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....
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; 6 others share it. Ranked list.
Lifecycle hooks carry 81% of this mod's structural load. 0.000 ms/s in all.
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.
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 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.
| method | surface | server | super() | 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
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
PlayerBase.EEKilled | T3 | 0.1 | placeholder | 0.0000 |
MissionServer.PlayerDisconnected | 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.
Bounty_fix.pbo
BountyScriptsrequiredVersion 0.1 — requiresDZ_Data,JM_CF_Scripts
census 1.1 · findings 1.1 · hash 1393a66aeffe95bf