RaidSchedule(OLD)
A new version of this mod is now available here https://steamcommunity.com/sharedfiles/filedetails/?id=3010090417 Restricts the ability to raid to configured times, default is 17:00 and 22:00 UTC. The times and days can be configured through a server side config file. Big thank you to Wardog for this Compatible with BaseBuildingPlus Instructions: A config folder(Raid Schedule} and file (RaidSchedule.json) will be be… (more)
A new version of this mod is now available here https://steamcommunity.com/sharedfiles/filedetails/?id=3010090417 Restricts the ability to raid to configured times, default is 17:00 and 22:00 UTC. The times and days can be configured through a server side config file. Big thank you to Wardog for this Compatible with BaseBuildingPlus Instructions: A config folder(Raid Schedule} and file (RaidSchedule.json) will be be automatically created in your servers profile folder. By default(see example config below) it's configured to run from 17:00 - 21:59, 7 days a week which means raiding will be possible from 17:00 until 22:00 All times used must be UTC When configuring times that are less than 10 please only input one digit. Please also ensure that EndMinute value is greater than your StartMinute value to avoid any issues. Times can be configured to run on certain days by adding or removing them from the config. If editing the config please remember to keep the correct format If you wish to add breaching charge to the schedule add this addon mod https://steamcommunity.com/sharedfiles/filedetails/?id=1914442045 If you wish to add code lock to the schedule add this https://steamcommunity.com/sharedfiles/filedetails/?id=2127960626 { "StartHour": 17, "StartMinute": 0, "EndHour": 21, "EndMinute": 59, "RaidDays": [ "Sunday", "Monday", "Tuesday", "Wednesday", "Thursday", "Friday", "Saturday" ] } Credits: Wardog for pretty much everything Any questions or problems feel free to contact me here or on discord Square#1638 Discord: Square#1638 Donations IMPORTANT NOTICE: - You are not allowed to repack or republish this mod on any platform including steam
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; 25 others share it. Ranked list.
Event hooks carry 99% of this mod's structural load. 0.000 ms/s in all.
2 hooks · 0.0004 ms/s
2 hooks · 0.000004 ms/s
| Event hooksrun when something happens: an inventory move, a hit, an action | 2 hooks | 0.0004 ms/s | 99% | ActionDestroyCombinationLock.ActionCondition, ActionDestroyPart.ActionCondition |
| Lifecycle hooksrun when an entity is created, loaded or deleted | 2 hooks | 0.000004 ms/s | 1.0% | MissionServer.InvokeOnConnect, MissionServer.OnInit |
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 |
|---|---|---|---|---|
ActionDestroyCombinationLock.ActionCondition |
T2 | yes | ✓ | RaidSchedule.pbo::Scripts\4_World\Classes\UserActionsComponent\Actions\Continuous\ActionDestroyCombinationLock.c:3 |
ActionDestroyPart.ActionCondition |
T2 | yes | ✓ | RaidSchedule.pbo::Scripts\4_World\Classes\UserActionsComponent\Actions\Continuous\ActionDestroyPart.c:3 |
Construction.CanDestroyPart |
— | yes | ✓ | RaidSchedule.pbo::Scripts\4_World\Classes\BaseBuilding\Construction.c:3 |
DayZGame.DeferredInit |
— | yes | ✓ | RaidSchedule.pbo::Scripts\3_Game\DayZGame.c:3 |
MissionServer.OnInit |
T3 | yes | ✓ | RaidSchedule.pbo::Scripts\5_Mission\Mission\MissionServer.c:3 |
MissionServer.InvokeOnConnect |
T3 | yes | ✓ | RaidSchedule.pbo::Scripts\5_Mission\Mission\MissionServer.c:9 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
ActionDestroyCombinationLock.ActionCondition | T2 | 8.0 | placeholder | 0.0002 |
ActionDestroyPart.ActionCondition | T2 | 8.0 | placeholder | 0.0002 |
MissionServer.OnInit | T3 | 0.1 | placeholder | 0.0000 |
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.
RaidSchedule.pbo
RaidSchedule_Scripts— requiresJM_CF_Scripts
census 1.1 · findings 1.1 · hash e21f765817a8c8d1