PvZmoD_TheDarkHorde
Key Features - Unique Moving Horde. - Configurable movement types (waypoints, starting points, random moves, closest player...). - Players can hunt the horde by pressing « Numpad0 » to see its direction. - Horde Master that drive the horde to chase nearby players. - Special zombies for night time. - Zombies health points tweakable. - Namalsk EVR storm is link to the dark horde. - Possibility to teleport players near… (more)
Key Features - Unique Moving Horde. - Configurable movement types (waypoints, starting points, random moves, closest player...). - Players can hunt the horde by pressing « Numpad0 » to see its direction. - Horde Master that drive the horde to chase nearby players. - Special zombies for night time. - Zombies health points tweakable. - Namalsk EVR storm is link to the dark horde. - Possibility to teleport players near the horde. - Possibility to add safe zones where the horde can't go. - Can be used on all maps (Livonia, Deer Isle and Namalsk presets already included). - Fully customisable (you don't like something, modify it !). - Real time tweaks. - Well documented files. ---------------------------------------------------------------------------------------------------- The Horde Master When a player kill the Master the horde is defeated. Server admin can configure the loot on the master to reward players. The master « lead » the horde : When he detect a player the horde follow him. Note that he can hear player at long distance (300-400m) and go through doors* at night time. Night Zombies - White Ladies : weak but fast and go through doors*. - Night Walkers : have to be headshot but slow and go through doors*. - Ghillies : completely invisible at long distance. - Red eyes : always run (never simply walk). - Almost invisible zombies : hard to see with NVG (but easy without). * go through doors : can be disabled ---------------------------------------------------------------------------------------------------- Installation Read carefully this thread: Installation instructions. Known bugs - The player game crash when leaving the server (or when the server restart). - Zombies can spawn in buildings walls (but can't go through them, they stay stuck inside). - In rare cases a second horde spawn without fog. I didn't find a way to reproduce this bug yet. - You can see spawning/teleporting/dying zombies (it is not really a bug, that's how the mod works to makes horde moving) - In rare case the master and the zombies from the horde can die when they enter a toxic zone (they're supposed to be immune). - The loot defined with the vanilla xml files don't work properly with the zombies spawned with the dark horde. Compatibility with other mods - If you use my other mod "PvZmoD Customisable Zombies", the health points of the zombies and master are managed in the Characteristics.xml of this mod. - If you use Winter Chernarus and my other "PvZmoD Customisable zombies" verify that the "ZmbM_CitizenASkinny_Base" section is after horde zombies sections in the "Characteristics.xml" file. If not the master will be very weak. - Not compatible with "ARHardcoreAI", "ARExtremeAI", "@AP Zombie Animals", "Tuff Bears", "Doc's Animals" or other mods that modify zombies/animals/players relationships. - In rare case the master and the zombies from the horde can die when they enter a toxic zone (they're supposed to be immune). - If you need to set a very high health value to the master because player use weapon with very high damage you will have to use PvZmoD Customisable Zombies and increase the "Resistance_to_Bullets" (in PvZmoD CZ profile) or the master will stay pretty weak against these weapons. - About InediaInfectedAI mod : If you use PvZmoD Dark Horde but Not PvZmoD Customisable Zombies you will have to set the "DamageToZombieHandlerIsActive" to 0 in the Inedia json config file. Note that I can't guarantee my mods will work well with Inedia as the modify the same things. Permissions You CAN use, modify, repack the mod as you need. (do not simply redistribute it with another name and don't forget credits) My other mods: PvZmoD Spawn System PvZmoD Customisable Zombies Longer Sunrise And Sunset Pumpkin On Zombies Christmas Event Enhanced Complete Vehicles Spawner ZombiesVsPredators
Patterns that can stall a single frame regardless of the load figure — see below.
1 chain break on base classes or persisted data.
0.061% of each server frame at 100 players (0.610 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; 27 others share it. Ranked list.
Repeating timers carry 92% of this mod's structural load. 0.610 ms/s in all.
2 hooks · 0.05 ms/s
2 hooks · 0.0004 ms/s
5 hooks · 0.00001 ms/s
4 timers · 0.56 ms/s
| Every-frame hooksrun every server frame | 2 hooks | 0.05 ms/s | 8.1% | MissionServer.TickScheduler, ZombieBase.EOnFrame |
| Event hooksrun when something happens: an inventory move, a hit, an action | 2 hooks | 0.0004 ms/s | <0.1% | PlayerBase.EEHitBy, ZombieBase.EEHitBy |
| Lifecycle hooksrun when an entity is created, loaded or deleted | 5 hooks | 0.00001 ms/s | <0.1% | MissionBase.OnMissionFinish, MissionServer.InvokeOnConnect, MissionServer.InvokeOnDisconnect and 2 more |
| Repeating timersstay in the timer queue, which is walked every frame | 4 timers | 0.56 ms/s | 92% | 2 × every 1 s, every 10 s, every 5 s |
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.
Chain breaks, by consequence
1 override that skip super(), ranked by how much they can affect. On any server a break replaces vanilla's behaviour on that method and silences every earlier-loaded mod hooking it.
ZombieBase.EOnFrame T1
Vanilla's work on this method, and any earlier-loaded mod's, never runs for any ZombieBase.
PvZmoD_TheDarkHorde.pbo::Scripts\4_World\PvZ_DH_4_World\DH_Entities\Pvz_DH_ZombieBase.c:109Where 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.
Other findings
super() only on some paths · 8 · warning
- EVRStorm.TeleportObject calls super.TeleportObject() only on some paths — on the others the chain below this mod is dropped.
PvZmoD_TheDarkHorde.pbo::Scripts\4_World\PvZ_DH_4_World\DH_Events\Pvz_DH_EVRStorm.c:6 - ZombieBase.EEHitBy calls super.EEHitBy() only on some paths — on the others the chain below this mod is dropped.
PvZmoD_TheDarkHorde.pbo::Scripts\4_World\PvZ_DH_4_World\DH_Entities\Pvz_DH_ZombieBase.c:769 - ZombieBase.EvaluateDamageHitAnimation returns true without consulting super.EvaluateDamageHitAnimation() on some paths — vanilla's conditions and every earlier-loaded mod's vetoes are bypassed there.
PvZmoD_TheDarkHorde.pbo::Scripts\4_World\PvZ_DH_4_World\DH_Entities\Pvz_DH_ZombieBase.c:900 - ZombieBase.HandleCrawlTransition calls super.HandleCrawlTransition() only on some paths — on the others the chain below this mod is dropped.
PvZmoD_TheDarkHorde.pbo::Scripts\4_World\PvZ_DH_4_World\DH_Entities\Pvz_DH_ZombieBase.c:871 - Animal_CanisLupus.CanBeTargetedByAI vetoes early (returns false) on some paths and defers to super.CanBeTargetedByAI() otherwise — composes safely with vanilla's and earlier mods' conditions.
PvZmoD_TheDarkHorde.pbo::Scripts\4_World\PvZ_DH_4_World\DH_Entities\Pvz_DH_AnimalBase.c:4 - Animal_UrsusArctos.CanBeTargetedByAI vetoes early (returns false) on some paths and defers to super.CanBeTargetedByAI() otherwise — composes safely with vanilla's and earlier mods' conditions.
PvZmoD_TheDarkHorde.pbo::Scripts\4_World\PvZ_DH_4_World\DH_Entities\Pvz_DH_AnimalBase.c:16 - Dayz_Doggo.CanBeTargetedByAI vetoes early (returns false) on some paths and defers to super.CanBeTargetedByAI() otherwise — composes safely with vanilla's and earlier mods' conditions.
PvZmoD_TheDarkHorde.pbo::Scripts\4_World\PvZ_DH_4_World\DH_Entities\Pvz_DH_Doggo.c:4 - ZombieBase.CanBeTargetedByAI vetoes early (returns false) on some paths and defers to super.CanBeTargetedByAI() otherwise — composes safely with vanilla's and earlier mods' conditions.
PvZmoD_TheDarkHorde.pbo::Scripts\4_World\PvZ_DH_4_World\DH_Entities\Pvz_DH_ZombieBase.c:884
- EVRStorm.TeleportObject calls super.TeleportObject() only on some paths — on the others the chain below this mod is dropped.
Timers created inside event paths · 2 · heuristic
- PlayerBase.EEHitBy (T2) registers timers inside a per-event path (CallLater). If these are not cleaned up, each live timer costs ~140 ns/frame of queue residency and the count grows with player activity — verify the cleanup path by reading the code.
PvZmoD_TheDarkHorde.pbo::Scripts\4_World\PvZ_DH_4_World\DH_Entities\manbase\Pvz_DH_PlayerBase.c:5 - ZombieBase.EEHitBy (T2) registers timers inside a per-event path (CallLater). If these are not cleaned up, each live timer costs ~140 ns/frame of queue residency and the count grows with player activity — verify the cleanup path by reading the code.
PvZmoD_TheDarkHorde.pbo::Scripts\4_World\PvZ_DH_4_World\DH_Entities\Pvz_DH_ZombieBase.c:769
- PlayerBase.EEHitBy (T2) registers timers inside a per-event path (CallLater). If these are not cleaned up, each live timer costs ~140 ns/frame of queue residency and the count grows with player activity — verify the cleanup path by reading the code.
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 20 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 |
|---|---|---|---|---|
Animal_CanisLupus.CanBeTargetedByAI |
— | yes | conditional | PvZmoD_TheDarkHorde.pbo::Scripts\4_World\PvZ_DH_4_World\DH_Entities\Pvz_DH_AnimalBase.c:4 |
Animal_UrsusArctos.CanBeTargetedByAI |
— | yes | conditional | PvZmoD_TheDarkHorde.pbo::Scripts\4_World\PvZ_DH_4_World\DH_Entities\Pvz_DH_AnimalBase.c:16 |
ContaminatedTrigger.OnEnterServerEvent |
— | yes | ✓ | PvZmoD_TheDarkHorde.pbo::Scripts\4_World\PvZ_DH_4_World\DH_Entities\SriptedEntities\Trigger\Pvz_DH_ContaminatedTrigger.c:4 |
Dayz_Doggo.CanBeTargetedByAI |
— | yes | conditional | PvZmoD_TheDarkHorde.pbo::Scripts\4_World\PvZ_DH_4_World\DH_Entities\Pvz_DH_Doggo.c:4 |
EVRStorm.TeleportObject |
— | yes | conditional | PvZmoD_TheDarkHorde.pbo::Scripts\4_World\PvZ_DH_4_World\DH_Events\Pvz_DH_EVRStorm.c:6 |
EVRStorm.EventInit |
— | yes | ✓ | PvZmoD_TheDarkHorde.pbo::Scripts\4_World\PvZ_DH_4_World\DH_Events\Pvz_DH_EVRStorm.c:51 |
MissionBase.OnKeyPress |
— | yes | ✓ | PvZmoD_TheDarkHorde.pbo::Scripts\5_Mission\PvZ_DH_5_Mission\DH_mission\Pvz_DH_MissionBase.c:234 |
MissionBase.OnMissionFinish |
T3 | yes | ✓ | PvZmoD_TheDarkHorde.pbo::Scripts\5_Mission\PvZ_DH_5_Mission\DH_mission\Pvz_DH_MissionBase.c:407 |
MissionGameplay.OnUpdate |
T0 | yes | ✓ | PvZmoD_TheDarkHorde.pbo::Scripts\5_Mission\PvZ_DH_5_Mission\DH_mission\Pvz_DH_MissionGameplay.c:5 |
MissionServer.OnInit |
T3 | yes | ✓ | PvZmoD_TheDarkHorde.pbo::Scripts\5_Mission\PvZ_DH_5_Mission\DH_mission\Pvz_DH_MissionServer.c:7 |
MissionServer.TickScheduler |
T0 | yes | ✓ | PvZmoD_TheDarkHorde.pbo::Scripts\5_Mission\PvZ_DH_5_Mission\DH_mission\Pvz_DH_MissionServer.c:44 |
MissionServer.InvokeOnConnect |
T3 | yes | ✓ | PvZmoD_TheDarkHorde.pbo::Scripts\5_Mission\PvZ_DH_5_Mission\DH_mission\Pvz_DH_MissionServer.c:55 |
MissionServer.InvokeOnDisconnect |
T3 | yes | ✓ | PvZmoD_TheDarkHorde.pbo::Scripts\5_Mission\PvZ_DH_5_Mission\DH_mission\Pvz_DH_MissionServer.c:93 |
PlayerBase.EEHitBy |
T2 | yes | ✓ | PvZmoD_TheDarkHorde.pbo::Scripts\4_World\PvZ_DH_4_World\DH_Entities\manbase\Pvz_DH_PlayerBase.c:5 |
ZombieBase.EOnInit |
T3 | yes | ✓ | PvZmoD_TheDarkHorde.pbo::Scripts\4_World\PvZ_DH_4_World\DH_Entities\Pvz_DH_ZombieBase.c:68 |
ZombieBase.EOnFrame |
T1 | yes | ✗ none | PvZmoD_TheDarkHorde.pbo::Scripts\4_World\PvZ_DH_4_World\DH_Entities\Pvz_DH_ZombieBase.c:109 |
ZombieBase.EEHitBy |
T2 | yes | conditional | PvZmoD_TheDarkHorde.pbo::Scripts\4_World\PvZ_DH_4_World\DH_Entities\Pvz_DH_ZombieBase.c:769 |
ZombieBase.HandleCrawlTransition |
— | yes | conditional | PvZmoD_TheDarkHorde.pbo::Scripts\4_World\PvZ_DH_4_World\DH_Entities\Pvz_DH_ZombieBase.c:871 |
ZombieBase.CanBeTargetedByAI |
— | yes | conditional | PvZmoD_TheDarkHorde.pbo::Scripts\4_World\PvZ_DH_4_World\DH_Entities\Pvz_DH_ZombieBase.c:884 |
ZombieBase.EvaluateDamageHitAnimation |
— | yes | conditional | PvZmoD_TheDarkHorde.pbo::Scripts\4_World\PvZ_DH_4_World\DH_Entities\Pvz_DH_ZombieBase.c:900 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
ZombieBase.EOnFrame | T1 | 1000.0 | placeholder | 0.0248 |
MissionServer.TickScheduler | T0 | 1000.0 | measured | 0.0248 |
PlayerBase.EEHitBy | T2 | 8.0 | placeholder | 0.0002 |
ZombieBase.EEHitBy | T2 | 8.0 | placeholder | 0.0002 |
ZombieBase.EOnInit | T3 | 0.1 | placeholder | 0.0000 |
MissionBase.OnMissionFinish | T3 | 0.1 | placeholder | 0.0000 |
MissionServer.OnInit | T3 | 0.1 | placeholder | 0.0000 |
MissionServer.InvokeOnConnect | T3 | 0.1 | placeholder | 0.0000 |
MissionServer.InvokeOnDisconnect | T3 | 0.1 | placeholder | 0.0000 |
Repeating timers
| period (ms) | residency ms/s | firing ms/s | where |
|---|---|---|---|
| 1000 | 0.1400 | 0.000025 | PvZmoD_TheDarkHorde.pbo::Scripts\4_World\PvZ_DH_4_World\DH_Entities\manbase\Pvz_DH_PlayerBase.c:28 |
| 1000 | 0.1400 | 0.000025 | PvZmoD_TheDarkHorde.pbo::Scripts\4_World\PvZ_DH_4_World\DH_Manage\PvZ_DH_ManageHorde.c:190 |
| 5000 | 0.1400 | 0.000005 | PvZmoD_TheDarkHorde.pbo::Scripts\4_World\PvZ_DH_4_World\DH_ClientSingletons\Pvz_DH_FogVisual.c:61 |
| 10000 | 0.1400 | 0.000002 | PvZmoD_TheDarkHorde.pbo::Scripts\4_World\PvZ_DH_4_World\DH_Entities\manbase\Pvz_DH_PlayerBase.c:29 |
Includes 0.025 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.
PvZmoD_TheDarkHorde.pbo
LIVEN_PvZmoD_TheDarkHorderequiredVersion 0.1 — requiresDZ_Gear_Crafting,DZ_Characters,JM_CF_ScriptsDZ_AI_PvzDHrequiredVersion 0.1 — requiresDZ_AIDZ_Characters_Headgear_PvzDHrequiredVersion 0.1 — requiresDZ_Characters,DZ_Characters_HeadgearDZ_Characters_Zombies_PvzDHrequiredVersion 0.1 — requiresDZ_Characters,DZ_Characters_ZombiesDZ_data_aiconfigs_PvzDHrequiredVersion 0.1 — requiresDZ_data_aiconfigsDZ_Sounds_Effects_PvzDHrequiredVersion 0.1 — requiresDZ_Sounds_Effects
census 1.1 · findings 1.1 · hash bcb4bd49b4521462