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willy92wins/dayz-mcp

Developer tools

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6 stars 3 forks 품질 67 트렌드 34MIT

MCP tool to enable complete AI control over your dayz client/server. Used to develop many mods. Can be used to close the loop and let AI test ingame developed mods, or even use AI as a game...

개요

Two things fall out of that, and both are new for this game: - Editing Enforce Script, config.cpp and models is file work; packing a PBO is a command. What could not be automated was the part that decides whether the change actually works — getting the game up with the mod loaded, putting a player, a vehicle or an object into the exact situation the change is about, and reading the result. That step was a human at the client. DayZ-MCP makes it tool calls: an agent can now change, build, run, measure and fix a mod on its own. - The same verbs that set up a test scene are the ones an event director or an admin needs: see every player, teleport one, spawn or remove something, change time and weather, message everyone, watch the log, wait for a condition — all through MissionServer, all serialized behind one daemon with leases and an audit trail. Point an agent at a server and it can operate it, not just query it.

README

원문 README의 일부입니다. 원문 보기.

DayZ-MCP

An MCP server that puts an agent’s hands on a running DayZ: build a mod, launch the game, put the world into a state, act, and read back what the engine did — 107 typed tools, server-authoritative, no keyboard, no OCR.

Two things fall out of that, and both are new for this game:

  • The autonomous mod-development loop closes. Editing Enforce Script, config.cpp and models is file work; packing a PBO is a command. What could not be automated was the part that decides whether the change actually works — getting the game up with the mod loaded, putting a player, a vehicle or an object into the exact situation the change is about, and reading the result. That step was a human at the client. DayZ-MCP makes it tool calls: an agent can now change, build, run, measure and fix a mod on its own.
  • An agent can run a server. The same verbs that set up a test scene are the ones an event director or an admin needs: see every player, teleport one, spawn or remove something, change time and weather, message everyone, watch the log, wait for a condition — all through MissionServer, all serialized behind one daemon with leases and an audit trail. Point an agent at a server and it can operate it, not just query it.

The verbs are also useful one at a time — spawn a car and read its telemetry, grab a frame, raycast a placement, record a 20 Hz drive trace as a regression fixture (tools/dayz_mcp/vehicle_trace.py:17).

The development loop, as tools

Step Tool(s) What it does
Build + launch dayz_test_run(project, mode, build=True, …) Packs the mod with AddonBuilder, starts a diag server and/or client with it loaded, waits for readiness. Managed run, returns a run_id.
Set up the scene world_spawn, world_spawn_batch, player_teleport, player_heal, player_godmode, object_set_health, vehicle_enter, inventory_attach, inventory_give, loadout_apply, hands_attach, hands_take, world_time_set, world_weather_set, engine_set Put the world into the state the test needs — deterministically, from script. Heal a player at once, seated or not, or switch its godmode. Set one object’s Health and read it back. Spawn up to 200 objects in one call, sent in groups of per_tick that the bridge each creates in one server tick, every one registered under a scene when given a scene_id.
GitHub에서 전체 README 보기

설치

This server does not publish a one-line install command.

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