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 clusterlifetime— overrides group_params lifetime for this specific group (optional)counter— overrides group_params counter for this specific group (optional)
What Console Admins Typically Adjust
- Adding/removing
<pos>entries — expand or restrict where players can spawn. - Moving spawn points — change coordinates to place spawns at specific coastal or inland locations.
- 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
- Maintain at least 5–10 spread spawn points for variety.
- Avoid clustering all spawn points in one small area — players will fight on spawn.
- Keep spawns away from known high-traffic military zones unless you want hot-drop gameplay.
- 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 |