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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!

Workshop 2017605880 · mod updated 2025-01-28 · analyzed 2026-10-03 10:06 UTC · history · 10 script files

CharacterEnvironmentMechanicsServerTerrain Workshop tags, chosen by the author

Stall risks
None found

No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.

Compatibility
Chain-safe

Every server-visible override preserves its chain.

Structural footprint 1.1
A
clean
Heavier than 68% of 328 scripted mods analyzed.

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.

Where this mod sits

Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 39 others share it. Ranked list.

10
20
30
40
  • 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
  • 23 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
  • This mod
  • 26 mods
    0.22 to 0.46 ms/s · grade A
  • 28 mods
    0.46 to 1 ms/s · grade A
  • 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 100% of this mod's structural load. 0.140 ms/s in all.

Lifecycle hooks · <0.1%
3 hooks · 0.000006 ms/s
100%Repeating timers · 100%
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.

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 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.

methodsurfaceserversuper()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
surfacetierrate (Hz)rate sourcems/s
ItemBase.EOnInitT3 0.1placeholder0.0000
PlayerBase.EEKilledT3 0.1placeholder0.0000
MissionServer.OnClientNewEventT3 0.1placeholder0.0000

Repeating timers

period (ms)residency ms/sfiring ms/swhere
17500.1400 0.000014SpawnSelect.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_Scripts requiredVersion 0.1 — requires RPC_Scripts, JM_CF_Scripts, DZ_Data

census 1.1 · findings 1.1 · hash 9cfc3d878042187d