Capítulo 8.5: Using the DayZ Mod Template
Inicio | << Anterior: Adding Chat Commands | Using the DayZ Mod Template | Siguiente: Debugging & Testing >>
Resumen: This tutorial shows you how to use InclementDab's open-source DayZ Mod Template to bootstrap a new mod project in seconds. Instead of creating every file from scratch, you clone a ready-made skeleton that already has the correct folder structure, config.cpp, mod.cpp, and script layer stubs. You then rename a few things and start writing code immediately.
Tabla de Contenidos
- What Is the DayZ Mod Template?
- What the Template Provides
- Step 1: Clone or Download the Template
- Step 2: Understand the File Structure
- Step 3: Rename the Mod
- Step 4: Update config.cpp
- Step 5: Update mod.cpp
- Step 6: Rename Script Folders and Files
- Step 7: Build and Test
- Integration with DayZ Tools and Workbench
- Template vs. Manual Setup
- Next Steps
What Is the DayZ Mod Template?
The DayZ Mod Template is an open-source repository maintained by InclementDab that provides a complete, ready-to-use mod skeleton for DayZ:
Repository: https://github.com/InclementDab/DayZ-Mod-Template
Rather than creating every file by hand (as covered in Chapter 8.1: Your First Mod), the template gives you a pre-built directory structure with all the boilerplate already in place. You clone it, rename a few identifiers, and you are ready to write game logic.
This is the recommended starting point for anyone who has already built a Hello World mod and wants to move on to more complex projects.
What the Template Provides
The template includes everything a DayZ mod needs to compile and load:
| File / Folder | Propósito |
|---|---|
mod.cpp | Mod metadata (name, author, version) displayed in the DayZ launcher |
config.cpp | CfgPatches and CfgMods declarations that register the mod with the engine |
Scripts/3_Game/ | Game-layer script stubs (enums, constants, config classes) |
Scripts/4_World/ | World-layer script stubs (entities, managers, world interactions) |
Scripts/5_Mission/ | Mission-layer script stubs (UI, mission hooks) |
.gitignore | Pre-configured ignores for DayZ development (PBOs, logs, temp files) |
The template follows the standard 5-layer script hierarchy documented in Chapter 2.1: The 5-Layer Script Hierarchy. All three script layers are wired up in config.cpp so you can immediately place code in any layer without additional configuration.
Step 1: Clone or Download the Template
Option A: Use GitHub's "Use this template" Feature
- Go to https://github.com/InclementDab/DayZ-Mod-Template
- Click the green "Use this template" button at the top of the repository
- Choose "Create a new repository"
- Name your repository (e.g.,
MyAwesomeMod) - Clone your new repository to your P: drive:
cd P:\
git clone https://github.com/YourUsername/MyAwesomeMod.gitOption B: Direct Clone
If you do not need your own GitHub repository, clone the template directly:
cd P:\
git clone https://github.com/InclementDab/DayZ-Mod-Template.git MyAwesomeModOption C: Download as ZIP
- Go to the repository page
- Click Code then Download ZIP
- Extract the ZIP to
P:\MyAwesomeMod\
Step 2: Understand the File Structure
After cloning, your mod directory looks like this:
P:\MyAwesomeMod\
mod.cpp
Scripts\
config.cpp
3_Game\
ModName\
(game-layer scripts)
4_World\
ModName\
(world-layer scripts)
5_Mission\
ModName\
(mission-layer scripts)How Each Piece Fits Together
mod.cpp is the identity card of your mod. It controls what players see in the DayZ launcher mod list. See Chapter 2.3: mod.cpp & Workshop for all available fields.
Scripts/config.cpp is the most critical file. It tells the DayZ engine:
- What your mod depends on (
CfgPatches.requiredAddons[]) - Where each script layer lives (
CfgMods.class defs) - What preprocessor defines to set (
defines[])
See Chapter 2.2: config.cpp Deep Dive for a complete reference.
Scripts/3_Game/ loads first. Place enums, constants, RPC IDs, configuration classes, and anything that does not reference world entities here.
Scripts/4_World/ loads second. Place entity classes (modded class ItemBase), managers, and anything that interacts with game objects here.
Scripts/5_Mission/ loads last. Place mission hooks (modded class MissionServer), UI panels, and startup logic here. This layer can reference types from all lower layers.
Step 3: Rename the Mod
The template ships with placeholder names. You need to replace them with your mod's actual name. Here is a systematic approach.
Choose Your Names
Before making any edits, decide on:
| Identifier | Ejemplo | Used In |
|---|---|---|
| Mod display name | "My Awesome Mod" | mod.cpp, config.cpp |
| Directory name | MyAwesomeMod | Folder name, config.cpp paths |
| CfgPatches class | MyAwesomeMod_Scripts | config.cpp CfgPatches |
| CfgMods class | MyAwesomeMod | config.cpp CfgMods |
| Script subfolder | MyAwesomeMod | Inside 3_Game/, 4_World/, 5_Mission/ |
| Preprocessor define | MYAWESOMEMOD | config.cpp defines[], #ifdef checks |
Naming Rules
- No spaces or special characters in directory and class names. Use PascalCase or underscores.
- CfgPatches class names must be globally unique. Two mods with the same CfgPatches class name will conflict. Use your mod name as a prefix.
- Script subfolder names inside each layer should match your mod name for consistency.
Step 4: Update config.cpp
Open Scripts/config.cpp and update the following sections.
CfgPatches
Replace the template class name with your own:
class CfgPatches
{
class MyAwesomeMod_Scripts // <-- Your unique patch name
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] =
{
"DZ_Data" // Base game dependency
};
};
};If your mod depends on another mod, add its CfgPatches class name to requiredAddons[]:
requiredAddons[] =
{
"DZ_Data",
"CF_Scripts" // Depends on Community Framework
};CfgMods
Update the mod identity and script paths:
class CfgMods
{
class MyAwesomeMod
{
dir = "MyAwesomeMod";
name = "My Awesome Mod";
author = "YourName";
type = "mod";
dependencies[] = { "Game", "World", "Mission" };
class defs
{
class gameScriptModule
{
value = "";
files[] = { "MyAwesomeMod/Scripts/3_Game" };
};
class worldScriptModule
{
value = "";
files[] = { "MyAwesomeMod/Scripts/4_World" };
};
class missionScriptModule
{
value = "";
files[] = { "MyAwesomeMod/Scripts/5_Mission" };
};
};
};
};Puntos clave:
- The
dirvalue must match your mod's root folder name exactly. - Each
files[]path is relative to the mod root. - The
dependencies[]array should list which vanilla script modules you hook into. Most mods use all three:"Game","World", and"Mission".
Preprocessor Defines (Optional)
If you want other mods to detect your mod's presence, add a defines[] array:
class MyAwesomeMod
{
// ... (other fields above)
class defs
{
class gameScriptModule
{
value = "";
files[] = { "MyAwesomeMod/Scripts/3_Game" };
};
// ... other modules ...
};
// Enable cross-mod detection
defines[] = { "MYAWESOMEMOD" };
};Other mods can then use #ifdef MYAWESOMEMOD to conditionally compile code that integrates with yours.
Step 5: Update mod.cpp
Open mod.cpp in the root directory and update it with your mod's information:
name = "My Awesome Mod";
author = "YourName";
version = "1.0.0";
overview = "A brief description of what your mod does.";
picture = ""; // Optional: path to a preview image
logo = ""; // Optional: path to a logo
logoSmall = ""; // Optional: path to a small logo
logoOver = ""; // Optional: path to a logo hover state
tooltip = "My Awesome Mod";
action = ""; // Optional: URL to your mod's websiteAt minimum, set name, author, and overview. The other fields are optional but improve presentation in the launcher.
Step 6: Rename Script Folders and Files
Rename the script subfolders inside each layer to match your mod name:
Scripts/3_Game/ModName/ --> Scripts/3_Game/MyAwesomeMod/
Scripts/4_World/ModName/ --> Scripts/4_World/MyAwesomeMod/
Scripts/5_Mission/ModName/ --> Scripts/5_Mission/MyAwesomeMod/Inside these folders, rename any placeholder .c files and update their class names. For example, if the template includes a file like ModInit.c with a class named ModInit, rename it to MyAwesomeModInit.c and update the class:
modded class MissionServer
{
override void OnInit()
{
super.OnInit();
Print("[MyAwesomeMod] Server initialized!");
}
};Step 7: Build and Test
Using File Patching (Fast Iteration)
The fastest way to test during development:
DayZDiag_x64.exe -mod=P:\MyAwesomeMod -filePatchingThis loads your scripts directly from the source folders without packing a PBO. Edit a .c file, restart the game, and see changes immediately.
Using Addon Builder (For Distribution)
When you are ready to distribute:
- Open DayZ Tools from Steam
- Launch Addon Builder
- Set Source directory to
P:\MyAwesomeMod\Scripts\ - Set Output directory to
P:\@MyAwesomeMod\Addons\ - Set Prefix to
MyAwesomeMod\Scripts - Click Pack
Then copy mod.cpp next to the Addons folder:
P:\@MyAwesomeMod\
mod.cpp
Addons\
Scripts.pboVerify in the Script Log
After launching, check the script log for your messages:
%localappdata%\DayZ\script_<date>_<time>.logSearch for your mod's prefix tag (e.g., [MyAwesomeMod]).
Integration with DayZ Tools and Workbench
Workbench
DayZ Workbench can open and edit your mod's scripts with syntax highlighting:
- Open Workbench from DayZ Tools
- Go to File > Open and navigate to your mod's
Scripts/folder - Open any
.cfile to edit with basic Enforce Script support
Workbench reads the config.cpp to understand which files belong to which script module, so having a correctly configured config.cpp is essential.
P: Drive Setup
The template is designed to work from the P: drive. If you cloned to another location, create a junction:
mklink /J P:\MyAwesomeMod "D:\Projects\MyAwesomeMod"This makes the mod accessible at P:\MyAwesomeMod without moving files.
Addon Builder Automation
For repeated builds, you can create a batch file in your mod's root:
@echo off
set DAYZ_TOOLS="C:\Program Files (x86)\Steam\steamapps\common\DayZ Tools"
set SOURCE=P:\MyAwesomeMod\Scripts
set OUTPUT=P:\@MyAwesomeMod\Addons
set PREFIX=MyAwesomeMod\Scripts
%DAYZ_TOOLS%\Bin\AddonBuilder\AddonBuilder.exe %SOURCE% %OUTPUT% -prefix=%PREFIX% -clear
echo Build complete.
pauseTemplate vs. Manual Setup
| Aspect | Template | Manual (Chapter 8.1) |
|---|---|---|
| Time to first build | ~2 minutes | ~15 minutes |
| All 3 script layers | Pre-configured | You add them as needed |
| config.cpp | Complete with all modules | Minimal (mission only) |
| Git ready | .gitignore included | You create your own |
| Learning value | Lower (files pre-made) | Higher (build everything yourself) |
| Recommended for | Experienced modders, new projects | First-time modders learning the ropes |
Recommendation: If this is your very first DayZ mod, start with Chapter 8.1 to understand every file. Once you are comfortable, use the template for all future projects.
Next Steps
With your template-based mod up and running, you can:
- Add a custom item -- Follow Chapter 8.2: Creating a Custom Item to define items in config.cpp.
- Build an admin panel -- Follow Chapter 8.3: Building an Admin Panel for server management UI.
- Add chat commands -- Follow Chapter 8.4: Adding Chat Commands for in-game text commands.
- Study config.cpp in depth -- Read Chapter 2.2: config.cpp Deep Dive to understand every field.
- Learn mod.cpp options -- Read Chapter 2.3: mod.cpp & Workshop for Workshop publishing.
- Add dependencies -- If your mod uses Community Framework or another mod, update
requiredAddons[]and see Chapter 2.4: Your First Mod.
Anterior: Chapter 8.4: Adding Chat Commands | Inicio
