238 ratings
Type: Mod
Mod Type: Character
File Size
12.690 MB
Nov 29, 2020 @ 3:16pm
Nov 18, 2021 @ 7:55pm
8 Change Notes ( view )

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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.

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

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) { Dogtag_Base tag; 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"); tag = player.GetInventory().CreateAttachmentEx("Dogtag_Survivor", slotId); } tag = player.GetDogtag(); // get current tag on player, new or existing tag.SetNickName(player.GetIdentity().GetName()); // updates player's name return tag; }

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 dogtags base on time float playtime = player.StatGet("playtime"); if (playtime > 21599 && playtime < 43200) { player.ReplaceDogtag("Dogtag_Granite"); } else if (playtime > 43199) { 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
- Server configuration file
- Non-dependent mod integrations (i.e. HerosAndBandits)
- Dogtag case to store all your trophy kills
- More modding support and examples
- Additional meta stats for tags (i.e. killed by and death date); configurable
- Better PVE support
- Viewing dogtags on surrendered players

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 2019-2022 Wardog.

Popular Discussions View All (5)
Mar 23 @ 7:06am
Servers using this mod
Dec 28, 2020 @ 10:01pm
Report issues or crash logs
May 4 @ 4:32am
Init.c example crashes 1.17 server
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Elon's Musk May 12 @ 8:43pm 
I see you have 6 class names now, can you show the init.c coding to include all 6 as player progresses?
eclipsehowie May 3 @ 6:21am 
@Wardog Do you have a Discord I wanted to talk to you about this mod. If you could reach out to me. Id appreciate it.
teixramm Apr 22 @ 6:41am 
Well, I want to make the dogtag updates based on the player's alivetime, where can I find the init.c to modify it?
Wardog  [author] Apr 22 @ 1:35am 
@teixramm if you read the description, it states that it is not necessary to modify the init.c unless you're doing something very specific. All you need to do is load the mod if you just need the basics for dogtags. If you're doing anything advanced, you have the capabilities to do so.
teixramm Apr 21 @ 6:04pm 
Hello, I would like to know where can I find a tutorial to set-up the mod, where can I modify the init.c

I'm new into setting-up a DayZ server, it's my first time
Wardog  [author] Apr 19 @ 8:33am 
@M4RT1NS it’s in the description of the mod. Character’s lifetime is handled by the playtime stat. There’s no vanilla way to handle based on total time played for an identity, without externally storing that data to file.
M4RT1NS Apr 18 @ 4:34pm 
@Wardog is there a way to change the color of the dogtag according to the character's lifetime instead of the game time on the server?
Wardog  [author] Apr 9 @ 8:16am 
@impu1se Play it's time in seconds
impu1se Play Apr 9 @ 6:50am 
@wardog playtime > 21599 Can you tell me if this is seconds or milliseconds?
Wardog  [author] Apr 5 @ 4:05pm 
@Klappr no