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Draft preview — an early work in progress: content is AI-drafted and awaiting community review, and some pages are still stubs.

Scripting overview

DayZ is scripted in EnScript (Enforce Script), the engine’s own statically-typed, C-like language. This section covers the practical reality of working with it — the parts that bite people, the subsystems you’ll actually touch, and how the game is structured underneath your code.

Scripting and asset work overlap constantly: a weapon, a vehicle, or an item is part model, part config, part script. Expect to jump between the two.

The pages read foundational → applied — work through them in order:

It’s not a generated API dump of the unpacked source. Raw Doxygen-style references don’t deliver the value people actually want. Instead we document the subsystems and native functions people frequently use, with worked examples and the context that a raw reference can’t give you.

If you’re new to EnScript, read EnScript basics first, then skim Common gotchas before you write much — it’ll save you hours.