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
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.
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.
Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 32 others share it. Ranked list.
Event hooks carry 99% of this mod's structural load. 0.001 ms/s in all.
3 hooks · 0.00059 ms/s
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.
Other findings
Checks answered without super() · 2 · warning
- ActionClose.ActionCondition returns its own answer without consulting super.ActionCondition() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
compass.pbo::scripts\4_world\ActionCloseMod.c:4 - ActionOpen.ActionCondition returns its own answer without consulting super.ActionCondition() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
compass.pbo::scripts\4_world\ActionOpenMod.c:4
- ActionClose.ActionCondition returns its own answer without consulting super.ActionCondition() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
super() only on some paths · 1 · warning
- DayZPlayerImplement.OnRPC calls super.OnRPC() only on some paths — on the others the chain below this mod is dropped.
compass.pbo::scripts\4_world\ManBase\DayZPlayerImplement.c:9
- DayZPlayerImplement.OnRPC calls super.OnRPC() only on some paths — on the others the chain below this mod is dropped.
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
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.
| method | surface | server | super() | 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
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
ActionClose.ActionCondition | T2 | 8.0 | placeholder | 0.0002 |
ActionOpen.ActionCondition | T2 | 8.0 | placeholder | 0.0002 |
DayZPlayerImplement.OnRPC | T2 | 8.0 | placeholder | 0.0002 |
MissionServer.InvokeOnConnect | T3 | 0.1 | placeholder | 0.0000 |
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_compassrequiredVersion 0.1 — requiresDZ_Data,DZ_Scripts
census 1.1 · findings 1.1 · hash 77bdeca1c86e179e