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ZomBerry Admin Tools

ZomBerry Admin Tools v0.7.0 DayZ 1.30 compatible. No dependencies: Community Framework is no longer needed. Menu stuck open after the latest DayZ update? Fixed in v0.7.0: the menu closes with O or Esc again, no more Alt+F4. Update both the server and your game (see "Updating from v0.6.4" below). A lightweight in-game admin menu for DayZ servers and singleplayer: player management, a function list (heal, teleport,… (more)

ZomBerry Admin Tools v0.7.0 DayZ 1.30 compatible. No dependencies: Community Framework is no longer needed. Menu stuck open after the latest DayZ update? Fixed in v0.7.0: the menu closes with O or Esc again, no more Alt+F4. Update both the server and your game (see "Updating from v0.6.4" below). A lightweight in-game admin menu for DayZ servers and singleplayer: player management, a function list (heal, teleport, kill, weather, time, FreeCam and more), an object spawner, a live map, permission groups, kicks and bans. Need help? Discord: https://discord.gg/BfMZxRh Documentation, source code and issue tracker: GitHub Features Permission groups with levels and fine-grained permissions (zomberry.map.teleport, zomberry.functions.*, denies with -), plus per-group spawn rules. Edit them in-game on the Permissions tab or in ZomBerryPermissions.json. Kicks and bans with reasons, durations (1 hour to permanent), offline bans by Steam64 ID or GUID and a ban list with Unban. Lower-ranked admins can't touch higher-ranked ones. Functions: teleports, heal and partial heal, god mode, repair item in hands, refuel and repair vehicles, kill, bite, strip, vomit/laugh/sneeze, set health and blood, FreeCam, time, date and weather, delete object. Bind them to keys. Spawn menu with search, category filters, Safe and Expert lists, and spawning at your cursor, at your feet or into your inventory (magazines load into the weapon in your hands). Live map with player markers and Alt + click teleport. Scales with your resolution, from 800x600 to 4K. Every request is checked on the server, and every admin action is logged with the admin's name and ID. Installation Load the mod on both the server and the admins' games (-mod=@ZomBerry Admin Tools, quoted because of the spaces, or subscribe here). Copy Keys/Vaker.bikey into the server's keys folder. Start the server with -profiles=<folder>. ZomBerry keeps its files in <folder>/ZomBerry/. The server log shows a SETUP TOKEN banner. Join, press O and enter the token to become superadmin, then add more admins on the Permissions tab. Updating from v0.6.4 Update both sides. A 0.6.x client gets no answer from a 0.7.0 server (and the other way round), so the menu won't open. Community Framework is no longer needed. But keep it on if you've used it before unless you're starting from scratch - removing it might damage your save files! Your admins.cfg is imported on the first start. The first ID becomes superadmin, the others become admins, and the file is renamed to admins.cfg.imported. Installation mode (-zbryInstallMode) is gone. The setup token replaces it. Your ZomBerryConfig.json and keybinds keep working. For mod and mission developers GetZomberryCmdAPI() adds your own functions and categories to the menu, from a mission or a server-side mod, with no client-side changes. GetZomberryPermAPI() lets your mod use ZomBerry's admin groups: register your own permission nodes so they show up on the Permissions tab, and check them on the server or the client. Examples and the full API are in the README on GitHub. Changelog v0.7.0 - Fixes the menu that couldn't be closed on current DayZ versions. The big rewrite: permission groups with an in-game editor, a setup token for the first admin (replaces installation mode and admins.cfg), kicks and bans, an interface that scales with the resolution, own RPC layer with no dependencies, a Permissions API for other mods, named values for function parameters, smarter inventory spawning, and lots of fixes. Full list: CHANGELOG on GitHub v0.6.4 - Fixed: script warnings, calling refuel & repair on M1025 now adds all wheels at once. Updated: heal now removes all effects including diseases and broken bones. Added: partial heal, in-hands item repairing function. Removed: map styling. v0.6.3 - DayZ 1.16 crash fix, map position persistence (thanks, @inkihh!), admins.cfg generated in the correct place automatically, Config folder removed from the mod package v0.6.1 and v0.6.2 - Hotfixes for map config and menu overlaying bug v0.6.0 - Default key is "O", set in the game's keybinding menu; class names and display names in the spawn menu; Safe and Expert filters; ZOMBERRY_AT define and ZBIsGod() for mod developers v0.5.x - DayZ 1.02 compatibility, Steam64 support, FreeCam, god mode, keybinds, JSON config, custom spawn filters, installation mode Older release notes: GitHub releases Reuploading & repacking this mod without permission request is allowed under the following conditions: 1. pbo containing the mod mustn't be obfuscated in any way (ZomBerry is licensed under GPLv3, source code should be accessible. If you are going to add custom functionality and don't want to share its inner workings, please use the API and do that from either a separate pbo or mission) 2. Leave a link either to this workshop page or GitHub page in your workshop item description 3. Repacking under these conditions will only be allowed for mod versions up to v1.0 FAQ & how to install in discussions

Workshop 1582756848 · mod updated 2026-10-18 · analyzed 2026-10-18 22:34 UTC · history · 35 script files

Mechanics Workshop tags, chosen by the author

Stall risks
None found

No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.

Compatibility
Chain-safe

Every server-visible override preserves its chain.

Structural footprint 1.1
A
clean
Heavier than 20% of 328 scripted mods analyzed.

less than 0.001% of each server frame at 100 players (0.000 ms/s). Counts hook dispatch and timers only, not what the hooks do inside. Methodology.

Where this mod sits

Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 36 others share it. Ranked list.

20
40
60
  • 24 mods
    0.0000022 to 0.0000046 ms/s · grade A
  • 7 mods
    0.0000046 to 0.00001 ms/s · grade A
  • 1 mod
    0.00001 to 0.000022 ms/s · grade A
  • 1 mod
    0.000022 to 0.000046 ms/s · grade A
  • This mod
  • 26 mods
    0.00022 to 0.00046 ms/s · grade A
  • 33 mods
    0.00046 to 0.001 ms/s · grade A
  • 22 mods
    0.001 to 0.0022 ms/s · grade A
  • 13 mods
    0.0022 to 0.0046 ms/s · grade A
  • 10 mods
    0.0046 to 0.01 ms/s · grade A
  • 5 mods
    0.01 to 0.022 ms/s · grade A
  • 18 mods
    0.022 to 0.046 ms/s · grade A
  • 17 mods
    0.046 to 0.1 ms/s · grade A
  • 41 mods
    0.1 to 0.22 ms/s · grade A
  • 26 mods
    0.22 to 0.46 ms/s · grade A
  • 28 mods
    0.46 to 1 ms/s · grade A
  • 8 mods
    1 to 2.2 ms/s · grade A to B
  • 10 mods
    2.2 to 4.6 ms/s · grade B
  • 1 mod
    4.6 to 10 ms/s · grade B to C
A316
B11
C1
D0
E0
ms/s, log scale: each labelled step is ten times the one before. Letter grade and mods holding it below the axis.
Where the load comes from

Event hooks carry 97% of this mod's structural load. 0.000 ms/s in all.

97%Event hooks · 97%
1 hook · 0.0002 ms/s
Lifecycle hooks · 2.0%
2 hooks · 0.000004 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 1 hook 0.0002 ms/s 97% DayZGame.OnRPC
Lifecycle hooksrun when an entity is created, loaded or deleted 2 hooks 0.000004 ms/s 2.0% MissionServer.InvokeOnConnect, MissionServer.OnInit

Counts how often each hook is dispatched and how many timers stay alive, not what the code inside does. Some rates are order-of-magnitude estimates; the methodology lists which.

Where this mod runs often

Hooks on per-frame and high-rate surfaces, with what their bodies call. Body work, not the hook itself, is what costs frame time.

OnRPC on DayZGame
per event
no I/O, timers or RPC super() on some paths

Other findings

What this report can tell you

Which vanilla methods the mod hooks, which of them drop the chain, how often each hook fires, and which risky calls sit inside hot hooks.

What it cannot

How long hook bodies take, network cost, or engine-side load. Measured across live fleets, most server lag comes from the engine and world state, not mod script chains — a light footprint does not clear a mod of lag, and a heavy one does not convict it. Methodology.

Everything else

All 7 overrides

Surface is the dispatch tier the rubric can price (— = unpriced); server is whether the override exists on a dedicated server; super() shows whether the vanilla chain is preserved on a server.

methodsurfaceserversuper()where
DayZGame.OnRPC T2 yes conditional scripts.pbo::3_Game\ZBerryRPC.c:138
MissionGameplay.OnMissionStart T3 yes ✓ scripts.pbo::5_Mission\ZomBerry.c:193
MissionGameplay.OnKeyPress — yes ✓ scripts.pbo::5_Mission\ZomBerry.c:199
MissionGameplay.OnUpdate T0 yes ✓ scripts.pbo::5_Mission\ZomBerry.c:213
MissionServer.OnInit T3 yes ✓ scripts.pbo::5_Mission\ZomBerry.c:109
MissionServer.OnClientPrepareEvent — yes ✓ scripts.pbo::5_Mission\ZomBerry.c:116
MissionServer.InvokeOnConnect T3 yes ✓ scripts.pbo::5_Mission\ZomBerry.c:127
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
DayZGame.OnRPCT2 8.0placeholder0.0002
MissionServer.OnInitT3 0.1placeholder0.0000
MissionServer.InvokeOnConnectT3 0.1placeholder0.0000

Includes 0.000 ms/s from placeholder-rated surfaces.

Load-order constraints (CfgPatches)

What each PBO declares: its addon identity and the addons it requires to be loaded first (requiredAddons). A partial load-order signal from the mod's own metadata.

scripts.pbo

  • zomberry_scripts requiredVersion 0.1 — requires DZ_Scripts

census 1.1 · findings 1.1 · hash ea590c58e7dba5d4