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Documentation: Spawnable types and starting loadout

Two tools in one for DayZ Standalone: a cfgspawnabletypes.xml editor (attachments and contents spawned with each weapon, clothing or vehicle, condition range, tag, hoarder, presets) with import and checks, and a generator for init.c's StartingEquipSetup method to define new players' starting gear.

Last updated: 10/9/2026

Open the tool

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

  1. cfgspawnabletypes.xml tab: import your file or add an item with its class name.

  2. Describe attachments and cargo: one line per group, “chance | Item=chance, Item=chance”, or “preset=name”.

  3. Check the “Checks” panel (chances between 0 and 1, duplicates, condition range), then download the XML into mpmissions/<map>/.

  4. init.c tab: enter top, trousers, shoes, backpack, items and an optional weapon (exact class names).

  5. 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=0.2

Frequently 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.
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