Teleport Generator

Draw a zone on the map, drop the destinations, download the file. The generator writes vanilla Player Restricted Area files — the only teleport system DayZ ships with that works entirely without server scripts.

0 files downloaded

Important: this teleports on login, not on walking in

Vanilla DayZ only checks these zones while a character is being loaded (playerbase.c → AfterStoreLoad). Anyone who logs in inside the zone is moved to one of your targets. Anyone who simply walks in stays there — the game has no running check for it. That makes this perfect for blocking off areas, and not a walk-in portal.

Drag the map. Switch to a drawing mode to add shapes, and drag any marker to move it.

Zones

Boxes

No box yet. Switch to “Box” and click on the map.

Polygons

No polygon yet. Switch to “Polygon” and click at least three points.

Teleport targets

No target yet. Without one the server crashes when it tries to move a player.

Check

  • The zone has no box and no polygon, so it covers nothing.
  • The zone has no target. The server still loads it and then crashes when it tries to move a player — always add at least one.

Your files

pra/teleport_1.json
{
	"areaName": "Teleport_1"
}

Entry for cfggameplay.json

Put the files into a “pra” folder inside your mission and register them here. Without this entry the server never reads them.

"WorldsData": {
	"playerRestrictedAreaFiles": ["pra/teleport_1.json"]
}

Your serverDZ.cfg also needs enableCfgGameplayFile = 1, otherwise cfggameplay.json is ignored entirely.

Ready-made zones

The military areas of this map, built from the real building positions of the vanilla mission. Every target was checked on a running DayZ server — none of them sits in water or inside a building.

Load an existing file

Drop in a PRA file you already have — it is added as another zone.

Draw zones directly on the satellite map — rotatable boxes or free polygons.

Exports the exact vanilla format plus the cfggameplay.json entry you need.

Checks your zone against the engine rules before it can break your server.

How it works

1. Pick your map and give the zone a name. The name only appears in the server log, but it tells you which zone moved a player.

2. Draw the area. A polygon is the easy way — it is flat and infinitely tall, so terrain height never matters. A box is the precise way when you want to catch one floor of a building only.

3. Place two or three targets outside the zone. 2D targets snap to the ground by themselves; 3D targets keep the exact height you give them.

4. Download the file into <mission>/pra/, paste the cfggameplay.json entry and set enableCfgGameplayFile = 1 in your serverDZ.cfg.

5. Restart the server and test it: log out inside the zone, log back in — you should appear at one of your targets.

Frequently asked questions

Do players get teleported when they walk into the zone?

No. Vanilla only runs the check while a character is loading, which means on login and after a server restart. That is the single place in the game code that moves a player for this system. A zone you walk into is not possible without a server script.

Do my players need to install anything?

No. These files live on the server inside your mission folder. Clients download nothing and notice nothing — this is plain vanilla DayZ.

Box or polygon — what should I use?

Polygon, unless you have a reason not to. It is defined in X and Z only and reaches from the sea floor to the sky, so you never have to look up terrain height. Take a box when the zone must stop at a certain height, for example one floor of a building.

Where exactly do the files go?

Into your mission folder, for example mpmissions/dayzOffline.chernarusplus/pra/myzone.json. Then list them under WorldsData → playerRestrictedAreaFiles in cfggameplay.json. Each zone is its own file with a single object — not several zones in one array.

Why does nothing happen on my server?

Three usual suspects: enableCfgGameplayFile is not set to 1 in serverDZ.cfg, the file path in cfggameplay.json does not match, or the zone has no targets. The check panel in the editor catches the last one for you.

How many targets should a zone have?

At least two, better three to six. The game walks through the list in shuffled order, so several players logging in at once do not stack on the same spot. Bohemia uses six for their own restricted area on Sakhal.

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