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CodeLock - DoorLock Overhaul

Door & Code Lock Overhaul Lock any door. Remember who has access. Built on the native DayZ 1.30 code lock. Door Lock Overhaul lets players secure the doors of map buildings, their tents and their constructions with the vanilla Code Lock or Combination Lock. Players who already know a code are remembered and do not have to type it again. Everything is server-authoritative and fully configurable from a single,… (more)

Door & Code Lock Overhaul Lock any door. Remember who has access. Built on the native DayZ 1.30 code lock. Door Lock Overhaul lets players secure the doors of map buildings, their tents and their constructions with the vanilla Code Lock or Combination Lock. Players who already know a code are remembered and do not have to type it again. Everything is server-authoritative and fully configurable from a single, documented config.json. Features Map building doors Attach a Code Lock or a Combination Lock (3 or 4 digits) to the doors of houses, sheds and other map buildings. The lock is invisible: doors keep their normal look. The door opens directly with the right code. Locks survive restarts (stored in MapDoors/Locks.json, with automatic backup and crash recovery). Optional door breaching: damage adds up until the door gives way. Optional lockpicking of combination locks. Limits per player and per building, building blocklist / allowlist, blocked doors and blocked areas. Automatic removal of abandoned locks after a configurable time (turning dials or hitting the door does not count as use). Bunkers and underground entrances keep their vanilla behaviour. Tents Attach a Code Lock to a pitched tent (Medium Tent, Large Tent, Car Tent). A locked tent cannot be opened, and its cargo cannot be accessed. Optional direct open: the right code unlocks AND opens the entrance in one action. Take the lock back once unlocked, entrance open or closed, from the action or the tent inventory. Fences, gates and built doors Works with vanilla fences and gates and with Nasdara rebuildable building doors. Optional direct open for gates and built doors. Automatic relock when the gate or door is closed. Access and security Remembered access: the owner and players who entered the right code open the lock without typing it again (optional, limited number of players per lock). Changing or resetting the code clears every remembered access. Owner only removal (optional): only the player who set the code can remove the lock or reset its code. Codes can only be sent from close range; the first code of a map door can only be set by the player who attached it. Battery rules: require a charged 9V battery (vanilla) or not, and drain it or not. On a map door the battery stays in the lock and is given back when the lock is removed. A locked code lock cannot lose its battery to open itself. Quality of life Clear text messages for attach, removal, right code and refusals, each group can be turned off. Lock sound when a door relocks, like fences and tents. Detailed daily log files per category (access, wrong codes, attach, removal, code changes, auto lock) and optional RPT output. Translated into 13 languages. Configuration One file: profiles/DZO_DoorLockOverhaul/config.json, created on first start, split into clear sections: SectionWhat it controls GeneralRemembered access, code every time, auto lock, owner only removal, battery, text messages LoggingLog files per category, RPT copy, map door debug TentsCode locks on tents, direct open ConstructionsLocks on fences, gates and built doors, direct open MapDoorsMap building doors: lock types, limits, breaching, lockpicks, filters, blocked areas, expiry ConfigExample.json is written next to it at every start: each option is followed by an explanation (Option_Help). Older configuration files are imported automatically on first start and renamed to

Workshop 3821532809

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. 3 live servers in the crawl publish 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.