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Dayz Navigation

Dayz Navigation Mod. How to turn it on? Compass: You just need to open compass in your hands and put it to you inventory. If you drop compass from inventory, gui turn off. Watches: You need to wear watches to check real server time. Check types folder to add item in central economy spawn. New Compass: Check types.xml file and add it if you want. 1. Server host can now separately disable watches or compass hud ( to… (more)

Dayz Navigation Mod. How to turn it on? Compass: You just need to open compass in your hands and put it to you inventory. If you drop compass from inventory, gui turn off. Watches: You need to wear watches to check real server time. Check types folder to add item in central economy spawn. New Compass: Check types.xml file and add it if you want. 1. Server host can now separately disable watches or compass hud ( to enable or disable this option check your json settings on server. Nine_Config.json located in your server profile folder ) P.S. change 1 to 0 if you want to disable 2. You can change GUI(compass) color in json. Look below. { "g_WatchMonatana": 1, "g_Compass": 1 "aA": 255, "rR": 20, "gG": 45, "bB": 135 } Model Thank you, Schnein, for watches model. Thank you, P_JI_Ioxa, for the new compass model. Credit I do not allow permission to unpack and re-pack the pbo. P.S. Only HeadhunterZ and DOD/Rippers, lostisle, Совёнок, JUSTICE PVE SERVER, TacTic_Zombie_PVE, TripleSSS, ExistenceRP server guys allowed to upload my mod to their servermod. Donate If you would like to donate you can do that here: paypal.me/ninehd

Workshop 1791033033 · mod updated 2023-04-20 · analyzed 2026-10-03 08:57 UTC · history · 12 script files

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 32% of 328 scripted mods analyzed.

less than 0.001% of each server frame at 100 players (0.001 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; 32 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
  • This mod
  • 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 99% of this mod's structural load. 0.001 ms/s in all.

99%Event hooks · 99%
3 hooks · 0.00059 ms/s
Lifecycle hooks · 0.3%
1 hook · 0.000002 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 3 hooks 0.00059 ms/s 99% ActionClose.ActionCondition, ActionOpen.ActionCondition, DayZPlayerImplement.OnRPC
Lifecycle hooksrun when an entity is created, loaded or deleted 1 hook 0.000002 ms/s 0.3% MissionServer.InvokeOnConnect

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.

ActionCondition × 2 classes
per event
no I/O, timers or RPC replaces vanilla
OnRPC on DayZPlayerImplement
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 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
ActionClose.ActionCondition T2 yes ✗ none compass.pbo::scripts\4_world\ActionCloseMod.c:4
ActionOpen.ActionCondition T2 yes ✗ none compass.pbo::scripts\4_world\ActionOpenMod.c:4
DayZPlayerImplement.OnRPC T2 yes conditional compass.pbo::scripts\4_world\ManBase\DayZPlayerImplement.c:9
MissionGameplay.OnUpdate T0 yes ✓ compass.pbo::scripts\5_mission\MissionGameplay.c:27
MissionServer.InvokeOnConnect T3 yes ✓ compass.pbo::scripts\5_mission\MissionServer.c:42
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
ActionClose.ActionConditionT2 8.0placeholder0.0002
ActionOpen.ActionConditionT2 8.0placeholder0.0002
DayZPlayerImplement.OnRPCT2 8.0placeholder0.0002
MissionServer.InvokeOnConnectT3 0.1placeholder0.0000

Includes 0.001 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.

compass.pbo

  • Nine_compass requiredVersion 0.1 — requires DZ_Data, DZ_Scripts

census 1.1 · findings 1.1 · hash 77bdeca1c86e179e