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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

Workshop 2007900691 · mod updated 2026-07-15 · analyzed 2026-10-03 04:21 UTC · history · 89 script files

EnvironmentMechanics Workshop tags, chosen by the author

Stall risks
2 patterns

Patterns that can stall a single frame regardless of the load figure — see below.

Compatibility
1 to review

1 chain break on base classes or persisted data.

Structural footprint 1.1
A
1 to review
Heavier than 88% of 328 scripted mods analyzed.

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.

Where this mod sits

Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 27 others share it. Ranked list.

20
40
60
  • 24 mods
    0.0000022 to 0.0000046 ms/s · grade A
  • 7 mods
    0.0000046 to 0.00001 ms/s · grade A
  • 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
  • This mod
  • 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

Repeating timers carry 92% of this mod's structural load. 0.610 ms/s in all.

Every-frame hooks · 8.1%
2 hooks · 0.05 ms/s
Event hooks · <0.1%
2 hooks · 0.0004 ms/s
Lifecycle hooks · <0.1%
5 hooks · 0.00001 ms/s
92%Repeating timers · 92%
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.

Review
Base class · every ZombieBase (77 vanilla subclasses)
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:109

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.

EOnFrame on ZombieBase
every frame, per active instance
no I/O, timers or RPC replaces vanilla
TickScheduler on MissionServer
every server frame
no I/O, timers or RPC
EEHitBy on PlayerBase
per event
timer
EEHitBy on ZombieBase
per event
timerRPC send super() on some paths

Other findings

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 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.

methodsurfaceserversuper()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
surfacetierrate (Hz)rate sourcems/s
ZombieBase.EOnFrameT1 1000.0placeholder0.0248
MissionServer.TickSchedulerT0 1000.0measured0.0248
PlayerBase.EEHitByT2 8.0placeholder0.0002
ZombieBase.EEHitByT2 8.0placeholder0.0002
ZombieBase.EOnInitT3 0.1placeholder0.0000
MissionBase.OnMissionFinishT3 0.1placeholder0.0000
MissionServer.OnInitT3 0.1placeholder0.0000
MissionServer.InvokeOnConnectT3 0.1placeholder0.0000
MissionServer.InvokeOnDisconnectT3 0.1placeholder0.0000

Repeating timers

period (ms)residency ms/sfiring ms/swhere
10000.1400 0.000025PvZmoD_TheDarkHorde.pbo::Scripts\4_World\PvZ_DH_4_World\DH_Entities\manbase\Pvz_DH_PlayerBase.c:28
10000.1400 0.000025PvZmoD_TheDarkHorde.pbo::Scripts\4_World\PvZ_DH_4_World\DH_Manage\PvZ_DH_ManageHorde.c:190
50000.1400 0.000005PvZmoD_TheDarkHorde.pbo::Scripts\4_World\PvZ_DH_4_World\DH_ClientSingletons\Pvz_DH_FogVisual.c:61
100000.1400 0.000002PvZmoD_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_TheDarkHorde requiredVersion 0.1 — requires DZ_Gear_Crafting, DZ_Characters, JM_CF_Scripts
  • DZ_AI_PvzDH requiredVersion 0.1 — requires DZ_AI
  • DZ_Characters_Headgear_PvzDH requiredVersion 0.1 — requires DZ_Characters, DZ_Characters_Headgear
  • DZ_Characters_Zombies_PvzDH requiredVersion 0.1 — requires DZ_Characters, DZ_Characters_Zombies
  • DZ_data_aiconfigs_PvzDH requiredVersion 0.1 — requires DZ_data_aiconfigs
  • DZ_Sounds_Effects_PvzDH requiredVersion 0.1 — requires DZ_Sounds_Effects

census 1.1 · findings 1.1 · hash bcb4bd49b4521462