SimZ
A house you build, furnish, wire for light and cook in.
Party System
01 / 08Party play the server can trust: HUD, pings and roles with no framework.
Party System is a complete group-play layer for DayZ: a party menu, a member HUD, map pings and persistent markers, roles and invites — server-authoritative from the first line. Every colour and marker rule is owned by the server and delivered to clients in the connection handshake, so the whole party sees the same interface the same way.
The client tells the server nothing that needs trusting: SteamIDs come from PlayerIdentity, distances are measured server-side and permissions are computed from role masks. Invites, kicks and markers are validated, rate-limited and persisted on the server.
Each member row carries a colour-coded status dot — online, offline, unconscious — and a skull for the dead, next to name, health and distance. Indicators keep the row compact instead of text labels crowding out the numbers.
One key drops a marker at the point you are looking at, another clears every marker you own — pings and permanent ones — in a single server request. Member markers tint by health tier and fade with distance.
Admins open the party menu and edit every colour and marker rule against a live preview on the real HUD. Saving writes AppearanceSettings.json and broadcasts it to everyone online — no relogs, no hand-editing files.
No Community Framework, no core mod. A separate DN_PartyVPP PBO draws party members on the Vanilla++ map when VPP is installed, and an optional Node bridge can sync parties to your website. Both are strictly optional.
Tested combinations. Nothing here conflicts with Party System.
A house you build, furnish, wire for light and cook in.
A tower built piece by piece, raided only inside the hours you set.
A complete fishing progression loop for DayZ survivors.