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Events — Event System Guide

Complete guide to the DayZ event system — core values, flags, position and limit types, children, active state, and full event/spawn/AI spawn examples with a rotation reference.

Anonymous
Jul 15, 2026
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Overview

The DayZ event system (defined in cfgeventgroups.xml / cfgeventspawns.xml) spawns dynamic world events — supply drops, vehicle spawns, animal herds, infected hordes, and custom static builds. This guide explains the core values, flags, position/limit types, children, and how to wire up an event with its spawn point.


Part 1 — Rules, Core Values, Flags & Types

Important Rules

  • Event name MUST match the eventspawn name
  • Event names MUST start with one of these prefixes:
    • Ambient | Animal | Infected | Item | Static | Vehicle

Core Values (What They Mean)

  • <nominal> / <min> / <max> — Controls how many events spawn. Nominal = target amount. Min/Max = limits.
  • <lifetime> — How long the event exists (seconds)
  • <restock> — Time before the event respawns (seconds)
  • <saferadius> — No players allowed in this radius for spawn
  • <distanceradius> — Prevents other events spawning nearby
  • <cleanupradius> — Players must leave this radius for cleanup to trigger. Overrides lifetime until triggered.

Flags (0 = OFF / 1 = ON)

  • deletable — Removes children with the event
  • init_random — Random behavior (unknown use)
  • remove_damaged — Removes ruined items/zombies

Position Types

  • fixed — Spawns at the eventspawn location
  • player — Spawns on player trigger
  • uniform — (unknown behavior)

Limit Types

  • child — Uses child min/max values
  • mixed — Mixes children within event limits
  • parent — Used for contaminated zones (advanced)
  • custom — AI-focused events. Controls horde/herd size. Child min/max = total allowed per type.

Active State

  • active = 1 → Enabled
  • active = 0 → Disabled

Tip: Toggle OFF → Restart → Toggle ON → Restart. This resets events (like vehicles).

Children (What Spawns)

  • Defines what the event produces
  • lootmax / lootmin — loot limits
  • max / min — number of that child
  • type — object or entity name

Event groups use <children/>.


Part 2 — Examples

Basic Event Example

<event name="StaticDoOrDie">
    <nominal>1</nominal>
    <min>1</min>
    <max>1</max>
    <lifetime>120</lifetime>
    <restock>0</restock>
    <saferadius>5</saferadius>
    <distanceradius>5</distanceradius>
    <cleanupradius>5</cleanupradius>
    <flags deletable="0" init_random="0" remove_damaged="1"/>
    <position>fixed</position>
    <limit>child</limit>
    <active>1</active>
    <children>
       <child lootmax="0" lootmin="0" max="1" min="1" type="TypeNameHere"/>
    </children>
</event>

Event Spawn Example

Rotation: 0/360 = North, 90 = West, 180 = South, 270 = East. The a attribute sets rotation.

<event name="StaticDoOrDie">
    <pos x="0000" z="0000" a="00" />
</event>

Static AI Spawn Example

r = radius in meters.

<event name="StaticDoOrDie">
    <pos x="0000" z="0000" r="000" />
</event>

Rotation Reference

| Value | Direction | |---|---| | 0 / 360 | North | | 90 | West | | 180 | South | | 270 | East |


Final Notes

  • Match names exactly between event + spawn
  • Always use the correct prefix
  • Test with low values before scaling
  • Restart your server after changes

Need help building your events? Open a ticket — we've got you.

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