DayZCasinoV2
Support only via discord: https://discord.gg/mUZsvup3Sx Docs: https://doc.themodbase.com/DayZCasinoV2/Readme.html Do you know it? You have been back to the Trader and don't remember where to put your rubles?? Now there is a possibility to bring your rubles among the people. DayZCasinoV2 Mod currently has four games. A dice game, blackjack, lucky wheel and a rat race. Go to the place where your admin placed the… (more)
Support only via discord: https://discord.gg/mUZsvup3Sx Docs: https://doc.themodbase.com/DayZCasinoV2/Readme.html Do you know it? You have been back to the Trader and don't remember where to put your rubles?? Now there is a possibility to bring your rubles among the people. DayZCasinoV2 Mod currently has four games. A dice game, blackjack, lucky wheel and a rat race. Go to the place where your admin placed the games, default is in Kumyrna church and press the "F" key. (You can change the key in you game settings) Then the respective game opens and you can start playing. This mod is also multilingual . It is not allowed to publish the mod in any other way without my permission. If you want to repack, please open a ticket on my discord: https://discord.gg/kGjN6gJy3m Discord https://discord.gg/mUZsvup3Sx Dice game: Bet on a number from 1 to 12. Press the "dice" button and off you go. Here you can win your money back with a factor that can be configured by admin. Black Jack: Collect as many cards as you can until you have 21 points. Then let the bank draw its cards. Whoever stays below 22 and is closer to 21 wins. If you have a 21 from the beginning, you win three times your bet. If you hit the bank, you get back double your bet. If the bank has as many points as you do, it's a tie and everyone gets their bet back. If the bank wins, you lose your bet. Lucky Wheel: For each spin you bet a fixed amount defined by the admin. You now have the chance to win the jackpot or up to five times your bet. Of course there are also fields where you lose everything. If you lose, half of your bet goes into the jackpot. Rat Race: Select a rat and start the race. If you have beet to the right rat you can win you bet multiply by the quota of rat. Donate: I investigate a lot of time in modding of DayZ. If you want to support me, write a review of the mod and give me positive rating. You can also donate some money via patreon Link is: https://www.paypal.com/donate/?hosted_button_id=8UASRGVP88YE4 Translation Help: if you want to help to improve the translation: https://bitbucket.org/dayzmods/dayzcasino-translations/src/master/ Admin Infos: This mod works also in Levonia. As server admin you have to configure only the new location of games. See readme.txt in downloaded mod directory. Hint: Use NOT the default Notepad Editor to make any changes in files. I recommend to use editors like Notepad++. This mod is complete independent. The CF mod is used that player can change the key to open the game. Trader mod can be used to sell and buy chips. In moment there is NO safe zone implemented. But you can place the games in the trader safe zone. Ho to configure: https://github.com/ihr-it-projekt/DayZModsInfo/blob/main/DayZCasinoV2/Readme.md Special thanks: BLJADterteig´s wife for design the Lucky Wheel Many thanks to Sense². He helped me to make my first steps in mod development and took time to give me feedback. Thanks to the community of https://rasselbande-gaming.com . Here I was able to publish and test my mods. Thanks to Hajami for cutting the cards Donate: I investigate a lot of time in modding of DayZ. If you want to support me, write a review of the mod and give me positive rating.We are also happy about any donation: https://www.paypal.com/donate/?hosted_button_id=8UASRGVP88YE4 Sources: Sounds from https://freesound.org Card Set by https://sketchfab.com/lejonlin
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.SetActions |
| Lifecycle hooksrun when an entity is created, loaded or deleted | 1 hook | 0.000002 ms/s | 1.0% | 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 |
|---|---|---|---|---|
ActionConstructor.RegisterActions |
— | yes | ✓ | DayZCasinoV2.pbo::scripts\4_World\Classes\useractioncomponent\Actions\ActionConstructor.c:2 |
MissionGameplay.OnMissionStart |
T3 | yes | ✓ | DayZCasinoV2.pbo::scripts\5_Mission\missionGameplay.c:7 |
MissionGameplay.OnMissionFinish |
T3 | yes | ✓ | DayZCasinoV2.pbo::scripts\5_Mission\missionGameplay.c:14 |
MissionServer.OnInit |
T3 | yes | ✓ | DayZCasinoV2.pbo::scripts\5_Mission\missionServer.c:10 |
ModItemRegisterCallbacks.RegisterOneHanded |
— | yes | ✓ | DayZCasinoV2.pbo::scripts\4_World\Entities\ManBase\Dayzplayer\dayzplayercfgbase.c:2 |
PlayerBase.SetActions |
T2 | yes | ✓ | DayZCasinoV2.pbo::scripts\4_World\Entities\ManBase\PlayerBase.c:3 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
PlayerBase.SetActions | T2 | 8.0 | placeholder | 0.0002 |
MissionServer.OnInit | 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.
DayZCasinoV2.pbo
DayZCasinorequiredVersion 1 — requiresDZ_Data,DZ_Scripts,JM_CF_Scripts
census 1.1 · findings 1.1 · hash 8d5aa9e9cae98cb9