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
Exactly the values Bohemia ships — nothing changed.
Parts
Engine
3/3CarBatteryrequired
CarBattery
CarRadiatorrequired
CarRadiator
SparkPlugrequired
SparkPlug
Wheels
4/4CivSedanWheel
CivSedanWheel_1_1
CivSedanWheel
CivSedanWheel_1_2
CivSedanWheel
CivSedanWheel_2_1
CivSedanWheel
CivSedanWheel_2_2
Spare wheel
1/1CivSedanWheel
CivSedanWheel_Spare_1
Doors
4/4CivSedanDoors_Driver
CivSedanDriverDoors
CivSedanDoors_CoDriver
CivSedanCoDriverDoors
CivSedanDoors_BackLeft
CivSedanCargo1Doors
CivSedanDoors_BackRight
CivSedanCargo2Doors
Body
2/2CivSedanHood
CivSedanHood
CivSedanTrunk
CivSedanTrunk
Lights
2/2HeadlightH7
Reflector_1_1
HeadlightH7
Reflector_2_1
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.
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
VehicleCivilianSedan55 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 entriesevents.xml1 eventsThe 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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