How to install and configure FlipTransport on a DayZ server
To add vehicle recovery with FlipTransport, install its original package after CF on the server and clients, then configure configs/FlipTransport.v4.json under the active profiles directory. Test unlocked, locked and safe-zone vehicles separately before enabling it for your community.
Use FlipTransport, Workshop item 1832448183, published by Wardog. This is a Steam PC procedure; console community servers cannot load it. Read the author’s current change notes against your game build. The listed release date alone does not establish current compatibility.
Prepare a vehicle recovery test
Section titled “Prepare a vehicle recovery test”Keep a stopped backup of the mission, persistence, profiles, packages and launch list. Use a separate instance and disposable test vehicles away from player bases.
The author lists CF as required. If the world does not already use CF, its author requires a wipe before installation. Rehearse in a fresh world and plan the live framework change before using existing vehicle persistence.
Record the intended key and safe-zone systems. The supplied README names support for Expansion, MuchCarKey, Trader and TraderPlus. Those names do not prove compatibility with every release, add-on or custom vehicle. Test the actual combination your community uses.
Install CF and FlipTransport
Section titled “Install CF and FlipTransport”In VXPanel:
- Stop the test instance and open Mods.
- Install CF item
1559212036, followed by original FlipTransport item1832448183. Confirm each publisher through the Steam link. - Keep both in client-required scope, with CF first. Wait for installation jobs to finish.
- Check the release’s keys in the server’s central
keys/directory. The inspected FlipTransport package suppliesWardog.v3.bikey. - Start once, read the fresh logs and join with matching client packages. Stop before editing the generated configuration.
For a self-managed server, follow the manual mod/key steps. With folders named @CF and @FlipTransport, keep the existing launch command and include:
"-mod=@CF;@FlipTransport"Retain the rest of the client-required mod list in the same argument. Copy complete packages and signatures, and keep signature verification enabled.
Edit the current generated configuration
Section titled “Edit the current generated configuration”Resolve the service’s actual -profiles= directory. In the inspected v4 release, the generated file is:
<profiles>/configs/FlipTransport.v4.jsonThe package’s older README also mentions FlipTransport.json and PushDisabled. The inspected script migrates the old file and uses PushFunctionality in v4. Edit the current generated file rather than recreating the old one.
Use Files and SFTP while stopped. Back up the generated file, keep its complete schema and use the installed release’s value types. The author-supplied v4 example uses 0/1 for the switches and numeric values for strength and damage.
| Field | Job |
|---|---|
FlipSafezoneVehicle |
Permit flipping a vehicle recognized by the integration as inside a safe zone. |
FlipLockedVehicle |
Permit flipping a vehicle recognized as locked. |
WrenchDisabled |
Disable wrench-based flipping when enabled. |
WrenchPlaySound |
Control the wrench action sound. |
WrenchUseDamage |
Set wrench damage per use. |
PushFunctionality |
Select disabled (0), modded (1) or vanilla (2) pushing. |
PushStrength |
Set modded push strength. |
PushDepleteStamina |
Control stamina depletion during modded pushing. |
PushSafezoneVehicle |
Permit pushing a recognized safe-zone vehicle. |
PushLockedVehicle |
Permit pushing a recognized locked vehicle. |
For a rehearsal that blocks recovery actions on recognized locked and safe-zone vehicles, edit these replacement fields in the complete generated file:
{ "FlipSafezoneVehicle": 0, "FlipLockedVehicle": 0, "PushSafezoneVehicle": 0, "PushLockedVehicle": 0, "PushFunctionality": 1}This fragment is not a full configuration. Retain the other generated fields, validate the edited document and restart. Verify the restrictions with your lock and safe-zone integration; a value of 0 cannot recognize a third-party lock that the installed code does not support.
Use PushFunctionality = 2 through its JSON field when selecting the author’s vanilla-push mode. Setting it to 0 disables pushing; it does not request a fallback to vanilla. Keep the existing supported push strength for the first test rather than using a large value to free an obstructed vehicle.
Add optional hydraulic-jack and cone loot
Section titled “Add optional hydraulic-jack and cone loot”The inspected distribution includes server data/types.xml with entries for HydraulicJack and TrafficCone. They are fragments rather than a complete <types> document. The author says the jack need not be added to the economy if you do not want it spawning.
For selected entries you want as loot:
- Copy those complete entries from the installed release.
- Wrap them in a
<types>root and save the complete document asfliptransport_ce/fliptransport_types.xmlunder the active mission. - Register that file inside the mission’s existing
<economycore>:
<ce folder="fliptransport_ce"> <file name="fliptransport_types.xml" type="types" /></ce>- Check for existing definitions before adding duplicates. Review targets, counting flags and terrain locations with the loot guide.
- Validate the XML, start the service and inspect the new economy logs.
For a functional test, an administrator can supply a compatible tool on the rehearsal instance. That confirms the class can load, but does not establish that natural spawning works. Keep optional tool loot and action restrictions as separate checks.
Test flipping and pushing as a normal player
Section titled “Test flipping and pushing as a normal player”Create a supported test car in a clear area. Use a normal account rather than an admin tool that can force object movement. Preserve the vehicle’s initial condition in your test record.
For wrench recovery, use a non-ruined wrench, switch the engine off and wait for the car to stop. For the hydraulic jack, test the action with the installed jack class. Check the tool cost and result against your chosen settings.
For modded pushing, keep your hands empty, switch the engine off and select neutral. Test from the front and rear with room for the vehicle to move. A custom vehicle’s collision geometry can affect the available action and direction.
Run the acceptance checks in this order:
- Unlocked vehicle outside a zone: test the intended flip/push action and inspect the result.
- Locked vehicle: test your selected block or permission using the real supported lock system.
- Vehicle inside a safe zone: test the selected restriction, then repeat outside the boundary.
- Custom vehicle: repeat the action rather than assuming a vanilla car test covers it.
- Supported restart: confirm the vehicle’s intended saved state and the configuration remain in effect.
Check nearby players, objects and collision after movement. FlipTransport can provide a recovery action; it does not repair a vehicle’s engine, attachments, fluids or an invalid saved-world state. Use vehicle configuration for those failures.
Diagnose missing actions or ignored settings
Section titled “Diagnose missing actions or ignored settings”| Symptom | Check |
|---|---|
| No generated v4 file | Successful CF and FlipTransport startup, active profiles directory and service write access. |
| Edited settings ignored | Current configs/FlipTransport.v4.json, complete schema, valid JSON and restart. |
| Wrench cannot flip | WrenchDisabled, tool condition, supported target and lock/zone restrictions. |
| Vehicle barely moves | Engine off, neutral, clear ground, selected mode and supported collision geometry. |
| Vanilla push absent | Use the supported mode 2; 0 disables pushing. |
| Locked or zone vehicle still moves | Integration recognition, loaded related packages and the action actually being used. |
| Jack never appears as loot | Wrapped and registered item definitions, active mission and nonzero intended targets. |
| New game version breaks recovery | Preserve logs, compare author changes and revert the tested package/configuration set. |
Update or roll back
Section titled “Update or roll back”Back up the current profiles configuration before updating the package. Match server and client versions, review migration behavior and repeat the lock/zone tests. Keep the original distribution; the author prohibits repacking it into a server pack.
To undo the rehearsal, stop the instance and restore the previous package list, mission definitions and compatible profiles/world from its recovery set. Before removing the mod on a live world, handle its custom tools with the mod removal procedure.
Return to the DayZ guide directory or continue with vehicle economy checks.