DayZ street lights using working light sources for console server object-spawner setups.
DayZ object spawner lighting
DayZ Street Lights and Client-Side Light Objects
A tested reference for using DayZ light objects separately from lamp-post models, including Chernarus and Livonia street-light JSON downloads, night-time light-post notes, radius and brightness values, and police-siren style light effects.
Working DayZ street lights video
This video shows the street-light setup working in game, using light sources that can be placed separately from the visible lamp or prop model.
How these lights work
These are the light objects themselves. They do not need to be attached to the visible street-light, lamp, vehicle, or prop model to cast light, so you can place a physical object and a separate light object where the glow needs to be.
Client-side lighting
The light effect works client side. Based on the files, that implies the visible light is not being handled like a normal server-managed object, which should help performance when used sensibly.
Shadow cost
Lights that cast shadows can be performance heavy. Use them carefully, especially in dense towns, traders, arenas, and event hubs. Testing so far has not shown issues, but high-density lighting still deserves restraint.
Capitalization matters
Classnames are case-sensitive when used this way. Copy the light object name exactly, including capitalization, or the light may not spawn as expected.
Police-siren appearance
Red, blue, alarm, roadblock, flare, and vehicle light objects can be used as building blocks for a flashing police-siren appearance. The useful part is that the visible siren effect can come from the light object itself instead of relying on a full vehicle or lamp object.
Radius and brightness reference
Values are grouped in one readable table. Vehicle entries keep their low-beam, high-beam, and brake data together so the reference does not stretch down the page.
| Light object | Radius | Brightness | Extra beam data |
|---|---|---|---|
RoadflareLight |
30 | 8.5 | Standard glow data. |
FlareLight |
100 | 10.0 | Large flare radius. |
BonFireLight |
40 | 15.0 | Use exact capitalization from the tested entry. |
ChemLightLight |
7.5 | 1.5 | Small light source. |
Grenade |
20 | 50 | Explosion-style light data. |
FireplaceLight |
25 | 4.75 | Fireplace glow. |
TorchLight |
30 | 5.0 | Torch glow. |
GasLampLight |
15 | 5.0 | Portable gas-lamp style data. |
FlashLightLight |
25 | 4 | Flashlight beam source. |
HeadtorchLight |
20 | 3 | Headtorch beam source. |
PistolLightLight |
18 | 5.25 | Weapon light source. |
UniversalLightLight |
25 | 6.05 | Universal weapon light source. |
Sedan_02FrontLight, Offroad_02FrontLight,
Truck_01FrontLight |
Low 75 / High 100 | Low 5 / High 10 | Front vehicle beam data. |
OffroadHatchbackFrontLight |
Low 55 / High 75 | Low 5 / High 10 | Front vehicle beam data. |
Hatchback_02FrontLight |
Low 65 / High 90 | Low 6 / High 12 | Front vehicle beam data. |
CivilianSedanFrontLight |
Low 65 / High 80 | Low 5 / High 10 | Front vehicle beam data. |
CivilianSedanRearLight, Hatchback_02RearLight |
Brake 6 / Low 13 / High 15 | Brake 1 / Low 2 / High 2.5 | Rear and brake light data. |
Offroad_02RearLight |
Brake 6 / Low 15 / High 18 | Brake 6 / Low 2 / High 7 | Rear and brake light data. |
OffroadHatchbackRearLight |
Brake 6 / Low 13 / High 15 | Brake 1 / Low 2 / High 2.5 | Rear and brake light data. |
Sedan_02RearLight |
Brake 6 / Low 10 / High 10 | Brake 5 / Low 2 / High 5 | Rear and brake light data. |
Truck_01RearLight |
Brake 6 / Low 10 / High 10 | Brake 5 / Low 2 / High 5 | Rear and brake light data. |