TEPBillboardSigns
Hello, This mod adds 6 new Billboards and 3 new wood signs to the game. It is designed to be used as a base to be extended with your own mod. I made it in the first place to suit my needs on my server www.evocatus-dayz.com, but then i thought it may be useful for others too. You are a player ? You have nothing more to do, subscribe to the mod and forget about it. You are a server owner/admin ? Ok, so you now have to… (more)
Hello, This mod adds 6 new Billboards and 3 new wood signs to the game. It is designed to be used as a base to be extended with your own mod. I made it in the first place to suit my needs on my server www.evocatus-dayz.com, but then i thought it may be useful for others too. You are a player ? You have nothing more to do, subscribe to the mod and forget about it. You are a server owner/admin ? Ok, so you now have to somehow build your mod to declare your signs, extending this mod. To do so, follow the steps : ----- 1 Install the mod "@EvocatusSigns" on your DayZServer (you should know how to do so). ----- 2 If you already have a config.cpp packed in a custom PBO for your server, you can edit it. If you don't have a config.cpp in a custom PBO for your server, well you have to create it (this readme won't cover mod packaging). ----- 3 Edit config.cpp to add your class for your signs. Base classes are : * EvocatusBillboard1Base => small billboard, on 2 concrete feet [ratio 2:1] * EvocatusBillboard2Base => double small billboard, on 2 concrete feet [ratio 2:1] * EvocatusBillboard3Base => small billboard, no feet, designed to be hanged on a wall, can be rotated at 90° using a 1:2 ratio texture as image [ratio 2:1] * EvocatusFatBillboard1Base => large billboard, on 2 concrete feet [ratio 2:1] * EvocatusFatBillboard2Base => double large billboard, on 2 concrete feet [ratio 2:1] * EvocatusFatBillboard3Base => large billboard, no feet, designed to be hanged on a wall, can be rotated at 90° using a 1:2 ratio texture as image [ratio 2:1] * EvocatusWoodSign1Base => wood sign on a wood pole [ratio 2:1] * EvocatusWoodSign2Base => double wood sign [ratio 1:1] (check in Samples folder) * EvocatusWoodSign3Base => wood sign, no pole, designed to be hanged on a wall, can be rotated at 90° using a 1:2 ratio texture as image [ratio 2:1] Examples are provided in the !ClassExamples.txt and in this discussion ----- 4 Once your mod is ready, use a tool like "Community Offline Mode" to place your beautiful signs every where in Chernarus. need help ? Please use the comment section. Credits 3d Models => MistaPutt. Textures & materials => Bohemia Interactive Updates are already planned. Thanks @hlynge for the video tutorial! Your are not authorized to unpack/repack re-upload this mod without my consent.
No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.
Every server-visible override preserves its chain.
No server-side script overrides. Counts hook dispatch and timers only, not what the hooks do inside. Methodology.
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.
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
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.
@EvocatusSigns.pbo
evo_EvocatusSignsrequiredVersion 0.1 — requiresDZ_Data,DZ_Structures_Signs,DZ_Structures,DZ_Structures_Furniture
census 1.1 · findings 1.1 · hash 666f8c151632ea04