cfggameplay.json
Purpose
cfggameplay.json is the primary gameplay rules file. It controls a wide range of player behavior settings — stamina, shock recovery, movement, drowning, base building placement rules, UI elements, map behavior, and vehicle decay. Unlike XML economy files, this is a JSON file and must follow valid JSON syntax.
This file only takes effect when enableCfgGameplayFile is set to 1 (enabled) in your Nitrado server settings.
Console Path
dayzxb_missions/dayzOffline.<mapname>/cfggameplay.json (Xbox)
dayzps_missions/dayzOffline.<mapname>/cfggameplay.json (PlayStation)
Prerequisite: In Nitrado settings, enableCfgGameplayFile must be enabled (set to 1 / true). If this is off, the file is completely ignored.
Full Block Structure
{
"version": 123,
"GeneralData": {
"disableBaseDamage": false,
"disableContainerDamage": false,
"disableRespawnDialog": false,
"disableRespawnInUnconsciousness": false
},
"PlayerData": {
"disablePersonalLight": false,
"StaminaData": {
"sprintStaminaModifierErc": 1.0,
"sprintStaminaModifierCro": 1.0,
"staminaWeightLimitThreshold": 6000.0,
"staminaMax": 100.0,
"staminaKgToStaminaPercentPenalty": 1.75,
"staminaMinCap": 5.0,
"sprintSwimmingStaminaModifier": 1.0,
"sprintLadderStaminaModifier": 1.0,
"meleeStaminaModifier": 1.0,
"obstacleTraversalStaminaModifier": 1.0,
"holdBreathStaminaModifier": 1.0
},
"ShockHandlingData": {
"shockRefillSpeedConscious": 5.0,
"shockRefillSpeedUnconscious": 1.0,
"allowRefillSpeedModifier": true
},
"MovementData": {
"timeToStrafeJog": 0.1,
"rotationSpeedJog": 0.3,
"timeToSprint": 0.45,
"timeToStrafeSprint": 0.3,
"rotationSpeedSprint": 0.15,
"allowStaminaAffectInertia": true
},
"DrowningData": {
"staminaDepletionSpeed": 10.0,
"healthDepletionSpeed": 10.0,
"shockDepletionSpeed": 10.0
},
"WeaponObstructionData": {
"staticMode": 1,
"dynamicMode": 1
},
"spawnGearPresetFiles": []
},
"WorldsData": {
"lightingConfig": 0,
"objectSpawnersArr": [],
"environmentMinTemps": [-3,-2,0,4,9,14,18,17,13,11,9,0],
"environmentMaxTemps": [3,5,7,14,19,24,26,25,18,14,10,5],
"wetnessWeightModifiers": [1.0, 1.0, 1.33, 1.66, 2.0],
"playerRestrictedAreaFiles": []
},
"BaseBuildingData": {
"HologramData": {
"disableIsCollidingBBoxCheck": false,
"disableIsCollidingPlayerCheck": false,
"disableIsClippingRoofCheck": false,
"disableIsBaseViableCheck": false,
"disableIsCollidingGPlotCheck": false,
"disableIsCollidingAngleCheck": false,
"disableIsPlacementPermittedCheck": false,
"disableHeightPlacementCheck": false,
"disableIsUnderwaterCheck": false,
"disableIsInTerrainCheck": false,
"disableColdAreaPlacementCheck": false,
"disableColdAreaBuildingCheck": false,
"disallowedTypesInUnderground": ["FenceKit","TerritoryFlagKit","WatchtowerKit"]
},
"ConstructionData": {
"disablePerformRoofCheck": false,
"disableIsCollidingCheck": false,
"disableDistanceCheck": false
}
},
"UIData": {
"use3DMap": false,
"HitIndicationData": {
"hitDirectionOverrideEnabled": false,
"hitDirectionBehaviour": 1,
"hitDirectionStyle": 0,
"hitDirectionIndicatorColorStr": "0xffbb0a1e",
"hitDirectionMaxDuration": 2.0,
"hitDirectionBreakPointRelative": 0.2,
"hitDirectionScatter": 10.0,
"hitIndicationPostProcessEnabled": true
}
},
"MapData": {
"ignoreMapOwnership": false,
"ignoreNavItemsOwnership": false,
"displayPlayerPosition": false,
"displayNavInfo": true
},
"VehicleData": {
"boatDecayMultiplier": 1.0
}
}
Section-by-Section Reference
version
Type: Integer
Internal version marker. The vanilla value is 123. Do not change this — the engine uses it to track file compatibility.
GeneralData
disableBaseDamage
Type: Boolean (true/false) or integer (0/1)
Disables damage dealt to base-building structures from the environment and decay.
false— bases take decay damage normallytrue— base structures do not decay from environmental damage
Popular on console: true — players build once and don’t have to repair constantly.
disableContainerDamage
Type: Boolean
Disables damage to containers like tents, barrels, and storage items.
true— tents and barrels do not degrade
disableRespawnDialog
Type: Boolean
Disables the UI prompt that asks players to choose their respawn type after pressing the respawn button.
true— removes the dialog, player respawns immediately via the configured spawn method
disableRespawnInUnconsciousness
Type: Boolean
Prevents players from using the respawn button while unconscious.
false(default) — players can respawn while unconscioustrue— players must wait out the unconscious state or die naturally
PlayerData
disablePersonalLight
Type: Boolean
Disables the ambient personal light that illuminates objects near the player at night.
false— subtle light exists around player at nighttrue— pure darkness at night, significantly harder without a light source
StaminaData
All stamina values must be ≥ 0.
| Field | What it controls | Default |
|---|---|---|
sprintStaminaModifierErc | Rate of stamina consumed during upright sprinting. Higher = more drain. | 1.0 |
sprintStaminaModifierCro | Rate of stamina consumed during crouched sprinting | 1.0 |
staminaMax | Maximum stamina pool size | 100.0 |
staminaMinCap | Minimum stamina cap — even heavily encumbered players retain at least this much | 5.0 |
staminaWeightLimitThreshold | Weight (in grams) below which no stamina penalty applies | 6000.0 |
staminaKgToStaminaPercentPenalty | How much each kg of overweight reduces max stamina (%) | 1.75 |
sprintSwimmingStaminaModifier | Stamina drain rate during fast swimming | 1.0 |
sprintLadderStaminaModifier | Stamina drain rate during fast ladder climbing | 1.0 |
meleeStaminaModifier | Stamina consumed per heavy melee attack | 1.0 |
obstacleTraversalStaminaModifier | Stamina consumed during jumps, vaults, and climbs | 1.0 |
holdBreathStaminaModifier | Stamina drain rate when holding breath (scoped shooting) | 1.0 |
To reduce stamina impact: Lower the modifier values below 1.0. Values above 1.0 increase drain.
ShockHandlingData
| Field | What it controls | Default |
|---|---|---|
shockRefillSpeedConscious | Shock recovery rate per second while conscious | 5.0 |
shockRefillSpeedUnconscious | Shock recovery rate per second while unconscious | 1.0 |
allowRefillSpeedModifier | Allow ammo type to affect shock recovery speed | true |
Higher shockRefillSpeedConscious means players wake up from unconsciousness faster.
MovementData
| Field | What it controls | Minimum |
|---|---|---|
timeToStrafeJog | Blend time for diagonal jog movement (seconds) | 0.01 |
rotationSpeedJog | Character rotation speed while jogging | 0.01 |
timeToSprint | Time to reach full sprint from jog (seconds) | 0.01 |
timeToStrafeSprint | Blend time for diagonal sprint movement (seconds) | 0.01 |
rotationSpeedSprint | Character rotation speed while sprinting | 0.01 |
allowStaminaAffectInertia | Stamina level affects movement inertia | — |
DrowningData
How fast each stat depletes per second while a player is underwater without air.
| Field | Observed value |
|---|---|
staminaDepletionSpeed | 10.0 |
healthDepletionSpeed | 10.0 |
shockDepletionSpeed | 10.0 |
These match the full example block above (all three at 10.0) — treat this as the observed snapshot value, not a universal engine default, and confirm against your own cfggameplay.json. Higher values = faster drowning death.
WeaponObstructionData
Controls whether weapons visually lower/reposition when near walls or geometry.
| Value | Behavior |
|---|---|
0 | Disabled — weapon stays in raised position regardless |
1 | Enabled — weapon lowers near obstacles |
2 | Always — weapon always in lowered state |
staticMode applies to stationary obstructions. dynamicMode applies to moving obstructions.
spawnGearPresetFiles
Type: Array of strings
List of JSON file paths (relative to mission root) pointing to player spawn gear loadout files. When populated, players spawn with the defined gear.
"spawnGearPresetFiles": ["custom/starter_kit.json"]
Leave as empty array [] for default (naked) spawns.
WorldsData
lightingConfig
Type: Integer
Controls night-time lighting mode.
| Value | Effect |
|---|---|
0 | Bright nights — vanilla default |
1 | Dark nights — standard darkness |
2 | Sakhal mode — used for the snow map’s specific lighting |
objectSpawnersArr
Type: Array of strings
File paths to object spawner JSON files that place persistent static objects on the map (vehicles, static items, etc.).
"objectSpawnersArr": ["custom/spawn_vehicles.json"]
environmentMinTemps and environmentMaxTemps
Type: Array of 12 numbers (exactly)
Monthly temperature ranges in Celsius. Each position is a month (January through December).
"environmentMinTemps": [-10,-8,-4,2,8,14,16,14,10,4,-2,-8],
"environmentMaxTemps": [2,4,8,16,22,26,28,26,22,14,6,2]
Must have exactly 12 values. Affects player warmth/cold gameplay.
wetnessWeightModifiers
Type: Array of exactly 5 numbers
Weight multipliers for items at each wetness level: [DRY, DAMP, WET, SOAKED, DRENCHED]
BaseBuildingData
HologramData — Placement Check Disablers
Each field disables a specific placement validation check. All default to false (checks enabled).
| Field | What disabling it allows |
|---|---|
disableIsCollidingBBoxCheck | Place when colliding with world objects |
disableIsCollidingPlayerCheck | Place when touching another player |
disableIsClippingRoofCheck | Place when clipping roof geometry |
disableIsBaseViableCheck | Place on dynamic objects and incompatible bases |
disableIsCollidingGPlotCheck | Place garden plots on incompatible surfaces |
disableIsCollidingAngleCheck | Place despite exceeding angle limits |
disableIsPlacementPermittedCheck | Bypass basic placement permission checks |
disableHeightPlacementCheck | Place with limited height clearance |
disableIsUnderwaterCheck | Place underwater |
disableIsInTerrainCheck | Place when clipping terrain |
disableColdAreaPlacementCheck | Place garden plots on frozen ground |
disableColdAreaBuildingCheck | Build in frozen area conditions |
Console common use: Some servers enable disableIsCollidingAngleCheck and disableIsCollidingBBoxCheck to make base building easier on uneven terrain.
disallowedTypesInUnderground
Type: Array of classname strings
Item types that cannot be built in underground areas.
Default: ["FenceKit","TerritoryFlagKit","WatchtowerKit"]
ConstructionData
| Field | What disabling it allows |
|---|---|
disablePerformRoofCheck | Construct when clipping the roof |
disableIsCollidingCheck | Construct when colliding with world objects |
disableDistanceCheck | Remove minimum player distance requirement |
UIData
use3DMap
Type: Boolean
Enables the 3D map and disables the default 2D overlay map. Rarely used.
HitIndicationData
Controls the hit direction indicator (the UI element showing what direction damage came from).
| Field | What it controls |
|---|---|
hitDirectionOverrideEnabled | Whether any of this block takes effect |
hitDirectionBehaviour | 0=disabled, 1=static indicator, 2=dynamic moving indicator |
hitDirectionStyle | 0=splash, 1=spike, 2=arrow |
hitDirectionIndicatorColorStr | Color in ARGB hex format (0xAARRGGBB) |
hitDirectionMaxDuration | How long the indicator shows (seconds) |
hitDirectionBreakPointRelative | Fraction of duration before fading starts (0.0–1.0) |
hitDirectionScatter | Angular inaccuracy added to direction (degrees) |
hitIndicationPostProcessEnabled | Enable/disable the red screen flash on hit |
MapData
| Field | What it controls |
|---|---|
ignoreMapOwnership | Allow map to be opened without having a map item in inventory |
ignoreNavItemsOwnership | Show compass/GPS helpers on map without owning those items |
displayPlayerPosition | Show player’s position marker on map |
displayNavInfo | Show GPS/compass UI legend on the map screen |
Popular console settings: ignoreMapOwnership: true, displayPlayerPosition: true — makes navigation much friendlier for console players.
VehicleData
boatDecayMultiplier
Type: Number
Multiplies the speed at which boats decay.
1.0— normal decay rate0.0— boats don’t decay2.0— boats decay twice as fast
Confidence Note
This page describes the field shape and observed behavior for cfggameplay.json. It has not been independently matched against native binary parsers the way the db/ economy files have — treat field behavior here as locally observed (L), not binary-confirmed (B), unless stated otherwise. spawnGearPresetFiles, playerRestrictedAreaFiles, and disableColdAreaPlacementCheck are documented from the schema shape; their downstream runtime effects are not independently verified.
JSON Syntax Rules
This file is JSON, not XML. Different rules apply:
- No trailing commas after the last item in an object or array
- Strings in double quotes only
true/falselowercase (notTrueor1unless the schema accepts integers)- Arrays use
[], objects use{} - Comments are not supported in JSON — remove any
//or/* */style comments
A single syntax error will cause the entire file to be ignored with no warning in game.
What Console Admins Typically Adjust
disableBaseDamage: true— stop base decaydisableContainerDamage: true— protect tents and barrelsignoreMapOwnership: true— quality-of-life for console playersdisplayPlayerPosition: true— show player dot on mapdisablePersonalLight: true— hardcore night experience- StaminaData modifiers — reduce stamina drain for more casual gameplay
lightingConfig— change night brightnessspawnGearPresetFiles— add starter kits
Common Mistakes
| Mistake | Result |
|---|---|
enableCfgGameplayFile not enabled in Nitrado settings | File is completely ignored |
| JSON syntax error (trailing comma, missing brace) | Entire file ignored, no error shown in game |
environmentMinTemps or environmentMaxTemps not exactly 12 values | File validation error |
wetnessWeightModifiers not exactly 5 values | File validation error |
Setting stamina modifier to 0 | Stamina cost becomes zero — no stamina drain ever |