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Agentic-Z

An AI Agent Stack for DayZ Modding, with first-class support for Claude Code, Codex, and Gemini. Install it as a plugin (or clone the repo), point it at your mod project, and your AI shows up DayZ-fluent on day one — opinionated rules, specialist agents, slash-command skills, and a local RAG over the vanilla engine source.

Quick start

Install the plugin from any Claude Code session, then run the wizard:

~ // claude code — agentic-z install
# 1. Add the marketplace + install the plugin
>/plugin marketplace add DayZ-n-Chill/Agentic-Z
>/plugin install agentic-z@dayz-n-chill
 
# 2. Run the wizard — env check, scaffold, build, launch
>/dayz-init
 
# That's it. Wizard scaffolds |, builds the PBO, and launches diag.

Two install paths (plugin or clone), full prerequisites, and troubleshooting on the Install & Setup page.

DayZ Modding workflow

/dayz-init is the front door — one slash command takes you from empty repo to mod-loaded-in-DayZ. First run is a setup wizard (env check, intent prompts, plan, execute). Every run after that drops you into a mission-control hub for the cached project: build & launch, stop diag, tail server log, open Workbench / Object Builder, switch project, etc.

The wizard wraps the lower-level skills below. Power users can still call them directly when they want surgical control.

CommandPurpose
/dayz-initFront door. Setup wizard on first run, mission-control hub thereafter
/dayz-preflightVerify environment (P:\ mounted, Tools installed, vanilla data extracted)
/dayz-workdriveMount P:\ without opening DayZ Tools (auto-resolves work drive from settings.ini)
/dayz-new-modScaffold workspace/<ModName>/ + create P:\<ModName>\ junction
/dayz-import-modSymlink an existing mod folder into the workspace + create the junction
/dayz-build-pboPack and deploy to P:\Mods\@<ModName>\Addons\<ModName>.pbo
/dayz-add-serverSet up a test server instance under .server/<instance>/
/dayz-launch-testStart local Diag server + client with the mod loaded
/dayz-stop-testKill running DayZDiag_x64.exe processes
/dayz-cot-bootstrapOne-shot Community-Online-Tools admin setup
/dayz-pack-texturePNG/TGA → .paa via ImageToPAA
/dayz-edit-typesProgrammatically edit a single <type> in types.xml
/dayz-split-typesSplit monolithic types.xml into 18 categorized files
/dayz-search-downloadPull prebuilt vector index from GitHub releases (recommended fast path)
/dayz-search-indexBuild the semantic-search index over vanilla DayZ source yourself
/dayz-search-wiki-indexIndex the Bohemia community wiki into the same DB
/dayz-clean-workspaceRemove DayZ scaffolds and their deployed artifacts

Specialist tools (deep work): /dayz-p3d-audit, /dayz-p3d-debin, /dayz-particles.

MCP server: dayz-rag — exposes search_dayz_source, search_dayz_wiki, get_dayz_file, list_indexed_sources to every DayZ specialist agent. Backed by the index built via /dayz-search-index + /dayz-search-wiki-index.

Full walkthrough with prerequisites, env vars, and troubleshooting: dayz-modding.

DayZ specialist agents

Specialist agents live under .claude/agents/ and cover the major DayZ surfaces:

AgentFocus
dayz-asset-specialist.p3d / .paa / .rvmat and Workbench asset integration
dayz-config-specialistconfig.cpp, CfgPatches, CfgVehicles, CfgWeapons, hidden selections
dayz-map-specialistTerrain Builder, DayZ Editor, map objects, clutter, surfaces
dayz-mod-debuggerLog/RPT/crash analysis, BattlEye diagnosis, performance profiling
dayz-mod-reviewerAudit workspace/<ModName>/ for convention compliance; routes findings to the right specialist
dayz-object-builder.p3d LODs, named selections, geometry, damage zones
dayz-script-specialistEnforce Script — modded classes, RPCs, replication, gameplay logic
dayz-server-admintypes.xml, init.c, cfggameplay.json, server performance
dayz-ui-specialist.layout files, widget scripting, HUD/menu, UI theme/color
dayz-workbench-specialistWorkbench plugin development (editor-time tooling)

Plus agent-creator for scaffolding new agent definitions to the standard template.

Where to next