DayZ
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Dogtags
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Type: Mod
File Size
Posted
Updated
13.259 MB
Nov 29, 2020 @ 3:16pm
Jun 9 @ 9:32pm
4 Change Notes ( view )

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Dogtags

Description
Description
Chernarus can be a very cold and unforgiving land, let's make it a bit more bearable by being able to identify your threats. Survivors are tagged when entering the nation of Chernarus, only their name and the date they were tagged can be viewed, and blood type if you have been tested. Collect the tags of your enemies or of the fallen allies, bring them forth for trade or as trophy pieces.

Features
- Name, tagged date, and blood type (if known by test) are stored on the tag
- Dogtags can only be taken off of dead players
- Hero, bandit, and survivor variants (distinguished by color)
- Dogtags can be view on dead or restrained players
- Survivors are tagged upon character spawn, existing players will also be tagged upon login
- Names on dogtags are updated when changing your name

Configuration
You can configure if and when dogtags can be removed from dead players, with the dogtagsPlaytimeRequired config value in serverDZ.cfg. This is the required time the dead player had to be alive in order for their dogtag to be able to be collected. You can also control if dogtags worn by AI can be removed once dead with dogtagsCanTakeFromAI.

This is NOT necessary to added to your serverDZ.cfg file, only if you wanting to change the behavior of removing dogtags.

PLEASE MAKE SURE YOU ONLY HAVE THE VARIABLE DEFINED ONCE, DO NOT COPY AND PASTE THE ENTIRE CODE BLOCK BELOW AND COMMENT ON WHY YOUR SERVER IS NOT STARTING.


dogtagsPlaytimeRequired = -1; // dogtags can NOT be removed from dead players dogtagsPlaytimeRequired = 0; // dogtags can always be removed from dead players, even fresh spawns dogtagsPlaytimeRequired = 600; // dogtags can only be removed from dead players that have played more than 10 minutes dogtagsCanTakeFromAI = 1; // allow dogtags to be taken off of AI dogtagsCanTakeFromAI = 0; // disallow dogtags to be taken off of AI - default

There's really only one way to configure how tags are spawned currently on the server, you can add this method to your server's init.c file to edit what type of dogtags you're going to be giving your players. There are three dogtag variants, their class names are as follows:
Dogtag_Survivor, Dogtag_Hero, Dogtag_Bandit, Dogtag_Silver, Dogtag_Granite, Dogtag_Cobalt

I'd only edit this if you know what you're doing, or if someone in the community has made a good example to be used freely. This method isn't necessary to add to your init.c as it's already in the base mod and works as functioned below. There are some starter examples in the "Server" folder of the mod, along with the types.xml.

This method is NOT necessary to added to your init.c file, only if you want to change which dogtags spawn on the player when the character is created.

override Dogtag_Base EquipDogtag(PlayerBase player) { if (!player.HasDogtag()) // check if the player has a tag already { // create a new tag is the player doesn't have one int slotId = InventorySlots.GetSlotIdFromString("Dogtag"); return Dogtag_Base.Cast(player.GetInventory().CreateAttachmentEx("Dogtag_Survivor", slotId)); } return null; }

Update player's dogtag based on time played for their specific character, by adding this to your init.c
override void UpdatePlayersStats() { super.UpdatePlayersStats(); array<Man> players = {}; GetGame().GetPlayers(players); for (int i = 0; i < players.Count(); i++) { PlayerBase player; if (!PlayerBase.CastTo(player, players.Get(i))) continue; // update player's dogtag base on time float playtime = player.StatGet("playtime"); if (playtime >= 21600 && playtime < 43200) { player.ReplaceDogtag("Dogtag_Granite"); } else if (playtime >= 43200) { player.ReplaceDogtag("Dogtag_Cobalt"); } } }

Mod Integrations
GraveCross - dogtags spawn on grave crosses, load Dogtags after this mod
DayZ Expansion - dogtags spawn on grave crosses, load Dogtags after this mod
TransferItemsToCrateWhenDying - dogtags spawn on boxes, load Dogtags after this mod


Planned Features
- More modding support and examples
- Additional meta stats for tags (i.e. killed by and death date); configurable
- Better PVE support

Known Issues
- Incompatibilities with other mods that modify Trader's has item check logic and item removal logic

Special Thanks
Levent - modeling and texturing
Cashewsan - model importing and material configuration (original mod idea)
DayZBlackout - getting me the best contact for modeling and texturing
Jacob_Mango - helping solve the UI issue with tooltips
InclementDad - continue

Usage & Terms
This item is NOT authorized (strictly forbidden) for any of these conditions:
- posting on Steam, except under the Steam account officialwardog.
- hosting on any download server other than Dogtags' current workshop download.
- hosting on any launcher for distribution other than Dogtags' current workshop download.
- to be packaged in any form other than Dogtags' current workshop download.
- to create derivative works.

PERMISSION IS NOT GRANTED FOR THIS MOD TO BE INCLUDED IN A "SERVER PACK" or "MOD PACK" or "REPACK".

Use a Collection if you want to include this mod on your server for your users.

Monetization while using this mod is approved.
Copyright 2019-2024 Wardog
All rights reserved

[wrdg.net]
Popular Discussions View All (14)
20
Oct 20 @ 3:11am
Servers using this mod
Sfmplayer
3
Nov 15, 2023 @ 2:51am
Crash at server load
Gwart
9
Oct 12 @ 10:44am
Report issues or crash logs
Sfmplayer
217 Comments
Big_Papa Oct 7 @ 1:11pm 
Hey, Cant find the information on what to add if i want the dog tags to change based on kills rather than time
grom25rus Sep 24 @ 1:08am 
good afternoon, tell me the name class for the slot in the investor for tokens, I want to combine your mod with the Sky_Cross mod
ralphypp Sep 23 @ 1:57am 
Wardog is there anyway to show killed by on the tag ?
RAZERBack210 Aug 27 @ 10:18pm 
has anyone setup the tags to be sold at a trader. or am i missin somthing. because i cant get trader plus to post these items
EarthWormJim90 Aug 17 @ 5:47am 
ahh ok thank you fella
Wardog  [author] Aug 16 @ 7:47pm 
You should only have dogtagsPlaytimeRequired and dogtagsCanTakeFromAI defined once in your serverDZ.cfg. My above examples have it multiple times since again, it's an example of values that you can use. You're receiving that error upon startup because you copy and pasted all of the example values. Please take your time and read before blindly copying and pasting things. This also goes for the changes I've stated above for the init.c, they're not required to get the mod going but are exposed for potential scripting capabilities for you to mess with if you're comfortable or are wanting the mod to do something different than the default behavior.
EarthWormJim90 Aug 15 @ 6:13pm 
thank you for replying fella and all i done was copy and pasted what was in the read me section and theres nothing in there that was duplicated
Wardog  [author] Aug 15 @ 4:52pm 
Yeah because the parameter should only be defined once. I provided multiple examples of the various available parameters to give you a feel of how you can range the values. Please only use the parameters uniquely, and don't define them more than once.
EarthWormJim90 Aug 15 @ 3:57pm 
i keep getting this after adding the serverDZ.cfg additional parameters. File serverDZ.cfg, line 37: .dogtags playtime required: member already defined
FleOx Jul 16 @ 6:49am 
hello not possible to loot the dogtag... could you help me thank you