DayZ Enforce Script Development Orchestrator

VerifiedCaution

Dynamic development orchestrator for DayZ Enforce Script modding. Fetches class APIs, script references, and mod documentation on the fly. Helps developers build mods for DayZ 1.28+ with Vanilla, Community Framework, and Expansion, ensuring code correctness by preventing hallucinated classes or methods.

Sby Skills Guide Bot
DevelopmentIntermediate
806/2/2026
Claude Code
#dayz#enforce-script#game-modding#documentation-orchestrator

Recommended for

Our review

A DayZ development orchestrator that dynamically fetches class APIs, script references, and mod documentation for Enforce Script, supporting Vanilla, Community Framework, and Expansion modding.

Strengths

  • Prevents hallucinations by always fetching from authoritative sources
  • Covers multiple frameworks (Vanilla, CF, Expansion) with adapted patterns
  • Enforces server-side validation and null‑safe coding practices
  • Provides a curated list of documentation sources for quick verification

Limitations

  • Relies on the availability and accuracy of online sources
  • Requires internet connectivity for dynamic fetches
  • Does not automatically handle versions older than DayZ 1.28
When to use it

When developing DayZ mods with Enforce Script and you need reliable help with syntax, classes, and framework patterns.

When not to use it

For DayZ development in C# or Lua, as this skill is specialized for Enforce Script and should not be used for other languages.

Security analysis

Caution
Quality score90/100

The skill does not directly instruct destructive actions, but it grants an AI agent permission to use Bash and WebFetch for mod development. While the purpose is legitimate, these tools are powerful and could be misused if a malicious user prompts the agent to perform harmful operations.

Findings
  • Includes Bash in allowed-tools, which could enable system command execution
  • Encourages dynamic fetching from external URLs, which could be used to retrieve and potentially execute unsafe content if the agent is misled

Examples

Add a custom weapon with magazine
I want to create a new weapon class that inherits from Rifle_Base and a magazine that uses AKM ammo. Show me the Enforce Script class and the config.cpp entries, using vanilla DayZ classes.
Community Framework player action
Using Community Framework, how do I register a new player action that plays an animation and spawns an entity? Provide the class definition and the CF ActionManager setup.
Expansion trader menu integration
I need to add a custom item to the DayZ Expansion trader system. What JSON entries do I need in the trader config and which class should my item inherit from?

name: dayz-dev description: DayZ Enforce Script development orchestrator. Dynamically fetches class APIs, script references, and mod documentation. Supports vanilla, Community Framework, and Expansion development for DayZ 1.28+. allowed-tools: Read, Write, Edit, Glob, Grep, Bash, WebFetch, WebSearch

DayZ Development

Dynamic documentation orchestrator for DayZ mod development. Supports vanilla Enforce Script, Community Framework (CF), and DayZ Expansion. Target version: DayZ 1.28+ (v1.28.161464)

Philosophy

  1. Fetch, don't memorize - Always get latest from authoritative sources
  2. Framework-aware thinking - Detect vanilla vs CF vs Expansion, adapt patterns
  3. Enforce Script correctness - DayZ uses Enforce Script (C-like), NOT C#/C++/Lua
  4. Server-side validation - Never trust client-side data
  5. Null-safe always - Every Cast<>, GetInventory(), GetIdentity() must be null-checked

CRITICAL: No Hallucination Policy

NEVER invent or guess Enforce Script classes, methods, config tokens, or parameters.

Rules:

  1. If unsure about a class/method -> MUST fetch from DayZ Scripts API or Script Diff repo
  2. If unsure about config.cpp tokens -> MUST fetch from BI wiki or DayZ Central Economy repo
  3. If a class doesn't exist -> Tell user honestly, suggest alternatives
  4. If parameters unknown -> Fetch documentation, don't guess
  5. NEVER use C#/C++ syntax -> Enforce Script looks like C but has key differences

Before writing any class or method call:

  • [ ] Is this a real DayZ class? -> Verify at dayz-scripts.yadz.app or DayZ-Script-Diff
  • [ ] Is this the correct method signature? -> Check parameter types and order
  • [ ] Does this work on server/client/both? -> Check script module (3_Game/4_World/5_Mission)
  • [ ] Am I null-checking accessors? -> Cast<>, GetInventory(), GetIdentity(), GetPlayer()

When you don't know:

"I'm not 100% certain about this class/method. Let me fetch the documentation..."
[Use WebFetch to get accurate info]

Verification Sources:

| Type | Source | Action | |------|--------|--------| | Script API (v1.28) | https://dayz-scripts.yadz.app/ | WebFetch for class/method docs | | Script Diff (official) | https://github.com/BohemiaInteractive/DayZ-Script-Diff | Check exact source code | | Enforce Syntax | https://community.bistudio.com/wiki/DayZ:Enforce_Script_Syntax | Language reference | | Config tokens | https://community.bistudio.com/wiki/CfgVehicles_Config_Reference | Config.cpp reference | | Central Economy | https://github.com/BohemiaInteractive/DayZ-Central-Economy | types.xml, events.xml | | CF docs | https://github.com/Arkensor/DayZ-CommunityFramework | CF source + docs | | Expansion wiki | https://github.com/salutesh/DayZ-Expansion-Scripts/wiki | Expansion reference | | Server config | https://dzconfig.com/wiki/ | Server XML/JSON configs | | DeepWiki Expansion | https://deepwiki.com/salutesh/DayZ-Expansion-Scripts | AI-analyzed Expansion architecture | | DayZ Explorer | https://dayzexplorer.zeroy.com/ | Enforce essentials, Math, FileIO, Widget API |

Example - WRONG:

// DON'T: Using C# syntax or inventing methods
player.GetComponent<Inventory>().AddItem("AK74");  // NOT Enforce Script!

Example - RIGHT:

// DO: Use verified Enforce Script with null checks
PlayerBase player = PlayerBase.Cast(GetGame().GetPlayer());
if (player)
{
    EntityAI item = player.GetInventory().CreateInInventory("AKM");
    if (item)
    {
        // item created successfully
    }
}

Content Map

Read ONLY relevant files based on the request:

| File | Description | When to Read | |------|-------------|--------------| | scripting/enforce-script.md | Enforce Script language quick reference | Writing any code | | scripting/class-hierarchy.md | Class tree and key singletons | Looking up classes | | scripting/client-server.md | Script module architecture | New mod, client/server questions | | scripting/memory-management.md | ref, autoptr, Managed patterns | Memory/lifecycle issues | | systems/mod-structure.md | Mod folders, config.cpp, meta.cpp | Creating new mods | | systems/networking.md | RPC, NetSync, CF NetworkedVariables | Multiplayer sync | | systems/inventory.md | Inventory system, InventoryLocation | Item manipulation | | systems/actions.md | Action system hierarchy | Custom actions | | systems/weapons.md | Weapon FSM, configs | Weapon mods | | systems/vehicles.md | Vehicle config, SimulationModule | Vehicle mods | | frameworks/framework-detection.md | Detect vanilla vs CF vs Expansion | Starting new task | | frameworks/community-framework.md | CF modules, RPC, NetworkedVariables | Using CF | | frameworks/expansion.md | Expansion systems overview | Using Expansion | | config/config-cpp.md | config.cpp reference and patterns | Item/vehicle config | | config/types-xml.md | types.xml, economy system | Loot spawning | | config/server-config.md | Server configuration files | Server setup | | compatibility/version-128.md | 1.28 breaking changes and new features | Version questions, migration |


Dynamic Fetching - Decision Tree

Step 1: Classify the Request

| If user asks about... | Action | |-----------------------|--------| | Enforce Script class/method (EntityAI, PlayerBase, etc.) | FETCH from DayZ Scripts API | | Config.cpp tokens (CfgVehicles, CfgWeapons) | FETCH from BI Wiki | | Central Economy (types.xml, events.xml) | FETCH from DayZ-Central-Economy repo | | CF feature (RPCManager, Modules, NetworkedVariables) | FETCH from CF GitHub | | Expansion system (Market, Quests, AI, Basebuilding) | FETCH from Expansion wiki | | Script diff between versions | FETCH from DayZ-Script-Diff repo | | Server configuration | FETCH from DZconfig wiki | | Mod structure, best practices | READ local files | | 1.28 compatibility/changes | READ local compatibility file |

Step 2: WebFetch URLs

Script API Reference (v1.28)

Base URL: https://dayz-scripts.yadz.app/

WebFetch(
  url: "https://dayz-scripts.yadz.app/",
  prompt: "Find documentation for the class or method '{CLASS_OR_METHOD}'.
           Include: inheritance, methods, parameters, return types."
)

Key API Pages: | Category | URL | |----------|-----| | Enforce Essentials | https://dayz-scripts.yadz.app/d5/d78/group___enforce | | Math Library | https://dayz-scripts.yadz.app/d5/d98/group___math | | String Methods | https://dayz-scripts.yadz.app/d5/da2/group___strings | | Widget UI System | https://dayz-scripts.yadz.app/d9/d0e/group___widget_a_p_i | | Math Class | https://dayz-scripts.yadz.app/d4/d34/class_math |

Alternate API Reference (older but comprehensive)

Base URL: https://dayzexplorer.zeroy.com/

| Page | URL | |------|-----| | Enforce Core | https://dayzexplorer.zeroy.com/group___enforce.html | | Math Functions | https://dayzexplorer.zeroy.com/group___math.html | | FileIO API | https://dayzexplorer.zeroy.com/group___file.html | | Particle Effects | https://dayzexplorer.zeroy.com/group___particle_effect.html | | Widget API | https://dayzexplorer.zeroy.com/group___widget_a_p_i.html | | DiagMenu | https://dayzexplorer.zeroy.com/group___diag_menu.html | | Weather Class | https://dayzexplorer.zeroy.com/class_weather.html | | Vector Class | https://dayzexplorer.zeroy.com/classvector.html |

Official Script Source (for exact implementations)

WebFetch(
  url: "https://github.com/BohemiaInteractive/DayZ-Script-Diff/tree/main/scripts",
  prompt: "Find the source code for '{CLASS_NAME}' in the DayZ script tree.
           Show the class definition, methods, and inheritance."
)

Config References

WebFetch(
  url: "https://community.bistudio.com/wiki/CfgVehicles_Config_Reference",
  prompt: "Find the config token '{TOKEN_NAME}' and its usage.
           Include: type, default value, parent class, example."
)

Central Economy

WebFetch(
  url: "https://github.com/BohemiaInteractive/DayZ-Central-Economy",
  prompt: "Find the economy configuration for '{ITEM_OR_SETTING}'.
           Include: types.xml entry, spawn parameters, nominal/min values."
)

Community Framework

WebFetch(
  url: "https://github.com/Arkensor/DayZ-CommunityFramework/tree/production/docs",
  prompt: "Find documentation for CF '{FEATURE}'.
           Include: API, usage examples, required setup."
)

Expansion Scripts

WebFetch(
  url: "https://github.com/salutesh/DayZ-Expansion-Scripts/wiki",
  prompt: "Find documentation for Expansion '{SYSTEM}'.
           Include: settings, configuration, scripting API."
)

Server Configuration

WebFetch(
  url: "https://dzconfig.com/wiki/",
  prompt: "Find documentation for '{CONFIG_FILE}'.
           Include: all parameters, types, default values, examples."
)

Request Router - Pattern Matching

RULE 1: Enforce Script Class/Method Detection

Triggers when:

  • Class names (PascalCase like EntityAI, PlayerBase, ItemBase, CarScript)
  • Method calls (GetInventory(), CreateInInventory(), SetHealth())
  • "enforce script", "dayz class", "dayz method", "script API"

Action: Fetch from https://dayz-scripts.yadz.app/ or DayZ-Script-Diff

RULE 2: Config.cpp / CfgVehicles Detection

Triggers when:

  • CfgVehicles, CfgWeapons, CfgMagazines, CfgAmmo
  • CfgPatches, CfgMods, DamageSystem
  • "config.cpp", "model config", "item config", "vehicle config"
  • scope, displayName, model, hiddenSelections

Action: Read local config/config-cpp.md + Fetch from BI wiki if needed

RULE 3: Central Economy Detection

Triggers when:

  • types.xml, events.xml, cfgspawnabletypes.xml, cfgeconomycore.xml
  • "loot spawn", "item spawn", "economy", "nominal", "min", "restock"
  • randompresets.xml, cfgenvironment.xml

Action: Read local config/types-xml.md + Fetch from DayZ-Central-Economy repo

RULE 4: CF / Expansion Framework Detection

Triggers when:

  • RPCManager, CF_ModuleWorld, NetworkedVariables, ModStorage
  • ExpansionMarket, ExpansionQuest, ExpansionAI, ExpansionTerritory
  • "community framework", "CF module", "expansion", "market system"

Action: Detect framework -> Fetch from appropriate docs

RULE 5: Networking / RPC Detection

Triggers when:

  • ScriptRPC, GetRPCManager(), SendRPC, AddRPC
  • RegisterNetSyncVariable, SetSynchDirty, OnVariablesSynchronized
  • "sync variable", "RPC", "network", "client-server communication"

Action: Read local systems/networking.md + Fetch if needed

RULE 6: Server Configuration Detection

Triggers when:

  • serverDZ.cfg, cfgGameplay.json, storage_1
  • "server config", "gameplay settings", "admin", "BattlEye"

Action: Read local config/server-config.md + Fetch from DZconfig wiki

RULE 7: 1.28 Compatibility

Triggers when:

  • "1.28", "update", "breaking change", "migration", "compatibility"
  • sealed, Obsolete, Contact, SurfaceProperties
  • "vehicle brake", "useNewNetworking", "parameter limit"

Action: Read local compatibility/version-128.md

RULE 8: Local Knowledge

Triggers when:

  • Mod structure, folder layout, PBO packaging
  • Best practices, anti-patterns, common pitfalls
  • Memory management, lifecycle patterns
  • Action system, weapon system, inventory system

Action: Read relevant local markdown file


Mod Framework Auto-Detection

When starting a task, detect what frameworks the mod uses:

Check config.cpp dependencies

// Vanilla only
requiredAddons[] = {"DZ_Data"};

// Community Framework
requiredAddons[] = {"DZ_Data", "JM_CF_Scripts"};

// Expansion
requiredAddons[] = {"DZ_Data", "JM_CF_Scripts", "DayZExpansion_Core"};

Check script imports

// CF detection
GetRPCManager()     // Uses CF RPC system
CF_ModuleWorld      // Uses CF Module system

// Expansion detection
ExpansionMarketModule       // Uses Expansion Market
ExpansionQuestModule        // Uses Expansion Quests
eAIBase                     // Uses Expansion AI

Check mod.cpp / meta.cpp

// CF dependency
dependency[] = {"Community Framework"};

// Expansion dependency
dependency[] = {"DayZ Expansion Core", "DayZ Expansion Scripts"};

Best Practices (Quick Reference)

Enforce Script Rules

| Rule | Why | |------|-----| | Use !GetGame().IsDedicatedServer() for client check | IsClient() returns FALSE during init | | Assign getter results to local var before foreach | foreach on inline getter returns fails | | Always parenthesize bitwise ops: (a & b) == b | Bitwise ops have lower precedence than comparisons | | Use ref ONLY for member variables | ref in function params is WRONG | | Check last file before reported error location | Compiler errors often point to wrong file | | Never leave empty preprocessor blocks | Can cause segfaults |

Memory Management Rules

| Rule | Why | |------|-----| | ref for member variables only | Controls reference lifetime | | Never delete manually | Enforce Script uses GC | | Inherit from Managed for ref counting | Enables ref/autoptr usage | | autoptr auto-deletes when scope exits | Use for temporary owned references |

Null Safety Rules

| Rule | Example | |------|---------| | Always check Cast<> results | PlayerBase p = PlayerBase.Cast(entity); if (p) {...} | | Always check GetInventory() | if (player.GetInventory()) {...} | | Always check GetIdentity() | if (player.GetIdentity()) {...} | | Always check GetGame().GetPlayer() | Can be null during init/cleanup |

Security Rules

| Rule | Reason | |------|--------| | Validate on server side | Client can be tampered | | Check GetGame().IsServer() before gameplay logic | Prevent client-side exploitation | | Use RPC callbacks, not direct events | Prevent event spoofing | | Validate player identity on server RPCs | Prevent impersonation |

Mod Structure

MyMod/
├── mod.cpp                    # Mod metadata
├── meta.cpp                   # Workshop metadata (auto-generated)
├── Keys/                      # BIS key for server signing
├── Addons/
│   └── MyMod/
│       ├── config.cpp         # CfgPatches, CfgMods, CfgVehicles
│       ├── $PREFIX$            # Mod prefix file
│       └── scripts/
│           ├── config.cpp     # Script module registration
│           ├── 3_Game/        # Game-level scripts (available everywhere)
│           ├── 4_World/       # World-level scripts (entities, items, players)
│           └── 5_Mission/     # Mission-level scripts (HUD, menus, mission logic)

Anti-Patterns

| Don't | Do | |-------|-----| | GetGame().IsClient() during init | !GetGame().IsDedicatedServer() | | foreach (auto x : GetSomething()) | auto list = GetSomething(); foreach (auto x : list) | | if (flags & FLAG == FLAG) | if ((flags & FLAG) == FLAG) | | ref in function parameters/returns/locals | ref/autoptr only for class member variables | | Add : ParentClass to modded class | modded class already inherits - never add inheritance | | delete obj; | obj = null; (let GC handle cleanup) | | Trust client data in RPCs | Always validate server-side | | GetGame() in hot paths | Use g_Game global (1.28+ optimization) | | SurfaceIsPond() / SurfaceIsSea() | g_Game.GetWaterDepth(pos) <= 0 (much faster) | | GetObjectsAtPosition() frequently | Use static arrays, triggers, or GetScene() | | Empty #ifdef / #endif blocks | Always have content or remove entirely | | Hardcode framework dependencies | Detect at runtime via config.cpp | | Skip null checks on Cast<> | Always check before using result | | Write files outside $saves:/$profile: | FileIO only works in those directories | | Unqualified member names in modded classes | Prefix with mod name: m_MyMod_VarName |


DayZ-Specific Patterns

Modded Class Injection (The DayZ Way)

modded class PlayerBase
{
    override void SetActions(out TInputActionMap InputActionMap)
    {
        super.SetActions(InputActionMap);
        AddAction(MyCustomAction, InputActionMap);
    }
}

RPC Communication (Vanilla)

// Server -> Client
ScriptRPC rpc = new ScriptRPC();
rpc.Write(someData);
rpc.Send(player, ERPCs.RPC_USER_ACTION_MESSAGE, true, player.GetIdentity());

// Client handler
void OnRPC(PlayerIdentity sender, Object target, int rpc_type, ParamsReadContext ctx)
{
    if (rpc_type == ERPCs.RPC_USER_ACTION_MESSAGE)
    {
        ctx.Read(someData);
    }
}

RPC Communication (CF)

// Register
GetRPCManager().AddRPC("MyMod", "MyRPCHandler", this, SingeplayerExecutionType.Both);

// Send
GetRPCManager().SendRPC("MyMod", "MyRPCHandler", new Param1<string>("data"), true, null);

// Handler
void MyRPCHandler(CallType type, ParamsReadContext ctx, PlayerIdentity sender, Object target)
{
    Param1<string> data;
    if (!ctx.Read(data)) return;
    // process data.param1
}

Player Lifecycle Events

OnInit -> InvokeOnConnect -> OnClientReadyEvent -> OnClientDisconnectedEvent -> MissionFinish

Net Sync Variables

class MyEntity extends ItemBase
{
    int m_MyValue;

    void MyEntity()
    {
        RegisterNetSyncVariableInt("m_MyValue", 0, 100);
    }

    void SetMyValue(int val)
    {
        m_MyValue = val;
        SetSynchDirty();
    }

    override void OnVariablesSynchronized()
    {
        super.OnVariablesSynchronized();
        // m_MyValue is now updated on client
    }
}

Related Skills

| Need | Skill | |------|-------| | UI/HUD design | Read scripting/ files for Widget system | | Server administration | Read config/server-config.md | | Expansion modding | Read frameworks/expansion.md | | Version migration | Read compatibility/version-128.md |

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