cfgplayerspawnpoints.xml

Purpose

cfgplayerspawnpoints.xml defines where players appear when they spawn or respawn. It supports three spawn categories — fresh spawns (new/freshly dead players), hop spawns (server switching from same map), and travel spawns (switching from a different map). On console servers, only fresh is typically used.

Console Path

dayzxb_missions/dayzOffline.<mapname>/cfgplayerspawnpoints.xml    (Xbox)
dayzps_missions/dayzOffline.<mapname>/cfgplayerspawnpoints.xml    (PlayStation)

Structure: Two Supported Formats

Format 1 — Simple (most common on console)

Direct <pos> entries at the root of each spawn category. The server picks randomly from the list.

<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<playerspawnpoints>
  <fresh>
    <pos x="3692.5" z="2376.2" />
    <pos x="4821.1" z="1983.7" />
    <pos x="2914.8" z="3201.4" />
    <pos x="5102.3" z="4677.9" />
  </fresh>
</playerspawnpoints>

Format 2 — Generator Posbubbles (grouped spawns)

Spawn points organized into named groups. Players are assigned to groups and spawn within their group’s point pool. Used for more sophisticated spawn systems.

<playerspawnpoints>
  <fresh>
    <spawn_params>
      <min_dist_infected>50</min_dist_infected>
      <max_dist_infected>500</max_dist_infected>
      <min_dist_player>100</min_dist_player>
      <max_dist_player>1000</max_dist_player>
    </spawn_params>
    <group_params>
      <enablegroups>true</enablegroups>
      <lifetime>300</lifetime>
      <counter>3</counter>
      <groups_as_regular>true</groups_as_regular>
    </group_params>
    <generator_params>
      <grid_density>50</grid_density>
      <grid_width>14000</grid_width>
      <grid_height>14000</grid_height>
      <min_dist_static>0</min_dist_static>
      <max_dist_static>1000</max_dist_static>
      <min_steepness>0</min_steepness>
      <max_steepness>30</max_steepness>
    </generator_params>
    <generator_posbubbles>
      <group name="CoastNorth" lifetime="300" counter="3">
        <pos x="3692.5" z="2376.2" />
        <pos x="3710.0" z="2390.0" />
      </group>
      <group name="CoastSouth">
        <pos x="5102.3" z="4677.9" />
        <pos x="5120.0" z="4695.0" />
      </group>
    </generator_posbubbles>
  </fresh>
</playerspawnpoints>

Field-by-Field Reference

Spawn Categories

<fresh>

Spawn points for freshly dead or brand new players. This is the primary category used on console servers.

<hop>

Spawn points for players switching servers on the same map. Only relevant on official/linked server networks. Typically not configured on private console servers.

<travel>

Spawn points for players switching from a different map. Only relevant on official/linked server networks. Typically not configured on private console servers.


<pos x="..." z="..." y="..." />

One spawn location.

Attribute Type What it controls
x Float (≥0) World X coordinate
z Float (≥0) World Z coordinate
y Float (optional) Explicit height override. If omitted, engine uses terrain height at X/Z. Usually omitted.

The engine selects randomly from all <pos> entries when placing a fresh spawn. More entries = more variety in spawn locations.


<spawn_params> (Format 2 only)

Controls how the engine evaluates spawn points for quality. Points are rated against nearby infected, players, and buildings.

Element What it controls
min_dist_infected Minimum distance from infected for a spawn point to be rated positively (meters)
max_dist_infected Maximum distance from infected for evaluation range (meters)
min_dist_player Minimum distance from other players for positive rating (meters)
max_dist_player Maximum evaluation distance from other players (meters)
min_dist_static Minimum distance from buildings (meters)
max_dist_static Maximum evaluation distance from buildings (meters)

These don’t hard-block spawns at those points — they rate the quality of each candidate point and the engine prefers higher-rated points.


<generator_params> (Format 2 only)

Controls the generator used to lay out the grid of candidate spawn points before group/quality scoring is applied.

Element What it controls
grid_density Spacing/density of the generated candidate point grid
grid_width / grid_height Dimensions of the area the generator covers (meters)
min_dist_static / max_dist_static Minimum/maximum distance from static buildings for a generated point to be considered
min_steepness / max_steepness Minimum/maximum terrain steepness a generated point can sit on

The exact scoring/generator formula that turns these inputs into the final selected spawn points is not fully confirmed — treat this as the field shape, not a proven algorithm.


<group_params> (Format 2 only)

Element Type What it controls
enablegroups Boolean If true, uses group logic. If false, treats all points as a flat list
lifetime Integer (seconds) How long a group stays “active” (used for spawn clustering)
counter Integer Number of players that can spawn in a group before it resets its lifetime
groups_as_regular Boolean If true, group points are also available as regular spawn points when groups are disabled

<group name="..." lifetime="..." counter="..."> (Format 2 only)

A named cluster of spawn points. Players assigned to a group spawn within its points only.

  • name — identifier for this spawn cluster
  • lifetime — overrides group_params lifetime for this specific group (optional)
  • counter — overrides group_params counter for this specific group (optional)

What Console Admins Typically Adjust

  1. Adding/removing <pos> entries — expand or restrict where players can spawn.
  2. Moving spawn points — change coordinates to place spawns at specific coastal or inland locations.
  3. Using Format 1 (simple) — most console servers use the simple format for straightforward spawn control.

Getting Spawn Coordinates

Spawn coordinates are world-space X/Z values. Same coordinate system as cfgeventspawns.xml. Obtain them from:

  • In-game admin tools showing your current position
  • Map tools with coordinate display
  • Copying and adjusting existing known points

Console note: Ensure spawn points are on valid terrain — not in water, not on extreme slopes, not inside buildings that may have changed. Test by spawning at the location.


Safe Edit Pattern

  1. Maintain at least 5–10 spread spawn points for variety.
  2. Avoid clustering all spawn points in one small area — players will fight on spawn.
  3. Keep spawns away from known high-traffic military zones unless you want hot-drop gameplay.
  4. After editing, test by dying and spawning to confirm points are valid.

Common Mistakes

Mistake Result
Too few spawn points (1–2) Players repeatedly spawn in same spot
Spawn point in water Player spawns and immediately starts drowning
Spawn point inside a building Player may spawn inside geometry
y set incorrectly Player spawns underground or floating
Missing <fresh> section entirely Server falls back to default spawn behavior

DayZ Console Server Configuration Reference — Xbox & PlayStation

This site uses Just the Docs, a documentation theme for Jekyll.