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From agentic-z
Sets up isolated DayZ test server instances under .server/<instance>/ with per-instance config and profiles. Required before /dayz-launch-test.
npx claudepluginhub dayz-n-chill/agentic-z --plugin agentic-zHow this skill is triggered — by the user, by Claude, or both
Slash command
/agentic-z:dayz-add-serverThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
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<skill-dir>in commands below is the absolute path of this skill's folder. When the agent loads this skill the harness exposes the skill's base directory; substitute it before running. Sibling skills are reached via<skill-dir>\..\dayz-X\.
Set up a self-contained test server instance for local DayZ mod testing. Each instance lives under .server/<instance>/ and owns its mission copy, server config, and server logs. Client diag logs are shared across instances at .server/!ClientDiagLogs/. Run as many instances as you want, including multiple variants of the same map.
This is the setup half of the test loop. /dayz-launch-test is the run half, and refuses to run for an instance you haven't added yet.
Follow .claude/skills/_shared/dayz-conventions.md.
python "<skill-dir>\add_server.py" <instance> [--map <name>] [--refresh-mission]
| Argument | Required? | Notes |
|---|---|---|
<instance> | yes | Free-form instance name. Becomes the folder name under .server/. Examples: chernarus, chernarus-hardcore, loot-test, livonia-pvp. |
--map | no | Map alias (chernarus, livonia, sakhal) or full mission template folder name (e.g. dayzOffline.namalsk). When omitted, <instance> is used as the map alias if it matches a known one; otherwise the skill fails and asks for --map. |
--refresh-mission | no | Re-copy the mission folder from DayZ Server install, overwriting any local edits. Use after a DayZ update brings new mission content. Without this flag, an existing mission folder is left alone. |
/dayz-preflight; halts on non-zero.workspace/_server/ still exists. Delete the folder manually; that layout is no longer supported.--map flag into the canonical mission folder name via the alias table..server/<instance>/mission/ doesn't exist (or --refresh-mission was passed), copies it from <DayZServer>/mpmissions/<template>/. Folder is renamed to mission/ regardless of template (the launcher pins the path explicitly)..server/<instance>/ exists with:
serverDZ.cfg: default config pointing at the right mission template, with allowFilePatching = 1;Profiles/: server-side -profiles= dir (RPT, script.log, BattlEye state). Per-instance.
Also ensures the shared .server/!ClientDiagLogs/ dir at the project root exists; this is the client-side -profiles= dir, shared across all instances.
If serverDZ.cfg already exists, the existing config is preserved; only allowFilePatching = 1; is auto-appended if missing./dayz-preflight returns non-zero.workspace/_server/ still exists. Delete it manually; the legacy layout is no longer supported..server/<instance>/mission/. (Install DayZ Server free from Steam appid 223350 for the initial copy. Once the mission is local, DayZ Server is no longer required.)<instance> isn't a known map alias and --map wasn't given. (We have no way to guess the mission template from a free-form name.)--map dayzOffline.namalsk but DayZ Server doesn't ship namalsk; either provide the mission manually under .server/<instance>/mission/ or correct the name).DayZ preflight
... (preflight output)
Preflight complete.
[OK] Instance: chernarus-hardcore (map: chernarus, mission: dayzOffline.chernarusplus)
[OK] Copied .server\chernarus-hardcore\mission (from DayZ Server install)
[OK] Wrote default .server\chernarus-hardcore\serverDZ.cfg
[OK] .server\chernarus-hardcore\Profiles ready
[OK] .server\!ClientDiagLogs ready
Instance 'chernarus-hardcore' is ready. Next:
/dayz-build-pbo <ModName>
/dayz-launch-test <ModName> --server chernarus-hardcore
If everything is already set up, the skill no-ops the relevant steps and reports them as [OK] (already present).
.server/<instance>/mission/ is yours to edit. The server runs with -filePatching so edits to init.c, cfggameplay.json, db/types.xml, etc. are live on the next launch.serverDZ.cfg at .server/<instance>/serverDZ.cfg is yours to tune (max players, persistence, etc.). The skill never overwrites your edits, but it WILL re-add allowFilePatching = 1; if you remove it (without that, clients with -filePatching can't connect)..server/ into workspace/. The split is deliberate: workspace/ is for active mod sources, .server/ is for runtime artifacts.