VPPNotifications
Rent your DayZ Server From: DZServers.Host Notification framework designed to send messages to players on the server globally and or individually. Usage: g_Game.SendMessage(false,identity,"Server Login:","Welcome "+identity.GetName() + ", enjoy your stay!",10,2,false,true,"",0,0); Execute that code anywhere server side: Example: override PlayerBase CreateCharacter(PlayerIdentity identity, vector pos,… (more)
Rent your DayZ Server From: DZServers.Host Notification framework designed to send messages to players on the server globally and or individually. Usage: g_Game.SendMessage(false,identity,"Server Login:","Welcome "+identity.GetName() + ", enjoy your stay!",10,2,false,true,"",0,0); Execute that code anywhere server side: Example: override PlayerBase CreateCharacter(PlayerIdentity identity, vector pos, ParamsReadContext ctx, string characterName) { Entity playerEnt; playerEnt = GetGame().CreatePlayer(identity, characterName, pos, 0, "NONE"); Class.CastTo(m_player, playerEnt); g_Game.SendMessage( false, identity, "Server Login:", "Welcome "+identity.GetName() + ", enjoy your stay!", 10, 2, false, true, "", 0, 0); GetGame().SelectPlayer(identity, m_player); return m_player; } Example Welcome message on player join/respawn: override void InvokeOnConnect(PlayerBase player, PlayerIdentity identity) { super.InvokeOnConnect(player, identity); g_Game.SendMessage( false, identity, "Server Login:", "Welcome "+identity.GetName() + ", enjoy your stay!", 10, 2, false, true, "", 0, 0); } Example With Image: g_Game.SendMessage( false, identity, "Server Login:", "Welcome "+identity.GetName() + ", enjoy your stay! Please make sure to read our rules!", 10, 2, false, true, "set:dayz_gui image:DayZLogo", // Imagesets 512, 156); If you wish to not use imagesets, you could directly load a PAA however, image may look poor in quality Example Path --> "VanillaPPMap\\scripts\\GUI\\Textures\\CustomMapIcons\\waypointeditor_CA.paa" //Direct .PAA Paramters: g_Game.SendMessage( bool Global, PlayerIdentity receiver , string messageTitle, string message, int duration, int fadeTime, bool skipQueue, bool doFadeIn, string imagePath, float ImageSizeX, float ImageSizeY); Notes: if you wish to send a global message, make sure to set the first param to trueand the second param as NULL If you wish to not use an image with the notification, simply leave the string empty as shown in the example above. Please Rate the mod, comment your issues below and i will try to find time and help you :)
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.
VPPNotifications.pbo
VPPNotificationsrequiredVersion 0.1 — requiresDZ_Data
census 1.1 · findings 1.1 · hash 83c50674843e5267