Server guide

Server setup

Four steps get a DayZ 1.30 dedicated server running with helicopters: load the mods, copy the key, add the loot files and start. You don't need to edit init.c, events.xml or any other XML.

Requirements

A server-only install does not work: clients need the models, sounds, inputs and scripts. An admin-tools mod is optional.

Do not repack or re-upload this mod. No repacks, no re-uploads, no merging it into server packs or modpacks. Add the Workshop item to your server's mod list; that's how your server and your players get updates and fixes.

1. Add the mods, CF first

Put @CF and @RotorCraftEvolution beside the server executable. The mod folder should contain mod.cpp, addons and keys directly, with no extra folder in between:

Load them in this order:

"-mod=@CF;@RotorCraftEvolution"

Do not put CF or RotorCraft Evolution in -serverMod. Use -serverMod only for unrelated server-only mods, or leave it out. Load only one copy of the mod.

Windows

Add the mod argument to your existing startup command or hosting panel. A minimal launch from the server folder:

.\DayZServer_x64.exe -config=serverDZ.cfg -profiles=profiles "-mod=@CF;@RotorCraftEvolution" -dologs

Linux

./DayZServer -config=serverDZ.cfg -profiles=profiles '-mod=@CF;@RotorCraftEvolution' -dologs

Match the path case exactly and keep the files named as shipped. Don't unpack or modify the signed PBO. The server account needs read access to the mod and write access to its profiles and mission storage.

The -profiles folder is where the mod writes its settings files and where your logs go. Keep the rest of your normal launch options.

2. Copy the key

Copy @RotorCraftEvolution/keys/rotorcraftevolution.bikey, and CF's .bikey, into the server's top-level keys folder. Keep verifySignatures = 2; in serverDZ.cfg.

3. Add the loot files

Without this step players can't find rotor blades, drive belts, keys, spray cans or ammunition containers.

  1. Make a folder called rotorcraft in your mission folder: mpmissions/<mission>/rotorcraft/.
  2. Copy types_custom_items.xml and cfgspawnabletypes_custom_items.xml from the mod's release folder into it.
  3. Add this one line inside <economycore> in the mission's cfgeconomycore.xml:

<ce folder="rotorcraft"><file name="types_custom_items.xml" type="types"/><file name="cfgspawnabletypes_custom_items.xml" type="spawnabletypes"/></ce>

If you already merged these entries into db/types.xml, skip this step. Don't add them twice. See Loot and economy for what the files contain.

4. Start the server

About 15 seconds after the mission starts, the script log and RPT show one of these:

[RotorCraft] Loot entries OK: ...Loot is set up.
[RotorCraft] Loot entries missing for: ...Step 3 isn't in effect. Check the folder name, the file names and the cfgeconomycore.xml line.

About 20 seconds after mission start, aircraft appear on their own on Nasdara. Other maps start with no spawn positions; add your own in RotorCraft_Spawns.json. See Aircraft spawns.

Every settings file is written to the profile folder with working defaults the first time the server needs it. Some only appear once an aircraft has been created.

Clients

Players subscribe to CF and RotorCraft Evolution on the Workshop. The DayZ Launcher loads them in the right order when they join your server.

Settings files

All of these live in the server profile folder (the -profiles directory), not in the mod folder. Clients don't need copies.

RotorCraft_Spawns.jsonWhere and which aircraft spawn. Aircraft spawns
RotorCraft_Aircraft.jsonHandling, required parts, recovery, wind, HUD, debug logging. Aircraft settings
RotorCraft_Damage.jsonDifficulty, crash and crew damage. Damage and difficulty
RotorCraft_Weapons.jsonDoor guns, cannon and AH-6 weapons. Weapon settings
RotorCraft_Locks.jsonModel keys, code locks, lock pick kit. Locks and keys
RotorCraft_Keys.jsonThe older ignition-key system, off by default. Locks and keys
Every change works the same way: stop the server, keep a copy of the file, edit it, save valid JSON, start the server. There is no live reload.

Updating

  1. Stop the server. Back up the active mission, world storage and profile folder together.
  2. Replace the complete mod, including signatures, and the public key if it changed.
  3. Make sure every client gets the same version. Remove any old duplicate mod folders from your launch arguments.
  4. Regenerate your settings files: rename the old ones, start the server once so it writes fresh ones, stop it, and copy your changes back in. Older files may be missing new settings, and a missing number often reads as 0, not the default.
  5. Check the startup logs, joining, spawning and a save and restart before opening for normal play.

Players with a different mod version get kicked while loading in, so restart promptly after every update.

After a DayZ patch, match the server and client game builds and use CF and RotorCraft Evolution versions made for that patch. The supported target is DayZ 1.30. Rolling back needs the matching pre-update storage backup as well as the old mod files.

Restarts

Problems? See Logs and troubleshooting.

Something missing or wrong? Ask in the Discord.