zSpawnSelection
!!!!This mod requires a additional map mod. Either VPPMap or DayZ Expansion's one. Without the map mod you will only see a white background on spawn selection. So pick one!!! VPPMap: https://steamcommunity.com/sharedfiles/filedetails/?id=1623711988 ------------------------------------------------------------------------------------ On respawn a select window appears that allows you to pick a location of your… (more)
!!!!This mod requires a additional map mod. Either VPPMap or DayZ Expansion's one. Without the map mod you will only see a white background on spawn selection. So pick one!!! VPPMap: https://steamcommunity.com/sharedfiles/filedetails/?id=1623711988 ------------------------------------------------------------------------------------ On respawn a select window appears that allows you to pick a location of your choosing. Requires CF and either Vanilla Plus Plus Map or DayZ Expansion. All the tweaking files are in the server profile folder under "zSpawnSelect"; no need to manually put in the files, they automatically go there. For example "-profiles=G:\SteamLibrary\steamapps\common\DayZServer\profiles\Server\" is my commandline bat for where the server profile is. You change the spawn locations in SpawnLocations.Json. "LocationName": "Svetloyarsk", // Name that turns up on the Spawnselect screen "SpawnCordinate": "13775.40 0 13264.29", // Position of said spawn select name "SpawnRadius": 1000, // How far players can spawn from the Spawn position set. "AllowBodyBlock": 1, // If you want to allow players to spawn all the time no matter if the body is close enough for blocking set to 0 "BodyBlockDistance": 3000, // The distance of a body block. "BodyBlockTimer": 20 // how long until the body block disappears. It's still clientside so players can abuse by logging off. "AllowBaseSpawn": 0, // set to 1 if you want bases to be spawnable. "BaseSpawnItemClassname": "TerritoryFlag" // the object when placed will turn it into a spawn point. You can use my mod with monetized servers, I don't care. Free for repacking or modification in any way. No need to link my mod, can reupload my mod if you wish. Enjoy!
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.
0.014% of each server frame at 100 players (0.140 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; 39 others share it. Ranked list.
Repeating timers carry 100% of this mod's structural load. 0.140 ms/s in all.
3 hooks · 0.000006 ms/s
1 timer · 0.14 ms/s
| Lifecycle hooksrun when an entity is created, loaded or deleted | 3 hooks | 0.000006 ms/s | <0.1% | ItemBase.EOnInit, MissionServer.OnClientNewEvent, PlayerBase.EEKilled |
| Repeating timersstay in the timer queue, which is walked every frame | 1 timer | 0.14 ms/s | 100% | every 1.75 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.
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 5 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 |
|---|---|---|---|---|
ActionDropItem.OnExecuteServer |
— | yes | ✓ | SpawnSelect.pbo::Scripts\4_World\ItemBase.c:3 |
ItemBase.EOnInit |
T3 | yes | ✓ | SpawnSelect.pbo::Scripts\4_World\ItemBase.c:34 |
ItemBase.OnPlacementComplete |
— | yes | ✓ | SpawnSelect.pbo::Scripts\4_World\ItemBase.c:97 |
MissionServer.OnClientNewEvent |
T3 | yes | ✓ | SpawnSelect.pbo::Scripts\5_Mission\missionShared.c:307 |
PlayerBase.EEKilled |
T3 | yes | ✓ | SpawnSelect.pbo::Scripts\4_World\PlayerBase.c:3 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
ItemBase.EOnInit | T3 | 0.1 | placeholder | 0.0000 |
PlayerBase.EEKilled | T3 | 0.1 | placeholder | 0.0000 |
MissionServer.OnClientNewEvent | T3 | 0.1 | placeholder | 0.0000 |
Repeating timers
| period (ms) | residency ms/s | firing ms/s | where |
|---|---|---|---|
| 1750 | 0.1400 | 0.000014 | SpawnSelect.pbo::Scripts\5_Mission\missionShared.c:206 |
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.
SpawnSelect.pbo
SpawnSelect_ScriptsrequiredVersion 0.1 — requiresRPC_Scripts,JM_CF_Scripts,DZ_Data
census 1.1 · findings 1.1 · hash 9cfc3d878042187d