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Integrations & features

dayz.fyi is self-service: you connect integrations, and each one unlocks more features. Nothing is bridged from anywhere — your server's data comes from your own mod, your own RCON, and your own API keys. Here's what each step adds.

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Stack them in order. The Sentinel mod is the backbone — most features light up there. RCON, CFTools, and Steam each add a slice on top.

1 · Install the Sentinel Enforcer mod — the backbone

Server-side only; players install nothing. See Getting started to install and claim. This unlocks:

  • Combat — kills, deaths, weapons, distance, headshots, and kill/death positions; leaderboards and per-server stats
  • Player profiles & timeline — each player's sessions, combat log, and full event feed (connect/disconnect/kills/deaths/chat) on one page
  • Movement & anti-cheat (staff) — the walked path on the map with kill attack-vectors (who shot whom, from where, at what range), plus automatic speedhack / movement-integrity detection
  • Free-cam & ESP detection (staff) — every loot pickup reports how far the player “reached” to grab it, flagging impossible-camera-position pulls; the mod also catches raw inventory-command grabs that bypass the normal take action (the >2.5 m pulls a cheat menu makes) and receipt of client→server messages a legitimate client never sends (modified-client detection). Optional buried bait items that only an ESP/free-cam user could find turn a single interaction into a near-certain flag
  • Base activity (staff) — codelock access, dismantles, and vehicle events surface on the Bases page and the logs as a raid signal
  • Sessions — connect/disconnect, playtime
  • Identity — in-game name history, Bohemia↔Steam id linkage
  • Chat — global/team logs (staff-tier gated)
  • Live — who's online now, population, uptime, the live kill feed, and the live map

Keep the mod current — the base/vehicle/dismantle events and attributed kills need a recent Enforcer version. Your server page shows a setup checklist and nudges you when something's missing.

2 · Add RCON — IPs & alt detection

Add your server's RCON host, port, and password in the dashboard (free). Adds:

  • Player IP capture — the signal behind alt-account detection (shared-IP + /24 subnet matching)
  • BattlEye GUIDs per player
  • A live-roster fallback for servers not yet on the mod

Prefer not to store RCON credentials? On a mod-connected server you can kick or message a player straight from the dashboard without RCON — the action rides the mod's existing connection (see the intelligence layer below).

3 · Add your CFTools API key — ban intelligence

Create a CFTools developer application and paste its app id + secret (per-server, like RCON). Adds:

  • CFTools ban history on every player profile
  • A recent-bans feed and a roster audit that flags banlisted players seen on your server
  • Ban-evasion detection — flags a player active on your servers after a ban date

4 · Connect LBmaster Advanced Groups — groups, bases & teamkills

Running LBmaster Advanced Groups? Open Settings → LBmaster and paste the generated webhook into your server's Webhooks.json — no DayZ mod change. Adds:

  • In-game groups — authoritative group rosters + membership history (per player and a server directory)
  • Base ownership — territory flags & plot-poles on the Bases map, with who owns what
  • Teamkills — surfaced in the combat log and as a profile signal

5 · Connect LBmaster AdminTools — admin action logging

Running LBmaster AdminTools? Settings → LBmaster also generates a second webhook block for admin actions. Paste it into the same Webhooks.json as its own entry — again, no DayZ mod change. Adds a durable, attributed record of:

  • Teleports — to a player, a player to you, to a position or your cursor, and bulk teleports — each with where they went and where they came from
  • Item spawning — spawned, duplicated, and preset spawns, with the classname
  • Discipline — kicks and bans, with reason and duration
  • Spectate & modifiers — spectate sessions, and godmode-style modifiers applied to themselves or to another player
  • Player state changes — healing, killing, stripping, and bulk item deletion
  • Mutes — from Advanced Groups, including automatic ones

Every action carries who did it, who it was done to, and where. It is kept out of the normal activity feed — a busy admin session can run to hundreds of entries — and is reachable by filtering the server log to an admin event type.

Why this exists: without it, an admin teleporting or spawning gear is invisible to the platform, and normal anti-cheat movement detectors see admin teleports as impossible movement. Capturing the actions directly means staff activity can be reviewed as staff activity rather than either mis-flagged as cheating or silently ignored. Two honest limits: we only see what LBmaster logs — an admin tool action it doesn't emit is invisible to us — and mutes carry no admin id (LBmaster reports them the same way whether an admin or an automatic rule issued them), so a mute can't be attributed to a person.

Both LBmaster blocks are independent entries. If AdminTools isn't installed, leave the admin block out — the groups block keeps working on its own.

Automatic · Steam enrichment

No setup — we enrich every profile with Steam account age, VAC/game bans, hours played, and burner-account indicators.

Computed for you — the intelligence layer

From the data above, dayz.fyi builds your investigations toolkit automatically (staff-gated):

  • Combat relationships — who a player kills / is killed by most, across every server on one account
  • Alt-account detection — shared-IP, /24 subnet, session-timing (handoff vs concurrent), and name-similarity signals into one confidence score; confirm/dispute links to build the account graph
  • Risk score — one number per player from bans, ban-evasion, alts, and teamkills
  • Combat integrity — per-hit headshot-rate / hit-zone / distance anti-cheat (thresholds default to proven values and are overridable per server under Settings → Anti-cheat thresholds)
  • Heat score — a persistent, decaying per-player suspicion score that combines the mod's anti-cheat signals (impossible-reach loot pulls, raw inventory-command grabs, modified-client RPCs, bait-item trips). It corroborates before it cries wolf — an alert needs multiple distinct signals, not one noisy detector — and fires a one-time Discord alert to your server's alerts channel when a player crosses the line. Unlike an in-game score, it survives restarts and spans a whole wipe. Every detector is observe-only: it reports, you decide.
  • Take-action — kick or message a flagged player in one click from their profile or an alert. On a mod-connected server the command reaches your server through the mod itself, so no BattlEye RCON credentials are required (direct-RCON kick still works if you've configured it). Opt-in per server.
  • Cross-server activity — a player's footprint across all your servers, plus ban-evasion
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On the roadmap. Ban from the dashboard, market & economy dashboards, player dossiers, and a community Discord bot. They'll appear here as they land.