CorpseSearching
CorpseSearching To see items in a corpse, you have to search it first. The [+] icon is removed, pointing at any item that you do not know until you look at its inventory. In this mod there is a configuration file (STCConfig.json) located at the path $profile:/ModConfigs/. The "AddTimeForEachItem" parameter enables the additional time for each item when searching the body. You can enable or disable it. Enabled by… (more)
CorpseSearching To see items in a corpse, you have to search it first. The [+] icon is removed, pointing at any item that you do not know until you look at its inventory. In this mod there is a configuration file (STCConfig.json) located at the path $profile:/ModConfigs/. The "AddTimeForEachItem" parameter enables the additional time for each item when searching the body. You can enable or disable it. Enabled by default. The parameter "TimeForEachItem", is for how many seconds to add to a search for each item in a corpse, works if the "AddTimeForEachItem" parameter is enabled. By default it is 2 seconds. The parameter "DefaultTimeToSearchPlayer" is for how many seconds will the search of a player's corpse last. By default, it will take 10 seconds. The parameter "DefaultTimeToSearchZombie" is for how many seconds will the search a zombie corpse. The default is 3 seconds. Contact me in Discord DeAmouSE#0503 for any questions. Copyright 2020 DeAth. This item is not authorized for posting on Steam, except under the Steam account named "DeAth". If you want to donate to support my work, here's my PayPal. Thank you!
No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.
1 chain break on base classes or persisted data.
0.0025% of each server frame at 100 players (0.025 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; 17 others share it. Ranked list.
Every-frame hooks carry 99% of this mod's structural load. 0.025 ms/s in all.
1 hook · 0.025 ms/s
1 hook · 0.0002 ms/s
| Every-frame hooksrun every server frame | 1 hook | 0.025 ms/s | 99% | MissionServer.OnUpdate |
| Event hooksrun when something happens: an inventory move, a hit, an action | 1 hook | 0.0002 ms/s | 0.8% | DayZPlayerImplement.OnRPC |
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.
ZombieBase.GetActions
Vanilla's work on this method, and any earlier-loaded mod's, never runs for any ZombieBase.
SearchTheCorpse.pbo::scripts\4_World\SearchTheCorpse\classes\moddedZombieBase.c:42Where 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.
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 10 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 |
|---|---|---|---|---|
ActionConstructor.RegisterActions |
— | yes | ✓ | SearchTheCorpse.pbo::scripts\4_World\SearchTheCorpse\classes\moddedActionConstructor.c:3 |
ActionConstructor.RegisterActions |
— | yes | ✓ | SearchTheCorpse.pbo::scripts\4_World\SearchTheCorpse\classes\useractionscomponent\actionconstructor.c:3 |
DayZPlayerImplement.OnRPC |
T2 | yes | ✓ | SearchTheCorpse.pbo::scripts\4_World\SearchTheCorpse\classes\moddedDayZPlayerImplement.c:5 |
MissionServer.OnEvent |
— | yes | ✓ | SearchTheCorpse.pbo::scripts\5_Mission\SearchTheCorpse\Mission\moddedMissionServer.c:6 |
MissionServer.OnUpdate |
T0 | yes | ✓ | SearchTheCorpse.pbo::scripts\5_Mission\SearchTheCorpse\Mission\moddedMissionServer.c:37 |
PlayerBase.SetActionsRemoteTarget |
— | yes | ✓ | SearchTheCorpse.pbo::scripts\4_World\SearchTheCorpse\classes\moddedplayerbase.c:3 |
VicinityItemManager.ExcludeFromContainer_Phase1 |
— | yes | ✓ | SearchTheCorpse.pbo::scripts\5_Mission\SearchTheCorpse\moddedVicinityItemManager.c:3 |
VicinityItemManager.ExcludeFromContainer_Phase2 |
— | yes | ✓ | SearchTheCorpse.pbo::scripts\5_Mission\SearchTheCorpse\moddedVicinityItemManager.c:45 |
VicinityItemManager.ExcludeFromContainer_Phase3 |
— | yes | ✓ | SearchTheCorpse.pbo::scripts\5_Mission\SearchTheCorpse\moddedVicinityItemManager.c:75 |
ZombieBase.GetActions |
— | yes | ✗ none | SearchTheCorpse.pbo::scripts\4_World\SearchTheCorpse\classes\moddedZombieBase.c:42 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
MissionServer.OnUpdate | T0 | 1000.0 | measured | 0.0248 |
DayZPlayerImplement.OnRPC | T2 | 8.0 | placeholder | 0.0002 |
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.
SearchTheCorpse.pbo
SearchTheCorpse_scripts— requiresDZ_Data
census 1.1 · findings 1.1 · hash 65dbcdb09dd14c9e