
Spawnable types and starting loadout
Generate cfgspawnabletypes.xml (attachments, cargo, condition) and the init.c code for players' starting gear, with chance checks.
Last updated: 10/9/2026
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How to use Spawnable types and starting loadout?
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.
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.
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