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Type: Mod
File Size
12.647 MB
Nov 29, 2020 @ 3:16pm
May 26 @ 5:41pm
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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.

- 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

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.

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.


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

Monetization while using this mod is approved.
Copyright 2019-2023 Wardog.

Popular Discussions View All (9)
Mar 26 @ 12:19pm
Servers using this mod
Mar 9 @ 6:32pm
Report issues or crash logs
Mar 5 @ 9:50pm
How to set up inc file to have people spawn in with dogtags
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anasxfia 18 hours ago 
This is such a great mod, combined with heroes and bandits(i hope it gets updated this year)its pretty immersive.
ZizionarD May 27 @ 6:09pm 
Hello! How to configure this mod for the dayz expansion mod?
Adamx May 26 @ 5:21pm 
:stare: where did this come from.... :sadsingh:
Wardog  [author] May 20 @ 5:17pm 
Add what ever variant of dogtag to the loadout for the AI.
Chuckiebob May 20 @ 4:20pm 
To get these spawned on expansion AI, do you just manually put them in their inventory or is there a way to set it up like with player spawns where the AI will just have them?
Saga Apr 16 @ 3:06pm 
Any way to give a dogtag a random name and spawn in zombie inventory?
Darth Mischer Apr 11 @ 8:57pm 
hi i wanted to ask if it is possible to start everything with surivor. and if you play a gewiise time you get granite and cobalt. But if you kill someone you get Bandit and hero? is that possible?
quadrant2005 Apr 11 @ 2:35pm 
Please add a case to be able to collect 100 sets of dog tags in like in the game Tarkov. Here is an example a 10x10 grid etc
Ownkruid Mar 16 @ 5:39pm 
Does this work with Expansion: Hardline?
Yuki Mar 9 @ 7:40pm 
Smooth brain comments: can i repack this old fashion mod in my serverroom?