CheckIdentity
Description This mod is geared towards being able to retrieve the names of the survivors you comes across, either dead or alive. Server owners can configure the config in the server profile within the folder: configs. Configuration The default config is generated upon the start of the server when the mod is loaded. Below is the explanation of what each boolean controls. Changing these values only only apply after… (more)
Description This mod is geared towards being able to retrieve the names of the survivors you comes across, either dead or alive. Server owners can configure the config in the server profile within the folder: configs. Configuration The default config is generated upon the start of the server when the mod is loaded. Below is the explanation of what each boolean controls. Changing these values only only apply after the server is restarted. Location: ..\DayZServer\ServerProfile\configs\CheckIdentity.json Default Config: { "CanCheckAlive": 1, "CanCheckDead": 1, "CanCheckRestrained": 1, "CanCheckUnconscious": 1, "HideCargoNotifier": 1, "HideHealthDot": 0 } Values: 0 = false | 1 = true CanCheckAlive - Setting this to 1, allows you to check the identity of alive players (does not affect CanCheckRestrained or CanCheckUnconscious) CanCheckDead - Setting this to 1, allows you to check the identity of dead players CanCheckRestrained - Setting this to 1, allows you to check the identity when a player is restrained. CanCheckUnconscious - Setting this to 1, allows you to check the identity when a player is unconscious. HideCargoNotifier - Setting this to 1, removes the [+] text from players stating they have cargo HideHealthDot - Setting this to 1, removed the colored health dot from players (including when they're dead) Usage & Terms This item is NOT authorized (strictly forbidden) for any of these conditions: - posting on Steam, except under the Steam account officialwardog. - hosting on any download server other than CheckIdentity's current workshop download. - hosting on any launcher for distribution other than CheckIdentity's current workshop download. - to be packaged in any form other than CheckIdentity's current workshop download. - to create derivative works. PERMISSION IS NOT GRANTED FOR THIS MOD TO BE INCLUDED IN A "SERVER PACK" or "MOD PACK" or "REPACK". Use a Collection if you want to include this mod on your server for your users. Monetization while using this mod is approved. Copyright 2019-2024 Wardog All rights reserved
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 (0.000 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; 36 others share it. Ranked list.
Event hooks carry 99% of this mod's structural load. 0.000 ms/s in all.
1 hook · 0.0002 ms/s
1 hook · 0.000002 ms/s
| Event hooksrun when something happens: an inventory move, a hit, an action | 1 hook | 0.0002 ms/s | 99% | PlayerBase.OnRPC |
| Lifecycle hooksrun when an entity is created, loaded or deleted | 1 hook | 0.000002 ms/s | 1.0% | 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.
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 6 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 |
|---|---|---|---|---|
ActionTargetsCursor.SetItemDesc |
— | yes | ✓ | Scripts.pbo::5_Mission\CheckIdentity\GUI\ActionTargetsCursor.c:3 |
ActionTargetsCursor.GetItemDesc |
— | yes | ✓ | Scripts.pbo::5_Mission\CheckIdentity\GUI\ActionTargetsCursor.c:39 |
ActionTargetsCursor.GetItemHealth |
— | yes | ✓ | Scripts.pbo::5_Mission\CheckIdentity\GUI\ActionTargetsCursor.c:64 |
MissionServer.InvokeOnConnect |
T3 | yes | ✓ | Scripts.pbo::5_Mission\CheckIdentity\Mission\MissionServer.c:3 |
PlayerBase.OnPlayerLoaded |
— | yes | ✓ | Scripts.pbo::4_World\CheckIdentity\Entities\ManBase\PlayerBase.c:3 |
PlayerBase.OnRPC |
T2 | yes | ✓ | Scripts.pbo::4_World\CheckIdentity\Entities\ManBase\PlayerBase.c:31 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
PlayerBase.OnRPC | T2 | 8.0 | placeholder | 0.0002 |
MissionServer.InvokeOnConnect | T3 | 0.1 | placeholder | 0.0000 |
Includes 0.000 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.
Scripts.pbo
CheckIdentity_Scripts— no requiredAddons
census 1.1 · findings 1.1 · hash 6abd56a76d60127e