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Enforce Tools (DayZ)

Enforce Tools (DayZ)

m4rf

|
58 installs
| (0) | Free
Experimental DayZ Enforce Script IDE (beta): modded-aware index, type-aware completion, goto-def/hover/references, signature help, engine build check
Installation
Launch VS Code Quick Open (Ctrl+P), paste the following command, and press enter.
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Enforce Tools (DayZ)

Русская версия / Russian version

VS Code extension for DayZ Enforce Script. It indexes your mod, its dependencies and the engine scripts with every modded layer, and adds type-aware editing, a references panel, a type explorer, an engine build gate and a script debugger.

Marketplace: m4rf.enforce-script-tools.

Beta. Expect bugs and changes between releases. Bug reports are welcome: issues.

Documentation

Section Contents
01 · Code and editor Completion, navigation, hover, inlay hints, diagnostics, defines, formatter
02 · References and search References panel, CodeLens, modded layer discovery, type search
03 · Type explorer Project tree, dependency management, file operations
04 · Build PBO packing, engine compile on F5, pre-flight
05 · Debugging Breakpoints in DayZDiag, run server/client, limits
06 · Manifest and launch.json Full enforce.project.json reference, launch configurations, VS Code settings
07 · Working with config.cpp Config index, hover, references, completion, foreign configs
08 · UI files: .layout, .imageset, .styles UI index, layout preview, navigation, completion, formatter, rules

Requirements

  • VS Code 1.85 or newer.
  • Unpacked engine scripts (DayZ Tools → Extract Game Data, or any local copy).
  • Windows for the build gate and the debugger — they run DayZServer_x64.exe and DayZDiag_x64.exe. The analyzer itself (index, completion, navigation, diagnostics, pre-flight) works anywhere VS Code does: the parser is wasm.

Quick start

  1. Unpack the engine scripts (1_Core … 5_Mission).

  2. Create enforce.project.json next to your mod's config.cpp — command Enforce: Create Project File, or the button in the empty explorer:

    {
      "engine": "P:/scripts",
      "build": {
        "modName": "@MyMod",
        "outDir": "./builds",
        "serverExe": "D:/Steam/steamapps/common/DayZServer/DayZServer_x64.exe"
      }
    }
    
  3. Add .vscode/launch.json and press F5 to build and ask the engine:

    {
      "version": "0.2.0",
      "configurations": [
        { "type": "enforce", "request": "launch", "name": "Enforce: Build & Check" }
      ]
    }
    

Details: Manifest and launch.json.

Third-party mods

Unpacking .pbo files, decoding binarized configs and recovering obfuscated code may violate the restrictions a mod author placed on their work. The extension provides the technical capability — using it is entirely your responsibility. By adding someone else's mod to enforce.project.json you confirm that you are entitled to do so.

The purpose is developing your own code against a dependency: you need its public API and nothing beyond that. Obfuscated mods are therefore opened as signatures only — class headers, method signatures, field types. Method bodies are never extracted.

License

MIT — see LICENSE. The license covers what is distributed: the extension package published on the Marketplace and the documentation in this repository.

The source code is not published. The .vsix ships a single bundled and minified file, not readable source, and this repository holds documentation only. MIT is a permissive license and does not require publishing sources — this note is here so the scope is explicit rather than inferred.

Third-party components inside the package — the tree-sitter runtime, the Enforce Script grammar and the VS Code codicons — keep their own licenses; their notices ship with the extension in THIRD-PARTY-NOTICES.txt.

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