Locations, loadouts, attachments, and loot¶
Main JSON stores locations. Separate loadout JSON stores category-specific infected, attachment, and loot pools:
Location entries¶
{
"m_Name": "Custom Airfield",
"m_Category": "Military",
"m_SpawnAreaSize": 150,
"m_Enabled": true,
"m_Position": [5000.0, 10000.0]
}
| Field | Meaning |
|---|---|
m_Name |
Human-readable name used in logs and optional notifications. Blank names are invalid. |
m_Category |
Loadout category. Matching ignores case and surrounding whitespace. |
m_SpawnAreaSize |
Horizontal radius in meters around center. Candidate X and Z offsets are each rolled from negative through positive radius, then projected to surface/navmesh. Minimum 1. |
m_Enabled |
false preserves entry but excludes it from selection. |
m_Position |
Exactly two numbers: world X and Z. Y is calculated from terrain. Zero position is invalid. |
Current Chernarus defaults contain 104 locations. Spawn-area distribution is 86 at 100 meters, 10 at 50, 3 at 60, 4 at 70, and Kalinovka at 200. Other maps need custom coordinates; default Chernarus list does not adapt automatically.
Default category distribution:
| Category | Locations |
|---|---|
Civilian |
67 |
Hunting |
13 |
Military |
10 |
Medical |
3 |
Industrial |
3 |
NBC |
3 |
Police |
3 |
Priest |
1 |
Prisoner |
1 |
Supported default category names:
Default does not have its own loadout. It chooses one available loadout category uniformly. Unknown location categories are rewritten to Default during validation.
Loadout file¶
{
"Version": 3,
"HordeLoadouts": [
{
"Category": "Military",
"Infected": [
{"ClassName": "ZmbM_SoldierNormal", "Weight": 3},
{"ClassName": "ZmbM_usSoldier_Heavy_Woodland", "Weight": 1}
],
"Attachments": [
{
"ClassName": "PlateCarrierVest",
"Chance": 1.0,
"ConditionMin": 30,
"ConditionMax": 70
}
],
"Loot": [
{
"ClassName": "Ammo_762x39",
"Chance": 4.0,
"QuantityMin": 5,
"QuantityMax": 15,
"ConditionMin": 50,
"ConditionMax": 90
}
]
}
]
}
Keep at least one valid loadout. A loadout with no valid infected entries is removed. Attachments and Loot may be empty. Duplicate category names are merged case-insensitively, including their infected, attachment, and loot entries.
Version 3 upgrade¶
When existing loadout config has Version below 3, mod changes it to 3 and saves file. Any built-in category with missing or empty Attachments receives current default attachment entries. Custom categories remain empty, and categories already containing at least one attachment are not supplemented.
To disable attachments after upgrade, empty category's Attachments array while retaining Version: 3.
Infected selection¶
Weight is relative, not percentage. For weights 3 and 1, first class has 75% selection chance and second has 25%. Values below 1 become 1.
Class must exist in CfgVehicles and inherit from ZombieBase or DayZInfected. Invalid classes are removed at startup. Classes from another mod work only when provider mod is installed on server and clients.
Attachment selection¶
Every attachment entry rolls independently for every spawned infected. Entries are processed in array order and created with CreateAttachment, so items must fit an available attachment slot. When multiple successful rolls target same slot, earlier attachment occupies it and later creation fails.
| Field | Valid behavior |
|---|---|
ClassName |
Must exist in CfgVehicles, CfgWeapons, or CfgMagazines. Invalid entries are removed. Class must also be compatible with infected attachment slots at runtime. |
Chance |
Percentage clamped to 0-100. 0 never creates item; 100 always does. |
ConditionMin, ConditionMax |
Percentage health, clamped to 0-100; reversed values are swapped. |
Failed creation is logged once per infected-class and attachment-class pair, then repeated failures for that pair are suppressed. Classes from another mod require provider mod on server and clients.
Loot selection¶
Every loot entry rolls independently for every spawned infected.
| Field | Valid behavior |
|---|---|
ClassName |
Must exist in CfgVehicles, CfgWeapons, or CfgMagazines. Invalid entries are removed. |
Chance |
Percentage clamped to 0-100. 0 never creates item; 100 always does. |
QuantityMin, QuantityMax |
-1 leaves class default quantity. Non-negative range is applied only to items supporting quantity. 0 becomes 1; incomplete range copies supplied endpoint; reversed values are swapped. |
ConditionMin, ConditionMax |
Percentage health, clamped to 0-100; reversed values are swapped. |
Loot is created in infected cargo. Some valid item classes do not fit particular infected inventory; failed creation is logged once per infected/item pair.
Default themes¶
| Category | Default infected theme | Default attachments | Default loot theme |
|---|---|---|---|
Civilian |
Broad civilian pool | Blue Taloon bag, press vest, baseball cap; black sport glasses | Canned food and chips |
Military |
Patrol and soldier variants | Green assault bag, plate carrier, MICH helmet, tactical goggles | Rifle/pistol ammunition and bandages |
Medical |
Doctors, paramedics, nurses, patients, firefighter | Medical duffel bag, blue scrub hat, thin-frame glasses | Medical supplies |
Hunting |
Hunter variants | Hunting bag, hunting vest, olive boonie hat, black sport glasses | .308 ammunition and hunting knife |
Industrial |
Mechanics, construction, industrial, offshore, handyman | Orange dry bag, reflex vest, orange construction helmet, thin-frame glasses | Tools and duct tape |
Prisoner |
Prisoner | Orange Taloon bag, prisoner cap, black sport glasses | Handcuff keys and lockpick |
Priest |
Priest | Improvised bag, brown flat cap, thin-frame glasses | Rags |
NBC |
Grey, yellow, and white NBC infected | Medical canvas bag, Smersh vest, tactical goggles | Filters, charcoal tablets, bandages |
Police |
Police and special-force variants | Black sling bag, police vest, police cap, thin-frame glasses | Pistol ammunition, handcuff keys, bandages |
Generated file is authoritative for full class names, chances, and condition ranges. Edit generated file instead of copying shortened example from this page.