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Advanced Weapon Scopes

How to host Advanced Weapon Scopes on game-serverhosting

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2,687,914
Categories
Mod, Equipment

Advanced Weapon Scopes on Your DayZ Server

Advanced Weapon Scopes replaces nearly all vanilla optics with a diverse set of custom scopes and red dot sights — including the EOTech XPS3-4, an ACOG with an optional RMR mount, the Leupold Mk 4, the SpecterDR, and several Russian-made optics like the Dedal DHF-5 and OKP-7. Additional mounts such as the Zenit B-13 AK side rail or the tri-rail mount let players attach virtually any scope to virtually any weapon, for far more loadout freedom. Running it just requires the usual -mod= startup parameter entry; since the mod purely adds item definitions, every client needs the same version installed for the new optics to load correctly. Nearly 2.7 million subscribers have already installed the mod.

Tip: Pair it with your own loot table so the new scopes actually spawn in-game.

Plan the rollout and operation

Advanced Weapon Scopes becomes useful only with a deliberate loot and weapon setup. Decide which optics should be rare, military, or trader stock and which mounts fit your weapon packs. Test every important combination in game because duplicate slots or missing models appear only on the client. Check balance at night and at long range as well before allowing the new sights to spawn normally.

Before changes, back up the mission, profiles directory, and persistent storage, then record the Workshop ID, mod folder, and position in the -mod= parameter. Copy any supplied signature key into the server key directory and edit XML or JSON files only from a validated copy. After boot, review RPT, script, and admin logs, connect two clients, and test joining, the core feature, persistence, and reconnecting. Loot or types changes do not happen merely because the mod is loaded; merge them deliberately and verify the result in the world after restart. Schedule a maintenance window for updates, move server and clients to the same Workshop release, and keep the previous configuration ready for rollback. Remove a mod first on a test copy after stored items, vehicles, buildings, or profile entries have been handled. This prevents signature kicks, empty spawns, and unnecessary wipes.