Mission briefing
Something came down in the night.
Alien Invasion adds a UFO crash dynamic event that works exactly like DayZ's vanilla helicopter crashes — the wreck is even built on the same CrashBase class. The difference: instead of infected wandering a loot site, each UFO automatically spawns 10–15 hostile aliens around itself. Vanilla heli crashes are untouched and keep running alongside it.
UFO crash site
A custom wreck with green light, fire, mist, persistent particles, and distant crash audio.
Hostile visitors
Little Green Men use infected behavior with custom models, movement audio, attacks, and hit sounds.
Alien technology
Recover the Montauk Rifle and its sealed plasma cartridges for a distinctly unearthly arsenal.
Harvest the evidence
Prepare defeated aliens for Area 51 Steak and Roswell Hide using supported cutting tools.
Deployment protocol
Install Alien Invasion
Choose the player path for local use or the server path for a community server. The Workshop remains the authorized distribution source.
- 01
Open the Workshop page
Visit Alien Invasion on Steam and select Subscribe.
- 02
Let Steam download the mod
Wait for the DayZ Workshop download to finish before starting the launcher.
- 03
Join a compatible server
The official DayZ launcher can resolve and load the server's required Workshop mods automatically.
- 01
Download the Workshop item
Subscribe with the server's Steam account or retrieve Workshop item
2840597308using your normal SteamCMD workflow. - 02
Install and key the server
Place the published mod folder beside the DayZ server executable. Copy its
.bikeyfile into the server'skeysdirectory. - 03
Add the launch parameter
Load the mod in your server startup command. Keep the actual installed folder name if it differs from the example.
-mod=@alieninvasion - 04
Configure the Central Economy
Set the UFO up the same way you would a custom helicopter crash: follow the guide below to register the wreck type, define its dynamic event, and add map-specific spawn coordinates. The aliens need no configuration — the wreck spawns them itself.
- 05
Restart and verify
Restart the server, inspect the script and RPT logs, then confirm a CE-created wreck emits crash audio and spawns aliens.
Central Economy walkthrough
Add automatic UFO crash events
If you have ever configured DayZ's StaticHeliCrash event, this is the identical pattern. The UFO is a helicopter-crash-style dynamic event: you register the wreck in types.xml, define the event in events.xml, and give it positions in cfgeventspawns.xml — exactly like a heli crash. The only difference is what happens on site: instead of infected around a loot wreck, the UFO script spawns 10–15 aliens by itself. You never add alien spawns, infected events, or territories for it.
Stop the server and back up the active mission folder before editing it. The usual path is mpmissions/dayzOffline.<map>/; hosting panels may expose the same files through an economy editor.
Do not copy the old Steam tutorial's InfectedAlien event or its <secondary>InfectedAlien</secondary> line. The current wreck script already creates 10–15 aliens around each UFO. Keeping the old secondary event can produce duplicate or excessive alien spawns.
Register the wreck in db/types.xml
Paste this entry anywhere inside the file's existing <types> ... </types> element. Do not add a second root element.
<type name="geb_Aliencrash">
<nominal>0</nominal>
<lifetime>2100</lifetime>
<restock>0</restock>
<min>0</min>
<quantmin>-1</quantmin>
<quantmax>-1</quantmax>
<cost>100</cost>
<flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0"/>
</type>Define the event in db/events.xml
Paste this inside the existing <events> ... </events> element. nominal is the target number of active crashes; lower it if three encounters are too many for your server.
<event name="StaticAlienCrash">
<nominal>3</nominal>
<min>0</min>
<max>0</max>
<lifetime>2100</lifetime>
<restock>0</restock>
<saferadius>1000</saferadius>
<distanceradius>1000</distanceradius>
<cleanupradius>1000</cleanupradius>
<flags deletable="1" init_random="0" remove_damaged="0"/>
<position>fixed</position>
<limit>child</limit>
<active>1</active>
<children>
<child lootmax="15" lootmin="10" max="3" min="1" type="geb_Aliencrash"/>
</children>
</event>Add locations to cfgeventspawns.xml
Paste the event inside <eventposdef>, then replace every example coordinate with a safe, open location from your map. Add as many <pos> lines as you want; x and z are map coordinates and a is rotation.
<event name="StaticAlienCrash">
<zone smin="1" smax="3" dmin="3" dmax="5" r="45"/>
<!-- Replace these examples with coordinates for your map. -->
<pos x="7500.0" z="7500.0" a="0.0"/>
<pos x="8000.0" z="7200.0" a="90.0"/>
</event>Validate, restart, and test
Check that each classname and event name matches exactly, validate all three XML files, and restart the server. Watch the server RPT/script logs for XML or CE errors. The event can select only the positions you supplied, so use admin tools or temporarily set nominal to 1 while testing.
What each file does: types.xml registers the spawnable object, events.xml controls the dynamic event, and cfgeventspawns.xml supplies its possible positions.
Based on the original Alien Invasion tutorial, updated for the current scripted encounter. See Bohemia's Central Economy reference for the underlying file format.
Contact sequence
How the crash encounter works
Think of it as a helicopter crash from another world: the Central Economy places the wreck exactly like a vanilla heli crash event, and the wreck then runs the encounter — effects, audio, and its own alien spawns.
Impact
geb_Aliencrash enters the world through the Central Economy and requests the custom distant crash sound.
Visual signal
Clients attach green illumination, UFO fire, wreck particles, and ground mist to the crash object.
Contact
The server creates a random group of 10–15 Little Green Men at randomized positions 5–25 meters from the wreck.
Recovery
Survivors can harvest alien remains and use separately configured loot systems to place the rifle, cartridges, or hat.
Active wreck
geb_Aliencrash
Use this classname when you want the complete scripted event: audio, client effects, and alien spawning.
Visual prop
StaticObj_geb_Aliencrash
Use this for scenery or custom compositions. It displays the wreck model without running the encounter script.
Recovered materials
Field inventory
Eight public classnames cover the encounter, creature, weapon, magazine, clothing, food, and harvested material.
Montauk Rifle
geb_PlasmaRifleA semi-automatic experimental rifle with plasma shot particles and custom firing audio.
- Fire mode
- Semi-auto
- Magazine
- Montauk
Montauk Cartridge
geb_PlasmaCartridgeA sealed plasma magazine. Its unload action is intentionally disabled.
- Capacity
- 15
- Ammo
- Plasma Cell
Tin Foil Hat
geb_FoilHatProtective equipment for survivors who have read the classified reports.
- Slot
- Headgear
- Style
- Silver
Area 51 Steak
geb_GreenAlienMeatOne or two steaks can be prepared from an alien using a supported cutting tool.
- Source
- Alien
- Cookable
- Yes
Roswell Hide
geb_GreenAlienSkinA strange extraterrestrial hide recovered during skinning.
- Source
- Alien
- Type
- Pelt
Little Green Man
geb_GreenAlienA hostile extraterrestrial based on DayZ infected behavior with custom sounds.
- Behavior
- Hostile
- Harvestable
- Yes
Server reference
Classname database
Search or filter every public classname. Use the copy button to move a value directly into an economy, trader, or admin-tool configuration.
| Classname | Type | Description | Copy |
|---|
No classnames match that search.
Troubleshooting
Frequently asked questions
Answers for common player and server-owner setup issues.
Does the mod replace vanilla helicopter crashes?+
No. Alien Invasion adds its own separate event that behaves like a heli crash — same dynamic-event system, same setup files — but with its own UFO wreck class and sound set. Vanilla crash events keep running untouched.
Where do the aliens come from? Do I configure their spawns?+
The wreck spawns them itself. When the Central Economy creates a geb_Aliencrash, the wreck script places 10–15 aliens at random positions 5–25 m around it. Do not add infected events, zombie territories, or any alien spawn configuration — that would only create duplicates.
Why did I spawn the static wreck and get no aliens?+
StaticObj_geb_Aliencrash is visual scenery only. Use geb_Aliencrash through the Central Economy for the scripted encounter.
Does every player need the mod?+
Yes. It contains custom models, textures, sounds, particles, scripts, and localization, so it must run on the server and all clients.
Does Alien Invasion require Community Framework?+
No third-party mod is declared as a runtime dependency in the source.
Where are the mission XML files?+
The source repository does not ship ready-made mission economy files. Add the active wreck to your server's own event configuration and positions so the mod does not overwrite your balance.
Can I include this in a server pack?+
No. Subscribe to the authorized Workshop release and use a Steam Collection for your server's mod list.