DayZ
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Zens Combination Locks
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Type: Mod
Mod Type: Equipment, Mechanics
File Size
Posted
Updated
3.631 MB
Sep 18, 2022 @ 4:27pm
May 17 @ 7:04pm
16 Change Notes ( view )

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Zens Combination Locks

Description
What Is This?

This mod overhauls how combination locks work in DayZ. It's designed to enhance the vanilla experience and is best suited for lightly modded servers, although it works with most popular basebuilding mods.

Combination locks will now remember the players who enter the code - much like the Code Lock mod. You only need to enter the code once, then the door will open for you without needing to enter the code again.

There are two lock-opening options the server can choose from: instant open, and a slow open.

Instant open works like the Code Lock mod - press F and the door/gate will open instantly.

The slow option simulates entering the code - so you need to cycle through a few "pretend" combination dial actions before the door will open (for a more authentic hardcore DayZ experience). Servers can adjust how many cycles are required, by default it's set to 1 cycle per digit on the lock.

This mod also includes a few other optional features, such as displaying the code on the screen while dialing, interacting with locks & gates from anywhere on the object, it adds several new combination locks (with up to 9 digits), and a new raiding option using a Bolt Cutter tool to break the locks. These features can be turned on or off based on the server config.

Here is a video explaining the core features of the mod as at the time of release:

https://youtu.be/fhJb1UWMCeI

I also included a stringtable so translations should work for all languages (although some translations might be inaccurate as I used an automatic translation tool).

Please report any bugs or mistranslations and I'll fix them ASAP - or feel free to fix them yourself and repack, it's open source (more info below).

Note: This mod may conflict with other mods that either modify combination lock behaviour or fence behaviour (especially base-building mods). I can make no guarantees for compatibility with other mods and don't have time to make it work with them all.

Known Compatibility (Last Updated September 2024):
- CodeLock: Seems fully compatible.
- BuildingFortifications: Seems fully compatible.
- EvenMoreDoors: Seems fully compatible.
- BaseBuildingPlus: Seems fully compatible.
- RaG Basebuilding: Seems fully compatible.

Known Incompatibility/Issues:
- Expansion: Will likely have issues - haven't done any testing on it. Given the complexity of that mod I probably won't try unless it's a popular request, as most servers run code locks with Exp anyway.

Installation Instructions:

Install this mod like any other mod - copy it into your server folder and add it to your mods list. It must be run on both server and client. Make sure to copy the .bikey into your server keys.

Repack & Source Code:

Unfortunately due to lack of time I can't maintain all of my mods all of the time. I do my best, but these mods are offered as-is. If there's a problem, you have the source code and my permission to fix it yourself and upload a fixed version to the workshop without any credit necessary. It's all free.

You can repack this mod if you like, and do anything else you want with it for that matter. The source code is on my GitHub at www.zenarchist.com

Buy Me A Coffee:

All my mods are free and open source, but it takes an enormous amount of time to put some of these mods together. If I've helped you out, please consider helping me buy my next coffee! I don't expect it, but I very much appreciate it.

https://buymeacoffee.com/zenarchist

Enjoy!
76 Comments
DDay987 May 18 @ 5:16pm 
Hey Zenarchist,
Just wanted to let you know that your website linked in the description appears to be down or returning some empty html
Also, is this your github (https://github.com/ZenarchistCode/ZenComboLocks)?
Zenarchist  [author] May 17 @ 7:06pm 
Perfect glad to hear it man. Also, just pushed another update to finally fix compatibility with BBP and RaG and most other basebuilding mods which don't deviate too radically from vanilla's combination lock code. *Should* work on BBP and RaG now fully.
BOOM__95 May 5 @ 11:53pm 
Hi @Zenarchist The new version has fixed the bug, thank you.
Zenarchist  [author] May 2 @ 4:28am 
Hey @BOOM__95, are you running any other mods with mine, particularly basebuilding or any storage mods which allow putting combination locks on objects? And please update the server mod to the latest version, those line numbers do not match what the latest version's code does. I also just pushed another update which *should* fix that issue if it's caused by what I think it was caused by from guessing what might have been an issue with those classnames mentioned in the error logs. Let me know if you encounter any issues with the new version.
BOOM__95 Apr 29 @ 2:59am 
Do you have any ideas where this is coming from and how to fix it ?
BOOM__95 Apr 29 @ 2:59am 
Hello everyone, i have this error:
Unhandled exception Reason: Access violation. Illegal read by 0x7ff7760462b4 at 0x1d0
Function: 'SetGroundPosByOwner'
Stack trace:
scripts/3_Game/systems\inventory\inventory.c:1259
scripts/3_Game/systems\inventory\inventory.c:1271
ZenComboLocks/Scripts/4_World/classes\useractionscomponent\actions\action_raid\zen_actionraidcombolocktarget.c:93
scripts/4_World/classes\useractionscomponent\actions\actioncontinuousbase.c:251
scripts/4_World/classes\useractionscomponent\actioncomponents\cacontinuousbase.c:12
scripts/4_World/classes\useractionscomponent\actioncomponents\cacontinuoustime.c:53
scripts/4_World/classes\useractionscomponent\animatedactionbase.c:74
scripts/4_World/classes\useractionscomponent\animatedactionbase.c:408
ZenComboLocks/Scripts/4_World/classes\useractionscomponent\actions\action_raid\zen_actionraidcombolocktarget.c:104
scripts/4_World/classes\useractionscomponent\actions\actioncontinuousbase.c:23
Zenarchist  [author] Apr 25 @ 12:48am 
Sorry for the delay guys. The SyncComboLockPermissions error log spam should be fixed now.

@LibertyJack unfortunately R22R's base reloaded mod doesn't provide a #define for me to include compatibility in my mod. You'll have to find someone to code up a version of my mod which works with that mod (my mod is open source & free to repack) or convince the author of R22R's base reloaded to add a #define so that other modders can interact with their code.

Sorry I can't be of more help with that. I don't have time to create and publish a secondary version of my mod that works with theirs right now but if they add a #define tag to their mod I can consider it in future updates
Bender Apr 13 @ 6:40am 
Function: 'SyncComboLockPermissions'
Stack trace:
ZenComboLocks/Scripts/4_World/entities\itembase\combinationlock.c:358
ZenComboLocks/Scripts/4_World/entities\itembase\combinationlock.c:323
scripts/3_Game/dayzgame.c:3022
JM/CF/Scripts/3_Game/communityframework\game\dayzgame.c:115
SCRIPT (E): NULL pointer to instance
Class: 'Zen_CombinationLock6'
Entity id:2983282
BuffaGunz Apr 11 @ 1:43pm 
LibertyJack Apr 6 @ 5:11pm 
ZENARCHIST you around? still getting error messages like below. any idea of a fix?