cfgspawnabletypes.xml describes what spawns attached to or inside an item (a stock on a weapon, a backpack slot on a vest, the item's condition). Players' starting gear is defined separately, in the mission's init.c, through the StartingEquipSetup method.
How to use the tool
cfgspawnabletypes.xml tab: import your file or add an item with its class name.
Describe attachments and cargo: one line per group, “chance | Item=chance, Item=chance”, or “preset=name”.
Check the “Checks” panel (chances between 0 and 1, duplicates, condition range), then download the XML into mpmissions/<map>/.
init.c tab: enter top, trousers, shoes, backpack, items and an optional weapon (exact class names).
Paste the generated method into the CustomMission (MissionServer) class of mpmissions/<map>/init.c, replacing the old StartingEquipSetup, then restart.
Attachment group example
Each group has a spawn probability (chance) followed by items, each with its own probability. The line below gives a group with a 100% chance in which the stock spawns half of the time.
1 | AK_WoodBttstck=0.5, AK_RailHndgrd=0.2Frequently asked questions
- Where is the starting code in init.c?
- In the CustomMission class, the StartingEquipSetup method (present in the init.c shipped with the vanilla mission). Back up the old file before replacing.
- Does my data leave my browser?
- No, everything is processed locally; only your settings are stored in localStorage.



