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Troubleshooting Guide

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When something goes wrong, start here. This guide is organized by what you see (the symptom), not by system. Find your problem, read the cause, apply the fix.


Sumário

  1. Mod Won't Load
  2. Script Errors
  3. RPC and Network Issues
  4. UI Problemas
  5. Build and PBO Issues
  6. Performance Issues
  7. Item, Vehicle, and Entity Issues
  8. Config and Types Issues
  9. Persistence Issues
  10. Decision Flowcharts
  11. Debug Commands Referência Rápida
  12. Log File Locations
  13. Onde to Get Help

1. Mod Won't Load

These are problems where the mod does not appear, does not activate, or is rejected by the game at startup.

SintomaCausaCorreção
"Addon requires addon X" error at startupMissing or incorrect requiredAddons[] entryAdd the exact CfgPatches class name of the dependency to your requiredAddons[]. Names are case-sensitive. See Capítulo 2.2.
Mod not visible in launchermod.cpp file is missing or has syntax errorsCreate or fix mod.cpp in your mod root. It must contain name, author, and dir fields. See Capítulo 2.3.
"Config parse error" on startupSintaxe error in config.cppCheck for missing semicolons after class closings (};), unclosed braces, or unbalanced quotes. Every class body ends with };, every property ends with ;.
No script log entries at allCfgMods defs block points to wrong pathVerify that your config.cpp CfgMods entry has the correct dir and that the script defs file matches your folder structure. The engine silently ignores wrong paths.
Mod loads but nothing happensScripts compile but never executeCheck that your mod has an entry point: a modded class MissionServer or MissionGameplay, a registered module, or a plugin. Scripts do not run by themselves. See Capítulo 7.2.
"Cannot register cfg class X"Duplicate CfgPatches class nameAnother mod already uses that class name. Rename your CfgPatches class to something unique with your mod prefix.
Mod loads only in singleplayerServer does not have the mod installedEnsure the server's -mod= launch parameter includes your mod path, and the PBO is in the server's @YourMod/Addons/ folder.
"Addon X is not signed"Server requires signed addonsSign your PBOs with your private key and provide the .bikey to the server's keys/ folder. See Capítulo 4.6.

2. Script Errors

These appear in the script log as SCRIPT (E): or SCRIPT ERROR: lines.

SintomaCausaCorreção
Null pointer accessAccessing a variable that is nullAdd a null check before using the variable: if (myVar) { myVar.DoSomething(); }. This is the most common runtime error.
Cannot convert type 'X' to type 'Y'Direct cast between incompatible typesUse Class.CastTo() for safe downcasting: Class.CastTo(result, source);. Never assume a cast will succeed. See Capítulo 1.9.
Undefined variable 'X'Typo, wrong scope, or wrong layerCheck spelling first. If the variable is a class from another file, ensure it is defined in the same or lower layer. 3_Game cannot see 4_World types. See Capítulo 2.1.
Método 'X' not foundCalling a method that does not exist on that classVerify the method name and check the parent class. You may need to cast to a more specific type first. Check vanilla scripts at P:\DZ\scripts\ for the correct API.
Division by zeroDividing by a variable that equals 0Add a guard: if (divisor != 0) result = value / divisor;. This also applies to modulo (%) operations.
Redeclaration of variable 'X'Same variable name declared in sibling else if blocksDeclare the variable once before the if/else chain, then assign inside each branch. See Capítulo 1.12.
Member already definedDuplicate variable or method name in a classCheck for copy/paste errors. Each member name must be unique within a class hierarchy (including parent classes).
Cannot create instance of type 'X'Trying to new an abstract class or an interfaceCheck that the class is not abstract (no proto methods without bodies). Instantiate a concrete subclass instead.
Stack overflowInfinite recursionA method calls itself without a base case, or a modded class override does not properly guard against re-entry. Add a depth check or fix the recursive call.
Index out of rangeArray access with invalid indexAlways check array.Count() or use array.IsValidIndex(idx) before accessing by index.
String conversion errorUsing string.ToInt() or string.ToFloat() on non-numeric textValidate string content before conversion. There is no try/catch, so you must guard manually.
Error: Serializer X mismatchRead/write order does not match in serializationEnsure OnStoreSave() and OnStoreLoad() write and read the same types in the same order, including version checks.
Sintaxe error with no clear messageBackslash \ or escaped quote \" in string literalEnforce Script's CParser does not support \\ or \". Use forward slashes for paths ("my/path/file"). For quotes, use single-quote characters. See Capítulo 1.12.
JsonFileLoader returns null dataAssigning the return value of JsonLoadFile()JsonLoadFile() returns void. Pre-allocate the object and pass it by reference: ref MyConfig cfg = new MyConfig(); JsonFileLoader<MyConfig>.JsonLoadFile(path, cfg);. See Capítulo 6.8.
Object.IsAlive() does not existCalling IsAlive() on base ObjectIsAlive() is only on EntityAI. Cast first: EntityAI entity; if (Class.CastTo(entity, obj) && entity.IsAlive()) { ... }
No ternary operator supportUsing condition ? a : b syntaxEnforce Script has no ternary operator. Use an if/else block instead. See Capítulo 1.12.
do...while loop errorUsing do { } while(cond)Enforce Script does not support do...while. Use a while loop with a break condition instead. See Capítulo 1.12.
Multiline method call failsSplitting a single method call across lines incorrectlyAvoid splitting chained calls with comments or preprocessor directives between lines. Keep method call chains on one line or use intermediate variables.

3. RPC and Network Issues

Problemas with Remote Procedure Calls and client-server communication.

SintomaCausaCorreção
RPC sent but never receivedRegistration mismatchBoth sender and receiver must register the same RPC ID. Verify the ID matches exactly on both client and server. See Capítulo 6.9.
RPC received but data is corruptedRead/write parameter mismatchThe sender's Write() calls and receiver's Read() calls must have the same types in the same order. A single mismatch corrupts all subsequent reads.
RPC crashes the serverNull entity target or wrong parameter typesEnsure the target entity exists on both sides. Never send null as the RPC target. Validate all read parameters before use.
Data not syncing to clientsMissing SetSynchDirty()After changing any variable registered for synchronization, call SetSynchDirty() on the entity. Without it, the engine does not broadcast changes.
Works in singleplayer / listen server, fails on dedicatedDifferent code paths for listen vs. dedicatedOn a listen server, both client and server run in the same process, hiding timing and null issues. Always test on a dedicated server. Check GetGame().IsServer() and GetGame().IsMultiplayer() guards.
RPC floods and server lagSending RPCs every frame or in tight loopsThrottle RPC calls with timers or accumulators. Batch multiple small updates into a single RPC. Use Net Sync Variávels for data that changes frequently.
Client receives RPC meant for all clientsUsing RPCSingleParam with wrong targetUse null as the identity parameter to broadcast, or provide a specific PlayerIdentity to send to one client.
OnRPC() never calledOverride is in the wrong class or layerOnRPC() must be overridden on the entity that receives the RPC. If overriding on PlayerBase, ensure you call super.OnRPC() so other mods still work.
Net Sync Variávels not updating on clientMissing RegisterNetSyncVariável*() or wrong typeRegister each variable in the constructor with the correct method (RegisterNetSyncVariávelInt, RegisterNetSyncVariávelFloat, RegisterNetSyncVariávelBool). Override OnVariávelsSynchronized() to react to changes on the client side.
RPC works for host but not other playersUsing player object reference instead of identityOn dedicated servers, the host player is not special. Ensure you are using PlayerIdentity for targeting and not relying on local player references that only exist on the sender's machine.

4. UI Problemas

Issues with GUI layouts, widgets, menus, and input.

SintomaCausaCorreção
Layout loads but nothing is visibleWidget size is zeroCheck hexactsize and vexactsize values. Both must be greater than zero. Do not use negative sizes. See Capítulo 3.3.
CreateWidgets() returns nullLayout file path is wrong or file is missingVerify the .layout file path is correct (forward slashes, no typos). The engine returns null silently on bad paths, no error is logged.
Widgets exist but cannot be clickedAnother widget is covering the buttonCheck widget priority (z-order). Higher priority widgets render on top and capture input first. Also check that the button has ButtonWidget as its ScriptClass or is a ButtonWidget type.
Game input is stuck / cannot move after closing UIChangeGameFocus() calls are imbalancedEvery GetGame().GetInput().ChangeGameFocus(1) must be paired with ChangeGameFocus(-1). Track your focus changes and ensure cleanup happens even if the UI is force-closed.
Text shows #STR_some_key literallyStringtable entry is missing or file is not loadedAdd the key to your stringtable.csv. Check that the CSV is in your mod root and has the correct Language,Key,Original header format. See Capítulo 5.2.
Mouse cursor does not appearShowUICursor() not calledCall GetGame().GetUIManager().ShowUICursor(true) when opening your UI. Call it with false when closing.
UI flickers or renders behind game worldLayout is not attached to correct parent widgetAttach your layout to a proper parent. For fullscreen overlays, use GetGame().GetWorkspace() as the parent.
ScrollWidget content does not scrollContent is not inside a WrapSpacer or child widgetScrollWidget needs a single child (usually a WrapSpacer or FrameWidget) that is larger than the scroll area. Put your content widgets inside that child. See Capítulo 3.3.
Image or icon not showingPath uses backslashes or wrong extensionUse forward slashes in image paths. Verify the file exists and is in a recognized format (.paa, .edds). Use ImageWidget for images, not TextWidget.
Slider does not respond to inputMissing script handler or wrong widget typeEnsure the slider widget has a ScriptClass assigned and that your handler processes OnChange events. Initialize the slider range in script.
UI looks different at other resolutionsUsing hardcoded pixel valuesUse proportional sizing (halign, valign, hfill, vfill) instead of fixed pixel values. Test at multiple resolutions. See Capítulo 3.3.

5. Build and PBO Issues

Problemas with packing, binarizing, and deploying mods.

SintomaCausaCorreção
"Include file not found" during binarizeConfig references a file that does not existCheck that all #include paths in model configs and rvmats are correct. Ensure the P: drive is mounted and source files are accessible.
PBO builds successfully but mod crashes on loadconfig.cpp binarization errorTry building with binarization disabled to isolate the issue. If it works unbinarized, the problem is in a config that the binarizer rejects silently.
"Assinatura check failed" on server connectPBO is unsigned or signed with wrong keyRe-sign the PBO with your private key using DSSignFile. Ensure the server has the matching .bikey in its keys/ folder.
File patching changes not taking effectNot using the diagnostic executableFile patching only works with DayZDiag_x64.exe, not the retail DayZ_x64.exe. Launch with -filePatching parameter.
"Prefix mismatch" warningPBO prefix does not match config.cppEnsure the $PBOPREFIX$ file content matches the addon prefix defined in your config.cpp CfgPatches.
Addon Builder fails silentlyPath contains special characters or spacesMove your project to a path without spaces or special characters. Use short folder names.
Binarized model looks wrong in-gameLOD or geometry issues in P3DCheck model LODs in Object Builder. Ensure the Fire Geometry and View Geometry LODs are correct. Rebuild the model.
Old version of mod loads despite changesCached PBO or workshop version overridingDelete the old PBO. Check that the game is not loading a cached workshop version. Verify the -mod= path points to your development folder, not the workshop folder.
Addon Builder reports "no entry" warningsConfig references a property that does not existThese warnings are usually non-fatal. Check that all CfgVehicles base classes exist. Missing entries in inherited configs cause cascading warnings.
PBO packing includes unwanted filesNo .pboignore or filter setAddon Builder packs everything in the source folder. Use a .pboignore file or explicitly exclude file types (.psd, .blend, .bak) in the builder settings.

6. Performance Issues

Server or client FPS drops, memory problems, and slow operations.

SintomaCausaCorreção
Low server FPS (below 20)Heavy processing in OnUpdate() or per-frame methodsUse a delta-time accumulator to throttle work: only execute logic every N seconds. Move expensive operations to timers or scheduled callbacks. See Capítulo 7.7.
Memory grows over time (memory leak)ref reference cycles preventing garbage collectionWhen two objects hold ref references to each other, neither is ever freed. Make one side a raw (non-ref) reference. Break cycles in cleanup methods. See Capítulo 1.8.
Slow server startupHeavy initialization in OnInitDefer non-critical initialization with GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(). Load configs lazily on first use instead of all at startup.
Client FPS drops near specific objectsComplex model with too many polygons or bad LODsAdd proper LOD levels to your model. The engine uses LODs to reduce poly count at distance. Ensure LOD transitions are smooth.
Stutter every few secondsPeriodic garbage collection spikesReduce object churn. Reuse objects via pooling instead of constantly creating and destroying them. Pre-allocate arrays.
Network lag spikesToo many RPCs or large RPC payloadsBatch small updates into fewer RPCs. Use Net Sync Variávels for frequently changing values. Compress data where possible.
Log file growing very largeExcessive Print() or debug loggingRemove or guard debug Print() calls behind #ifdef DEVELOPER or a debug flag. Large log files can slow disk I/O.
High entity count causing server lagToo many spawned entities in the worldReduce nominal values in types.xml. Clean up dynamic objects with lifetime management. Limit AI spawn density.

7. Item, Vehicle, and Entity Issues

Problemas with custom items, vehicles, and world entities.

SintomaCausaCorreção
Item will not spawn (admin tools say "cannot create")scope=0 in config or missing from types.xmlSet scope=2 in your item's CfgVehicles config for items that should be spawnable. Add an entry to your server's types.xml if the item should appear in loot.
Item spawns but is invisibleModel path (.p3d) is wrong or missingCheck the model path in your CfgVehicles class. Use forward slashes. Verify the .p3d file exists and is packed in your PBO.
Item has no inventory iconMissing or wrong inventorySlot or icon configDefine the picture path in your config pointing to a valid .paa or .edds icon file. Check rotationFlags for correct icon orientation.
Vehicle spawns but will not driveMissing engine, wheels, or partsEnsure all required parts are attached. Use OnDebugSpawn() to spawn a fully assembled vehicle for testing. Check that simulation type is correct in config.
Item cannot be picked upIncorrect geometry or wrong inventorySlotVerify the item has proper Fire Geometry in the model. Check that the itemSize[] is set correctly and the item fits in available inventory slots.
Entity immediately deleted after spawnlifetime is zero in types.xml or scope issueSet appropriate lifetime value in types.xml. Ensure scope=2 in config. Check server cleanup settings in globals.xml.
Custom animal/zombie does not moveAI config missing or brokenVerify AIAgentType in config. Check that the entity has proper NavMesh-compatible geometry. Test with vanilla AI configs first.
Attachments do not snap to itemWrong inventorySlot namesAttachment slot names must match exactly between the parent item's attachments[] and the child item's inventorySlot[]. Names are case-sensitive.
Item damage zones not workingDamageSystem config mismatch with modelEach DamageZone name must match a named selection in the model's Fire Geometry LOD. Check with Object Builder. See Capítulo 6.1.
Custom sound does not playSound shader or config path wrongVerify the sound shader class name in CfgSoundShaders and CfgSoundSets. Check that the .ogg file path is correct and the file is packed in the PBO.
Item has wrong weight or sizeweight and itemSize[] config valuesweight is in grams (integer). itemSize[] defines the inventory grid slots as {width, height}. Check parent class values if inheriting.
Crafting recipe not appearingRecipe config or condition wrongCheck CfgRecipes registration. Verify both ingredient items have correct canBeSplit, isMeleeWeapon, or other required properties. Test with vanilla recipe configs as reference.

8. Config and Types Issues

Problemas with config.cpp, types.xml, and other configuration files.

SintomaCausaCorreção
Config values not taking effectUsing binarized config but editing sourceRebuild your PBO after config changes. If using file patching, ensure DayZDiag_x64.exe and -filePatching are active.
types.xml changes ignoredEditing the wrong types.xml fileThe server loads types from mpmissions/your_mission/db/types.xml. Editing a types file elsewhere has no effect. Check the server's active mission folder.
"Error loading types" on server startXML syntax error in types.xmlValidate your XML. Common issues: unclosed tags, missing quotes on attribute values, or & instead of &amp;. Use an XML validator.
Items spawn with wrong quantitiesquantmin/quantmax values incorrectValors are percentages (0-100) in types.xml, not absolute counts. -1 means "use default".
Loot table not spawning itemsnominal is 0 or missing category/usage/tagSet nominal above 0. Add at least one <usage> and <category> tag so the Central Economy knows where to spawn items.
JSON config file not loadingMalformed JSON or wrong pathValidate JSON syntax (no trailing commas, proper quoting). Use $profile: prefix for server profile paths. Check that the file exists with FileExist().
cfgGameplay.json changes ignoredFile not enabled or wrong locationPlace the file in the mission folder. Set enableCustomGameplay to 1 in serverDZ.cfg. Restart the server (not just reload).
Class inheritance not working in configbaseClass misspelled or not loadedThe parent class must exist in the same or earlier addon. Check that requiredAddons[] includes the addon defining the parent class.

9. Persistence Issues

Problemas with data saving and loading across server restarts.

SintomaCausaCorreção
Player data lost on restartNot saving to $profile: directoryUse JsonFileLoader<T>.JsonSaveFile() with a $profile: path. Save on player disconnect (PlayerDisconnected) and periodically during gameplay.
Saved file is empty or corruptCrash during write, or serialization errorWrite to a temporary file first, then rename to the final path. Validate data before saving. Always handle FileExist() checks on load.
OnStoreSave/OnStoreLoad mismatchVersion changed but no migrationAlways write a version number first. On load, read the version and handle old formats: if (version < CURRENT) { /* read old format */ }.
Items disappear from storagelifetime expired in types.xmlIncrease lifetime for persistent items. Padrão is often too short for base-building containers. Check globals.xml cleanupLifetimeRuin value.
Custom variables reset on relogVariávels not synced or storedRegister variables for network sync with RegisterNetSyncVariável*(). For persistence, save/load in OnStoreSave()/OnStoreLoad().

10. Decision Flowcharts

Step-by-step diagnostic processes for common "it doesn't work" situations.

"My mod doesn't work at all"

  1. Check the script log for SCRIPT (E) errors. Correção the first error you find. (Section 2)
  2. Is the mod listed in the launcher? If not, check that mod.cpp exists and is valid. (Section 1)
  3. Does the log mention your CfgPatches class? If not, check config.cpp syntax, requiredAddons[], and the -mod= launch parameter.
  4. Do scripts compile? Look for compile errors in the RPT. Correção any syntax errors. (Section 2)
  5. Is there an entry point? You need a modded class MissionServer/MissionGameplay, a registered module, or a plugin. Scripts without an entry point never run.
  6. Still nothing? Add Print("MY_MOD: Init reached"); at your entry point to confirm execution.

"Works offline but not on a dedicated server"

  1. Is the mod installed on the server? Check that -mod= includes your mod path and the PBO is in @YourMod/Addons/.
  2. Client-only code on server? GetGame().GetPlayer() returns null during server init. Add GetGame().IsServer() / GetGame().IsClient() guards.
  3. RPCs working? Add Print() on both send and receive sides. Check that RPC IDs match and target entity exists on both sides. (Section 3)
  4. Data syncing? Verify SetSynchDirty() is called after changes. Check read/write parameter order matches.
  5. Timing issues? Listen servers hide race conditions because client and server share a process. Dedicated servers expose these. Add null checks and readiness guards.

"My UI is broken"

  1. Does CreateWidgets() return null? The layout path is wrong or the file is missing. Check forward slashes, verify the .layout is packed in the PBO.
  2. Widgets exist but invisible? Check sizes (must be > 0, no negative values). Check Show(true) is called. Check text/widget alpha is not 0.
  3. Visible but not clickable? Check widget priority (z-order). Verify ScriptClass is assigned. Confirm the handler is set.
  4. Input stuck after closing UI? ChangeGameFocus() calls are imbalanced. Every ChangeGameFocus(1) needs a matching ChangeGameFocus(-1). Check cleanup runs even on force-close.

11. Debug Commands Referência Rápida

Use these in the DayZDiag debug console or admin tools.

AçãoCommand
Spawn item on groundGetGame().CreateObject("AKM", GetGame().GetPlayer().GetPosition());
Spawn vehicle (assembled)EntityAI car = EntityAI.Cast(GetGame().CreateObject("OffroadHatchback", GetGame().GetPlayer().GetPosition())); if (car) car.OnDebugSpawn();
Spawn zombieGetGame().CreateObject("ZmbM_Normal_00", GetGame().GetPlayer().GetPosition());
Teleport to coordsGetGame().GetPlayer().SetPosition("6543 0 2114".ToVector());
Heal fullyGetGame().GetPlayer().SetHealth("", "", 5000);
Full bloodGetGame().GetPlayer().SetHealth("", "Blood", 5000);
Stop unconsciousGetGame().GetPlayer().SetHealth("", "Shock", 0);
Set noonGetGame().GetWorld().SetDate(2024, 9, 15, 12, 0);
Set nightGetGame().GetWorld().SetDate(2024, 9, 15, 2, 0);
Clear weatherGetGame().GetWeather().GetOvercast().Set(0,0,0); GetGame().GetWeather().GetRain().Set(0,0,0);
Heavy rainGetGame().GetWeather().GetOvercast().Set(1,0,0); GetGame().GetWeather().GetRain().Set(1,0,0);
Print positionPrint(GetGame().GetPlayer().GetPosition());
Check server/clientPrint("IsServer: " + GetGame().IsServer().ToString());
Print FPSPrint("FPS: " + (1.0 / GetGame().GetDeltaT()).ToString());

Common Chernarus locations: Elektro "10570 0 2354", Cherno "6649 0 2594", NWAF "4494 0 10365", Tisy "1693 0 13575", Berezino "12121 0 9216"

Launch Parâmetros

ParâmetroPropósito
-filePatchingLoad unpacked files (requires DayZDiag)
-scriptDebug=trueEnable script debug features
-doLogsEnable detailed logging
-adminLogEnable admin log on server
-freezeCheckDetect and log script freezes
-noSoundDisable sound (faster testing)
-noPauseServer does not pause when empty
-profiles=<path>Custom profile/log directory
-connect=<ip>Auto-connect to server on launch
-port=<port>Server port (default 2302)
-mod=@Mod1;@Mod2Load mods (semicolon-separated)
-serverMod=@ModServer-only mods (not sent to clients)

12. Log File Locations

Knowing where to look is half the battle.

Client Logs

LogLocationContains
Script log%localappdata%\DayZ\ (most recent .RPT file)Script errors, warnings, Print() output
Crash dumps%localappdata%\DayZ\ (.mdmp files)Crash analysis data
Workbench logWorkbench IDE output panelCompile errors during development

Server Logs

LogLocationContains
Script log<server_root>\profiles\ (most recent .RPT file)Script errors, server-side Print()
Admin log<server_root>\profiles\ (.ADM file)Player connections, kills, chat
Crash dumps<server_root>\profiles\ (.mdmp files)Server crash data
Custom logs<server_root>\profiles\Any logs written with FileHandle

Reading Logs Effectively

  • Search for SCRIPT (E) to find script errors
  • Search for SCRIPT ERROR to find fatal script problems
  • Search for your mod name or class names to filter relevant entries
  • Errors often cascade -- fix the first error in the log, not the last
  • Timestamp each log read: the most recent .RPT file has the latest session

13. Onde to Get Help

When this guide does not solve your problem, these are the best resources.

Community Resources

ResourceURLBest For
DayZ Modding Discorddiscord.gg/dayzmodsReal-time help from experienced modders
Bohemia Interactive Forumsforums.bohemia.net/forums/forum/231-dayz-modding/Official forums, announcements
DayZ Feedback Trackerfeedback.bistudio.com/tag/dayz/Official bug reports
DayZ WorkshopSteam Workshop (DayZ)Browse published mods for reference
Bohemia Wikicommunity.bistudio.com/wiki/DayZ:Modding_BasicsOfficial modding basics

Reference Source Code

Study these mods to learn patterns from experienced modders:

ModWhat to Learn
Community Framework (CF)Module lifecycle, RPC management, logging, managed pointers
DayZ ExpansionLarge-scale mod architecture, market system, vehicles, parties
Community Online Tools (COT)Admin tools, permissions, UI patterns, player management
VPP Admin ToolsServer administration, permissions, ESP, teleportation
Dabs FrameworkMVC pattern, data binding, UI component framework
BuilderItemsSimple item mod structure (good starting example)
BaseBuildingPlusBuilding system, placement mechanics, persistence

Vanilla Script Reference

The authoritative reference for all engine classes and methods:

  • Mount P: drive via DayZ Tools
  • Navigate to P:\DZ\scripts\
  • Organized by layer: 3_Game/, 4_World/, 5_Mission/
  • Use your editor's search to find any vanilla class, method, or enum

Quick Checklist Before Asking for Help

Before posting in a community forum or Discord, gather this information:

  1. What you expected to happen
  2. What actually happened (exact error messages, behavior)
  3. Script log excerpt (the relevant SCRIPT (E) lines, not the entire log)
  4. Your code (the relevant section, not the entire mod)
  5. What you already tried (saves everyone time)
  6. DayZ version and mod list (compatibility matters)
  7. Client or server (specify which side has the problem)

Quick Sintoma Index

Cannot find your problem in the sections above? Try this alphabetical index.

Sintoma (what you see)Go to
Addon Builder failsSection 5
Array index out of rangeSection 2
Buttons not clickableSection 4
Cannot convert typeSection 2
Cannot create instanceSection 2
Config parse errorSection 1
Cursor missingSection 4
Division by zeroSection 2
Data lost on restartSection 9
Entity deleted after spawnSection 7
File patching not workingSection 5
FPS dropsSection 6
Game input stuckSection 4
Image not showingSection 4
Item invisibleSection 7
Item won't spawnSection 7
JSON not loadingSection 8
Layout returns nullSection 4
Loot not spawningSection 8
Member already definedSection 2
Memory leakSection 6
Método not foundSection 2
Mod not in launcherSection 1
Null pointer accessSection 2
Player data lostSection 9
PBO signature failedSection 5
Prefix mismatchSection 5
RPC not receivedSection 3
Scroll not workingSection 4
Save file corruptSection 9
Server crash on startupSection 2
Slider not respondingSection 4
Stack overflowSection 2
Text shows STR keySection 4
Types.xml ignoredSection 8
Undefined variableSection 2
Variável redeclarationSection 2
Vehicle won't driveSection 7
Widget invisibleSection 4
Works offline fails onlineSection 3

Problema still unsolved? Check the FAQ for additional answers, the Cheat Sheet for syntax reference, or ask in the DayZ Modding Discord.

Released under CC BY-SA 4.0 | Code examples under MIT License