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Server_Information_Panel

This mod brings you a server Panel to Dayz, If u have some idea of suggestion don't hesitate to let me know. Default menu key is PAUSE/BREAK Key here is a picture to see the key PLEASE DON'T REUPLOAD/REPACK THIS MOD, U CAN HELP ME IF U WANT TO IMPROVE IT. DON'T FORGET TO ADD IT TO YOUR STEAM COLLECTION ! ;) (Ask me if u need something :) ) Here is a video that someone made to configure the mod:… (more)

This mod brings you a server Panel to Dayz, If u have some idea of suggestion don't hesitate to let me know. Default menu key is PAUSE/BREAK Key here is a picture to see the key PLEASE DON'T REUPLOAD/REPACK THIS MOD, U CAN HELP ME IF U WANT TO IMPROVE IT. DON'T FORGET TO ADD IT TO YOUR STEAM COLLECTION ! ;) (Ask me if u need something :) ) Here is a video that someone made to configure the mod: https://www.youtube.com/watch?v=cHZZNr1yfFQ&t=77s Installation: - Make sure that you have installed Community Framework by Jacob_Mango & Arkensor - Download latest release of Server_Information_Panel - Add CF and Server_Information_Panel to your game and server launch options. For example: -mod=@CF;@Server_Information_Panel On server: - Copy file ServerPanel_V3.bikey from ServerPanel\keys into server keys folder - ServerPanelConfig.json is used to configure the panel and should be inside a ServerPanel folder inside your Serverprofile folder - U can leave link blank, the button will disapear !!! Comments aren't allowed in config file !!! WARNING: Don't put any comments in Configuration Files Q: Can i change default menu key ? A: Sure, U can now change default menu key client side directly by editing your key in config key menu Join us on Discord if u get some trouble: https://discord.gg/GHX6Za2 Special Thanks to HunterZ, TripleZ and Connor for your help with some translations :) Special Thanks to Shix from Aftermath for his tabs effect ! Special Thanks to TH for his help with 1.11 patch ! Special Thanks to Vaker from Zomberry Admin Tools for his help ! Vaker: https://steamcommunity.com/sharedfiles/filedetails/?id=1582756848 Special Thanks to Da0ne from Vanilla++ for his help too :) Vanilla++ Github: https://github.com/VanillaPlusPlus Please Rate the mod, comment your issues below and i will try to find time and help you :) Donation: Paypal

Workshop 1680019590 · mod updated 2026-04-08 · analyzed 2026-10-03 03:22 UTC · history · 23 script files

CharacterEnvironmentMechanics Workshop tags, chosen by the author

Stall risks
1 pattern

Patterns that can stall a single frame regardless of the load figure — see below.

Compatibility
Chain-safe

Every server-visible override preserves its chain.

Structural footprint 1.1
A
clean
Heavier than 87% of 328 scripted mods analyzed.

0.0519% of each server frame at 100 players (0.519 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; 27 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
  • 37 mods
    0.0001 to 0.00022 ms/s · grade A
  • 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
  • This mod
  • 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

Repeating timers carry 81% of this mod's structural load. 0.519 ms/s in all.

Every-frame hooks · 4.8%
1 hook · 0.025 ms/s
14%Per-player hooks · 14%
1 hook · 0.074 ms/s
81%Repeating timers · 81%
3 timers · 0.42 ms/s
Every-frame hooksrun every server frame 1 hook 0.025 ms/s 4.8% MissionServer.OnUpdate
Per-player hooksrun about 30 times a second for each player 1 hook 0.074 ms/s 14% DayZPlayerImplement.CommandHandler
Repeating timersstay in the timer queue, which is walked every frame 3 timers 0.42 ms/s 81% every 1 s, every 10 s, every 250 ms

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.

CommandHandler on DayZPlayerImplement
about 30× per player per second
no I/O, timers or RPC
OnUpdate on MissionServer
every server frame
no I/O, timers or RPC

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 5 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
DayZPlayerImplement.CommandHandler T1 yes ✓ ServerPanel.pbo::Scripts\4_World\ServerPanel\dayzplayerimplement.c:6
InGameMenu.Init — yes ✗ none ServerPanel.pbo::Scripts\5_Mission\ServerPanel\GUI\InGameMenu.c:5
InGameMenu.OnClick — yes ✓ ServerPanel.pbo::Scripts\5_Mission\ServerPanel\GUI\InGameMenu.c:51
MissionBase.CreateScriptedMenu — yes ✓ ServerPanel.pbo::Scripts\5_Mission\ServerPanel\missionBase.c:3
MissionServer.OnUpdate T0 yes ✓ ServerPanel.pbo::Scripts\5_Mission\ServerPanel\missionServer.c:23
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
DayZPlayerImplement.CommandHandlerT1 3000.0measured0.0744
MissionServer.OnUpdateT0 1000.0measured0.0248

Repeating timers

period (ms)residency ms/sfiring ms/swhere
2500.1400 0.000099ServerPanel.pbo::Scripts\5_Mission\ServerPanel\ServerPanelBase.c:268
10000.1400 0.000025ServerPanel.pbo::Scripts\5_Mission\ServerPanel\GUI\ServerPanelMenu.c:998
100000.1400 0.000002ServerPanel.pbo::Scripts\5_Mission\ServerPanel\GUI\PlayerInfoDisplay.c:64

census 1.1 · findings 1.1 · hash 06135fd42d47fdbf