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AreaTitles

Area Titles Immersive, GTA-style location announcer — the place name types itself onto your screen when you enter a new area, then quietly erases itself. Walk into a town and its name reveals itself letter by letter: location and map, military-grid reference, in-game clock and days survived — then it types itself back out and gets out of your way. No permanent HUD clutter, it only appears when you enter a new named… (more)

Area Titles Immersive, GTA-style location announcer — the place name types itself onto your screen when you enter a new area, then quietly erases itself. Walk into a town and its name reveals itself letter by letter: location and map, military-grid reference, in-game clock and days survived — then it types itself back out and gets out of your way. No permanent HUD clutter, it only appears when you enter a new named area. Every named place is read straight from the map's own config, so it works on Chernarus, Livonia and community maps with zero setup. One JSON file on the server controls everything and is synced to every client automatically. CLIENT + SERVER mod — both must load it. At a glance Mod typeClient + server (script mod) ConfigurationSingle server-side JSON, synced to clients on connect Config changesEdit the JSON, restart the server — clients sync automatically MapsAny — location data comes from the map itself Mission / types.xml changesNone Core Features Typewriter reveal — the block types in and erases out with a subtle mechanical tick, fully configurable in speed and sound. Rich info lines — location & map, military-grid reference, in-game date & clock, days survived. Pick which lines you want and in what order. Every named place, on any map — reads the location list from the map's own config. No mission edits, no types.xml, no per-map setup. All military zones & airfields — around 30 military locations on Chernarus announce out of the box, cleanly named: NWAF, Balota, Krasno, Tisy, Vybor Military Camp, Kamensk, Stary Sobor, Prison Island and every smaller camp. Grouped into big, medium and small tiers so you can set a radius per tier or switch one off. Hunting stands stay silent on purpose. Your own areas by coordinate — announce places the map does not know: trader zones, event arenas, custom bases. Add a label, X/Z and a radius; each area has its own on/off switch. Per-place custom names & radius — rename any location or give a single spot its own announce distance. Server-controlled, auto-synced — one JSON defines the look for everyone; clients receive it on connect. No client-side files, no re-subscribing when you tweak a setting. Client toggle — every player can bind a key to hide the display for their own session. Always-readable names — maps that store places in cyrillic are shown in clean latin automatically; the title is never garbled text. No dependencies, no copied assets — runs on its own, location data comes from the map, the tick uses a stock game sound. Configuration Generated automatically on the first server start: <ServerProfile>/AreaTitles/Config.json Edit it, restart the server, and every client pulls the new config on connect — nothing to distribute to players. You control the announce radius per location type, the exact lines shown, colors, screen position, typing speed, hold time, the per-character tick sound, the revisit cooldown, custom names for single places and your own areas by coordinate. Lines are built from placeholders — {location} {world} {grid} {time} {date} {days} {hours} {pos} {type}: "Lines": [ "{location}, {world}", "{grid}", "{date} {time}", "Day {days}" ] Own areas the map knows nothing about (height is ignored): "CustomAreas": [ { "Enabled": 1, "Label": "Trader Zone", "X": 6000, "Z": 2500, "Radius": 200 } ] No need to unpack the map: on every server start the mod writes AreaTitles/Locations.txt next to the config — every place of the current map, grouped by type, with its class name, the label that would be shown, its co

Workshop 3770791377

Not analyzed yet

modperf has not read this mod's scripts, so there is no report and it is left out of any stack it appears in. 1 live server in the crawl publishes it.

The worker downloads the mod from the Workshop and reads its Enforce Script — nothing is executed. Usually a few minutes. This page then shows the report.