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This is almost always whitelisting. On a non-whitelisted server the vehicles spawn and persist but the engine is disabled by design.
  1. Open the dated whitelist log $profile:\CZAutoz_Whitelist_YYYY-MM-DD.log on your server and look for the vehicle’s RESULT line.
  2. If it says NOT REGISTERED, the server IP isn’t on that mod’s whitelist — whitelist it in #ip-whitelisting.
  3. If it says PORT MISMATCH, the registered IP is right but the port doesn’t match — re-check the -port your server runs on.
  4. If it says COULD NOT VERIFY (NETWORK), your host is blocking the server’s outbound internet — allow it, and the check will pass on retry.
Once you’ve whitelisted, you don’t need to restart — a vehicle whose check previously failed re-verifies automatically the next time someone starts its engine, so just hop in and start the car. (A server restart also forces a fresh check.)
DayZ 1.29 changed how vehicle lights work, which left lights stuck off on older builds. Update to the latest version of the pack/tier (see the Vehicles Changelog) — every vehicle has been migrated to the 1.29 light system.Separately, on versions before v2.7 some vehicles showed only part of their rear cluster — brake/reverse/tail segments on the boot lid or tailgate stayed dark for other players (the Urus’s brake lights were invisible entirely). The Planted Update (v2.7) fixed the full cluster on every vehicle and colour variant, so if you see dark segments, update.Lights only show when the engine is running and a working battery is fitted — so if the engine won’t start (see above), the lights won’t either.
This was addressed across the Handling Resimulation & All-Wheel Drive update and finished in The Planted Update (v2.7) — the fleet was resimulated onto all-wheel drive, every car’s true weight balance was measured from its 3D model and corrected, over-stiff springs were softened, and first-gear power was matched to real tyre grip. Wheelspin, rear-end sliding and loose launches are gone on the current version.Update to the latest version of the pack/tier or single-vehicle mod (see the Vehicles Changelog). It’s a drop-in PBO update — no types.xml or server-config changes needed.
No. As of the DayZ 1.29 release the vehicle mods no longer depend on Community Framework. You can remove @CF from your load order unless another mod on your server still requires it. Removing CF will not affect the vehicles.
A spawn problem is a loot/economy or load-order issue, not whitelisting (whitelisting only affects the engine, not spawning):
  • Make sure the vehicle’s classnames (and its wheels/doors) are in your types.xml or placed via your trader/events.
  • Make sure the mod pack is loaded on both client and server, and the PBOs are signed with a key present in the server Keys\ folder.
No — a pack/tier and a standalone mod of the same vehicle both define that vehicle, so loading both at once will conflict. Run either the pack or the standalone for a given vehicle, not both.
The vehicles use vanilla DayZ car parts: a car battery, spark plug, radiator (where applicable), and their wheels. There are no custom battery/part items to add to your economy — only the vehicle’s own classnames, wheels and doors.

Still stuck?

Open a support ticket

Reach the CZ Autoz team in the Discord support channel