Code Lock Vanilla Doors

Мод Code Lock Vanilla Doors для DayZ. Сейчас на 2 серверах RiseOfServers.

🇫🇷 Brought to you by Dystopia, a French roleplay server. https://dystopia-rp.com
Discord: teddou.



🔐 CodeLocks, Raiding & Territories for Vanilla Buildings
Extends the CodeLock system far beyond fences and tents. Turn any house into a base, lock down a police station, fortify a military barracks, then watch raiders try to break through. A complete lock, raid and territory layer for serious basebuilding servers, fully configurable.

🚪 Doors

[*] Attach a codelock to any unlocked vanilla building door: houses, sheds, police stations, military bases and more
[*] Set, enter, change or remove the code through clean scripted menus
[*] Owner & Guest system: whoever knows the code controls the lock
[*] Quick open for known users: once you have entered the code (or you are the owner), the door opens directly with an "Open Door" action, no need to re-type the code every time. Persists across relogs
[*] No vanilla bypass: lockpicks and container keys cannot open or re-lock a codelocked door, the code is the only way in
[*] Cannot be shot or bashed open: while a building has a codelock, all of its doors are protected from firearm and melee damage, the code or a raid is the only way through
[*] Optional auto-lock on close: a codelock door re-locks itself as soon as an owner or guest closes it
[*] Admin override through configurable Steam IDs
[*] Optional auto-lock of every door on server reboot
[*] Blacklist buildings by exact type, type prefix, or geographic zone


💥 Raiding

[*] Break a locked door with tools (Hacksaw, Crowbar, Pliers): a timed action that shows the door's live HP %
[*] ...or blow it open with explosives (grenades, C4, mines...): each explosive type is worth configurable raid points
[*] One shared "raid HP" threshold per door: tune exactly how many charges or cycles it takes to breach
[*] A raided lock is destroyed or dropped on the ground, your choice


🚩 Territories

[*] Claim a territory flag with a codelock and the surrounding zone becomes yours (configurable radius)
[*] Arm/disarm and lock/unlock the flag with a code, exactly like a door
[*] A locked flag seals the zone: nobody can attach new codelocks inside. Unlock it to open a build window so your crew can place locks, then lock it again
[*] While armed, lowering or removing the flag sets off an alarm and opens every codelock door in range: seize the flag to crack a whole base open
[*] The alarm keeps ringing until someone disarms it with the code
[*] The owner can unclaim with the code; a status light shows the state at a glance: 🟢 secured / 🟠 unlocked / 🔴 under attack


⚙️ General

[*] 🧩 Modular: enable or disable Doors, Raiding and Territory independently
[*] 🌐 In-game texts in English, French, Spanish, German & Russian
[*] 💾 Everything persists across server restarts
[*] 🔐 Fully server-authoritative, nothing trusts the client


⚙️ Requires: CodeLock mod
🛠️ Custom additions on request. Unobfuscated source code stays strictly private.
⚠️ Repacking strictly forbidden, in any form.



📝 Configuration
File: /OBF_DSTP_LockDoors/ModSettings.json
The file is created automatically on first run. Booleans are written as 1 (on) or 0 (off). Leave version untouched: if it no longer matches the mod, the file is reset to defaults, so back up your settings before updating.

Settings are grouped into packets, and every packet has its own Enabled switch. That lets you run, for example, doors without raiding, or territories turned off entirely.

LockDoorsAdmins

[*] List of Steam64 IDs. Admins bypass owner and code checks, and can manage, change, remove or unclaim any lock or territory.


🚪 Doors

[*] AutoLockOnReboot: re-lock every codelock door when the server starts. Default 0.
[*] KnownUserOpen: when 1, an owner or guest who already knows the code opens the door directly with an "Open Door" action instead of re-entering the code. It persists across relogs, and the server still re-checks ownership on every open. Default 1.
[*] AutoLockOnClose: when 1, a codelock door re-locks automatically as soon as an owner or guest closes it, like a self-locking door. Default 0.
[*] BuildingsBlacklist: exact building classnames where a codelock cannot be attached.
[*] BuildingsBlacklistPrefixes: classname prefixes to block, any type starting with one of them. Defaults "Land_Wreck_" and "Land_WarheadStorage" (the warhead bunker doors are engine-driven and would ignore the lock, keep this prefix).
[*] BuildingsBlacklistZones: circular no-codelock areas, each written { CenterX, CenterY, CenterZ, Radius } in meters (height ignored). A Radius of 0 disables that zone.


💥 Doors.Raid

[*] DeleteLockOnRaid: on breach, 1 destroys the codelock, 0 drops it on the ground. Default 1.
[*] Threshold: the "raid HP" of a door. It opens once accumulated raid points reach this value; explosives and tools share the same pool. Default 1200.

Doors.Raid.Explosive

[*] DefaultPoints: raid points from an explosive not listed in Types. 0 means unlisted explosives do nothing (whitelist mode).
[*] Types: a list of { Type, Points } giving points per explosive classname. With Threshold 1200, M67Grenade 100 needs 12 grenades, Plastic_Explosive 300 needs 4 C4.

Doors.Raid.Tool

[*] CycleSeconds: length of one raid cycle, one hold of the action. Default 30.
[*] PointsPerCycle: raid points added each cycle. With Threshold 1200 that is 12 cycles, about 6 minutes. Default 100.
[*] ToolDamage: damage dealt to the tool each cycle. Default 15.
[*] Tools: tool classnames allowed to raid. Default Hacksaw, Crowbar, Pliers.


🚩 Territory

[*] Radius: territory radius in meters around the flag. 0 uses the vanilla flag radius (about 60 m). This radius is also the owned zone for RequireOwnedForCodelock and for the flag-raid door unlock.
[*] RequireOwnedForCodelock: when 1, a door codelock can only be attached inside a territory you own, or inside a territory whose flag is currently unlocked: the owner disarms the flag to open a build window for teammates, and locks it again to seal the zone. Anywhere else the attach is refused. Ties base-building to land ownership. Default 0.

Territory.FlagRaid

[*] UnlockDoors: when an armed flag is raided, unlock every codelock door inside the territory radius. Default 1.

Territory.FlagRaid.Alarm

[*] Range: how far players hear the alarm, in meters. Default 5000.
[*] SoundSet: the sound set used (defined in the mod). Leave empty for no sound.

Источник: Steam Workshop

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