Ninjins Upgraded

Draw the map. Own the rules.

Safe, PvP, Raid, PvE, and Visual zones for DayZ. Static shapes, or circles that spawn on entities and follow them.

Read the wiki

01 / Zones

Five types, one engine

Draw circles or polygons in the in-game Zone Editor. Each zone has a type, priority, optional height slab, and a weekly schedule with several windows per day.

Safe

No PvP. Firearms are blocked unless you add weapon settings. Traders, spawn towns, event hubs.

PvP

Players can fight each other. Pairing is player vs player inside the zone.

Raid

Same combat pairing as PvP, with its own HUD, exit timer, and webhooks.

PvE

Players do not fight each other. Infected, animals, and the world still can, unless Core blocks that.

Visual

Map and HUD without flipping PvP or PvE state. No-build outlines, event rings, labels.

02 / Event zones

A crate, a crash, a player. The zone follows.

You do not have to paint every footprint. Mark a zone as an event, list host classnames, and each matching entity gets its own live circle with the same type and rules as a normal zone.

01

Name the host

Infected, animals, items, buildings, wrecks, Expansion airdrops, or a listed player by Steam64 or character name. Exact classname, or a parent class so one rule covers a whole family. Any other mod that spawns a named entity can host a zone the same way.

02

Each spawn gets a circle

One template, many live zones. Center is the entity, not a fixed map pin. Same Safe / PvP / Raid / PvE / Visual rules, weapons, actions, vehicles, and webhooks.

03

Track movement, or stay until empty

The circle can recenter as the host moves. When the host is gone, keep the zone until nobody is left inside, with an optional delay.

Built for events and a small set of hosts. A static circle or polygon is still the right tool for a town or airfield.

03 / Per zone

Rules you actually use

Overlap uses priority. Global PvP / Global PvE can flip the whole map on a weekly clock. Zones still win over global.

04 / Damage

Hits follow the zone

Core owns the combat master switch. Turn it off and zones still draw, teleport, and block actions, but hits go vanilla.

Who can hurt who

  • Safe: nobody shoots anybody.
  • PvP / Raid: PvP vs PvP.
  • PvE: player vs player is denied.
  • Optional reflect: blocked hits bounce back onto the attacker, so shooting in from outside does not pay.

Explosives, PvE, extras

  • Grenades, mines, 40mm, and traps remember who threw or placed them.
  • PvE can block chem clouds, explosive base damage, and vanilla bolt bleed.
  • Class / ammo blocklists, or an allowlist (for example infected-only).
  • Fuel pumps can be fully protected, independent of the combat switch.
  • Hit logs: deaths only, or every hit, under Core logs.

05 / Modules

Core plus the rest

Core is the admin menu, Steam64 permissions, action presets, AFK kick, and logging. Everything else is an extra module you can leave off.

06 / Needs

Required, optional, maps, tools

CF is required. Everything else is optional.

Required

Supported maps

Optional extra

Mostly every mod can create a zone, because it uses entity / static event zone creation.

Optional bridges

Optional. Upgraded has bridges so they work with the old PvP-PvE modules like:

Supported admin tools