dayz-weapons
DayZ Firearm Modding — the ENTITY side
A custom firearm in DayZ extends the vanilla Weapon chain — you do NOT build one from EntityAI.
Inheriting the config base of the vanilla/pack weapon whose ammo, mags, recoil, sounds and anims you
want gives all of that for free; you author only the mesh, the .p3d part contract, the config deltas,
and the import transform. This skill is the entity layer: the .p3d selection + memory-point
contract, the bone-remap glue, the CfgWeapons config, and the model-path / winding / serve-binarized
invariants that gate whether the build loads at all.
FRONTIER — this skill is NOT weapon animation. Grip / hand pose / ADS line, and the MOTION of the
bolt / trigger / reload / fire / jam-unjam (the .anm / .asi authoring) belong to
dayz-animation-pipeline (weapon-in-hands.md, weapon-anim-*). This skill owns which selections
and points must EXIST and cover the right part, and which selection maps to which bone — not how they
move. The delegation map at the end is the exact split.
Distilled from two closed, in-game-verified projects: A6_MK47 (AI-mesh 7.62×39 rifle,
A6_MK47_dev\, v12c [VERIFIED in-game] 2026-06-11) — import + model-path + winding; and A6_SR2M
(user-mesh 9×19 SMG, A6_SR2M\ + A6_SR2M_dev\, [VERIFIED in-game] 2026-06-30) — bone-remap,
mis-authored-selection detection + repaint, casing side, root-scope Mode_*.