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Summary

AI agent stack for DayZ modding. After install, run /dayz-init for a guided setup wizard that takes you from empty repo to mod-loaded-in-DayZ. Ships specialist subagents and DayZ slash skills covering the full mod pipeline (preflight, scaffold, build PBO, launch test, types.xml, RAG indexers), plus the dayz-rag MCP server for semantic search over vanilla Enforce Script and the Bohemia community wiki.

Install to Claude Code

/plugin install agentic-z@dayz-n-chill

Run in Claude Code. Add the marketplace first with /plugin marketplace add DayZ-n-Chill/Agentic-Z if you haven't already.

README.md

Agentic-Z

An AI Agent Stack for DayZ Modding — clone it, and your repo comes pre-loaded with specialist agents, slash commands, and a local RAG index that turn Claude Code, Codex, or Gemini CLI into a competent DayZ modding co-author.

---

What you get

  • 11 DayZ specialist agents covering scripts, configs, assets, maps, UI, server admin, debugging, and Workbench plugins.
  • 26 slash-command skills that drive DayZ Tools end-to-end — preflight, scaffold, build PBOs, launch a local diag server + client, manage types.xml, scope the agent to a single mod, etc.
  • A semantic-search RAG over the vanilla DayZ source (Enforce Script, configs, layouts, materials) plus the Bohemia community wiki, exposed to every agent through the dayz-rag MCP server. Embeddings via Voyage AI (voyage-code-3, 200M-token free tier covers ~3 full rebuilds). Or skip the build entirely with /dayz-search-download and pull the prebuilt index from GitHub releases.
  • Three-CLI support out of the box. The same agents and skills work in Claude Code, Codex CLI, and Gemini CLI. One sync-skills run wires them all up.

---

Quick start

There are two ways to use Agentic-Z. Pick one — running both side-by-side will load every skill twice (once unprefixed, once as agentic-z:<name>).

Option A — Clone as a template (recommended for starting a new mod project):

git clone <this-repo> my-dayz-mod
cd my-dayz-mod
python .claude\skills\sync-skills\sync.py

That symlinks the repo's .claude/skills/ into each agent CLI's home directory so all three discover the same slash commands. Inside Claude Code you can also run /sync-skills instead. Skills appear unprefixed (/dayz-build-pbo).

Option B — Install as a Claude Code plugin (for adding the toolkit to an existing project without forking):

/plugin marketplace add DayZ-n-Chill/Agentic-Z
/plugin install agentic-z@dayz-n-chill

Skills appear with the agentic-z: prefix (/agentic-z:dayz-build-pbo). The dayz-rag MCP server registers automatically.

Then, from your mod project in Claude Code:

/dayz-init

That's it. The wizard asks what you're doing (new mod or import), where to scaffold, what map to test on, and whether to build/launch. It auto-fixes what it can (P:\ mount, junctions) and surfaces steam:// links for the rest. Every run after the first drops you into a mission-control hub for the cached project.

Power users can still call individual skills directly: /dayz-preflight, /dayz-build-pbo, /dayz-launch-test, etc. See the full slash-command list further down.

Full prerequisites, env-var overrides, and troubleshooting: docs/dayz-modding.md.

---

Prerequisites (one-time, per machine)

| What | Why | |---|---| | DayZ (Steam) | The diag client (DayZDiag_x64.exe) ships next to retail and is what /dayz-launch-test runs. | | DayZ Tools (Steam, free) | AddonBuilder, P-drive mounting, ImageToPAA. | | DayZ Server (Steam, appid 223350) | Only for the initial mission template bootstrap; can be uninstalled afterward. | | P:\ mounted | Engine and Tools both read from P:\. Mount via DayZ Tools or /dayz-workdrive. Doesn't auto-mount across reboots. | | P:\Mods\ junction → <DayZ install>\!Workshop\ | One-time mklink /J so built PBOs land where the engine actually loads mods. | | Vanilla data on P:\ | DayZ Tools → "Extract Game Data". Your configs inherit from ItemBase, Inventory_Base, etc. | | Python 3.8+ on PATH | The skills are Python scripts. |

RAG embeddings run through Voyage AI's hosted API (voyage-code-3, code-tuned, 1024-dim). A free Voyage account includes 200M tokens — enough for ~3 full rebuilds of the vanilla DayZ corpus. Add VOYAGE_API_KEY=pa-… to .env at the repo root before running /dayz-search-index. If you'd rather skip the build entirely, /dayz-search-download pulls the maintainer's prebuilt index from GitHub releases (~1 minute, no API key needed for download — but query-time embedding still needs the key).

---

Architecture — three layers

| Layer | Scope | Where it lives | |---|---|---| | L1 — Default rules | Every clone, every agent, every skill. | CLAUDE.md / AGENTS.md / GEMINI.md (same content; one filename per CLI) | | L2 — DayZ conventions | When working inside the DayZ domain. | .claude/skills/_shared/dayz-conventions.md | | L3 — Specific agent / skill | The unit of work. | .claude/agents/<name>.md or .claude/skills/<name>/SKILL.md |

L3 files reference L2 in one line. The more specific layer wins ties.

---

Repo layout

<repo>/
├── .claude/
│   ├── agents/             # 11 DayZ specialists + agent-creator (L3)
│   ├── skills/             # 26 slash-command skills (L3) + L2 shared conventions
│   │   ├── _shared/dayz-conventions.md
│   │   ├── sync-skills/    # bootstrap: link skills into Claude/Codex/Gemini home dirs
│   │   └── dayz-*/         # one folder per DayZ skill
│   ├── mcp/dayz-rag/       # local RAG MCP server (search_dayz_source, get_dayz_file, ...)
│   ├── agent-memory/       # per-agent committed memory
│   ├── local-memory/       # gitignored, per-clone, user/machine notes only
│   └── settings.local.json # per-clone Claude Code settings
├── CLAUDE.md / AGENTS.md / GEMINI.md   # L1 rules (one per CLI, same content)
├── docs/                   # deep docs (DayZ workflow, model routing)
├── wiki/                   # Docusaurus mirror of docs/agents/skills
├── workspace/              # in-progress mods (workspace/<ModName>/) and _server/
└── output/                 # one-shot deliverables

---

DayZ skills (slash commands)

Most skills gate on /dayz-preflight first per L2 conventions. Documented exceptions: /dayz-stop-test (escape-hatch — must work even when env is broken) and /dayz-init (orchestrates other skills, runs preflight on its own steps).

Front door

| Command | Purpose | |---|---| | /dayz-init | Setup wizard on first run; mission-control hub on every run after. Wraps every other skill. |

Bootstrap (one-time per machine)

| Command | Purpose | |---|---| | /dayz-preflight | Verify env (P:\ mounted, Tools installed, vanilla data extracted). | | /dayz-workdrive | Mount P:\ without opening DayZ Tools. | | /dayz-setup-objectbuilder | One-time machine setup for Object Builder. |

Mod scaffolding

| Command | Purpose | |---|---| | /dayz-new-mod | Scaffold workspace/<ModName>/ + P:\<ModName>\ junction. | | /dayz-import-mod | Symlink an existing mod folder into the workspace + create the junction. Source folder is never moved. | | /dayz-add-scaffold | Add missing scaffold pieces (config.cpp stub, gproj, etc.) to an existing mod folder. | | /dayz-scope-mod | Lock the agent to one mod via deny rules so it can't clobber siblings. |

Build

| Command | Purpose | |---|---| | /dayz-build-pbo | Pack and deploy to P:\Mods\@<ModName>\Addons\<ModName>.pbo. | | /dayz-pack-texture | PNG/TGA → .paa via ImageToPAA. Validates _co / _nohq / _smdi suffix. | | /dayz-build-imageset | Pack .gui-sources/<setname>/*.png into a DayZ .imageset + .paa atlas with a 10px gutter; auto-splits into multiple parts when sprites won't fit in 4096x4096. |

Test loop

| Command | Purpose | |---|---| | /dayz-add-server | Set up a test server instance under .server/<instance>/. | | /dayz-launch-test | Local diag server + client with mod loaded. | | /dayz-stop-test | Kill running DayZDiag_x64.exe processes. Escape hatch (no preflight gate). | | /dayz-cot-bootstrap | Two-pass workflow to grant COT admin perms on a fresh test instance. |

Editors

| Command | Purpose | |---|---| | /dayz-launch-workbench | Open Enfusion Workbench (script + UI editor) detached. | | /dayz-launch-objectbuilder | Open Object Builder (.p3d editor) detached. |

Loot economy (types.xml)

| Command | Purpose | |---|---| | /dayz-edit-types | Programmatically upsert a single <type> in types.xml. | | /dayz-split-types | Split monolithic types.xml into 18 categorized files. |

Specialist tools (deep)

| Command | Purpose | |---|---| | /dayz-p3d-audit | Audit .p3d models for collision, action targeting, physics, animation issues. | | /dayz-particles | Particle effect creation (.ptc / .emat) without Workbench. |

Search / RAG

| Command | Purpose | |---|---| | /dayz-search-download | Pull prebuilt vector index from GitHub releases (recommended fast path). | | /dayz-search-index | Build the vanilla-source semantic-search index yourself (~25 min, requires Voyage API key). | | /dayz-search-wiki-index | Index the Bohemia community wiki into the same DB. |

Cleanup

| Command | Purpose | |---|---| | /dayz-clean-workspace | Remove DayZ scaffolds and their deployed artifacts. |

Template maintenance (clone-only, not in plugin marketplace)

| Command | Purpose | |---|---| | /sync-skills | Link .claude/skills/ into each agent CLI's home dir. Required after clone. | | /agentic-z-update | Pull upstream template improvements into your clone without touching workspace/. | | /docs-sync | Detect drift between canonical sources and the Docusaurus wiki; --apply writes mirrors. | | /clean-repo | Repo-wide cleanup orchestrator across every domain. |

---

DayZ specialist agents

| Agent | Focus | |---|---| | dayz-script-specialist | Enforce Script — modded classes, RPCs, replication, gameplay logic. | | dayz-config-specialist | config.cpp, CfgPatches, CfgVehicles, CfgWeapons, hidden selections. | | dayz-asset-specialist | .p3d / .paa / .rvmat and Workbench asset integration. | | dayz-object-builder | .p3d LODs, named selections, geometry, damage zones. | | dayz-map-specialist | Terrain Builder, DayZ Editor, map objects, clutter, surfaces. | | dayz-ui-specialist | .layout files, widget scripting, HUD/menu, UI theme. | | dayz-server-admin | types.xml, init.c, cfggameplay.json, server performance. | | dayz-mod-debugger | Log/RPT/crash analysis, BattlEye diagnosis, performance profiling. | | dayz-mod-reviewer | Audit workspace/<ModName>/ for convention compliance; routes findings. | | dayz-workbench-specialist | Workbench plugin development (editor-time tooling). |

Plus agent-creator for scaffolding new agent definitions.

---

Default rules (L1) at a glance

The full text lives in CLAUDE.md / AGENTS.md / GEMINI.md.

  • Communication — answer first, caveat after. Deliver the underlying answer via available tools; mention any limitation as a one-liner after, never as the lead.
  • Tooling — pick the fastest tool for the job. Default Python; cmd/.bat for trivial Windows wrappers; PowerShell only when explicitly asked or genuinely faster; prefer dedicated Read / Edit / Write / Grep / Glob.
  • Doc maintenance — plain copies. Edit CLAUDE.md / AGENTS.md / GEMINI.md together.
  • Bootstrap — /sync-skills after cloning. Required so Codex and Gemini see the slash commands.
  • Memory — local-memory/ only, never for rules. User/machine-specific notes only; rules go in the repo.
  • Model routing — match model to task. Searches → Sonnet subagent; trivial file-find → Haiku; coding/design → main Opus thread. Details in docs/model-routing.md.

---

Documentation

  • docs/README.md — architecture overview, how to add skills/agents, local-memory rules.
  • docs/dayz-modding.md — full DayZ workflow, prerequisites, env vars, troubleshooting.
  • docs/model-routing.md — when to use Opus / Sonnet / Haiku and the subagent patterns.
  • docs/prompt-conventions.md — why agent and skill files use caps the way they do (RFC 2119 directives, when to cap, when to stay lowercase).
  • wiki/ — Docusaurus build of the docs (kept in sync via /docs-sync).

---

Adding things

A new skill: create .claude/skills/my-skill/, add SKILL.md with name/description frontmatter and a "How to run" section, drop the script in. Run /sync-skills to make it discoverable in all agent CLIs.

A new agent CLI: append an entry to .claude/skills/sync-skills/agents.json and run /sync-skills. The new home gets links for every skill automatically.

---

Community & contributing

Join us on Discord: discord.gg/dayznchill

Agentic-Z is built by and for the DayZ modding community, and contributions are highly encouraged. Every agent, skill, and convention in this repo started as a real problem someone hit while shipping a mod — the more modders contribute, the sharper the toolkit gets for everyone.

In the Discord you can:

  • Learn how to become a contributor. New contributors are walked through the repo layout, the L1/L2/L3 rule structure, and how to land a first PR.
  • Propose new agents and skills. If you keep solving the same problem by hand, that's a skill waiting to be written. Pitch it in Discord and we'll help shape it.
  • Report bugs and rough edges. Path resolution quirks, AddonBuilder errors, agent prompts that miss the mark — all welcome.
  • Share what you've built. Mods, server setups, custom agents, RAG indexes over your own assets. The toolkit improves fastest when people show what they shipped with it.
  • Help refine and enhance the product. Docs improvements, troubleshooting entries, better defaults, new MCP integrations — every contribution compounds.

Whether you're a seasoned Enforce Script developer, a server admin, a 3D artist, or just learning DayZ modding for the first time, there's a place for your work here. The goal is a tool that makes DayZ modding accessible and enjoyable for everyone — and that only happens with community input.

---

Security baseline

The shipped configuration is the security baseline. Tighten it for your environment, never loosen it without thinking.

  • .claude/settings.json (committed) — narrow Bash allowlist limited to running this repo's own skills (Bash(python .claude/skills/), Bash(npm list ), etc.) plus an explicit deny list that blocks the dangerous escape hatches: Bash(python -c ), Bash(python -m ), Bash(node -e ), Bash(node -p ), Bash(npm install ), Bash(npx ). Editing this file affects every clone — keep allows narrow and prefer deny rules over removing them.
  • .claude/settings.local.json (gitignored, per-clone) — your machine-specific overrides. Never set dangerouslySkipPermissions: true in a long-lived clone; it bypasses every prompt including the deny list. Use /fewer-permission-prompts to build a real allowlist incrementally as you hit prompts.
  • *.claude/agents/.md** — every agent declares an explicit tools: allowlist. Auditor/diagnostic agents (dayz-mod-reviewer, dayz-mod-debugger) cannot Edit/Write/Bash. Authoring specialists get Read/Write/Edit/Glob/Grep plus the dayz-rag MCP tools but no shell or network. Subagents inherit only what's listed — no implicit full-toolset escalation.

If you fork the repo to publish a downstream variant, run git diff main -- .claude/settings.json .claude/agents/ before pushing and convince yourself any widened permissions are intentional.

---

License

See LICENSE. Copyright (c) 2026 Brian Orr (DayZ n' Chill). Free to use for developing DayZ modifications.

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