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Bounty_fix

Donate: Different game modes for the bounty hunt How to use this in game. When you want to join a bounty hunt or have a token and want to put a token on another player you must push the buttoe that is set in the key configuration. The default key is I This will also give you access to the map where the hunted players latest position is shown. A updated and fixed version of the original Bounty Mod. In this version it… (more)

Donate: Different game modes for the bounty hunt How to use this in game. When you want to join a bounty hunt or have a token and want to put a token on another player you must push the buttoe that is set in the key configuration. The default key is I This will also give you access to the map where the hunted players latest position is shown. A updated and fixed version of the original Bounty Mod. In this version it is possible to use the bounty game mode in different setups: * Automatic gamemode where Bounties are automatically assigned to the players that have chosen to participate in the setup. * Admin can pick a player to assign a bounty to * If a player has the item called BountyToken this player can place a Bounty on another player on the map. * Players can configure the key they want to use for activating the bounty overview. The admin can choose to have the BountyToken spawn on the map or to sell it in the trader...this depends on the admin creativity. Standard install with: * Copying the mod to the server * Copy the key * Add the name of the mod to the load parameters. To assign go into the Profiles/Bounty/Bountysettings.json and add you SteamID under admin: "m_admins": [ "76561198147649050", "76561198255564650" ], The Bountysettings file should be created the first time you run the mod on the server.... Hope you like what has been made for you....

Workshop 1889481910 · mod updated 2020-10-01 · analyzed 2026-10-03 03:06 UTC · history · 21 script files

AnimationCharacterMechanics Workshop tags, chosen by the author

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 7% of 328 scripted mods analyzed.

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.

Where this mod sits

Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 6 others share it. Ranked list.

20
40
60
  • 24 mods
    0.0000022 to 0.0000046 ms/s · grade A
  • This mod
  • 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
  • 33 mods
    0.00046 to 0.001 ms/s · grade A
  • 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

Lifecycle hooks carry 81% of this mod's structural load. 0.000 ms/s in all.

81%Lifecycle hooks · 81%
2 hooks · 0.000004 ms/s
Lifecycle hooksrun when an entity is created, loaded or deleted 2 hooks 0.000004 ms/s 81% MissionServer.PlayerDisconnected, PlayerBase.EEKilled

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.

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 9 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
ActionConstructor.RegisterActions — yes ✓ Bounty_fix.pbo::4_World\Actions\ActionConstructor.c:3
MissionGameplay.OnInit T3 yes ✓ Bounty_fix.pbo::5_Mission\MissionGameplay.c:8
MissionGameplay.OnKeyPress — yes ✓ Bounty_fix.pbo::5_Mission\MissionGameplay.c:24
MissionGameplay.OnUpdate T0 yes ✓ Bounty_fix.pbo::5_Mission\MissionGameplay.c:29
MissionServer.PlayerDisconnected T3 yes ✓ Bounty_fix.pbo::5_Mission\MissionServer.c:13
PlayerBase.OnPlayerLoaded — yes ✓ Bounty_fix.pbo::4_World\Entities\ManBase\PlayerBase.c:17
PlayerBase.EEKilled T3 yes ✓ Bounty_fix.pbo::4_World\Entities\ManBase\PlayerBase.c:29
PlayerBase.OnConnect — yes ✓ Bounty_fix.pbo::4_World\Entities\ManBase\PlayerBase.c:36
PluginManager.Init — yes ✓ Bounty_fix.pbo::4_World\plugins\PluginManager.c:7
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
PlayerBase.EEKilledT3 0.1placeholder0.0000
MissionServer.PlayerDisconnectedT3 0.1placeholder0.0000

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.

Bounty_fix.pbo

  • BountyScripts requiredVersion 0.1 — requires DZ_Data, JM_CF_Scripts

census 1.1 · findings 1.1 · hash 1393a66aeffe95bf