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Chernarus Battalion Headquarters Skalisty Island

The Chernarus Battalion Headquarters Skalisty Island for ChernarusPlus map is here. Anyone can use this providing you give credit to Rifleman and Pandemic Gaming for the creation of the Chernarus Battalion Headquarters Skalisty Island. There are pictures of the Chernarus Battalion Headquarters Skalisty Island inside the mod folder. What's in it? This mod enhances the player's experience for the Skalisty Island by… (more)

The Chernarus Battalion Headquarters Skalisty Island for ChernarusPlus map is here. Anyone can use this providing you give credit to Rifleman and Pandemic Gaming for the creation of the Chernarus Battalion Headquarters Skalisty Island. There are pictures of the Chernarus Battalion Headquarters Skalisty Island inside the mod folder. What's in it? This mod enhances the player's experience for the Skalisty Island by adding in a whole new area to explore and a bridge to get to it!. You can add in zombies and loot spawns if you so wish, instructions on how to do this is in the mod folder. This mod requires BuilderItems mod to be loaded: https://steamcommunity.com/sharedfiles/filedetails/?id=1565871491 Installation - Client/Player: Subscribe to the mod here and make sure to activate it in the launcher before starting your DayZ client. DZSALauncher will automatically subscribe and download it for required server. - Server: Subscribe to the mod here and copy to your server folder as with your other mods. Copy the key from Chernarus Battalion Headquarters Skalisty Island/keys folder to your servers 'keys' folder. Add the mod to your command line launch parameter after the BuilderItems mod eg: "-mod=@BuilderItems;@Chernarus Battalion Headquarters Skalisty Island". And launcher your server. Read the README for further information on adding Loot and Zombies. Credits Content created by Rifleman, Owner of Pandemic Gaming AUS Server: PANDEMIC GAMING AUS|5xLoot|Weapons+|Trader|ToxicZones|Bunkers Connect: 45.121.211.55:5317 Join the discord! Discord Legal Notice The 'Chernarus Battalion Headquarters Skalisty Island' mod may NOT be packaged and/or re-packaged within any other mods and/or made available via any other methods without permission from the developer and/or contributors (incuding but not limited to the individuals listed above).

Workshop 2085234803 · mod updated 2020-05-14 · analyzed 2026-10-03 05:02 UTC · history · 1 script files

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 0% of 328 scripted mods analyzed.

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.

Where this mod sits

Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 23 others share it. Ranked list.

20
40
60
  • This mod
  • 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
  • 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

Lifecycle hooks carry 81% of this mod's structural load. 0.000 ms/s in all.

81%Lifecycle hooks · 81%
1 hook · 0.000002 ms/s
Lifecycle hooksrun when an entity is created, loaded or deleted 1 hook 0.000002 ms/s 81% 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.

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 1 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
MissionServer.OnInit T3 yes ✓ ChernarusBattalionHeadquartersSkalistyIsland.pbo::scripts\5_mission\ChernarusBattalionHeadquartersSkalistyIsland.c:19
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
MissionServer.OnInitT3 0.1placeholder0.0000

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.

ChernarusBattalionHeadquartersSkalistyIsland.pbo

  • ChernarusBattalionHeadquartersSkalistyIsland requiredVersion 0.1 — requires DZ_Data

census 1.1 · findings 1.1 · hash 04beac302ccf1ddb