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Alien Invasion — a crashed UFO and alien encounter
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An Extraterrestrial Encounter Expansion for DayZ

Mod Version DayZ Version Workshop Subscribers Website

Website • Information • Key Features • Content • Server Setup • Configuration • Classnames • Changelog • Credits • License

Information

Alien Invasion brings a pulpy science-fiction encounter to DayZ. UFOs come down like helicopter crashes, wrapped in a toxic cloud, with alien technology in the wreckage and hostile little green men waiting for whoever comes to look. Survivors who make it through can recover experimental plasma weaponry and alien materials—and, naturally, protect themselves with a tin foil hat that actually works.

The mod includes custom models, textures, sounds, particles, localized item names, and Enforce Script behavior. It is designed for both the server and every connecting client.

Key Features

  • A custom UFO crash site with green light, fire, a smoke column, crackling electrical sparks, mist, wreck particles, distant crash audio, and an 8 m toxic gas zone (NBC gear protects).
  • Crash salvage: a 35% chance of a Montauk Rifle with a cartridge, plus up to two spare cartridges and up to two plasma grenades.
  • Hostile Little Green Men with their own voices and footsteps, and green blood, and animations of their own: a dead-still stare, a crouched stalk on their toes, claw slashes, a finger stab and a lunging grab, a flicker when they're shot, and deaths that clutch the head. Infected melee up close, a psychic zap from 4–80 m in line of sight that you see as a green beam from the alien's head, and a green burst and scream when they die.
  • Aliens appear when a player comes within 300 m, so unvisited crash sites cost the server nothing.
  • Montauk Rifle, a semi-automatic plasma weapon whose bolts deal double damage to aliens (other firearms deal 75%). Its cartridges come in green, blue, lime and violet, and each colour has its own muzzle effect and light: green and lime fire a plasma ball you can watch fly, blue fires rings like a ray gun, and violet shoots forked lightning. It has a skeleton stock with a cheek rest and a rubber pad, a shaped pistol grip and trigger guard, hooded iron sights with a glowing front dot, an animated read-out on the back, purple fluid swirling in its vent tubes, lime fluid flowing behind its glass windows, and electric arcs on the muzzle when it runs hot.
  • Montauk Cartridge, a 15-round plasma magazine that can't be unloaded — recharge it with a 9V battery.
  • Plasma Grenade: an alien sticky grenade that clings to whatever it hits (players, infected, animals, vehicles) and bursts 3 s after leaving your hand in a blue plasma blast.
  • Flying Saucer for admins to place (geb_UFO): a one-seat UFO you can fly, with an opening glass canopy, folding landing legs, its own rebindable keys, sounds and HUD. It falls out of the sky if nobody is at the controls.
  • Tin Foil Hat: aliens can't track the wearer beyond 3 m and can't zap them.
  • Area 51 Steak and Roswell Hide from skinning aliens. Cooked steak gives 90 s of green night vision; bad meat gives food poisoning.
  • Roswell Hide crafting: tan the hide into green Roswell Leather, then sew a Roswell Leather Backpack, or make a Roswell Hide Courier Bag and Roswell Hide Backpack.
  • Specimen Tank prop for admins and map makers: a sleeping alien floating in glowing green fluid, with rising bubbles, drifting motes, a green light and a low hum (geb_AlienTank).
  • Every number is tunable in $profile:Gebs/alieninvasion.json, and the server generates its own economy files.
  • Complete string-table support for English, Czech, German, Russian, Polish, Hungarian, Italian, Spanish, French, Traditional and Simplified Chinese, Japanese, and Portuguese.

The Encounter

When a geb_Aliencrash object is created through DayZ's Central Economy (or with an admin tool on a dedicated server), it:

  1. Plays the mod's distant UFO-crash sound (Central Economy spawns only).
  2. Displays the wreck's custom fire, smoke column, electrical sparks, mist, glow, and particle effects for clients.
  3. Surrounds itself with a toxic gas cloud and drops its salvage nearby.
  4. Waits for a player to come within 300 m, then spawns 10–15 Little Green Men 5–25 m around the wreck.
  5. When the event ends, removes its gas cloud and any surviving aliens along with the wreck.

The wreck is the encounter anchor; you never configure alien spawns separately.

Content

Little Green Man

The alien is based on DayZ's infected behavior and uses its own model, voice, footsteps, and animations: it stands dead still and stares, stalks crouched on its toes, slashes, stabs and lunges, flickers when it's shot, and clutches its head as it dies. Up close it fights like an infected; when it's chasing you in the open it zaps you from range. It can be skinned with any knife or cutting tool, producing two Area 51 Steaks, a Roswell Hide, and vanilla gutting materials.

Montauk Rifle

The plasma rifle is a semi-automatic firearm built on the Ruger 10/22 weapon base (config and script both), and held the 10/22's way: its shoulder stock sits where the 10/22's butt does. It uses the dedicated Montauk Cartridge and fires plasma bolts in the loaded cell's colour that hit aliens twice as hard as ordinary bullets.

  • Sights: a slim front post in a round hood with a lime glowing dot, and a thin ghost-ring rear sight between slim wings; aim with the post's tip in the middle of the ring.
  • Stock and grip: a skeleton stock with a cheek rest, a contoured butt and a rounded rubber pad; a shaped pistol grip with finger grooves and stippled panels, a trigger guard loop and a curved trigger.
  • Rear screen: a live read-out on the back of the receiver (cell gauge, plasma waveform, thermal bar, blinking READY). It animates while the rifle is in someone's hands or lying near you.
  • Vent tubes: glowing purple fluid swirls behind the glass of the six tubes on the shroud, the way the gas moves in vanilla's POX grenade.
  • Lime windows: lime green-yellow fluid flows the same way behind the shroud's big window and slots, swirls in the disc at the back of the shroud, and turns in glass vials on the magazine housing and along the stock.
  • Running hot: fire a quick string of shots (six or more, less than 0.6 s apart) and blue-white arcs crackle on the muzzle, heavier the longer you keep going, until it cools off a few seconds later.

Montauk Cartridge

A sealed 15-round plasma magazine. It can't be unloaded; combine it with a 9V battery to recharge it. A full battery fills a full cartridge. Clearing a cell from the rifle's chamber gives it back as a loose Plasma Cell, which loads back into any cartridge and keeps its colour.

It comes in four colours, and the loaded cell decides how each shot looks: green (geb_PlasmaCartridge) and lime (_Lance) fire a glowing plasma ball you can watch fly, blue (_Arc) fires rings like a ray gun, and violet (_Void) shoots a forked lightning bolt that strikes three times. All four hit aliens just as hard.

Plasma Grenade

A dark violet alloy ball held like the M67. Prime it and throw it: it sticks to the first thing it touches and rides along on players, infected, animals and vehicles. It bursts 3 seconds after leaving your hand in a blue plasma blast: a smaller radius than the M67's (4 m) but twice its damage, and whoever it's stuck to takes all of it. Until it leaves your hand you can disarm it again. Found at crash sites (CrashPlasmaGrenadesMax) and sometimes on aliens.

Flying Saucer

A six-metre black saucer trimmed in lime light, with a glass dome over a one-seat cockpit. Nothing spawns it: place geb_UFO with an admin tool, and it's saved with the server's vehicles.

  • Stand beside it and look at any part of it to open the canopy (F), and with it open to climb in. Close it by looking at the canopy itself, or from the seat. Hold the start action to power up; click to power down once you're on the ground.
  • Fly with W/S (forward, back), A/D (turn), Q/E (slide), Space/C (up, down), Shift (boost) and G (landing legs), rebindable under Settings > Controls > Alien Invasion UFO. It tops out around 200 km/h, or 320 km/h with boost; let go and it brakes to a hover.
  • Switched off, or left with nobody at the controls in mid-air, it falls. Hard knocks scorch the hull and crack the glass, and a wreck won't power up.
  • A HUD shows the speed, height, climb, drive, gear, canopy and condition.

Alien Materials

  • Area 51 Steak inherits DayZ's meat preparation and cooking states. Eaten cooked (baked, boiled, or dried) it gives 90 seconds of green night vision; raw, burnt, or rotten it gives food poisoning.
  • Roswell Hide is the alien's harvestable pelt. It is green at every step of vanilla's leather chain:
    • Hide + garden lime → Roswell Leather: up to 4 per hide by hand, 6 in a barrel (a wolf pelt's yield; the hide weighs 6 kg and takes 5×3).
    • 2 Roswell Leather + leather sewing kit → Roswell Leather Backpack (6×7 cargo).
    • Hide + rope → Roswell Hide Courier Bag (5×6); + 3 wooden sticks → Roswell Hide Backpack (7×5).
    • Each bag breaks back down with a knife or blade, like vanilla's.

Tin Foil Hat

A lightweight hat that really does keep the aliens out of your head: they can't track an intact foil hat's wearer beyond 3 m, so they can't zap them either.

Requirements

  • DayZ
  • The mod must be loaded on both the server and client.
  • No third-party mod is declared as a runtime dependency.
  • Subscribe on the Steam Workshop to receive the published mod and updates.

Server Setup

  1. Install the mod folder and key on the server, and add it to the server and client launch parameters.
  2. Start the server once. The mod writes alieninvasion.json and six economy files into $profile:Gebs/ (next to Gebsfish's, if you run it):
    <profile>/Gebs/
    |-- alieninvasion.json
    `-- mpmissions/
        |-- alieninvasion-types.xml
        |-- alieninvasion-spawnabletypes.xml
        |-- alieninvasion-events.xml
        |-- alieninvasion-cfgeconomycore.xml
        |-- alieninvasion-cfgeventspawns.xml
        `-- alieninvasion-mapgroupproto.xml
    
  3. Copy the types, spawnable types, and events files into mpmissions/<mission>/alieninvasion/ and paste the <ce folder="alieninvasion"> block into the mission's cfgeconomycore.xml.
  4. Merge the StaticAlienCrash positions into cfgeventspawns.xml (79 hand-picked sites on Chernarus; other maps reuse their heli-crash positions) and the wreck's loot group into mapgroupproto.xml.
  5. Restart. Don't add the old InfectedAlien secondary event — each wreck spawns its own aliens.

The generated files are only rewritten when the mod version changes, and the mod never edits your mission folder itself. Step-by-step instructions with copy buttons are on the website; a plain-text version is in docs/server-guide.txt.

Configuration

$profile:Gebs/alieninvasion.json holds every tunable, all server-side:

Setting Default What it does
CrashAliensMin / CrashAliensMax 10 / 15 Aliens per wreck
CrashAliensSpawnDistance 300 Metres a player must come within before aliens appear (0 = immediately)
CrashRifleChance 0.35 Chance of a Montauk Rifle in the wreckage
CrashSpareCartridgesMax 2 Spare cartridges per wreck
CrashPlasmaGrenadesMax 2 Plasma grenades per wreck
CrashGasZone true Toxic cloud around each wreck
PsychicZapEnabled true Aliens zap their target at range
PsychicZapMinRange / PsychicZapRange 4 / 80 Zap distance band in metres (needs line of sight)
PsychicZapCooldown 60 Seconds between zaps per alien
PlasmaDamageVsAliens 2.0 Plasma damage multiplier against aliens
OtherFirearmDamageVsAliens 0.75 Other firearms' damage multiplier against aliens
FoilHatDetectRange 3 Aliens can't target a foil hat's wearer beyond this
AlienVisionSeconds 90 Night vision from cooked alien meat
BadMeatPoison 100 Food-poisoning agents per bite of bad meat

A file that fails to parse is never overwritten; the server logs the error and runs on defaults.

Classnames

Classname Type Description
geb_Aliencrash Encounter object UFO wreck with effects, audio, gas, salvage, and alien spawning
StaticObj_geb_Aliencrash Static object Visual UFO wreck without the scripted encounter behavior
geb_AlienRadiationArea Effect area The wreck's toxic cloud (created and removed by the wreck)
geb_GreenAlien Creature Hostile Little Green Man
geb_AlienTank Prop Specimen Tank with a sleeping alien; place it with an admin tool or editor
geb_UFO Vehicle Flying Saucer you can fly; place it with an admin tool
geb_GreenAlienMeat Food Area 51 Steak harvested from an alien
geb_GreenAlienSkin Material Roswell Hide harvested from an alien
geb_GreenAlienLeather Material Roswell Leather, tanned from the hide
geb_GreenAlienLeatherSack Backpack Roswell Leather Backpack
geb_GreenAlienCourierBag Backpack Roswell Hide Courier Bag
geb_GreenAlienImprovisedBag Backpack Roswell Hide Backpack
geb_PlasmaRifle Weapon Semi-automatic Montauk Rifle
geb_PlasmaCartridge Magazine 15-round Montauk Cartridge (rechargeable), green plasma
geb_PlasmaCartridge_Arc Magazine Montauk Cartridge (Blue): blue arc plasma
geb_PlasmaCartridge_Lance Magazine Montauk Cartridge (Lime): lime lance plasma
geb_PlasmaCartridge_Void Magazine Montauk Cartridge (Violet): violet void plasma
Ammo_Plasma_Cell Ammunition Loose Plasma Cell, from clearing a loaded rifle's chamber (never spawns as loot)
geb_PlasmaGrenade Explosive Plasma Grenade that sticks to what it hits
geb_FoilHat Clothing Tin Foil Hat

Project Structure

alieninvasion/
|-- config.cpp          # Mod registration and script-module definitions
|-- data/               # Entity configs, models, textures, and sounds
|-- docs/               # GitHub Pages site and plain-text server guide
|-- graphics/particles/ # Plasma, UFO, green blood and specimen tank particles
|-- languagecore/       # Localized display names and descriptions
|-- mod.cpp             # Launcher entry: name, logos, version, Discord link
`-- scripts/
    |-- 3_game/         # Version, server config, file generator, alien-vision tint
    |-- 4_world/        # Wreck, aliens, specimen tank, flying saucer, gas zone, rifle, grenade, items, recipes, player hooks
    `-- 5_mission/      # Server startup (loads the config, writes the Gebs files) and the saucer's HUD

The Geb's family

Every mod by Geb stands on its own, so a server can run the ones it wants:

Credits

  • Geb — creator and author
  • The DayZ Modding Community

Contributions and bug reports are welcome through this repository's issues and pull requests.

License

Attribution-NonCommercial-NoDerivatives 4.0 International

Usage & Terms

This item is NOT authorized (strictly forbidden) for any of these conditions:

  • posting on Steam, except under the Steam account Cole.
  • hosting on any download server other than Alien Invasion current workshop download.
  • hosting on any launcher for distribution other than Alien Invasion current workshop download.
  • to be packaged in any form other than Alien Invasion current workshop download.
  • to create derivative works.

PERMISSION IS NOT GRANTED FOR THIS MOD TO BE INCLUDED IN A "SERVER PACK" or "MOD PACK" DO NOT EVEN ASK TO REPACK. NO. NOT ALLOWED.

Use a Collection if you want to include this mod on your server for your users.

DayZ and Bohemia Interactive are trademarks or registered trademarks of Bohemia Interactive. This community project is not affiliated with or endorsed by Bohemia Interactive.

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