DayZ
Dogtags
243 条留言
Rapture! 9 月 22 日 下午 8:33 
Here is a silly question. The AI are spawning dogtags and everything is good in that regard. I am wondering if there is a way to figure out how the AI get their names. Currently, every AI i kill shows up as "Survivor Dogtag [AI]" and I am wondering if there is any documentation on how exactly the dogtag gets the AI name, and whether there might be a way to code a random name generator or a list of names for this. The goal for me is to have AI that when killed show names just like players would, so that players dont "really" know whether theyve killed an ai or a player.
Thanks so much for reading my TED talk. =)
=MrFarmy= 9 月 17 日 上午 7:06 
else if (playtime >= 43200) - Is this seconds or minutes?
Skullrazor 9 月 13 日 上午 1:21 
im strugling to add dog tags to my init file
Elite_Joker 9 月 3 日 下午 6:19 
Heey my Dogtag wont change after a amount of Time but idk why i set up the ini.c with the Time thingy but wont change pls help
Vladick 8 月 31 日 上午 11:27 
FYI for those of you trying to add dog tags to your Expansion AI, here is how you would set up the AI loadout to make it work:

{
"SlotName": "Dogtag",
"Items": [
{
"ClassName": "Dogtag_Bandit",
"Chance": 1.0,
"Quantity": {
"Min": 0.0,
"Max": 0.0
},
"Health": [
{
"Min": 1.0,
"Max": 1.0,
"Zone": ""
}
],
"InventoryAttachments": [],
"InventoryCargo": [],
"ConstructionPartsBuilt": [],
"Sets": []
}
]
},
Vladick 8 月 31 日 上午 9:25 
I don't think AI are players in the sense that they use the init.c for anything. The AI are spawned through Expansion AI and as such, they use the Expansion loadouts to determine their gear. I have tried all of the ways to spawn the tags that are listed. They all work for players but not for AI.
xenymbus (abenteuer0leben) 8 月 31 日 上午 8:37 
the solution is to give every player with playing time a changing dog tag.

since AIs are currently still considered “players,” they may also receive them (not verified).
xenymbus (abenteuer0leben) 8 月 31 日 上午 8:31 
playtime = you can set this yourself as admin
xenymbus (abenteuer0leben) 8 月 31 日 上午 8:29 
init.c

override Dogtag_Base EquipDogtag(PlayerBase player)
{
Dogtag_Base tag;
if (!player.HasDogtag()) // check if the player has a tag already
xenymbus (abenteuer0leben) 8 月 31 日 上午 8:29 
{
// create a new tag is the player doesn't have one
int slotId = InventorySlots.GetSlotIdFromString("Dogtag");
// update player's dogtags base on time
float playtime = player.StatGet("playtime");

// create dog tag based on playtime
if (playtime > 86400 && playtime < 259199)
{
tag = player.GetInventory().CreateAttachmentEx("Dogtag_Silver", slotId);
}
else if (playtime > 259200 && playtime < 604799)
{
tag = player.GetInventory().CreateAttachmentEx("Dogtag_Granite", slotId);
}
else if (playtime > 604800)
{
tag = player.GetInventory().CreateAttachmentEx("Dogtag_Cobalt", slotId);
}
else
{
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;
}
xenymbus (abenteuer0leben) 8 月 31 日 上午 8:28 
override void UpdatePlayersStats()
{
super.UpdatePlayersStats();

array<Man> players = {};
GetGame().GetPlayers(players);

for (int i = 0; i < players.Count(); i++)
{
PlayerBase player;
Class.CastTo(player, players.Get(i));
if( player )
{
// update player's dogtags base on time
float playtime = player.StatGet("playtime");

if (playtime > 86400 && playtime < 259199)
{
player.ReplaceDogtag("Dogtag_Silver");
}
else if (playtime > 259200 && playtime < 604799)
{
player.ReplaceDogtag("Dogtag_Granite");
}
else if (playtime > 604800)
{
player.ReplaceDogtag("Dogtag_Cobalt");
}
}
}
}
Vladick 8 月 31 日 上午 8:14 
Actually I guess it's called slotname not category:

"SlotName":
Vladick 8 月 31 日 上午 7:57 
Thanks for the response Wardog. Do you know what category I should use in the loadout?
Wardog  [作者] 8 月 30 日 下午 8:56 
Add the dogtags to their loadout
Vladick 8 月 30 日 下午 8:36 
Hi there. One of my players requested that I add your mod and I am trying to get it working on my test server. My server is PVE and therefore there is no need for player dog tags, but I am running a heavy AI server with no zombies and just want to spawn the dog tags on the AI so that players can collect them and sell them at the trader. I have tried the various examples of spawning the tags but none of them have spawned a tag on an AI yet. I am using Expansion AI for all of my AI spawns. Is there another config that I am not aware of that spawns a tag on Expansion AI. Please advise. Thanks!
Soul 6 月 9 日 下午 5:41 
Wardog you have a discord I can get in contact with you?
末夜cC 4 月 7 日 上午 5:02 
Dog tag online duration code - if I want to modify the duration, where should I add it?
ZizionarD 3 月 29 日 下午 12:15 
@Wardog Can you show me an example of how to do this?
Wardog  [作者] 3 月 29 日 上午 11:55 
Add a dogtag to their loadout configuration
ZizionarD 3 月 24 日 上午 3:46 
Hello! Can you tell me how to make the Expanded bots have tags?
norfair00 1 月 5 日 下午 7:06 
Hello, is posible to change tag description ?
tsiftos 2024 年 12 月 23 日 上午 2:33 
In my server the AIs are spawning without dogtags. Any ideas how to fix it?
Iugulator 2024 年 12 月 10 日 下午 5:34 
Is it possible to disable the looting of Expansion AI, while also still being able to loot dogtags? I was wanting to prevent players from being able to go from freshies to fully kitted out, while still enabling the dogtag collection for sale to the trader.

Thanks!
Lecedre 2024 年 11 月 26 日 上午 7:57 
Hello, do dogtags evolve over time?
Harfensänger 2024 年 11 月 11 日 上午 1:43 
Mod is working fine, but i have one Problem. The name of the player in the Dogtag is always "Survivor". Can someone help me out?
Capin_action_basturd 2024 年 10 月 25 日 下午 9:54 
i cant get these to spawn on players or ai, ive read both on here and in the file inside the mod i followed it to a t.
Big_Papa 2024 年 10 月 7 日 下午 1:11 
Hey, Cant find the information on what to add if i want the dog tags to change based on kills rather than time
grom25rus 2024 年 9 月 24 日 上午 1:08 
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 2024 年 9 月 23 日 上午 1:57 
Wardog is there anyway to show killed by on the tag ?
RAZERBack210 2024 年 8 月 27 日 下午 10:18 
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 2024 年 8 月 17 日 上午 5:47 
ahh ok thank you fella
Wardog  [作者] 2024 年 8 月 16 日 下午 7:47 
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 2024 年 8 月 15 日 下午 6:13 
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  [作者] 2024 年 8 月 15 日 下午 4:52 
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 2024 年 8 月 15 日 下午 3:57 
i keep getting this after adding the serverDZ.cfg additional parameters. File serverDZ.cfg, line 37: .dogtags playtime required: member already defined
FleOx 2024 年 7 月 16 日 上午 6:49 
hello not possible to loot the dogtag... could you help me thank you
Gothic 2024 年 6 月 24 日 上午 10:55 
Hi bro, if i edit serverdayz.cfg server crash after.
ErrorMessage_DayZServer_x64_2024-06-24_18-51-14.mdmp

Any ideea?
ribro19 2024 年 6 月 10 日 下午 12:36 
Can anyone tell me how I can downgrade the mod to the last version? The server admin hasn't updated the mod yet and I'm on the newest version, but the server is still on yesterday's version...
Wardog  [作者] 2024 年 6 月 9 日 下午 9:33 
Resolved the crash to desktop issue when exiting the game
Violt 2024 年 6 月 8 日 下午 1:11 
I'm getting a Bad-Module-Info error when i exit the game from the main menu when i have the Dogtags mod installed.

I've removed all mods in my load list one by one and it stopped happening after i unsubscribed Dogtags mod
Lucid 2024 年 5 月 30 日 下午 10:55 
i keep getting this error

$CurrentDir:mpmissions\dayzOffline.chernarusplus\init.c(33): Function 'EquipDogtag' is marked as override, but there is no function with this name in the base class

anyone received this and know how to fix it
E79Tank 2024 年 5 月 4 日 上午 6:17 
TYVM noticed that Dr.Jones had a second update around the same time too lol
Wardog  [作者] 2024 年 5 月 4 日 上午 5:36 
I've removed integrations i had with Trader by Dr Jones. This should resolve any startup issues on my end.
E79Tank 2024 年 5 月 4 日 上午 5:23 
can confirm, Dr. Jones Trader update has broken the mod
verjil92 2024 年 5 月 4 日 上午 4:37 
Trader update
verjil92 2024 年 5 月 4 日 上午 4:36 
---------------------------
Compile error
---------------------------
Can't compile "World" script module!

WRDG/Dogtags/Scripts/4_World/dogtags\integrations\trader\entities\dayzplayerimplement.c(11): Function 'isInPlayerInventory' is marked as override, but there is no function with this name in the base class
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npa42012 2024 年 4 月 11 日 上午 1:51 
can someone explain where i need to add this in the init.c file please!?
smell like fix spirit 2024 年 1 月 27 日 下午 8:11 
can we make the dogtag be removed without dieing?
riciuu 2024 年 1 月 27 日 下午 7:43 
it's possible to give urs dog tag when alive?
OPACHKI (12 y.o) 2023 年 11 月 11 日 上午 6:24 
why mod not working? i use collection but i dont see slots for dogtag? I need change code in init.c?