About Sentinel Enforcer
From Steam WorkshopSentinel Enforcer Server-side event reporter for DayZ - real-time, structured, HMAC-authenticated events into the dayz.fyi platform. A server-admin mod: players see no new content. What you get Live…
Sentinel Enforcer
Server-side event reporter for DayZ - real-time, structured, HMAC-authenticated events into the dayz.fyi platform. A server-admin mod: players see no new content.
What you get
- Live event feed - sessions, combat, chat, item pickups, vehicles, building and raid events, locks - structured and queryable on dayz.fyi within seconds, across all your servers.
- Server health - frame time, freezes and restart-cycle trends on every 30-second heartbeat, so you can see when your server stutters and how hard.
- Optional anti-cheat signals - observe-only inputs to the dashboard's review tools. Raw observations only; you decide. Methods and thresholds are deliberately not documented publicly.
- Take-action (opt-in) - kick or message a player from the dashboard over the mod's own connection; no RCON credentials needed.
- Add-ons for DayZ-Expansion (Market / Groups / Hardline / Quests), VPPAdminTools, CodeLock and BreachingCharge - separate Workshop items; subscribe only to what your server runs.
Install (server admin)
[olist] [*]Add the server on dayz.fyi first. Sign in at dayz.fyi, open your community page (first time? create your community from the dashboard - one click), click Add server, name it. You get a bootstrap token (sntl_v1. followed by a long string) and a ready-to-paste config.json snippet. [*]Install the mod. Subscribe, copy @SentinelEnforcer/ into your server root, drop keys/sentinel_enforcer.bikey into keys/. [*]Paste the token. Save the snippet as <profile>/SentinelEnforcer/config.json. That one line is the whole setup: it tells the mod which server on your community it reports for, and it is what signs the upload. Every other setting has a default. [code]{"BootstrapToken": "sntl_v1.YOUR-TOKEN-HERE"}[/code] [*]Launch with -serverMod=@SentinelEnforcer. The server comes up already linked - your setup page on dayz.fyi flips to Connected on the first heartbeat. (Add -doLogs -adminLog if you also want DayZ's own admin log files - not required.) [/olist] Already booted the mod before adding the server on the site? Then use the claim-code fallback: the mod registered itself and wrote a one-time claim code to <profile>/SentinelEnforcer/claim.txt (it is in the server log too) - paste that code at dayz.fyi/claim to attach the server to your community.
Full walkthrough: dayz.fyi/docs/getting-started Tip: set steamQueryPort in serverDZ.cfg so the dashboard auto-fills your server name and map.
What it costs your server
The mod measures its own footprint on every server - the numbers are on your dashboard, not taken on faith. On a 100-player server running the previous release, that self-report was 1.6% of the main thread with the standard capture set and up to 5.3% with item-movement capture on, nearly all of it the signed upload pipeline, with a 10-12 ms burst once per batch at full population. 0.26.0 is the performance release that addresses exactly that: events are serialized as they arrive instead of a hundred at a time, batches are capped at 16 KB, the queue drains without touching every entry, the signing cost per byte no longer grows with batch size, and the signed lane carries four times the throughput. Per-frame work outside uploads is about 0.02% of a frame. The event queue is bounded (10,000); the previous release dropped no events in seven days of fleet telemetry at full population.
Transparency and control
- Every engine hook the mod owns is disclosed at every boot in your script log ([Sentinel] chain-link lines: what it is for, what it cannot do, how to switch it off) and in the full description linked below. Every override calls the original engine code - a build check enforces it.
- Owner kill switches in config.json turn any hook family into a pure pass-through without uninstalling.
- Server-side only. Sends the same identifiers vanilla admin logs already expose (Steam ID / DayZ ID); no client-side data; item types only, never inventories.
- Pure Enforce Script - Windows and Linux servers identically, no DLL. Validated against every DayZ update (badge on dayz.fyi). Hooks the eight vanilla vehicle classes for a count-only health metric; a game update that changes those classes can need a hotfix.
Full description, hook list, privacy details
dayz.fyi/docs/sentinel-enforcer
Support
- dayz.fyi platform: dayz.fyi
- Discord: link in the dayz.fyi footer - bug reports and integration questions go here
Highlights
From source dataFootprint
Rated a light load on a server.
Last update
Its author last shipped an update 9d ago.
Sentinel Enforcer on Nxeon
From our catalogue- One-click install
- Not available. One-click install isn't available for this game's mods yet. Download it and upload it to your server in Files.
- Server load
- light
- Smallest plan we suggest
- DayZ — 6 GB (6 GB RAM). This follows our own load rating above, not a benchmark.
- Latest build
- 2026-10-07, released 2026-10-07
Game versions by loader
| Loader | Game versions | Newest |
|---|---|---|
| Workshop |
From 2 recorded builds of Sentinel Enforcer.
Recent builds
| Build | Released | Game versions | Loaders |
|---|---|---|---|
| 2026-10-07 | 2026-10-07 | n/a | Workshop |
| 2026-10-06 | 2026-10-06 | n/a | Workshop |
Run Sentinel Enforcer on a DayZ server
Deploy a server above, then upload the file in Files.
What kind of mod it is
From the catalogAdmin & protection
Permissions, moderation, anti-cheat and land protection for the people running the server.
Compatibility
- Game
- DayZ
Verified at the source
- ✓Steam WorkshopOfficial listing, checked 2026-10-07Open ↗
- ✓Author卡比 - Kirby, as published on Steam Workshop
- ✓LicenseNot published by the sourceFree
