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How to configure PvE and PvP zones with PVEZ Reloaded

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Choose PVEZ Reloaded’s global combat mode before drawing zones. The mode decides whether a circle permits PvP or protects PvE. Start with one test circle, then use two players to check damage inside, outside and across its boundary.

Install PVEZ Reloaded, Workshop item 2831742849, for this procedure. The author describes Reloaded as a fork of Ermiq’s abandoned original PVEZ, item 1878060278. The reviewed Reloaded repository and Workshop update date to 30 June 2025; the original listing’s last update is 13 February 2021. Keep these package identities separate when planning a migration, and preserve the old profile before the first Reloaded run.

Prepare the test and review administrative writes

Section titled “Prepare the test and review administrative writes”

Write your intended combat rule, such as PvE across the map with PvP arenas, or PvP with protected settlements. Define the exceptions you need for AI, vehicles, explosives, bases and lawbreakers. Prepare a restricted copy of the intended map and mod set, stop it, and back up its mission, world save, profiles, packages, keys and startup arguments.

The pinned public configuration-update handler saves supplied configuration and zone updates without an explicit sender-administrator check in that method. The menu’s administrator check does not establish authorization for those server writes. Leave public deployment pending an access review of the exact release. We have not inspected the Workshop binary or tested unauthorized writes. Use the following steps for a restricted configuration rehearsal; that rehearsal cannot certify public administrator access.

Stop the VXPanel service and search 2831742849 in Mods. Confirm the original Reloaded item before choosing Install. Check its required-item list and keep the server-and-client scope specified in the VXPanel mod controls.

On a manual host, copy the subscribed release to its server mod folder and its supplied .bikey files to keys. Keep signature verification enabled. Include this entry in the complete mod argument when using this folder name:

"-mod=@PVEZ Reloaded"

Match client releases to the server and preserve other required packages. Load one PVEZ package: original PVEZ and Reloaded define the same feature classes. Reloaded includes its Expansion integration according to the author; omit the older PVEZ Expansion Plug-In from this setup. Each installed Expansion module retains its own requirements. Author’s package and integration notes

Run the restricted service to generate its profile, inspect the RPT/script logs, and stop before editing. Locate PVEZ beneath the active -profiles directory. The reviewed code defines these files:

File in PVEZ/ Purpose
Admins.txt Grants access to the normal PVEZ administrator menu.
Config.json Holds the global mode, damage policy, notifications, map and dynamic-zone settings.
Zones.json Stores static zone entries.
Lawbreakers.json Records lawbreaker state.
Bounties.json Stores bounty settings and items.
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Keep a backup of the complete directory. For an older installation, back up PVEZ_Config/PVEZ_Config.json and PVEZ_Zones.json in their old location as well. The source contains a migration from that directory. Resolve the active files through the new run’s logs and current source paths before creating another configuration.

Enter your test account’s Steam64 ID on its own line in Admins.txt. The source loader accepts either a decimal Steam64 ID or the account’s DayZ identity hash; choose a consistent format without changing the generated file structure. Reconnect after editing and bind PVEZ admin GUI in client input settings. No default key is assigned in the reviewed preset. Menu input definition

PVEZ menu permission is separate from VPP, RCon and other mods’ administrator files. Check that your intended account can open the menu and an ordinary account is denied. Record those results as menu checks, leaving the server-write concern above pending review.

In the generated Config.json, edit GENERAL.Mode without replacing the other sections or version. Use the numeric values defined in the June 2025 source:

Value Map outside active zones Inside an active zone
0 PvE PvP
1 PvP PvE
2 PvE PvE; zone initialization omits exceptions in this mode.
3 PvP PvP; zones can retain notification uses.
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Set Mode to 0 for PvE with PvP arenas. The following fragment locates that field; make the edit within the full generated configuration:

{
"GENERAL": {
"Mode": 0
}
}

Combat mode determines each zone’s combat rule. Type identifies the source of a zone, including static entries, airdrops and territories. For a static zone, keep Type: 0 in either zoned combat mode. Changing Type cannot create an independent PvE/PvP switch. Mode and zone-type constants

Use the administrator GUI to enter coordinates measured on your active map, a radius, label and schedule. Save one circle and inspect its entry in Zones.json. Keep existing entries when adding the new zone.

This array contains one example entry in the reviewed schema. 7230/3038 comes from the author’s Chernarus default, rather than a position checked in game for your map and build. Replace those coordinates with your measured encounter position:

[
{
"Type": 0,
"Name": "Test arena",
"X": 7230,
"Z": 3038,
"Radius": 150,
"ShowBorderOnMap": true,
"ShowNameOnMap": true,
"Activity_Schedule": {
"Days": "1 2 3 4 5 6 7",
"StartHour": 0,
"EndHour": 24
}
}
]

Enter horizontal world coordinates in X and Z; they are separate fields rather than a three-coordinate spawn vector. Radius is measured in meters, making this circle’s diameter 300 meters. The source zeroes height for the distance calculation, so floors and terrain elevations share the same circle. Zone schema and lookup

Place the first circle clear of other zones. For overlapping circles, the reviewed lookup returns the zone with the larger radius. A smaller circle does not gain an opposite combat rule. Check the selected name, notifications and dynamic-zone behavior before using overlaps in the server design.

Test schedules after the basic circle works

Section titled “Test schedules after the basic circle works”

For the first check, select all seven days and hours 0 through 24. Introduce a limited window after the circle works. Check GENERAL.Week_Starts_On_Sunday, the GUI’s day labels and the clock used by your instance before announcing scheduled times. Day numbers copied from another setup can refer to different days.

The source compares the current hour with both bounds: it must be at least StartHour and less than EndHour. No hour meets a single 22 to 2 interval. Split an overnight window into 22 to 24 and 0 to 2 entries, using the intended days on each. Test the changeover. Use a positive radius and hours within the day.

Airdrops, helicopter crashes and territory flags use their own settings and zone sources. Set their required AIRDROP_ZONES, HELICRASH_ZONES or TERRITORYFLAG_ZONES section; a static arena’s schedule does not configure those features. Global PvE mode 2 omits zone exceptions during initialization in this source.

Set damage, reflection and lawbreaker rules

Section titled “Set damage, reflection and lawbreaker rules”

Compare these DAMAGE fields with your installed release’s generated configuration:

Setting Decision to test
Restore_Target_Health Check target protection when a hit is disallowed.
Protect_Clothing_And_Cargo Check carried-item protection against the relevant player damage.
Allow_Damage_Between_PVP_and_PVE Decide and test damage between players on opposite sides.
Damage_Types_Sent_Back_To_The_Attacker Set and test reflection for weapon, explosive, vehicle and fist damage.
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Keep the types used in the generated file. Configure reflection and target protection as separate policies, then test the enabled damage categories with disposable accounts and items. Record both the target’s condition and the attacker’s punishment.

Original PVEZ restored health after damage and its description warns about lethal hits. The Reloaded author reports fixing that issue. In the reviewed player damage hook, enabled protection can reject a disallowed hit. The code change supports a release-specific test with lethal weapons and explosives; the original’s warning is not an observed Reloaded failure. Reloaded change notes

Test Expansion AI against players in both combat areas, with damage in each direction. The December 2023 notes exclude identity-less PlayerBase objects from reflection, and the reviewed reflection method checks for identity. Target protection remains a separate path. Check whether AI can damage a protected player using your installed Expansion AI release and settings.

Check LAWBREAKERS_SYSTEM when a player’s combat status differs from the zone rule. Inspect their recorded state and Allow_Lawbreakers_To_Attack_Anywhere before changing the circle. Preserve Lawbreakers.json through migration and rollback, and use disposable identities for punishment and bounty tests.

Disable administrator god mode for both accounts and record the mode, active zone, damage settings, map and mod versions. Allow for GENERAL.Update_Frequency and Exit_Zone_Countdown during boundary tests. A player can retain the previous status through the countdown after leaving a circle.

Test positions or action Check on the running instance
Two ordinary players outside the circle Test map-default damage and carried-item protection.
Both players move inside an active circle Check the zone rule, label and notifications.
One player stands on each side Attack in each direction under the cross-boundary setting.
A player crosses out of the circle Check status through the exit countdown and after it ends.
Compare a fresh identity with a lawbreaker Confirm the configured punishment exceptions.
Players encounter AI in each area Check damage in each direction and reflection.
Stop, start and reconnect Confirm the saved mode, zones, schedule and menu permissions.
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Include clothing, cargo, melee, vehicles and explosives where your rules cover them. Compare observed damage with server logs and the client status indicator. A map marker, GUI denial or startup without players cannot establish the results of those combat tests.

Check map integrations against their own author instructions. Reloaded’s source includes Expansion, VPP admin teleport-manager and Carim integrations; the June 2025 notes add Carim support. A circle in the VPP teleport manager does not establish installation or compatibility for a separate VPP player-map marker plug-in.

Symptom Check first
The combat rule is identical across the map Check whether global mode 2 or 3 is selected.
Your arena protects PvE Check GENERAL.Mode; Type does not select PvE/PvP.
The expected position has no zone Verify the active profile, JSON, measured X/Z, radius and schedule.
Crossing the boundary leaves the old status Allow for the update interval and exit countdown.
One player’s behavior differs from the rule Inspect god mode, lawbreaker state and exception settings.
AI cannot damage the intended player Inspect target protection and the AI identity/damage path.
Combat rules work without map circles Check the specific map integration, marker settings and client releases.
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Before editing, save a copy of Zones.json outside the active profile. The reviewed loader can write map defaults when that file is invalid or missing. Read startup logs for its corruption/default message, and repair your backed-up JSON. A new defaults file does not confirm loading of the custom circle.

Roll back with the service stopped. Restore matching Config.json, Zones.json, administrator and state files along with the corresponding package version. When migrating from original PVEZ, keep its old profile and verify the new loader’s migration; retain the data without loading both packages. Consult mod removal and PvE server setup before adding another damage blocker to the zone rules.

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