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SDZ Utopia Legacy Airdrop V1.5 β€” Configuration Reference

This ReadMe functions as a Configuration Guide for the SDZ Utopia Legacy Airdrop Mod. The mod features server-driven airdrops for DayZ. The mod periodically dispatches an aircraft that flies into a designated drop zone, releases a parachuted package, and spawns a crate, container, or vehicle cage on the ground for players to find and loot. Configurable map markers, configurable schedules, three-tier obstruction avoidance, optional AI hostiles, and player-fired flare drops are all included.

What this mod does

Each drop cycle runs the following pipeline:

  1. Pick a drop zone at random from your dropLocations list.
  2. Validate the drop point via a 3-tier ladder. Each candidate position is checked against sea/slope/tree/building/object/static-fence. If the configured radius is fully blocked, the radius expands. If 30 attempts fail, the drop is rejected (logged), and the scheduler moves on to the next cycle.
  3. Spawn the carry aircraft 3000 m from the drop point, flying toward it at heliSpeed m/s at altitude heliHeightFromGround m.
  4. Attach the carry visual beneath the aircraft (an openable crate/container/cage with no parachute mesh).
  5. Add a map marker at the drop point so players can see incoming drops.
  6. On reaching the target, swap the carry visual for the parachute version and let it descend.
  7. On landing, spawn the actual reward: a loot-stocked crate, a cargo container, or a fully-attached drivable vehicle in a vehicle cage.
  8. Optional AI hostiles spawn near the landing point to defend the drop.
  9. Auto-cleanup after dropCrateContainerLifetimeInSeconds.

Everything is configured via UtopiaAirdropSettings.json in this folder. Edits take effect on next server restart.

Install in your serverpack

Utopia Airdrop ships as four PBOs. Each goes in a specific place:

PBOWhere it goesWhy
Utopia_Airdrop.pboClient serverpack addons/The 224 MB asset PBO (models, textures, particles for planes, parachutes, crates, flares).
Utopia_Airdrop_Scripts.pboClient serverpack addons/The gameplay scripts. Both server and clients need it loaded.
Utopia_Core.pboClient serverpack addons/The framework PBO (drill rig, radio, marker integration, logger). Required by the airdrop scripts.
Utopia_CoreServer.pboServer-only @Utopia_CoreServer/addons/The auth-stub PBO. Server-side only β€” DO NOT include in your client serverpack.

Step-by-step: bundle into a Workshop serverpack

1. Lay out the @-folder structure

@MyServerPack/
    addons/
        Utopia_Airdrop.pbo                  // + .bisign next to each
        Utopia_Airdrop.pbo.MyKey_v1.bisign
        Utopia_Airdrop_Scripts.pbo
        Utopia_Airdrop_Scripts.pbo.MyKey_v1.bisign
        Utopia_Core.pbo
        Utopia_Core.pbo.MyKey_v1.bisign
        // + your other mods in the pack (LBmaster, etc.)
    keys/
        MyKey_v1.bikey
    meta.cpp                                // written by Publisher.exe on first publish

2. Server-side mod folder (separate from the pack)

@Utopia_CoreServer/
    addons/
        Utopia_CoreServer.pbo
        Utopia_CoreServer.pbo.MyKey_v1.bisign      // optional but recommended

Drop this folder into your server's servers/dayz/<servername>/ directory alongside @CF, @Dabs_Framework, etc.

3. Server start command

Client mods (the serverpack) go in -mod=; server-only mods go in -serverMod=:

./DayZServer \
  -config=serverDZ.cfg \
  -port=2302 \
  -profiles=profiles \
  -mod=@CF;@Dabs_Framework;@MyServerPack \
  -serverMod=@Utopia_CoreServer

4. Client-side install (for your players)

Players subscribe to your serverpack on the Steam Workshop. DayZ Launcher resolves the subscription automatically β€” no manual file copying required on the player side.

Naming tip: on the SERVER side, the engine reads @<modname>/ folders. On the CLIENT side, DayZ Launcher passes mods to the engine by Workshop ID. The names just need to be consistent between your serverpack's meta.cpp name = "..." field and the folder name (spaces become underscores).

5. Profile config

The first server start auto-creates profiles/Utopia_Airdrop/UtopiaAirdropSettings.json with defaults. Edit that file (see Quick start) and restart.

Quick start

Open the file UtopiaAirdropSettings.json in any text editor. The JSON is annotated with _comment_* keys describing each section β€” these are ignored by the mod, safe to keep or remove. Make changes, save, restart the server.

Minimal config β€” drops one crate every 30 min at NW Airfield

{
  "heliSpeed": 50.0,
  "heliHeightFromGround": 250,
  "startDelayMin": 10,
  "pkgIntervalMin": 30,
  "dropCrateContainerLifetimeInSeconds": 1800,
  "minPlayersToStartAirdrop": 1,
  "validateDropPosition": 1,
  "planeType": "Utopia_S64_Skycrane",
  "showHelicopterForCrateDrops": 1,
  "leftBottomCornerMap": [0.0, 0.0, 0.0],
  "rightUpCornerMap": [14900.0, 0.0, 14000.0],
  "dropLocations": [{
    "name": "NW Airfield",
    "dropPosition": [4640.0, 0.0, 10000.0],
    "radius": 50,
    "planeType": "",
    "airdropContainers": [{
      "containerName": "Utopia_Crate_Parachute",
      "lootPools": ["Tier 1"]
    }],
    "creaturesToSpawn": [],
    "numberOfCreatures": 0
  }],
  "lootPools": [{
    "lootPoolName": "Tier 1",
    "maxItems": 5,
    "items": [
      {"name":"AKM","quantity":1,"spawnChance":100,"attachments":[]},
      {"name":"M4A1","quantity":1,"spawnChance":100,"attachments":[]},
      {"name":"Ammo_762x39","quantity":4,"spawnChance":100,"attachments":[]},
      {"name":"Ammo_556x45","quantity":4,"spawnChance":100,"attachments":[]},
      {"name":"TacticalBaconCan","quantity":4,"spawnChance":100,"attachments":[]}
    ]
  }],
  "flareAirdropContainers": []
}

Common recipes

1. Fast-cycle testing schedule

Use these values when you're iterating and want a drop every couple of minutes:

"startDelayMin": 1,            // first drop 1 min after server boot
"pkgIntervalMin": 2,           // then every 2 minutes
"dropCrateContainerLifetimeInSeconds": 60,
"removeNettingTimeInSeconds": 5,
"minPlayersToStartAirdrop": 0,    // fire even with nobody online
"heliSpeed": 50.0                 // 60-sec flight at 3000m offset

2. Production schedule

"startDelayMin": 15,
"pkgIntervalMin": 45,
"dropCrateContainerLifetimeInSeconds": 3600,  // 1 hour on the ground
"removeNettingTimeInSeconds": 30,
"minPlayersToStartAirdrop": 3,
"heliSpeed": 80.0                        // 37-sec flight

3. Drop a specific car with full attachments (drivable)

{
  "lootPoolName": "Car - Hatchback Black",
  "maxItems": 1,
  "items": [{
    "name": "Hatchback_02_Black",
    "quantity": 1,
    "spawnChance": 100,
    "attachments": [
      {"attachName":"SparkPlug","quantity":1},
      {"attachName":"CarBattery","quantity":1},
      {"attachName":"Hatchback_02_Wheel","quantity":1},
      {"attachName":"Hatchback_02_Wheel","quantity":1},
      {"attachName":"Hatchback_02_Wheel","quantity":1},
      {"attachName":"Hatchback_02_Wheel","quantity":1},
      {"attachName":"Hatchback_02_Wheel","quantity":1},
      {"attachName":"Hatchback_02_Door_1_1","quantity":1},
      {"attachName":"Hatchback_02_Door_1_2","quantity":1},
      {"attachName":"Hatchback_02_Door_2_1","quantity":1},
      {"attachName":"Hatchback_02_Door_2_2","quantity":1},
      {"attachName":"Hatchback_02_Hood","quantity":1},
      {"attachName":"Hatchback_02_Trunk","quantity":1},
      {"attachName":"HeadlightH7","quantity":2}
    ]
  }]
}
A car missing SparkPlug, CarBattery, or any wheel won't start. Doors/hood/trunk/headlights are cosmetic but recommended.

4. Mixed-vehicle pool β€” random pick from 3 cars

Set maxItems = 1 so only one is picked. Each item's spawnChance is a probability weight.

{
  "lootPoolName": "Mixed Vehicles",
  "maxItems": 1,
  "items": [
    {"name":"Hatchback_02_Black","quantity":1,"spawnChance":50,"attachments":[...]},
    {"name":"OffroadHatchback","quantity":1,"spawnChance":30,"attachments":[...]},
    {"name":"Truck_01_Covered","quantity":1,"spawnChance":20,"attachments":[...]}
  ]
}

5. Tiered crate loot (rare vs common items)

{
  "lootPoolName": "High-tier Crate",
  "maxItems": 8,
  "items": [
    {"name":"M4A1",         "quantity":1,"spawnChance":100,"attachments":[]},
    {"name":"AKM",          "quantity":1,"spawnChance":100,"attachments":[]},
    {"name":"VSS",          "quantity":1,"spawnChance":15, "attachments":[]},   // rare
    {"name":"NVGoggles",    "quantity":1,"spawnChance":5,  "attachments":[]},   // very rare
    {"name":"PlateCarrierVest","quantity":1,"spawnChance":40,"attachments":[]},
    {"name":"Ammo_762x39",  "quantity":8,"spawnChance":100,"attachments":[]},
    {"name":"Ammo_556x45",  "quantity":8,"spawnChance":100,"attachments":[]},
    {"name":"TacticalBaconCan","quantity":4,"spawnChance":100,"attachments":[]}
  ]
}

6. Medical-themed crate

{
  "lootPoolName": "Medical Crate",
  "maxItems": 10,
  "items": [
    {"name":"FirstAidKit",         "quantity":2,"spawnChance":100,"attachments":[]},
    {"name":"BandageDressing",     "quantity":10,"spawnChance":100,"attachments":[]},
    {"name":"BloodTestKit",        "quantity":3,"spawnChance":100,"attachments":[]},
    {"name":"BloodBagEmpty",       "quantity":3,"spawnChance":100,"attachments":[]},
    {"name":"IVBloodBag",          "quantity":3,"spawnChance":100,"attachments":[]},
    {"name":"InjectionVial",       "quantity":2,"spawnChance":100,"attachments":[]},
    {"name":"Epinephrine",         "quantity":2,"spawnChance":100,"attachments":[]},
    {"name":"Morphine",            "quantity":2,"spawnChance":100,"attachments":[]},
    {"name":"PainkillerTablets",   "quantity":4,"spawnChance":100,"attachments":[]},
    {"name":"TetracyclineAntibiotics","quantity":3,"spawnChance":100,"attachments":[]}
  ]
}

7. Building-supplies crate

{
  "lootPoolName": "Building Supplies",
  "maxItems": 12,
  "items": [
    {"name":"Nail",          "quantity":50,"spawnChance":100,"attachments":[]},
    {"name":"WoodenPlank",   "quantity":20,"spawnChance":100,"attachments":[]},
    {"name":"MetalSheet",    "quantity":6, "spawnChance":100,"attachments":[]},
    {"name":"MetalWire",     "quantity":5, "spawnChance":100,"attachments":[]},
    {"name":"Hammer",        "quantity":1, "spawnChance":100,"attachments":[]},
    {"name":"Pliers",        "quantity":1, "spawnChance":100,"attachments":[]},
    {"name":"Sledgehammer",  "quantity":1, "spawnChance":100,"attachments":[]},
    {"name":"CombinationLock","quantity":3, "spawnChance":100,"attachments":[]}
  ]
}

8. Single-zone server β€” drops only at one location

Remove all but one entry from dropLocations:

"dropLocations": [{
  "name": "NW Airfield",
  "dropPosition": [4640.0, 0.0, 10000.0],
  "radius": 100,                     // wider drop zone
  "airdropContainers": [{
    "containerName": "Utopia_Crate_Parachute",
    "lootPools": ["Tier 1"]
  }]
}]

9. Mixed-container zone β€” random crate/container/vehicle at one spot

Multiple airdropContainers entries at one location β†’ the mod picks one at random per drop:

{
  "name": "NW Airfield",
  "dropPosition": [4640.0, 0.0, 10000.0],
  "radius": 50,
  "airdropContainers": [
    {"containerName":"Utopia_Crate_Parachute",    "lootPools":["High-tier Crate"]},
    {"containerName":"Utopia_Container_Parachute","lootPools":["Building Supplies"]},
    {"containerName":"Utopia_Car_Parachute",      "lootPools":["Car - Hatchback Black"]}
  ]
}

10. Boss event β€” heavy AI defense + premium loot

{
  "name": "Tisy Military",
  "dropPosition": [1600.0, 0.0, 14600.0],
  "radius": 80,
  "airdropContainers": [{
    "containerName": "Utopia_Container_Parachute",
    "lootPools": ["Boss Premium Loot"]
  }],
  "creaturesToSpawn": [
    "ZmbM_SoldierNormal_Base",
    "ZmbM_SoldierNormal_Base",
    "ZmbM_SoldierNormal_Base",
    "ZmbM_PatrolNormal_Autumn",
    "ZmbM_PatrolNormal_Autumn"
  ],
  "numberOfCreatures": 5
}

11. Silent drop β€” no helicopter visible

Set the visibility flag to 0 β†’ the container teleport-spawns at altitude and just falls. No aircraft sound, no flight path:

"showHelicopterForCrateDrops": 0,
"showHelicopterForContainerDrops": 0,
"showHelicopterForVehicleDrops": 0

12. Use a different aircraft per location

// Global default = Skycrane
"planeType": "Utopia_S64_Skycrane",
...
"dropLocations": [
  {
    "name": "NW Airfield",
    "planeType": "Utopia_S64_Skycrane",    // heavy lift for cars
    ...
  },
  {
    "name": "Berezino",
    "planeType": "Utopia_V22_Osprey",      // tiltrotor
    ...
  }
]

13. Recolor map markers

Override the default marker color (yellow) per drop type:

"crateMapMarkerColor":    [255, 255, 0],   // crates β†’ yellow
"containerMapMarkerColor":[0,   200, 255], // containers β†’ cyan
"vehicleMapMarkerColor":  [255, 0,   0]    // vehicles β†’ red

Leave any of these empty ([]) to use the default.

14. Disable validator entirely (drops land anywhere)

Skips the 3-tier ladder. Drops will sometimes land in buildings/trees but never get rejected:

"validateDropPosition": 0

15. Wide-area drop zone (player exploration)

Bigger radius = more spread:

{
  "name": "Whole NW Region",
  "dropPosition": [5000.0, 0.0, 9500.0],
  "radius": 600,                      // 600m search zone, big map marker
  ...
}

16. Custom map (non-Chernarus)

Set the map bounds to match your terrain (in metres). For Livonia: 12800Γ—12800. For Namalsk: 12800Γ—12800. For Sakhal: 14336Γ—14336:

"leftBottomCornerMap":  [0.0, 0.0, 0.0],
"rightUpCornerMap":    [14336.0, 0.0, 14336.0]

This affects where the carrier aircraft can spawn (3000 m offset from drop). If a location is closer than 3000 m to the map edge, the aircraft spawn position gets clamped to the boundary.

17. Custom flare drop β€” player flares spawn vehicles

"flareAirdropContainers": [{
  "containerName": "Utopia_Car_Parachute",
  "lootPools": ["Car - Hatchback Black"],
  "itemName": "UtopiaAirdropFlare",
  "planeType": "",
  "creaturesToSpawn": []
}]

Global settings

KeyTypeDefaultDescription
versionstring"1.5"Mod version identifier. Don't change.
heliHeightFromGroundint (m)250Altitude above the terrain at which the carrier aircraft flies. Higher = more dramatic, longer parachute descent.
heliSpeedfloat (m/s)50.0Carrier aircraft cruise speed. 50 = leisurely (60 s for 3000 m approach), 100 = fast, 200 = blink-and-miss.
fallSpeedfloat0.0Forced descent rate for the falling container. 0 = use parachute physics (default). >0 = override (faster).

Schedule & lifecycle

KeyTypeDescription
startDelayMinint (min)Minutes after server boot before the first drop fires.
pkgIntervalMinint (min)Minutes between drops thereafter.
dropCrateContainerLifetimeInSecondsint (sec)How long a landed crate/container exists before auto-cleanup. Cars are typically left longer or set higher.
removeNettingTimeInSecondsint (sec)How long after landing before the parachute netting around the crate auto-removes (visual cleanup).
minPlayersToStartAirdropintMinimum number of online players required for the scheduler to fire a drop. Set to 0 for autonomous testing without a connected client.
awayMinfloat (min)Legacy field, currently ignored by the mod.

Plane / aircraft

ClassStyleNotes
Utopia_S64_SkycraneHeavy lift helicopterDefault. Designed for vehicle drops; the cage hangs visibly underneath.
Utopia_V22_OspreyTiltrotorVTOL military transport.

Visibility toggles

KeyEffect when 0
showHelicopterForCrateDropsCrate drops teleport-spawn at altitude; no aircraft is visible.
showHelicopterForContainerDropsSame for container drops.
showHelicopterForVehicleDropsSame for vehicle drops.
airDescentSmokeVertical smoke trail behind the falling parachute is suppressed during descent.
groundLandingSmokeComposite landing effect (fire flash + sparks + smoke pillar) on the container after it lands is suppressed.

Drop-position validator

If validateDropPosition is 1, the mod runs a 3-tier ladder before each drop:

TierSearch radiusObject clearanceAttemptsPurpose
1 strictconfigured4 m10Open ground drop
2 relaxedconfigured2 m10Lets drops land in towns near walls/doorways
3 expandedradius Γ— 24 m10Drift outside the zone if fully built up

Each rejection is tagged with a reason: sea, slope, tree, building, object, static_wall_fence. If all 30 attempts fail, the drop is rejected and the scheduler moves on. The log captures a per-reason breakdown of the failure.

Map markers

KeyDescription
mapDisplayPackageStatusIf 1, the marker label cycles through three states: (incoming) while the plane is in transit, (dropped) after the crate lands and is openable, (looted) after a player opens it.
crateMapMarkerColor[r, g, b] override for crate-drop marker color. Empty = default amber.
containerMapMarkerColorSame for container drops.
vehicleMapMarkerColorSame for vehicle drops.
showMarkerForFlareDropIf 1, player-fired flare drops also get a map marker.

Marker shape is a circle with diagonal-stripe (striked) fill matching the drop accuracy radius.

Drop locations

Each entry under dropLocations[] is a preset zone. The scheduler picks one at random per cycle. Fields:

FieldTypeDescription
namestringZone label shown in chat messages and map markers.
dropPosition[x, y, z]Centre of the drop zone. y is overridden at runtime with SurfaceY(x, z) β€” you can leave y = 0.
radiusint (m)Drop accuracy radius. Also drives the map marker circle radius.
planeTypestringOverride aircraft for this zone. Empty string = use the global planeType.
airdropContainersarrayList of possible drop containers. One is picked at random per drop. Lets you mix car/crate/container at the same zone.
creaturesToSpawnarray of classnamesAI hostiles spawned near the drop on landing.
numberOfCreaturesintHow many creatures from the list to actually spawn.

Container types

Container behaviour is inferred from containerName β€” you no longer need an explicit isCarDrop field in your JSON. The mod walks the CfgVehicles inheritance chain on load; anything that extends Utopia_Car_Parachute is treated as a vehicle drop. The legacy isCarDrop bool is still honoured if present (older configs keep working unchanged).

TypecontainerNameWhat it produces
CRATEUtopia_Crate_ParachuteSmall openable airdrop crate. Pool items = small inventory items.
CONTAINERUtopia_Container_ParachuteLarge openable cargo container. Pool items = larger items / supplies.
CARUtopia_Car_ParachuteVehicle drop. Pool's first item = vehicle classname; attachments[] = pre-installed parts.

Loot pools

Top-level lootPools[] defines named pools. Each airdropContainer references one or more via lootPools: ["Pool Name"]. Schema:

{
  "lootPoolName": "My Pool",        // referenced by name
  "maxItems": 5,                    // max items to actually pick per drop
  "rarity": 1,                      // optional, default 1. Weight when this pool competes with others β€” see below
  "items": [
    {
      "name":        "AKM",           // classname (any loaded mod's class works)
      "quantity":    1,               // stack size
      "spawnChance": 100,             // 0–100 probability weight
      "attachments": [                  // pre-installed sub-items
        {"attachName": "AK_PlasticBttstck", "quantity": 1},
        {"attachName": "Mag_AKM_30Rnd",      "quantity": 2}
      ]
    }
  ]
}

Debug decision trace

Setting "debugDecisions": true at the top level of the settings JSON makes the validator + landing snap emit a per-candidate decision trace to profiles/Utopia_Logs/AirdropLog/AirdropLog_*.log (and to RPT) under the tag [AIRDROP-DEBUG]. Use it to stress-test a custom settings file against hundreds of simulated drops, then grep the logs β€” much faster than visual screenshot verification.

"debugDecisions": true

Example output around a single drop:

[AIRDROP-DEBUG] === START validator for NW Airfield (center=<4640,0,10000> radius=60m) ===
[AIRDROP-DEBUG] validator: pos=<4621.3,72.5,10024.1> terrainY=72.5 trueY=78.2 delta=5.7 slopeMaxDiff=0.4 clearance=8
[AIRDROP-DEBUG]   β†’ REJECT overObject (trueY 78.2 > terrainY 72.5 + 0.5m)
[AIRDROP-DEBUG] validator: pos=<4659.8,72.6,9988.4> terrainY=72.6 trueY=72.6 delta=0.0 slopeMaxDiff=1.1 clearance=8
[AIRDROP-DEBUG]   β†’ ACCEPT (no rejections)
[AIRDROP-DEBUG] landing snap: pos=<4659.8,72.6,9988.4> terrainY=72.6 trueY=72.6 delta=0.0 (>0 = on roof/floor)

Decision tags you'll see:

Leave debugDecisions off in production. Volume is roughly 10–30 lines per drop. Turn on, run a test session, turn off again.

Lootpool rarity (weighted selection)

When an airdropContainer references more than one pool via lootPools: ["A", "B", "C"], the mod picks one at drop time. By default each pool is equally likely. Setting the optional rarity field on a pool definition changes its weight in that pick.

Example β€” common medical drops, rare weapon drops, very rare premium drops from the same container:

{
  "lootPools": [
    { "lootPoolName": "Medical Crate",  "rarity": 10, "maxItems": 8, "items": [/* ... */] },
    { "lootPoolName": "Weapon Crate",   "rarity": 3,  "maxItems": 5, "items": [/* ... */] },
    { "lootPoolName": "Premium Crate",  "rarity": 1,  "maxItems": 3, "items": [/* ... */] }
  ],
  "dropLocations": [{
    "airdropContainers": [{
      "containerName": "Utopia_Crate_Parachute",
      "lootPools": ["Medical Crate", "Weapon Crate", "Premium Crate"]
    }]
  }]
}

Weights above are 10 : 3 : 1, so out of every 14 drops at that location you'd expect β‰ˆ10 medical, β‰ˆ3 weapon, β‰ˆ1 premium.

Cars + required attachments

Vehicle classnames common in vanilla Chernarus. SparkPlug + CarBattery + 4 wheels are always required; doors/hood/trunk/headlights are cosmetic but recommended.

ClassRequired-to-drive partsCosmetic parts
OffroadHatchback
OffroadHatchback_Blue
OffroadHatchback_White
HatchbackWheel Γ—5 HatchbackDoors_Driver, HatchbackDoors_CoDriver, HatchbackHood, HatchbackTrunk, HeadlightH7 Γ—2
Hatchback_02_Black
Hatchback_02_Blue
Hatchback_02_Wheel Γ—5 Hatchback_02_Door_1_1, Hatchback_02_Door_1_2, Hatchback_02_Door_2_1, Hatchback_02_Door_2_2, Hatchback_02_Hood, Hatchback_02_Trunk
Sedan_02_Red
Sedan_02_Grey
Sedan_02_Wheel Γ—5 Sedan_02_Door_1_1, Sedan_02_Door_1_2, Sedan_02_Door_2_1, Sedan_02_Door_2_2, Sedan_02_Hood, Sedan_02_Trunk
Truck_01_Covered
Truck_01_Box
Truck_01_Chassis
Truck_01_Wheel Γ—2 front, Truck_01_WheelDouble Γ—2 rear Truck_01_Door_1_1, Truck_01_Door_2_1, Truck_01_Hood, Truck_01_Cargo_Covered/Box

Common drop colors for variety

Hatchback_02Sedan_02OffroadHatchback
Black, Blue Red, Grey "" (default), Blue, White

Vanilla DayZ only ships those exact variants. Any other suffix (Pink, Cargo, Sport, etc.) does not exist as a registered class and will silently fail to spawn.

Flare drops

When a player fires a UtopiaAirdropFlare, the flareAirdropContainers list defines what arrives. Same schema as airdropContainers, plus:

FieldDescription
itemNameThe flare item class. UtopiaAirdropFlare by default.
planeTypeAircraft class. Empty = use the global planeType.
creaturesToSpawnAI to spawn near the player-summoned drop.

You can have multiple flare entries β€” the mod picks one at random per flare use.

Troubleshooting

Drops never fire

Drop rejected ("ALL TIERS FAILED")

Car spawns but won't drive

Crate lands empty

Drop lands in water

Lifecycle log reference

Logs go to profiles/Utopia_Logs/AirdropLog/AirdropLog_*.log AND to the RPT under the [Airdrop] tag. Look for these structured lines:

Log lineStage
DISPATCH START: location=X radius=NDrop cycle begins; zone picked
TIER-1 strict start (radius=N, clearance=4m, 10 attempts)Validator tier 1 begins
TIER-1 strict OK on attempt K/10 at <...>Validator success
TIER-1 strict FAILED (10/10) β€” escalating to TIER-2 ...Tier escalation
ALL TIERS FAILED β€” drop REJECTED. 30 attempts breakdown: sea=N slope=N tree=N building=N object=N static=NDrop cancelled
Drop point chosen: <x,y,z>Validator returned final coordinate
Plane start coord: <x,y,z> (3000m offset from drop)Aircraft spawn position
PLANE DISPATCHED: class=X speed=Nm/s accuracy=Nm container=XAircraft created + flying
PreDrop visual spawned: carry_class=X (parachute_class=X)Cargo attached under aircraft
Plane traveling: pos=<...> target=<...> distance=Nm eta=NsThrottled flight progress (every 2 s)
PreDrop carry: container=<...> carrier=<...> offset=<0,0,0>Cargo position tracking aircraft
CONTAINER RELEASED from plane: ...Drop trigger fired
Carry-visual swap: deleting X β€” spawning parachute version nextVisual swap from carry β†’ falling
Falling container landedContainer touched ground
MARKER CREATED: id=N name='...' pos=<...> color=(R,G,B) radius=Nm striked=trueMap marker added
CONTAINER DESTROYED: pos=<...> markerId=N status=live|lootedLifetime expired / destroyed
MARKER REMOVED: id=N at <...>Map marker cleaned up
Tip: tail the file while the server runs:
tail -f profiles/Utopia_Logs/AirdropLog/AirdropLog_*.log

Config Editor

Build a complete UtopiaAirdropSettings.json right here in your browser. Configure schedule, plane, map bounds, drop locations, loot pools and flare drops below, then download the file. Everything stays on your machine β€” nothing is uploaded.

Where to put the downloaded file: Drop the generated UtopiaAirdropSettings.json into <your-server>/profiles/Utopia_Airdrop/UtopiaAirdropSettings.json, overwriting whatever is there. Restart the server to apply. The first server start auto-creates a default if the file is missing.
Defaults loaded

Globals & Aircraft

Plane class, speeds, descentβ–Ύ
Cosmetic. Mod uses it for log headers.
Default global plane. Each drop location can override.
≀ 0 falls back to 8.0 for safe 1.29 behaviour.
Delay before parachute mesh is removed from the landed container.

Schedule & lifecycle

When drops start, repeat, and despawnβ–Ύ
0 = never skip. Otherwise pause drops until a player joins.
How long the crate / container / vehicle persists before despawn.

Player-facing messages

Title and broadcast stringsβ–Ύ

Visual & validator toggles

Helicopter visuals, drop-position validator, status markersβ–Ύ

Map bounds

World coordinates the validator clamps drops toβ–Ύ
x Β· y Β· z
x Β· y Β· z
Defaults fit Chernarus / DeerIsle (~15×15 km).

Map marker colours

Per drop-type RGBβ–Ύ

Drop locations

Where airdrops can spawnβ–Ύ

Loot pools

Named lists referenced by containersβ–Ύ

Flare-triggered drops

Player-fired flare β†’ airdrop mappingβ–Ύ


Β© Utopia / Squadron DayZ (SDZ), 2026. All Rights Reserved.

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