DayZ
Territory Plus
63 Comments
fulldead 8 Jul @ 2:00am 
can I make a repack?you will be marked as creators
Raven 26 Jun @ 7:29am 
maybe can you move "function that teleports people out of territories that isn't their own" to config, and give choice to owners ? it would be cool
Deceased  [author] 22 Jun @ 2:45pm 
Дарова, у тебя. Этот мод ключи совсем не трогает.
Black Soull 22 Jun @ 1:00pm 
Привет. Известно ли тебе о конфликте с MuchCarKey или это у меня что-то не так?
Deceased  [author] 15 Jun @ 6:46pm 
Works fine on all my servers, along with other server hosts. Are you hosting locally or through a provider?
Lord Chadsworth 15 Jun @ 10:06am 
Having an issue where the config is reset to default on every server restart, its only changing this one config, its deleting all the no build zones and reverting all setting to base settings, any ideas?
Deceased  [author] 31 May @ 9:45pm 
It’s just a warning message and shouldn’t affect anything. I use it on my servers and so do 12,000 other people
StephenWine 30 May @ 3:29am 
Hey, this mod causes an error every time you close the game:
Access violation. Illegal read by 0x7ff679f727e3 at 0x1be8d9ad668.

The problem is in ZenUtilities -> Scripts -> 4_World -> Entities -> Manbase -> Playerbase.c. Something in the EEKilled function causes the error.

I don’t get any error messages when closing the game without the mod installed, so the issue seems to be caused by the mod.
Dienamik 18 May @ 2:13am 
Does this mod ignore items lifetime in types.xml unless it's added to the config?
Deceased  [author] 15 May @ 3:14pm 
Yes (although extras folder isnt included and is in basic territories upgraded mod)
CrystalSalo 15 May @ 10:34am 
is the BasicTerritories guide from comments below are same for this mod?
EddyDjCuba 10 May @ 7:51pm 
My bug with bbp is that players can dismantle enemy base. With vanila it work fine but with bbp you have to disable dismantle bbp. But if I do that owners of territory can dismantle too
Deceased  [author] 2 May @ 12:55am 
No, same properties for everyone
TorirZ 1 May @ 11:25pm 
Can territory limits be set separately for different players?
Pr.Sunrise 25 Apr @ 6:49pm 
Like the author, subscribe and link to the mod.
Deceased  [author] 14 Apr @ 3:18pm 
What does it have to do with this mod though?
JIA118 14 Apr @ 4:45am 
Hello, brother, can players be prohibited from using screwdrivers to disassemble RAG module furniture?
Deceased  [author] 8 Apr @ 12:34am 
Yo, check out this documentation, it'll answer your questions
https://drive.google.com/file/d/1FfuG-4b2vKMYY04QZPWsYjTKrdHmASCi/view
✪ SAFE DO NORDESTE ✪ 7 Apr @ 6:56pm 
"PublicPermissions": 280,
"MemberPermissions": 1,

I'm a layman, could someone tell me what these functions do in themselves, they leave me a bit confused?
Captain Bigzy 6 Apr @ 1:21pm 
Thanks yea it works great so far.

A nice feature for some servers would be the ability to decide which parts can be destroyed. Not just all or nothing.

Another thing that would be good which I cant see is a limit of how many flag poles a player can have.
Deceased  [author] 6 Apr @ 1:49am 
Look at the config bb and how it works
Captain Bigzy 5 Apr @ 6:21pm 
Does this work with RaG Base Building?
Deceased  [author] 2 Apr @ 1:23pm 
np:)
ҜĦΔØŦƗĆ 2 Apr @ 12:40pm 
@Deceased,thank you i will :)
Deceased  [author] 1 Apr @ 10:09pm 
Reach out to me on my discord (open a ticket) and I’ll help you out
ҜĦΔØŦƗĆ 31 Mar @ 9:14pm 
server just boot loops when adding and i have no other basebuilding mods or territory mods, we using vanilla flag for now
Deceased  [author] 31 Mar @ 5:27pm 
Works fine on all my servers with bbp in place. What’s the issue exactly?
ҜĦΔØŦƗĆ 31 Mar @ 6:58am 
@EddyDjCuba i cant seem to get it to work
EddyDjCuba 30 Mar @ 6:05pm 
is it compatible with bbp ?
KimDotNo 30 Mar @ 4:06pm 
Admin building when territory = 1 doesnt seem to work. I would assume its the steamID that needs to be set or am I doing something wrong? I essentially added to the whitelist, static kits that players cannot add themselves, but I would think with admin rights territory doesnt apply?
Dargaro Inozowa 30 Mar @ 9:54am 
Please add a define line to the mod .cpp

Base building mods that used to check for the old territories mod are not triggering disallowing disassembly because its looking for the define line.
Deceased  [author] 27 Mar @ 2:03pm 
In config just put the coordinates to middle of the map and put radius to how big the map is and it’ll work
Hasidieelfe 27 Mar @ 4:16am 
moin moin times ne question to the mod how do you set that on the whole map construction is forbidden ? that you can not place anything without base territorum ?
The Wizard 13 Mar @ 5:26am 
If you use this Mod with CFTools then be aware that the Territory Flag state of being claimed or not-claimed does not display correctly on the CFTools map. It remains in the un-claimed state being that the Icon stays in the triangular state and does not change to the rectangular state you get from the Basic Territories mod. The Dev is reluctant to fix it since he does not use CFCloud - which is understandable.
LUSCA 12 Mar @ 1:33pm 
There is a bug that allows players to dismantle buildings even within the enemy flag radius.
Cole 11 Mar @ 4:57pm 
@The Wizard - Hey i loaded two different territory mods(not at same time and including the older Basic Territories which i still use), and got one of my admins to place and build a flag kit, but not claim it yet, i checked the CFTools/Cloud Map and it was showing the default triangular shaped flag icon, i then got my admin to claim it and then had him make a territory, i refreshed my cftools map and still had the same icon, but when you hover your cursor over the flag, mine shows who owns(steam ID) it and its lifetime remaining/percentage so im thinking there might be a very small issue transmitting the data between your server and CFTools/Cloud map.
Deceased  [author] 11 Mar @ 4:41pm 
Oh, I've never used CFCloud, lol. But yeah feel free to shoot me a message and I could see if there are some API calls I'd be able to change.
The Wizard 11 Mar @ 10:43am 
Perhaps I could contact you on Discord with regard to this, I could give you a few screen shots of what I'm talking about
The Wizard 11 Mar @ 10:19am 
The Flags work as they should do on our servers, it's just that the players territory flags displayed on the CFCloud map are not changing the Icon when they have been claimed (from a pointed flag icon to a rectangular flag icon), and the Remaining Lifetime displayed on CFCloud is much the same for a flag that is fully up or one that is almost completely down. The Percentage that the flag is raised is displayed accurately on CFCloud however. The lifetimes etc of the flag are all set correctly in ZenTerritoriesConfig.json, Globals.xml, and the types.xml file. These features all displayed correctly with the old Basic_Territories Mod
Deceased  [author] 10 Mar @ 8:02pm 
Yeah it’s working great on my server too.
Cole 10 Mar @ 5:24pm 
@The Wizard are you sure you have not maybe accidentally changed the flag drop/lifetimes in your server settings? Flags seem to be working fine in my server
Deceased  [author] 10 Mar @ 4:15pm 
Incorrect? Did devs change property name in one of their recent updates or something?
The Wizard 10 Mar @ 3:13pm 
Also noted that the Flag remaining lifetime being reported to CFCloud is quite incorrect. Please, if you have the time, can you correct this. Thank you anyway for redoing this mod, it is appreciated.
Deceased  [author] 10 Mar @ 1:21pm 
Buddy, your whole workshop are reuploads only. I’ve made modifications so it fits my servers specifically and if people want to use it, they can.
Big Papa 10 Mar @ 11:37am 
you just reupload thins :steambored:
The Wizard 10 Mar @ 11:07am 
With the old Mod we were able to see on CFCloud when a player claimed his flag by the flag Icon changing from a little red pointed flag to a rectangular flag. Is it possible to implement this feature in the future as we found it to be really useful in managing our servers.
Thank you so much
Deceased  [author] 10 Mar @ 5:15am 
Yo! Its past 5 am and fucking off to bed, but if you open MissionServer.c (I believe), its just commended out. You can re-enable it by uncommenting it out and overriding my script, if that makes sense. I'll reply back when I wake up if you'd still need help.
LUSCA 10 Mar @ 5:06am 
Hello, good morning! I saw that your mod is very functional, could you upload the previous version to github (in which the mod expels the enemy from the territory)
Deceased  [author] 10 Mar @ 12:18am 
I know what the function does and how it works. Like I said I removed it because on Hashima map it doesn’t work properly and teleports people on the water, which is toxic. If you want I can send you an override you can add or repack to make it work again. For that message me on discord or open a ticket.
CODE42 9 Mar @ 6:23pm 
What players do is log out of the territory and when they relog before the buildings load they run into the base and thus have access to the items. This function means that when relogging the player is teleported out of the territory allowing the buildings to load before the dishonest player enters the base.