dayz-test-ingame
DayZ test in-game (filepatching launch)
WHAT THIS DOES
Closes the dev loop for a DayZ mod on a single Windows box: re-pack the PBO, deploy it
where the engine reads mods, and launch DayZDiag_x64.exe with -filePatching so script
and config edits are picked up without re-binarizing. Three launch modes (offline / server /
client / all) driven by one orchestrator script and double-click .bat wrappers, generated
per mod into <Mod>_dev\tools\.
(until 1.29: the loop was pack PBO → deploy packed @Mod → DayZDiag -filePatching.) (since 1.30 Exp [CHANGELOG]: -mod may point at an unpacked source folder; RV configs load unpacked; new flags -cacheP3D=0/1 and -resolveFilePatchingUsingEnfusion=0/1. Details: dayz-1-30-test-ingame.md and ## DayZ 1.30 Exp.)
SOURCE OF TRUTH
<dayz-projects>\DAYZ_INFRA.md is the canonical record of
this user's DayZ paths, flags and gotchas, verified in-situ. This skill operationalizes
that doc — it does not re-derive the flags. If the two ever disagree, DAYZ_INFRA.md wins;
update the skill to match, never the reverse.