DayZ Vehicle Builder

Decide exactly how the cars on your server spawn: which parts are attached, how likely each one is, what sits in the trunk and how many are out there. The tool shows you live how often a vehicle actually ends up driveable — and writes the finished cfgspawnabletypes.xml and events.xml.

0 {n} files created

Map
Templates

Exactly the values Bohemia ships — nothing changed.

Parts

Engine

3/3
CA

CarBatteryrequired

CarBattery

60 %
CA

CarRadiatorrequired

CarRadiator

60 %
SP

SparkPlugrequired

SparkPlug

60 %

Wheels

4/4
CI

CivSedanWheel

CivSedanWheel_1_1

80 %
CI

CivSedanWheel

CivSedanWheel_1_2

80 %
CI

CivSedanWheel

CivSedanWheel_2_1

80 %
CI

CivSedanWheel

CivSedanWheel_2_2

80 %

Spare wheel

1/1
CI

CivSedanWheel

CivSedanWheel_Spare_1

40 %

Doors

4/4
DR

CivSedanDoors_Driver

CivSedanDriverDoors

30 %
CO

CivSedanDoors_CoDriver

CivSedanCoDriverDoors

30 %
BA

CivSedanDoors_BackLeft

CivSedanCargo1Doors

30 %
BA

CivSedanDoors_BackRight

CivSedanCargo2Doors

30 %

Body

2/2
CI

CivSedanHood

CivSedanHood

20 %
CI

CivSedanTrunk

CivSedanTrunk

20 %

Lights

2/2
HE

HeadlightH7

Reflector_1_1

40 %
HE

HeadlightH7

Reflector_2_1

40 %

16 of the slots are filled. Turn a slot off and the part never spawns.

Condition on spawn

Damage range for the whole vehicle, 0 % = pristine. A health value per damage zone — engine at half, body intact — is not possible through the mission files; only a mod can do that.

Spawn forecast

Spawns driveable

8.8 %

≈ 0.7 of 8 vehicles on the map are driveable right away.

Engine starts22 %
All wheels attached41 %
Fully assembled0 %

On average 1.2 required parts are missing. (CarBattery, CarRadiator, SparkPlug)

Trunk

400 inventory slots.

Written as

The regular way — Bohemia itself puts the M1025's canister into the trunk with <cargo>.

Nothing in the trunk yet.

Amount and spawns

VehicleCivilianSedan

55 fixed spawn points on this map.

Colours that spawn

The spawn points themselves live in cfgeventspawns.xml — you can move them on the map in the Event Editor

Export

Contains every vehicle you edited (1).

cfgspawnabletypes.xml3 entries
events.xml1 events

The download is a complete, ready-to-use file: your vehicles are inserted into the vanilla file of the selected map, everything else is left as it is. Restart the server afterwards — existing vehicles only change once they have despawned.

Live forecast: see instantly how often a vehicle spawns driveable and how many that means on the map.

Every slot from the real game files — with the parts that actually fit, in the right colour per variant.

Exports finished files: vanilla as the base, or your own file with the vehicles inserted.

How it works

Pick a map and a vehicle. The parts list comes straight from the game files: every attachment slot the vehicle really has, plus the parts that fit into it.

Set for each part how likely it is to spawn — or start with a template. "Ready to drive" puts every part on at 100 %, "Almost ready" leaves the engine parts out on purpose so players still have something to look for.

The forecast on the right multiplies the chances of the parts the vehicle needs to run. Vanilla Chernarus lands at 8.9 % for the Ada 4x4 — that is why fewer than one of eight cars is driveable when players find it.

Download the two files, drop them into your mission folder and restart. cfgspawnabletypes.xml goes into the mission root, events.xml into the db folder.

Frequently asked questions

How do I make cars spawn complete on my DayZ server?

Pick the "Ready to drive" template and download cfgspawnabletypes.xml. It sets every part — four wheels, battery, spark plug, radiator, doors, hood and trunk — to a 100 % chance. Vehicles that are already on the map keep their old parts until they despawn, so restart the server and give it a while.

Can I set how damaged a vehicle spawns?

Yes, but only for the vehicle as a whole. "Condition on spawn" writes a damage range into cfgspawnabletypes.xml, for example 0 to 10 % for nearly pristine cars. A separate health value per damage zone — engine at half, body intact — cannot be set through the mission files; that needs a mod.

Why does my car almost never spawn driveable?

Because the chances multiply. In vanilla the Ada 4x4 has four wheels at 80 % and battery, spark plug and radiator at 60 % each, which works out to 0.8⁴ × 0.6³ = 8.9 %. With eight cars on the map fewer than one is driveable. The forecast shows this number live while you change the sliders.

Where do the files go?

cfgspawnabletypes.xml belongs in your mission folder (for example mpmissions/dayzOffline.chernarusplus/), events.xml into the db subfolder of the same mission. If you already have your own versions, load them here first — the builder inserts the vehicles into your file and leaves everything else alone.

Can I put items into the trunk?

Yes. Search for any item and it gets written as a cargo entry with its own chance. Bohemia does the same thing: on Livonia the M1025 carries a jerry can with a 10 % chance.

Does this work with modded vehicles?

The builder knows the seven vanilla vehicles including all colour variants. For modded vehicles use the Spawnable Types Editor — it can read any cfgspawnabletypes.xml. You can also load your modded file here; your entries survive the export untouched.

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