Pull the latest Agentic-Z template improvements (agents, skills, conventions, docs) from upstream into your clone, without touching your DayZ mod work in workspace/. Adds the upstream remote on first run, fetches, shows a changelog, then merges only template-managed paths. Re-runs sync-skills automatically. Refuses if your working tree is dirty unless --force is passed.
EnglishWipe ALL template-managed artifacts across every domain so the repo is ready to push. Orchestrator — discovers and runs every domain's -clean-workspace skill in turn (currently just dayz-clean-workspace). Future domains plug in here automatically when they ship their own cleanup skill following the naming convention. Interactive confirmation by default; --yes skips it; --dry-run lists what each domain would clean.
EnglishAdd missing DayZ mod scaffolding pieces (config.cpp stub, $PBOPREFIX$, workbench/dayz.gproj + DayZSetting.xml, README, .gitkeeps) into an EXISTING workspace/ / folder. Idempotent - never overwrites files that are already present. Used by /dayz-import-mod after symlinking an external mod, but also runnable directly when you cloned a mod into workspace/ manually and want the standard skeleton filled in.
EnglishSet up a DayZ test server instance under .server/ /. Copies the mission template from DayZ Server install if missing, creates per-instance serverDZ.cfg + Profiles/ (server -profiles=) and a top-level shared .server/!ClientDiagLogs/ (client -profiles=). Each instance is isolated on the server side so you can run multiple variants of the same map (chernarus, chernarus-hardcore, etc.) without cross-contamination. Refuses if the legacy workspace/server/ layout exists (delete it manually; that layout is no longer supported). Required before /dayz-launch-test for a given instance. Use --refresh-mission to re-copy mission content after a DayZ update.
EnglishPack PNG sprites from /.gui-sources/ / into a DayZ imageset (.imageset + .paa atlas) at /gui/imagesets/ .{imageset,paa}, with a 10px gutter between every sprite. Source PNGs live outside the PBO payload (in .gui-sources/); only the packed atlas + definition file ship. Each subfolder of .gui-sources/ becomes one imageset.
EnglishPack a scaffolded mod from workspace/ / into a .pbo at P:\Mods\@ \Addons\ via DayZ Tools AddonBuilder. Gates on /dayz-preflight, verifies the P:\ \ junction created by /dayz-new-mod, surfaces AddonBuilder output live. Default is binarized output; --clean wipes the target dir first.
EnglishRemove DayZ scaffolds and their deployed artifacts. For each managed mod under workspace/ / (native /dayz-new-mod scaffold OR /dayz-import-mod link), removes the workspace folder/link, the P:\ \ junction (only if it points at our workspace), and the P:\Mods\@ \ deployed dir. For imported mods, the external source folder is NEVER touched - only the link is removed. Never touches mods you didn't scaffold (subscribed/installed mods at !Workshop are safe). --include-server also removes .server/ (refuses if legacy workspace/server/ still exists; delete it manually first). Interactive confirmation by default; --yes skips it.
EnglishBootstrap Community-Online-Tools (COT) admin permissions on a DayZ test server in one shot. Auto-prepends @CF + @Community-Online-Tools to the mod chain, launches the server + client, waits for your character to spawn (detected when COT writes the per-player files), kills the session, grants you the admin role in your Players JSON, flips every 0 to 2 in your personal Permissions/ .txt file, then relaunches. Per-player grant only — Roles/everyone.txt is never touched. Requires /dayz-init + /dayz-add-server + /dayz-build-pbo first.
EnglishProgrammatically add, update, or remove an entry in DayZ's types.xml. Upserts a block with the given attrs (nominal, min, lifetime, restock, cost, category, usage, value, tag). Auto-backs up the file before modifying. Idempotent — re-running with the same args is a no-op or a clean update.
EnglishImport an existing DayZ mod folder (clone or local repo living outside this workspace) into workspace/ / via a directory link, and create the matching P:\ \ junction so the rest of the DayZ skills (build, launch, clean) work on it. Optionally fills in missing scaffold pieces (config.cpp, $PBOPREFIX$, workbench/dayz.gproj) by prompting y/N per piece. Source folder is never moved or copied - the link points at it where it lives.
EnglishFront door for all DayZ work in Agentic-Z. First run is a setup wizard (env check, intent prompts, plan, execute). Every run after drops you into a mission-control hub for the cached project. Wraps the existing /dayz- skills, never replaces them.
EnglishOpen Object Builder (DayZ Tools' .p3d model editor) from the CLI, optionally pointed at a specific .p3d file or mod folder. Spawns detached so the shell returns immediately. Requires /dayz-setup-objectbuilder to have been run once on the machine. Replaces clicking through Steam → DayZ Tools → Object Builder → File → Open.
EnglishLaunch a local DayZ Diag server plus the diag client connecting to it (run-only, does no setup). Verifies the instance has been added via /dayz-add-server; refuses with a clear hint otherwise. Refuses if the legacy workspace/server/ folder still exists (delete it manually; that layout is no longer supported). --server selects the instance (chernarus default). Always loads server alongside client per L2 conventions.
EnglishOpen Enfusion Workbench (DayZ Tools' script + UI editor) from the CLI, optionally pointed at a specific mod's project file. Spawns detached with cwd=P:\ so vanilla data resolves. Default behavior loads the vanilla dayz.gproj shipped with DayZ Tools; --mod loads the per-mod gproj scaffolded by /dayz-new-mod.
EnglishScaffold a new DayZ mod project under workspace/ / with the standard skeleton (config.cpp stub, $PBOPREFIX$, scripts/3Game/4World/5Mission, data, gui, workbench/, README). Workbench folder gets a copy of the official dayz.gproj + DayZSetting.xml from DayZ Tools, with the mod's script paths injected so Workbench can compile vanilla + mod together. First run prompts for an author handle and caches it in .claude/local-memory/.
EnglishAudit and fix DayZ .p3d model files for collision, action targeting, physics, animation, path, and structural issues. Runs py3d-based validation against known-working reference patterns. Also validates config.cpp and .rvmat files for path and property issues. Use this skill whenever: a DayZ mod object has no collision, actions don't appear, the player walks through placed objects, CCTObject raycasts miss, Geometry LOD seems ignored, a model was exported from Blender and doesn't work in-game, textures are missing, animations don't play, or the user says "review the p3d", "check the model", "audit collision", "why no actions", "flag/object has no collision", "audit the mod", "check paths", "validate the model". Also trigger when debugging any placed InventoryBase item. This is the GO-TO skill for P3D and mod structure debugging.
EnglishConvert PNG/TGA images to DayZ-format .paa textures via DayZ Tools' ImageToPAA.exe. Validates the required suffix (co, nohq, smdi) on each input filename so the engine assigns the correct texture role. One-to-one: every input produces a .paa next to itself.
EnglishDayZ particle effects system for Enforce Script modding. Covers the FULL pipeline: .ptc particle files (PLAIN TEXT, creatable programmatically), .emat material files (PLAIN TEXT, Particle/ParticleSprite shaders), .edds textures (standard DDS renamed), GUID reference system, vanilla material library (11 materials with GUIDs). Script API: legacy Particle, ParticleSource (native), ParticleManager (10k pool), SEffectManager wrapper, ParticleList registration. 277 vanilla effects catalog. Includes .ptc 56-property reference, .emat 12-property reference, device integration patterns (OnVarSync toggle, cleanup, overload sparks, generator smoke, sprinkler). Use for: creating custom particles WITHOUT Workbench, playing particles on objects, device lifecycle, SyncVar-driven toggle, EmitorParam tuning, Wiggle API. Consult BEFORE writing ANY particle code. Use alongside enforce-script-reference and dayz-model-pipeline.
EnglishVerify the DayZ modding environment is ready (P:\ mounted, DayZ Tools installed, vanilla data unpacked, workshop deploy folder accessible). Run this before any other DayZ skill. Hard-fails if P:\ is not mounted; warns on the rest.
EnglishScope the agent to a single mod under workspace/ /. Adds deny rules to .claude/settings.local.json that block Edit/Write to OTHER mods' workspace folders, P:\ \ junctions, and P:\Mods\@ \ deploy dirs, so an agent working on Mod A can't accidentally clobber Mod B. Reads stay broad. Use --clear to lift the scope.
EnglishDownload a prebuilt DayZ RAG vector index from the repo's GitHub releases and extract it to ~/.claude/dayz-search-index/, so a fresh clone can use the dayz-rag MCP server without running /dayz-search-index (skipping the ~25-30 min build and Voyage API token cost). Idempotent — checks the existing index's manifest and skips re-download if it matches the release. Use this in place of /dayz-search-index on a fresh machine.
EnglishIndex vanilla DayZ source (Enforce Script, .layout, config.cpp, .rvmat) into a per-user vector database so DayZ agents can do semantic search via the dayz-rag MCP server. One-time setup; rerun with --full after a DayZ update. Required before agents can use the searchdayzsource tool.
EnglishIndex the Bohemia community wiki (community.bistudio.com Category:DayZ + sub-categories) into the same vector DB as /dayz-search-index, so DayZ agents can semantic-search official docs alongside vanilla source. One-time setup per cookie cycle; rerun with --full when content drifts.
EnglishConfigure Object Builder (DayZ Tools' .p3d model editor) on a fresh machine. Imports the default registry settings shipped with DayZ Tools so Object Builder opens with sane window layouts and defaults instead of an empty config. One-time per machine; idempotent. Run before /dayz-launch-objectbuilder on a clean install.
EnglishIncludes Agentic Z Update, Clean Repo, Dayz Add Scaffold, and other workflows.
Supported by the Atlas install prompt. Skill-specific requirements vary.
Pack stats
What’s included
Agentic Z Update
Pull the latest Agentic-Z template improvements (agents, skills, conventions, docs) from upstream into your clone, without touching your DayZ mod work in workspace/. Adds the upstream remote on first run, fetches, shows a changelog, then merges only template-managed paths. Re-runs sync-skills automatically. Refuses if your working tree is dirty unless --force is passed.
Clean Repo
Wipe ALL template-managed artifacts across every domain so the repo is ready to push. Orchestrator — discovers and runs every domain's -clean-workspace skill in turn (currently just dayz-clean-workspace). Future domains plug in here automatically when they ship their own cleanup skill following the naming convention. Interactive confirmation by default; --yes skips it; --dry-run lists what each domain would clean.
Dayz Add Scaffold
Add missing DayZ mod scaffolding pieces (config.cpp stub, $PBOPREFIX$, workbench/dayz.gproj + DayZSetting.xml, README, .gitkeeps) into an EXISTING workspace/ / folder. Idempotent - never overwrites files that are already present. Used by /dayz-import-mod after symlinking an external mod, but also runnable directly when you cloned a mod into workspace/ manually and want the standard skeleton filled in.
Dayz Add Server
Set up a DayZ test server instance under .server/ /. Copies the mission template from DayZ Server install if missing, creates per-instance serverDZ.cfg + Profiles/ (server -profiles=) and a top-level shared .server/!ClientDiagLogs/ (client -profiles=). Each instance is isolated on the server side so you can run multiple variants of the same map (chernarus, chernarus-hardcore, etc.) without cross-contamination. Refuses if the legacy workspace/server/ layout exists (delete it manually; that layout is no longer supported). Required before /dayz-launch-test for a given instance. Use --refresh-mission to re-copy mission content after a DayZ update.
Dayz Build Imageset
Pack PNG sprites from /.gui-sources/ / into a DayZ imageset (.imageset + .paa atlas) at /gui/imagesets/ .{imageset,paa}, with a 10px gutter between every sprite. Source PNGs live outside the PBO payload (in .gui-sources/); only the packed atlas + definition file ship. Each subfolder of .gui-sources/ becomes one imageset.
Dayz Build Pbo
Pack a scaffolded mod from workspace/ / into a .pbo at P:\Mods\@ \Addons\ via DayZ Tools AddonBuilder. Gates on /dayz-preflight, verifies the P:\ \ junction created by /dayz-new-mod, surfaces AddonBuilder output live. Default is binarized output; --clean wipes the target dir first.
Dayz Clean Workspace
Remove DayZ scaffolds and their deployed artifacts. For each managed mod under workspace/ / (native /dayz-new-mod scaffold OR /dayz-import-mod link), removes the workspace folder/link, the P:\ \ junction (only if it points at our workspace), and the P:\Mods\@ \ deployed dir. For imported mods, the external source folder is NEVER touched - only the link is removed. Never touches mods you didn't scaffold (subscribed/installed mods at !Workshop are safe). --include-server also removes .server/ (refuses if legacy workspace/server/ still exists; delete it manually first). Interactive confirmation by default; --yes skips it.
Dayz Cot Bootstrap
Bootstrap Community-Online-Tools (COT) admin permissions on a DayZ test server in one shot. Auto-prepends @CF + @Community-Online-Tools to the mod chain, launches the server + client, waits for your character to spawn (detected when COT writes the per-player files), kills the session, grants you the admin role in your Players JSON, flips every 0 to 2 in your personal Permissions/ .txt file, then relaunches. Per-player grant only — Roles/everyone.txt is never touched. Requires /dayz-init + /dayz-add-server + /dayz-build-pbo first.
Dayz Edit Types
Programmatically add, update, or remove an entry in DayZ's types.xml. Upserts a block with the given attrs (nominal, min, lifetime, restock, cost, category, usage, value, tag). Auto-backs up the file before modifying. Idempotent — re-running with the same args is a no-op or a clean update.
Dayz Import Mod
Import an existing DayZ mod folder (clone or local repo living outside this workspace) into workspace/ / via a directory link, and create the matching P:\ \ junction so the rest of the DayZ skills (build, launch, clean) work on it. Optionally fills in missing scaffold pieces (config.cpp, $PBOPREFIX$, workbench/dayz.gproj) by prompting y/N per piece. Source folder is never moved or copied - the link points at it where it lives.
Dayz Init
Front door for all DayZ work in Agentic-Z. First run is a setup wizard (env check, intent prompts, plan, execute). Every run after drops you into a mission-control hub for the cached project. Wraps the existing /dayz- skills, never replaces them.
Dayz Launch Objectbuilder
Open Object Builder (DayZ Tools' .p3d model editor) from the CLI, optionally pointed at a specific .p3d file or mod folder. Spawns detached so the shell returns immediately. Requires /dayz-setup-objectbuilder to have been run once on the machine. Replaces clicking through Steam → DayZ Tools → Object Builder → File → Open.
Dayz Launch Test
Launch a local DayZ Diag server plus the diag client connecting to it (run-only, does no setup). Verifies the instance has been added via /dayz-add-server; refuses with a clear hint otherwise. Refuses if the legacy workspace/server/ folder still exists (delete it manually; that layout is no longer supported). --server selects the instance (chernarus default). Always loads server alongside client per L2 conventions.
Dayz Launch Workbench
Open Enfusion Workbench (DayZ Tools' script + UI editor) from the CLI, optionally pointed at a specific mod's project file. Spawns detached with cwd=P:\ so vanilla data resolves. Default behavior loads the vanilla dayz.gproj shipped with DayZ Tools; --mod loads the per-mod gproj scaffolded by /dayz-new-mod.
Dayz New Mod
Scaffold a new DayZ mod project under workspace/ / with the standard skeleton (config.cpp stub, $PBOPREFIX$, scripts/3Game/4World/5Mission, data, gui, workbench/, README). Workbench folder gets a copy of the official dayz.gproj + DayZSetting.xml from DayZ Tools, with the mod's script paths injected so Workbench can compile vanilla + mod together. First run prompts for an author handle and caches it in .claude/local-memory/.
Dayz P3d Audit
Audit and fix DayZ .p3d model files for collision, action targeting, physics, animation, path, and structural issues. Runs py3d-based validation against known-working reference patterns. Also validates config.cpp and .rvmat files for path and property issues. Use this skill whenever: a DayZ mod object has no collision, actions don't appear, the player walks through placed objects, CCTObject raycasts miss, Geometry LOD seems ignored, a model was exported from Blender and doesn't work in-game, textures are missing, animations don't play, or the user says "review the p3d", "check the model", "audit collision", "why no actions", "flag/object has no collision", "audit the mod", "check paths", "validate the model". Also trigger when debugging any placed InventoryBase item. This is the GO-TO skill for P3D and mod structure debugging.
Dayz Pack Texture
Convert PNG/TGA images to DayZ-format .paa textures via DayZ Tools' ImageToPAA.exe. Validates the required suffix (co, nohq, smdi) on each input filename so the engine assigns the correct texture role. One-to-one: every input produces a .paa next to itself.
Dayz Particles
DayZ particle effects system for Enforce Script modding. Covers the FULL pipeline: .ptc particle files (PLAIN TEXT, creatable programmatically), .emat material files (PLAIN TEXT, Particle/ParticleSprite shaders), .edds textures (standard DDS renamed), GUID reference system, vanilla material library (11 materials with GUIDs). Script API: legacy Particle, ParticleSource (native), ParticleManager (10k pool), SEffectManager wrapper, ParticleList registration. 277 vanilla effects catalog. Includes .ptc 56-property reference, .emat 12-property reference, device integration patterns (OnVarSync toggle, cleanup, overload sparks, generator smoke, sprinkler). Use for: creating custom particles WITHOUT Workbench, playing particles on objects, device lifecycle, SyncVar-driven toggle, EmitorParam tuning, Wiggle API. Consult BEFORE writing ANY particle code. Use alongside enforce-script-reference and dayz-model-pipeline.
Dayz Preflight
Verify the DayZ modding environment is ready (P:\ mounted, DayZ Tools installed, vanilla data unpacked, workshop deploy folder accessible). Run this before any other DayZ skill. Hard-fails if P:\ is not mounted; warns on the rest.
Dayz Scope Mod
Scope the agent to a single mod under workspace/ /. Adds deny rules to .claude/settings.local.json that block Edit/Write to OTHER mods' workspace folders, P:\ \ junctions, and P:\Mods\@ \ deploy dirs, so an agent working on Mod A can't accidentally clobber Mod B. Reads stay broad. Use --clear to lift the scope.
Dayz Search Download
Download a prebuilt DayZ RAG vector index from the repo's GitHub releases and extract it to ~/.claude/dayz-search-index/, so a fresh clone can use the dayz-rag MCP server without running /dayz-search-index (skipping the ~25-30 min build and Voyage API token cost). Idempotent — checks the existing index's manifest and skips re-download if it matches the release. Use this in place of /dayz-search-index on a fresh machine.
Dayz Search Index
Index vanilla DayZ source (Enforce Script, .layout, config.cpp, .rvmat) into a per-user vector database so DayZ agents can do semantic search via the dayz-rag MCP server. One-time setup; rerun with --full after a DayZ update. Required before agents can use the searchdayzsource tool.
Dayz Search Wiki Index
Index the Bohemia community wiki (community.bistudio.com Category:DayZ + sub-categories) into the same vector DB as /dayz-search-index, so DayZ agents can semantic-search official docs alongside vanilla source. One-time setup per cookie cycle; rerun with --full when content drifts.
Dayz Setup Objectbuilder
Configure Object Builder (DayZ Tools' .p3d model editor) on a fresh machine. Imports the default registry settings shipped with DayZ Tools so Object Builder opens with sane window layouts and defaults instead of an empty config. One-time per machine; idempotent. Run before /dayz-launch-objectbuilder on a clean install.
Showing 24 of 27 skills. Use the list’s page controls above to explore the rest.
Quick start
- Choose your skills. Select individual skills above, or choose the entire pack.
- Copy the install prompt. Use Copy install prompt above the list.
- Send it to your agent. Paste into your coding agent’s chat. Your agent reviews the source and guides the setup.
Try it with your agent
After installation, start with a request like:
Use the Agentic Z Update skill to help with my task.
Ask me for the context you need before getting started.Requirements & license
- A coding agent that can access your project files and install skills.
- Your agent checks each skill’s instructions, dependencies, and permissions during setup.
- License details are not provided in these listings. Check the author’s terms before using the skills.