economy item targets, cleanup lifetime, restock timing, quantity ranges, counting flags and eligible loot categories, usages and tiers.
How the link works: An item can be plentiful in types.xml and still not spawn in a building when its category, usage or tier does not match an eligible loot point.
Watch out: Never replace the complete live file with a small snippet. Merge complete <type> records and keep every unrelated entry. Removing tiers or mass-changing deloot is a server-wide economy redesign, not a routine cleanup.
mpmissions/<mission>/cfgspawnabletypes.xml
Controls attachments, cargo, nested cargo, presets and spawn damage for supported entities such as weapons, bags, infected and vehicles.
How the link works: The <type name> and every item classname must exist for the active DayZ build. It changes what an entity carries; it does not set that entity's total world population. Extra infected cargo can be appended without removing existing food, ammunition or presets. An outer cargo/attachments chance gates that block; a nested item chance is conditional inside it.
Watch out: Chance is normally 0 to 1. Values 1, 1.0 and 1.00 are equivalent. Separate cargo/attachments blocks are independently evaluated and can both succeed; multiple children in one block are not universally mutually exclusive because slot conflicts, cargo capacity and preset semantics also matter. A top-level ruined-damage rule for FlashGrenade or Grenade_ChemGas affects every occurrence produced through this file, not only infected. Exact vehicle fuel-tank and radiator levels are not configured here; fuel and water can instead be supplied as cargo.
mpmissions/<mission>/cfgrandompresets.xml
Defines reusable cargo and attachment preset lists with probabilities.
How the link works: A preset name referenced by cfgspawnabletypes.xml must match a preset defined here exactly.
Watch out: Check that all classnames and probability values are valid for the selected map and game version.
mpmissions/<mission>/cfglimitsdefinition.xml
Defines the allowed category, tag, usage and value names used by the Central Economy.
How the link works: A custom category, usage or tier/value cannot safely be referenced elsewhere until it is defined in the matching limits definitions.
Watch out: A custom loot taxonomy is possible only when its exact names are coordinated across this file, every active types source and mapgroupproto.xml. Never remove all vanilla definitions automatically; back up and explicitly approve that server-wide redesign.
mpmissions/<mission>/db/economy.xml
Controls whether broad economy groups such as dynamic items, animals, infected, vehicles, custom objects, buildings and players are initialized, loaded, respawned and saved.
How the link works: Its init, load, respawn and save switches affect whole economy groups, not individual item quantities.
Watch out: Do not change these global switches as a shortcut for a single item or event.
mpmissions/<mission>/db/globals.xml
Stores global Central Economy values such as cleanup distances, respawn behaviour and default loot damage ranges.
How the link works: A specific cfgspawnabletypes.xml damage rule can override the global loot-damage behaviour for that entity.
Watch out: One global value can affect the whole server; preserve every unrelated variable.
mpmissions/<mission>/db/events.xml
Defines event population, lifetime, radii, position mode, limit mode and child classnames for vehicles, infected, animals, loot and dynamic/static scenes.
How the link works: For a fixed custom event, the event name must match cfgeventspawns.xml exactly. Child classnames must exist. A grouped scene also needs the matching group definition. Adding Land_Wreck_C130J to StaticHeliCrash also requires the classname in the active build and a suitable mapgroupproto.xml prototype when the wreck is expected to spawn loot.
Watch out: Not every event needs four files: cfgeventgroups.xml is only needed for grouped layouts, and mapgroupproto.xml is only needed when the spawned object requires an appropriate loot prototype. Merge a new child into the current event instead of replacing its full record. ExplosionTest chains with many second-scale events are experimental, destructive and performance-sensitive; verify the exact platform/version and obtain explicit approval before generating them.
mpmissions/<mission>/cfgeventspawns.xml
Provides world positions and headings for named Central Economy events.
How the link works: Its event name must match events.xml. A position using a group attribute must match a group in cfgeventgroups.xml.
Watch out: X and Z are horizontal world coordinates; A is heading. Y is used only by structures that support or require an explicit height. Every event name must match events.xml exactly. Large ExplosionTest coordinate chains are experimental and can cause repeated effects or severe server load.
mpmissions/<mission>/cfgeventgroups.xml
Defines multi-object event layouts as child objects positioned relative to a group origin.
How the link works: The group name used by an event spawn position must match a <group name> here exactly. Child offsets and angles are relative to the selected group origin.
Watch out: Use this only for a grouped scene. A simple single-child fixed event normally does not need a new group.
mpmissions/<mission>/cfgplayerspawnpoints.xml
Controls fresh-player spawn locations and the map-specific spawn selection structure.
How the link works: This chooses where a fresh character appears; spawn gear is configured separately through a referenced spawn-gear JSON file.
Watch out: Use the correct vanilla structure for the selected map. Do not paste a spawn-points file from another map.
mpmissions/<mission>/env/
Defines dynamic and static zones for infected and animal populations, including position, radius and minimum/maximum counts.
How the link works: Zone names and event families must be valid for the selected animal or infected territory file. Territory zones are different from fixed CE event positions.
Watch out: Very large dmin/dmax values or overlapping zones can damage server performance.
mpmissions/<mission>/cfggameplay.json
Controls supported gameplay settings and provides file lists for object spawners, spawn gear and restricted areas.
How the link works: enableCfgGameplayFile must be enabled in serverDZ.cfg. Every referenced relative path must match the uploaded filename and folder exactly.
Watch out: Preserve the selected map's complete JSON structure. JSON does not allow comments or trailing commas.
mpmissions/<mission>/custom/
Holds custom object placements, spawn-gear presets and other supported custom JSON data.
How the link works: The custom file does nothing until the correct cfggameplay.json array references its exact relative path. Converting an ObjectSpawner scene into a repeatable CE event is a separate, loss-aware workflow: events.xml defines lifecycle, cfgeventspawns.xml places it, cfgeventgroups.xml can retain local X/Y/Z and yaw for compatible static children, and the loot-bearing anchor needs an existing compatible mapgroupproto.xml prototype. A different hybrid keeps the complete ObjectSpawner scene and hard-placed cargo unchanged, then registers only reviewed existing objects in mapgrouppos.xml so their already-existing mapgroupproto.xml points can receive renewable CE loot.
Watch out: Different JSON features use different schemas. An ObjectSpawner file is not interchangeable with spawn gear or a restricted-area file. ObjectSpawner supports full world X/Y/Z positions plus yaw/pitch/roll and scale; a CE event group does not. Never assume Y=0 will terrain-snap a relocated multi-object scene. Require an accurate destination anchor height and preserve all relative vertical offsets. Never claim every transform or loose hard-placed cargo was converted: list omitted objects and reviewed classname/orientation transformations, and configure renewable CE loot separately. In the preserved-scene hybrid, do not also spawn the same helicopter/crates through events.xml or cfgeventgroups.
mpmissions/<mission>/cfgweather.xml
Controls file-based overcast, fog, rain, wind and storm behaviour when the mission uses this weather system.
How the link works: Check whether init.c or a world script already controls weather before enabling a second weather system.
Watch out: Rain thresholds depend on overcast limits. Valid XML alone does not guarantee the requested weather pattern is logically reachable.
mpmissions/<mission>/cfgEffectArea.json
Defines supported static effect or contaminated areas and their positions, shapes and effects.
How the link works: Static configured areas use this file; dynamic contaminated-area events are controlled by the Central Economy event chain.
Watch out: Do not mix dynamic-event snippets into this JSON schema.
mpmissions/<mission>/cfgundergroundtriggers.json
Defines outer, transitional and inner underground triggers plus breadcrumbs that control eye accommodation and underground ambience.
How the link works: Trigger volumes and breadcrumb positions must form a coherent transition through the actual underground space.
Watch out: This is map geometry-specific. Copying vanilla trigger coordinates to another map will not create a valid underground area.
mpmissions/<mission>/mapgroupproto.xml
Describes supported building/group prototypes, loot containers and loot points inside those objects.
How the link works: mapgrouppos.xml places a named group; mapgroupproto.xml describes where loot can appear inside that group. Loot categories/usages must agree with eligible types.xml entries. Large aircraft wreck prototypes can use many model-local points across their right side, centre and left side, but those points are local offsets rather than world coordinates.
Watch out: Do not paste map placement records into this prototype file. Its root and record structure are different. Never mass-remove existing categories/usages unless the owner explicitly chooses a fully coordinated custom taxonomy. Validate every category name against the active cfglimitsdefinition.xml; examples such as vehiclesparts are invalid unless that exact name exists. Keep lootmax and container capacity compatible with the available point/proxy layout.
mpmissions/<mission>/mapgrouppos.xml
Places named map groups/buildings at world coordinates and orientations.
How the link works: A placed group name needs a matching supported prototype when it is expected to provide Central Economy loot points.
Watch out: This is placement data, not an ObjectSpawner JSON file and not a list of internal loot points.
mpmissions/<mission>/db/messages.xml
Configures supported scheduled in-game server messages, timing and repetition.
How the link works: Messages are independent of Discord announcements. The supported file can be created when a map package does not ship one, provided the server version supports it.
Watch out: Keep timing values valid and avoid flooding players with overlapping repeating messages.
Server configuration root
Controls core server settings and enables supported features such as cfggameplay.json.
How the link works: A valid cfggameplay.json is ignored when enableCfgGameplayFile is not enabled here.
Watch out: Console hosting panels may expose only supported settings rather than direct file access.
mpmissions/<mission>/init.c
Mission initialization script used for supported scripted setup, custom hive initialization and weather behaviour.
How the link works: Scripted weather or spawning can conflict with file-driven systems that attempt to control the same feature.
Watch out: Console and PC capabilities differ. Mod-specific code requires the exact mod and server environment; never assume a PC script works on console.
mpmissions/<mission>/cfgeconomycore.xml
Defines Central Economy root classes, defaults, diagnostics and optional custom CE include folders.
How the link works: Its root classes tell the economy which class families are managed. A <ce folder> can organise deliberate non-conflicting type="types" include files such as weapons, ammunition or food.
Watch out: This is an advanced economy file. Do not add individual loot entries here, duplicate a classname across active type sources unintentionally, or treat a partial include as a complete replacement.
The Central Economy target population for that type or event.
Rule: For types.xml, keep nominal greater than or equal to min.
The lower threshold that causes the economy to begin refilling toward nominal.
Rule: It is not always the number that appears instantly after a restart.
The maximum event/child population or potential spawn count in the context where it appears.
Rule: Read it together with nominal, min and the event limit mode.
Seconds an untouched item or event object can remain before cleanup.
Rule: Player interaction and persistence can affect when cleanup actually occurs.
Seconds used by the economy when adding population back toward nominal; zero commonly allows bulk refill behaviour.
Rule: It is not the lifetime and does not force an invalid spawn location.
Minimum and maximum percentage quantity for quantity-bearing items such as magazines, food, liquids or stacked items.
Rule: Use -1 where quantity is not applicable. Keep quantmin less than or equal to quantmax.
Central Economy queue priority; vanilla item entries commonly use 100.
Rule: It is not a shop price or currency value.
Whether copies stored in cargo count toward the economy population.
Rule: A value of 1 counts them; 0 ignores that location for this calculation.
Whether stored/hoarded copies count toward the economy population.
Rule: Changing counting flags can materially affect loot availability.
Whether copies present in the world count toward the economy population.
Rule: Normally enabled for world-loot items.
Whether player-carried copies count toward the economy population.
Rule: Use the current vanilla entry as the baseline rather than changing every item alike.
Flags indicating crafted-only treatment or dynamic-event-loot behaviour in the Central Economy.
Rule: Do not set deloot simply to make an item rare; it changes where the economy expects it.
Distance used to keep an event spawn away from survivors or protected spawning conditions.
Rule: Meaning is event-context dependent; compare with the matching vanilla event family.
Event spacing distance used to prevent eligible events from appearing too close to one another.
Rule: It is not the visible radius of the spawned scene.
Radius used when cleaning event objects around the event position.
Rule: A value that is too broad can affect more of the scene than intended.
Minimum and maximum loot associated with a supported event child or group object.
Rule: They do not set the number of child objects; child min/max do that.
How the event chooses positions, such as fixed, player or uniform.
Rule: A fixed event needs suitable entries in cfgeventspawns.xml.
How event limits are counted, such as child, parent, custom or mixed.
Rule: Use the same event family as a vanilla reference before choosing a value.
Whether the event definition is enabled for the Central Economy.
Rule: An active event can still fail when its name, child class or position link is invalid.
Dynamic minimum and maximum population for an infected or animal territory zone when players activate it.
Rule: Large hordes can cause performance problems.
Static minimum and maximum population for a territory zone.
Rule: Static populations can exist independently of normal player-triggered dynamic behaviour.
World coordinates: X and Z are horizontal map axes; Y is height/elevation where the schema uses it.
Rule: Do not swap an iZurvive X/Z pair into a JSON schema expecting X/Y/Z without placing height in the middle.
Rotation around the vertical axis, normally expressed from 0 to 360 degrees.
Rule: Keep enough decimal precision to prevent unwanted rotation changes.
Radius in metres around a territory or configured point.
Rule: It is not a diameter; map boundaries and the feature's own limits still apply.
Probability for cargo, attachments or preset choices, normally from 0.0 to 1.0.
Rule: 1, 1.0 and 1.00 mean 100 percent; 0.5 means 50 percent. The outer block chance is evaluated before nested item chances, and separate sibling blocks are independent.
Spawn damage range where 0 is pristine and 1 is ruined.
Rule: Keep min less than or equal to max. Ruined items may be unusable or cleaned up.
Broad loot classification such as weapons, food, tools or clothes.
Rule: Custom names must be defined in limits definitions and supported by the related loot chain.
Location type where loot can be eligible, such as Military, Town, Farm or Hunting.
Rule: A types.xml usage must agree with eligible building/group definitions.
Loot-zone value such as Tier1, Tier2, Tier3 or Tier4.
Rule: Map tier zones and bunker tiers are separate concepts; use the correct context.
economy.xml switches controlling initial creation, persistence loading, respawning and persistence saving for a broad economy group.
Rule: 1 enables and 0 disables that behaviour; these switches affect a whole group.
cfggameplay.json list of relative paths to supported ObjectSpawner JSON files.
Rule: The path, filename, extension and letter case must match the uploaded file.
cfggameplay.json list of supported fresh-spawn loadout preset files.
Rule: It does not replace cfgplayerspawnpoints.xml; one controls gear and the other controls location.
cfggameplay.json list of supported player restricted-area JSON files.
Rule: Each referenced file must follow the restricted-area schema, including safe positions.