Skip to main content
Copy the entries below and merge them into your server’s types.xml and events.xml files. Do not replace your existing files — merge only the new entries.
Helicopter vehicles are set to nominal=0 and min=0 by default. This prevents the central economy from automatically spawning or managing helicopter counts. Use the events.xml entries (or your own admin spawning tools) to place helicopters at fixed locations instead.

Download ready-to-go files

Don’t want to copy-paste? Grab a complete, ready-to-merge bundle. It contains types.xml (every helicopter and all door / wheel / item entries), events.xml (fixed-spawn events, off by default), cfgeventspawns.xml (map position template), cfgspawnabletypes.xml (new in v0.4.8: optional battery and parts for helicopters your server spawns), ready-made trader files for TraderPlus, Trader by Dr Jones and DayZ Expansion Market (pre-priced), and a setup README. The same files also ship inside the mod’s Info folder, so everyone who owns the mod already has them.
Merge, don’t replace. Almost every file in this bundle is merged into a file you already have on your server — open your existing types.xml, events.xml, cfgeventspawns.xml and trader config and paste the new entries in. Don’t drop these in to overwrite your server’s files, or you’ll wipe your own setup. The one exception is the Expansion Market .json, which is a new category file you add to your Market folder. The included README spells this out file-by-file.

Helicopters — server files

types · events · cfgeventspawns · 3 trader files · README — all twelve aircraft
How parts spawn: helicopter doors and wheels are livery-specific and set to nominal=0 (tracked for cleanup only — no loot spam). The Battery, Repair Kit, Fuel Drum and Flip Wrench, and from v0.4.8 the six helicopter parts, spawn in loot so players can fit, repair, refuel and right a tipped aircraft, and so can the optional tracker set and Handheld Radar and the Barrel Helicopter parts and tools. Helicopters themselves never auto-spawn — sell them at a trader or enable an event.

Do you even need to edit types.xml?


cfgeconomycore.xml — not required

No cfgeconomycore.xml edit is needed. As of v0.2.1 the helicopters are built on DayZ’s native CarScript base class, which the Central Economy already treats as a vehicle root. Helicopters persist across server restarts automatically — there is nothing to register.
Upgrading from v0.2? v0.2 was built on the Transport class and required a manual <rootclass name="CZAutoz_Helicopter_Script" act="car" reportMemoryLOD="no" /> entry inside the <classes> block of your cfgeconomycore.xml. As of v0.2.1 that entry is no longer used — safely remove it. You should also wipe existing helicopter persistence once when updating, as the save format changed with the base-class migration.

types.xml

Helicopters

All helicopter variants. Economy-managed spawn is disabled by default (nominal=0, min=0). Adjust lifetime to control how long an abandoned helicopter persists before the server removes it.

Doors

Doors that have been removed from a helicopter become physical items in the world. Add these entries so they persist correctly and don’t vanish on server restart.

Barrel Helicopter

The Barrel Helicopter is the one aircraft players build rather than find, so its entries work differently from the rest. The four aircraft and the four part-built frames are listed for persistence only — they never spawn as loot. The thirteen parts and the two tools do spawn, in Industrial. Parts come in the same four colours as the aircraft, but only the red ones spawn: a coloured part comes from cutting a coloured barrel, or from stripping a coloured helicopter, so the coloured part classnames need no types.xml entry.
These fifteen loot entries are the route to the aircraft. If you would rather your traders sold the parts, set every one of them to nominal=0 and min=0 and they will stop appearing in the world.

Required Items

The Helicopter Battery is required to start a helicopter; the Repair Kit, Flip Wrench and Fuel Drum are optional repair, recovery and refuel tools. Add them to your types.xml so the central economy can manage them correctly.

New in v0.4.7

Four new items: the Helicopter Tracker set and the Handheld Radar. All four are optional — leave them out of your loot and traders if you don’t want them on your server (the tracker can also be switched off with tracker.trackerEnabled = 0, and the radar with handheldRadar.enabled = 0).

New in v0.4.8

The six helicopter parts. Leave out any part you have switched off in the parts section of mod_config.json. What each one does is on the Required Items page.
Adjust the nominal, min, and restock values for CZ_HelicopterBattery, CZ_HelicopterRepairKit, CZ_HelicopterFlipWrench and CZ_HeliDrum to match how commonly you want them available on your server. The values above are a reasonable starting point for a mid-rarity loot economy. For CZ_HeliDrum, quantmin/quantmax set how full each drum spawns (20–70%).The fuel drum’s old classname CZAutoz_HeliDrum is now a deprecated compatibility alias — existing entries keep working, but move them to CZ_HeliDrum, as the alias will be hidden in a future release.

cfgspawnabletypes.xml

New in v0.4.8. Helicopters your server spawns itself (through events.xml or the central economy) arrive bare unless cfgspawnabletypes.xml gives them attachments. The bundle has a block for every helicopter. Merge the ones you use into your mission’s cfgspawnabletypes.xml. Each part is rolled separately, so a found helicopter is sometimes ready to fly and sometimes needs a part hunted down. Raise or lower a chance, or delete a line. Helicopters bought from a trader use the trader files instead, which already fit every part.
Turbine oil and hydraulic fluid need no entry: a newly spawned helicopter always starts with both full.

events.xml

Each event entry below places one helicopter variant at a fixed position on the map. Set active=1 to enable a spawn and configure the pos tag with your chosen coordinates. All events default to active=0 so nothing spawns until you explicitly enable it.
These events use position=fixed. You must add a matching <event> position entry in your cfgEventSpawns.xml (or equivalent) with the world coordinates where you want each helicopter to appear.

Using helicopters with traders

Every classname works directly in trader mods — and you don’t have to build the configs yourself. The mod ships ready-made, pre-priced trader files for all three popular systems, inside its Info folder and in the download bundle above. The helicopters, every livery variant and the doors, wheels and equipment items are already listed, with matching prices across all three.
These are merge-in snippets, not replacements. For Dr Jones and TraderPlus you open your existing config and paste the new entries in — don’t overwrite your file, or you’ll wipe your current trader setup. Only the Expansion Market file is a standalone new category file you drop into your Market folder.
In the Expansion Market file, helicopters include SpawnAttachments (Expansion car key, helicopter battery, the v0.4.8 helicopter parts, headlight, and that livery’s doors and wheels) so they’re delivered fully built. Prices are a sensible starting point — edit them to suit your economy. types.xml is not required for trader-only spawning.
Pre-set prices (identical across all three systems, fully adjustable): helicopters range from 400,000 (Barrel Helicopter) and 1,000,000 (MH-6) to 3,500,000 (the two Chinooks and the two Ospreys); doors and wheels 5,000; Battery / Repair Kit / Fuel Drum 25,000 / 18,000 / 12,000; Igniter Plug 12,000, Hydraulic Hoses 15,000, Avionics Computer 40,000, Camera Pod 60,000, Turbine Oil and Hydraulic Fluid 6,000 each. Sell-back is ~27% on vehicles, 40% on parts and items.
Whitelisting still applies, however you spawn them. A CZ Autoz helicopter will spawn and persist on a non-whitelisted server — but your server needs to be registered with CZ Autoz for the helicopters to work — see Common Issues.