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Heroes And Bandits

Working with 1.11 Heroes and Bandits Humanity Mod This mod add humanity to Dayz in a very expandable way, allowing for server owners and mod creators to dictate almost everything including the ability to create customized Levels and Actions, as well as the ability to create customized zones for exclusive use based on the players humanity GitHub Readme Player Commands "/humanity" in direct chat will tell you you're… (more)

Working with 1.11 Heroes and Bandits Humanity Mod This mod add humanity to Dayz in a very expandable way, allowing for server owners and mod creators to dictate almost everything including the ability to create customized Levels and Actions, as well as the ability to create customized zones for exclusive use based on the players humanity GitHub Readme Player Commands "/humanity" in direct chat will tell you you're humanity "/stat ActionName" in direct chat will give you how many times you have done a certain action eg. /stat ZombieKill "/stat Kills" in direct chat will give you how many player Kills you have made "J" Opens the simple GUI Config File Details Click Here for the WIKI Default configs Infromation To Follow Helper Functions for init.c There are helper function to help you provide custom loadouts or skins to players based on their Affinity, Level, Humanity, or Stats Click Here to learn More Add On Mods There are add on mods that allow players to gain and lose humanity based on their actions from other mods Click here to learn more Supported Languages - English - French - Russian - Thanks @NeonMurder - German - Thanks @ServerAtze - Polish - Thanks @Kirlen - Portuguese - Thanks @Wwillers (If you want your language supported please contact me) Open Sourced and Expandable Click Here to learn more To Do List - Add custom skins for Hero's and Bandits so they are more easily identifiable - Create a export function for server leaderboards and a basic web app to view - Change Icon location settings to be client side so that way players can choose where to show it Have Question or Need Help Join our Discord - and Choose the appropriate role If you are intreseted in repacking please click here for rules about repacking How to Support Me If you are interested in donating to help support the mod or just buy me a beer to keep me motivated you can do so Sponsor Me On Github Donate via Paypal

Workshop 2111160696 · mod updated 2021-02-03 · analyzed 2026-10-03 05:51 UTC · history · 59 script files

Mechanics Workshop tags, chosen by the author

Stall risks
4 patterns

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

Compatibility
Chain-safe

Every server-visible override preserves its chain.

Structural footprint 1.1
A
clean
Heavier than 51% of 328 scripted mods analyzed.

0.000563% of each server frame at 100 players (0.006 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; 9 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
  • This mod
  • 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

Event hooks carry 99% of this mod's structural load. 0.006 ms/s in all.

99%Event hooks · 99%
13 hooks · 0.0056 ms/s
Lifecycle hooks · 0.4%
10 hooks · 0.00002 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 13 hooks 0.0056 ms/s 99% PlayerBase.EEItemDetached, ActionTrade.ActionCondition, AnimalBase.EEHitBy and 10 more
Lifecycle hooksrun when an entity is created, loaded or deleted 10 hooks 0.00002 ms/s 0.4% AnimalBase.EEKilled, Dogtag_Base.OnStoreLoad, Dogtag_Base.OnStoreSave and 7 more

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.

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.

EEItemDetached on PlayerBase
every inventory move
timer
EEHitBy × 4 classes
per event
no I/O, timers or RPC
EEHitBy × 3 classes
per event
timer
ActionCondition on ActionTrade
per event
no I/O, timers or RPC super() on some paths
CanReceiveAttachment on PlayerBase
per event
no I/O, timers or RPC super() on some paths
CanReceiveItemIntoHands on PlayerBase
per event
no I/O, timers or RPC super() on some paths
CanReleaseAttachment on PlayerBase
per event
no I/O, timers or RPC super() on some paths
OnVariablesSynchronized on PlayerBase
per event
no I/O, timers or RPC

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 55 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
ActionBandageBase.ApplyBandage — yes ✓ HeroesAndBandits.pbo::scripts\4_World\Classes\UserActionsComponent\Actions\Continuous\Medical\ActionBandageBase.c:3
ActionBandageTarget.OnFinishProgressServer — yes ✓ HeroesAndBandits.pbo::scripts\4_World\Classes\UserActionsComponent\Actions\Continuous\Medical\ActionBandageTarget.c:3
ActionBurnSewTarget.OnFinishProgressServer — yes ✓ HeroesAndBandits.pbo::scripts\4_World\Classes\UserActionsComponent\Actions\Continuous\Medical\ActionBurnSewTarget.c:3
ActionCPR.OnFinishProgressServer — yes ✓ HeroesAndBandits.pbo::scripts\4_World\Classes\UserActionsComponent\Actions\Continuous\Medical\ActionCPR.c:3
ActionDeployObject.OnFinishProgressServer — yes ✓ HeroesAndBandits.pbo::scripts\4_World\Classes\UserActionsComponent\Actions\Continuous\ActionDeployObject.c:4
ActionDestroyCombinationLock.OnFinishProgressServer — yes ✓ HeroesAndBandits.pbo::scripts\4_World\Classes\UserActionsComponent\Actions\Continuous\ActionDestroyCombinationLock.c:3
ActionDestroyPart.OnFinishProgressServer — yes ✓ HeroesAndBandits.pbo::scripts\4_World\Classes\UserActionsComponent\Actions\Continuous\ActionDestoryPart.c:3
ActionFeedCharcoalTablets.OnFinishProgressServer — yes ✓ HeroesAndBandits.pbo::scripts\4_World\Classes\UserActionsComponent\Actions\Continuous\Medical\ActionFeedMedication.c:26
ActionFeedPainkillerTablets.OnFinishProgressServer — yes ✓ HeroesAndBandits.pbo::scripts\4_World\Classes\UserActionsComponent\Actions\Continuous\Medical\ActionFeedMedication.c:14
ActionFeedTetracyclineAntibiotics.OnFinishProgressServer — yes ✓ HeroesAndBandits.pbo::scripts\4_World\Classes\UserActionsComponent\Actions\Continuous\Medical\ActionFeedMedication.c:3
ActionFeedVitaminBottle.OnFinishProgressServer — yes ✓ HeroesAndBandits.pbo::scripts\4_World\Classes\UserActionsComponent\Actions\Continuous\Medical\ActionFeedMedication.c:37
ActionGiveBloodTarget.OnFinishProgressServer — yes ✓ HeroesAndBandits.pbo::scripts\4_World\Classes\UserActionsComponent\Actions\Continuous\Medical\ActionGiveBloodTarget.c:3
ActionGiveSalineTarget.OnFinishProgressServer — yes ✓ HeroesAndBandits.pbo::scripts\4_World\Classes\UserActionsComponent\Actions\Continuous\Medical\ActionGiveSalineTarget.c:3
ActionSplintTarget.OnFinishProgressServer — yes ✓ HeroesAndBandits.pbo::scripts\4_World\Classes\UserActionsComponent\Actions\Continuous\Medical\ActionSplintTarget.c:3
ActionTrade.ActionCondition T2 yes conditional HeroesAndBandits.pbo::scripts\4_World\Classes\UserActionsComponent\Actions\Interact\ActionTrade.c:4
ActionUnpin.OnStartServer — yes ✓ HeroesAndBandits.pbo::scripts\4_World\Classes\UserActionsComponent\Actions\SingleUse\ActionUnpin.c:3
AnimalBase.EEKilled T3 yes ✓ HeroesAndBandits.pbo::scripts\4_World\Entities\Creatures\Animals\AnimalBase.c:3
AnimalBase.EEHitBy T2 yes ✓ HeroesAndBandits.pbo::scripts\4_World\Entities\Creatures\Animals\AnimalBase.c:44
BaseBuildingBase.OnPartDestroyedServer — yes ✓ HeroesAndBandits.pbo::scripts\4_World\Entities\ItemBase\BaseBuildingBase.c:39
BaseBuildingBase.EEHitBy T2 yes ✓ HeroesAndBandits.pbo::scripts\4_World\Entities\ItemBase\BaseBuildingBase.c:59
BuildingBase.Explode — yes ✓ HeroesAndBandits.pbo::scripts\4_World\Entities\Game\Super\Building.c:4
DayZPlayerImplement.SetSuicide — yes ✓ HeroesAndBandits.pbo::scripts\4_World\Entities\PlayerImplement.c:3
Dogtag_Base.DescriptionOverride — yes ✓ HeroesAndBandits.pbo::scripts\4_World\Entities\ItemBase\DogTags.c:16
Dogtag_Base.OnStoreSave T3 yes ✓ HeroesAndBandits.pbo::scripts\4_World\Entities\ItemBase\DogTags.c:37
Dogtag_Base.OnStoreLoad T3 yes ✓ HeroesAndBandits.pbo::scripts\4_World\Entities\ItemBase\DogTags.c:45
Dogtag_Base.OnRPCRead — yes ✓ HeroesAndBandits.pbo::scripts\4_World\Entities\ItemBase\DogTags.c:61
Dogtag_Base.OnRPCWrite — yes ✓ HeroesAndBandits.pbo::scripts\4_World\Entities\ItemBase\DogTags.c:67
DogtagReplaceLambda.OnCopyProperties — yes ✓ HeroesAndBandits.pbo::scripts\4_World\Classes\DogtagReplaceLambda.c:5
ExpansionBaseBuilding.EEKilled T3 yes ✓ HeroesAndBandits.pbo::scripts\4_World\Entities\Expansion\ExpansionBaseBuilding.c:4
ExpansionExplosive.TriggerExplosion — yes ✓ HeroesAndBandits.pbo::scripts\4_World\Entities\Expansion\ExpansionExplosive.c:23
ExpansionSafeBase.EEHitBy T2 yes ✓ HeroesAndBandits.pbo::scripts\4_World\Entities\Expansion\ExpansionSafes.c:7
ExpansionSafeBase.EEKilled T3 yes ✓ HeroesAndBandits.pbo::scripts\4_World\Entities\Expansion\ExpansionSafes.c:50
ExpansionStatic.LoadFlagTextures — yes ✓ HeroesAndBandits.pbo::scripts\3_Game\ExpansionStatic.c:4
Fence.EEHitBy T2 yes ✓ HeroesAndBandits.pbo::scripts\4_World\Entities\ItemBase\BaseBuildingBase\Fence.c:3
IngameHud.ShowPlayerTag — yes ✓ HeroesAndBandits.pbo::scripts\5_Mission\GUI\ExpansionPlayerTags.c:30
ItemBase.Explode — yes ✓ HeroesAndBandits.pbo::scripts\4_World\Entities\ItemBase.c:4
MissionBase.CreateScriptedMenu — yes ✓ HeroesAndBandits.pbo::scripts\5_Mission\mission\MissionBase.c:4
MissionGameplay.OnEvent — yes conditional HeroesAndBandits.pbo::scripts\5_Mission\mission\MissionGameplay.c:128
MissionGameplay.OnUpdate T0 yes ✓ HeroesAndBandits.pbo::scripts\5_Mission\mission\MissionGameplay.c:247
MissionServer.OnInit T3 yes ✓ HeroesAndBandits.pbo::scripts\5_Mission\mission\MissionServer.c:10
MissionServer.InvokeOnConnect T3 yes ✓ HeroesAndBandits.pbo::scripts\5_Mission\mission\MissionServer.c:38
MissionServer.InvokeOnDisconnect T3 yes ✓ HeroesAndBandits.pbo::scripts\5_Mission\mission\MissionServer.c:53
PlayerBase.Init — yes ✓ HeroesAndBandits.pbo::scripts\4_World\Entities\ManBase\PlayerBase.c:49
PlayerBase.OnPlayerLoaded — yes ✓ HeroesAndBandits.pbo::scripts\4_World\Entities\ManBase\PlayerBase.c:75
PlayerBase.OnVariablesSynchronized T2 yes ✓ HeroesAndBandits.pbo::scripts\4_World\Entities\ManBase\PlayerBase.c:436
PlayerBase.EEKilled T3 yes ✓ HeroesAndBandits.pbo::scripts\4_World\Entities\ManBase\PlayerBase.c:533
PlayerBase.EEHitBy T2 yes ✓ HeroesAndBandits.pbo::scripts\4_World\Entities\ManBase\PlayerBase.c:684
PlayerBase.CanReceiveItemIntoHands T2 yes conditional HeroesAndBandits.pbo::scripts\4_World\Entities\ManBase\PlayerBase.c:933
PlayerBase.CanReleaseAttachment T2 yes conditional HeroesAndBandits.pbo::scripts\4_World\Entities\ManBase\PlayerBase.c:957
PlayerBase.EEItemDetached T2 yes ✓ HeroesAndBandits.pbo::scripts\4_World\Entities\ManBase\PlayerBase.c:1049
PlayerBase.CanReceiveAttachment T2 yes conditional HeroesAndBandits.pbo::scripts\4_World\Entities\ManBase\PlayerBase.c:1129
Watchtower.EEHitBy T2 yes ✓ HeroesAndBandits.pbo::scripts\4_World\Entities\ItemBase\BaseBuildingBase\Watchtower.c:3
WeaponManager.Fire — yes ✓ HeroesAndBandits.pbo::scripts\4_World\Classes\WeaponManager.c:3
ZombieBase.EEKilled T3 yes ✓ HeroesAndBandits.pbo::scripts\4_World\Entities\Creatures\Infected\ZombieBase.c:3
ZombieBase.EEHitBy T2 yes ✓ HeroesAndBandits.pbo::scripts\4_World\Entities\Creatures\Infected\ZombieBase.c:42
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
PlayerBase.EEItemDetachedT2 130.0measured0.0032
ActionTrade.ActionConditionT2 8.0placeholder0.0002
AnimalBase.EEHitByT2 8.0placeholder0.0002
ZombieBase.EEHitByT2 8.0placeholder0.0002
ExpansionSafeBase.EEHitByT2 8.0placeholder0.0002
BaseBuildingBase.EEHitByT2 8.0placeholder0.0002
Fence.EEHitByT2 8.0placeholder0.0002
Watchtower.EEHitByT2 8.0placeholder0.0002
PlayerBase.OnVariablesSynchronizedT2 8.0placeholder0.0002
PlayerBase.EEHitByT2 8.0placeholder0.0002
PlayerBase.CanReceiveItemIntoHandsT2 8.0placeholder0.0002
PlayerBase.CanReleaseAttachmentT2 8.0placeholder0.0002
PlayerBase.CanReceiveAttachmentT2 8.0placeholder0.0002
AnimalBase.EEKilledT3 0.1placeholder0.0000
ZombieBase.EEKilledT3 0.1placeholder0.0000
ExpansionBaseBuilding.EEKilledT3 0.1placeholder0.0000
ExpansionSafeBase.EEKilledT3 0.1placeholder0.0000
Dogtag_Base.OnStoreSaveT3 0.1placeholder0.0000
Dogtag_Base.OnStoreLoadT3 0.1placeholder0.0000
PlayerBase.EEKilledT3 0.1placeholder0.0000
MissionServer.OnInitT3 0.1placeholder0.0000
MissionServer.InvokeOnConnectT3 0.1placeholder0.0000
MissionServer.InvokeOnDisconnectT3 0.1placeholder0.0000

Includes 0.002 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.

HABDefines.pbo

  • HABDefines requiredVersion 0.1 — no requiredAddons

HeroesAndBandits.pbo

  • HeroesAndBandits requiredVersion 0.1 — requires HABDefines, JM_CF_Scripts

census 1.1 · findings 1.1 · hash f345d4d138a8ec61