Banking
This mod adds a banking system that lets players interact with ATMs around the map to deposit and withdraw money from their banking account. As the mod is highly configurable, how it is used in practice really depends on the server and its goals for the player experience. For example, it could be used to allow players to store a certain amount of money across multiple lives to buy more expensive equipment or to ease… (more)
This mod adds a banking system that lets players interact with ATMs around the map to deposit and withdraw money from their banking account. As the mod is highly configurable, how it is used in practice really depends on the server and its goals for the player experience. For example, it could be used to allow players to store a certain amount of money across multiple lives to buy more expensive equipment or to ease the gearing up process by providing essential items at traders to players that have saved up enough money, enabling servers to be balanced around this progression to provide more long-term goals. More information about this mod, including its features, the installation and setup process, and example locations for the ATMs, can be found on the mod's github page. Usage & Monetization - Distributing, reuploading, and repacking of this mod or any of its contents is not allowed - Derivatives and modifications of this mod require my prior permission - Monetizing features of this mod, e.g., selling increases in maximum storable currency, is prohibited - Should your server break Bohemia Interactive's monetization guidelines in any way, you are also prohibited from using this mod on your server
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
All 2 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 |
|---|---|---|---|---|
ActionConstructor.RegisterActions |
— | yes | ✓ | DC_Banking.pbo::Scripts\4_World\classes\useractioncomponent\actionconstructor.c:3 |
MissionGameplay.OnInit |
T3 | yes | ✓ | DC_Banking.pbo::Scripts\5_Mission\mission\MissionGameplay.c:10 |
census 1.1 · findings 1.1 · hash 904f7eab74b5236d