DayZ
Dogtags
243 Comments
Rapture! 22 Sep @ 8:33pm 
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= 17 Sep @ 7:06am 
else if (playtime >= 43200) - Is this seconds or minutes?
Skullrazor 13 Sep @ 1:21am 
im strugling to add dog tags to my init file
Elite_Joker 3 Sep @ 6:19pm 
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 31 Aug @ 11:27am 
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 31 Aug @ 9:25am 
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) 31 Aug @ 8:37am 
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) 31 Aug @ 8:31am 
playtime = you can set this yourself as admin
xenymbus (abenteuer0leben) 31 Aug @ 8:29am 
init.c

override Dogtag_Base EquipDogtag(PlayerBase player)
{
Dogtag_Base tag;
if (!player.HasDogtag()) // check if the player has a tag already
xenymbus (abenteuer0leben) 31 Aug @ 8:29am 
{
// 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) 31 Aug @ 8:28am 
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 31 Aug @ 8:14am 
Actually I guess it's called slotname not category:

"SlotName":
Vladick 31 Aug @ 7:57am 
Thanks for the response Wardog. Do you know what category I should use in the loadout?
Wardog  [author] 30 Aug @ 8:56pm 
Add the dogtags to their loadout
Vladick 30 Aug @ 8:36pm 
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 9 Jun @ 5:41pm 
Wardog you have a discord I can get in contact with you?
末夜cC 7 Apr @ 5:02am 
Dog tag online duration code - if I want to modify the duration, where should I add it?
ZizionarD 29 Mar @ 12:15pm 
@Wardog Can you show me an example of how to do this?
Wardog  [author] 29 Mar @ 11:55am 
Add a dogtag to their loadout configuration
ZizionarD 24 Mar @ 3:46am 
Hello! Can you tell me how to make the Expanded bots have tags?
norfair00 5 Jan @ 7:06pm 
Hello, is posible to change tag description ?
tsiftos 23 Dec, 2024 @ 2:33am 
In my server the AIs are spawning without dogtags. Any ideas how to fix it?
Iugulator 10 Dec, 2024 @ 5:34pm 
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 26 Nov, 2024 @ 7:57am 
Hello, do dogtags evolve over time?
Harfensänger 11 Nov, 2024 @ 1:43am 
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 25 Oct, 2024 @ 9:54pm 
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 7 Oct, 2024 @ 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 24 Sep, 2024 @ 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 23 Sep, 2024 @ 1:57am 
Wardog is there anyway to show killed by on the tag ?
RAZERBack210 27 Aug, 2024 @ 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 17 Aug, 2024 @ 5:47am 
ahh ok thank you fella
Wardog  [author] 16 Aug, 2024 @ 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 15 Aug, 2024 @ 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] 15 Aug, 2024 @ 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 15 Aug, 2024 @ 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 16 Jul, 2024 @ 6:49am 
hello not possible to loot the dogtag... could you help me thank you
Gothic 24 Jun, 2024 @ 10:55am 
Hi bro, if i edit serverdayz.cfg server crash after.
ErrorMessage_DayZServer_x64_2024-06-24_18-51-14.mdmp

Any ideea?
ribro19 10 Jun, 2024 @ 12:36pm 
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  [author] 9 Jun, 2024 @ 9:33pm 
Resolved the crash to desktop issue when exiting the game
Violt 8 Jun, 2024 @ 1:11pm 
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 30 May, 2024 @ 10:55pm 
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 4 May, 2024 @ 6:17am 
TYVM noticed that Dr.Jones had a second update around the same time too lol
Wardog  [author] 4 May, 2024 @ 5:36am 
I've removed integrations i had with Trader by Dr Jones. This should resolve any startup issues on my end.
E79Tank 4 May, 2024 @ 5:23am 
can confirm, Dr. Jones Trader update has broken the mod
verjil92 4 May, 2024 @ 4:37am 
Trader update
verjil92 4 May, 2024 @ 4:36am 
---------------------------
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 11 Apr, 2024 @ 1:51am 
can someone explain where i need to add this in the init.c file please!?
Fixhide 27 Jan, 2024 @ 8:11pm 
can we make the dogtag be removed without dieing?
riciuu 27 Jan, 2024 @ 7:43pm 
it's possible to give urs dog tag when alive?
OPACHKI 11 Nov, 2023 @ 6:24am 
why mod not working? i use collection but i dont see slots for dogtag? I need change code in init.c?