KillReward
Kill Reward System! OUT OF DATE DONT USE IT! Du suchst noch eine Community!? Dann schau auf www.friendly-survivors.de vorbei! WICHTIGER HINWEIS: - Du darfst diesen Mod auf keiner Plattform einschließlich Steam neu packen oder veröffentlichen. - Du darfst KEINE Teile dieses Mods neu verpacken, hochladen oder reproduzieren. Kauf mir einen Kaffee wenn du möchtest ;) Auch könnt ihr uns nun mit Kryptowährung… (more)
Kill Reward System! OUT OF DATE DONT USE IT! Du suchst noch eine Community!? Dann schau auf www.friendly-survivors.de vorbei! WICHTIGER HINWEIS: - Du darfst diesen Mod auf keiner Plattform einschließlich Steam neu packen oder veröffentlichen. - Du darfst KEINE Teile dieses Mods neu verpacken, hochladen oder reproduzieren. Kauf mir einen Kaffee wenn du möchtest ;) Auch könnt ihr uns nun mit Kryptowährung unterstützen: Sendet dazu eure Spende einfach an folgenden Adressen. BTC: 3QA9scTn6qHg4RaYxcnCLLRxQXtASJBzcE ETH: 0x5eB1EA5c8015BB642aF6b445AD9a6866A84e2E16 DOGE: DSFjQwjJHrc1hKabaoNiJksPHhGozg57ET LTC: M96pBWomht4vkQn2osJ1XwGcfJX5wUeGyt Noch kein Wallet? Klick hier!
Patterns that can stall a single frame regardless of the load figure — see below.
Every server-visible override preserves its chain.
0.00748% of each server frame at 100 players (0.075 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; 16 others share it. Ranked list.
Per-player hooks carry 99% of this mod's structural load. 0.075 ms/s in all.
1 hook · 0.074 ms/s
2 hooks · 0.0004 ms/s
6 hooks · 0.000012 ms/s
| Per-player hooksrun about 30 times a second for each player | 1 hook | 0.074 ms/s | 99% | DayZPlayerImplement.CommandHandler |
| Event hooksrun when something happens: an inventory move, a hit, an action | 2 hooks | 0.0004 ms/s | 0.5% | PlayerBase.EEHitBy, ZombieBase.EEHitBy |
| Lifecycle hooksrun when an entity is created, loaded or deleted | 6 hooks | 0.000012 ms/s | <0.1% | AnimalBase.EEKilled, MissionServer.InvokeOnConnect, MissionServer.InvokeOnDisconnect and 3 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.
Other findings
Per-player-per-frame hooks · 1 · warning
- DayZPlayerImplement.CommandHandler runs once per player per tick (~30 Hz/player): cost scales with population on the hottest per-player surface.
KillReward.pbo::scripts\4_World\Entities\dayzplayerimplement.c:3
- DayZPlayerImplement.CommandHandler runs once per player per tick (~30 Hz/player): cost scales with population on the hottest per-player surface.
Timers created inside event paths · 2 · heuristic
- PlayerBase.EEHitBy (T2) registers timers inside a per-event path (CallLater). If these are not cleaned up, each live timer costs ~140 ns/frame of queue residency and the count grows with player activity — verify the cleanup path by reading the code.
KillReward.pbo::scripts\4_World\Entities\ManBase\PlayerBase.c:94 - ZombieBase.EEHitBy (T2) registers timers inside a per-event path (CallLater). If these are not cleaned up, each live timer costs ~140 ns/frame of queue residency and the count grows with player activity — verify the cleanup path by reading the code.
KillReward.pbo::scripts\4_World\Entities\Creatures\Infected\ZombieBase.c:69
- PlayerBase.EEHitBy (T2) registers timers inside a per-event path (CallLater). If these are not cleaned up, each live timer costs ~140 ns/frame of queue residency and the count grows with player activity — verify the cleanup path by reading the code.
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 16 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 |
|---|---|---|---|---|
ActionUnpin.OnStartServer |
— | yes | ✓ | KillReward.pbo::scripts\4_World\Classes\UserActionsComponent\Actions\SingleUse\ActionUnpin.c:3 |
AnimalBase.EEKilled |
T3 | yes | ✓ | KillReward.pbo::scripts\4_World\Entities\Creatures\Animals\AnimalBase.c:4 |
DayZGame.OnAfterCreate |
— | yes | ✓ | KillReward.pbo::scripts\3_Game\dayzgame.c:13 |
DayZPlayerImplement.CommandHandler |
T1 | yes | ✓ | KillReward.pbo::scripts\4_World\Entities\dayzplayerimplement.c:3 |
MissionBase.CreateScriptedMenu |
— | yes | ✓ | KillReward.pbo::scripts\5_Mission\mission\MissionBase.c:5 |
MissionGameplay.OpenLeaderboardGUI |
— | yes | ✗ none | KillReward.pbo::scripts\5_Mission\mission\MissionGameplay.c:68 |
MissionGameplay.OnKeyRelease |
— | yes | ✓ | KillReward.pbo::scripts\5_Mission\mission\MissionGameplay.c:115 |
MissionGameplay.OnUpdate |
T0 | yes | ✓ | KillReward.pbo::scripts\5_Mission\mission\MissionGameplay.c:125 |
MissionServer.OnInit |
T3 | yes | ✓ | KillReward.pbo::scripts\5_Mission\mission\MissionServer.c:13 |
MissionServer.InvokeOnConnect |
T3 | yes | ✓ | KillReward.pbo::scripts\5_Mission\mission\MissionServer.c:22 |
MissionServer.InvokeOnDisconnect |
T3 | yes | ✓ | KillReward.pbo::scripts\5_Mission\mission\MissionServer.c:31 |
PlayerBase.Init |
— | yes | ✓ | KillReward.pbo::scripts\4_World\Entities\ManBase\PlayerBase.c:5 |
PlayerBase.EEKilled |
T3 | yes | ✓ | KillReward.pbo::scripts\4_World\Entities\ManBase\PlayerBase.c:12 |
PlayerBase.EEHitBy |
T2 | yes | ✓ | KillReward.pbo::scripts\4_World\Entities\ManBase\PlayerBase.c:94 |
ZombieBase.EEKilled |
T3 | yes | ✓ | KillReward.pbo::scripts\4_World\Entities\Creatures\Infected\ZombieBase.c:4 |
ZombieBase.EEHitBy |
T2 | yes | ✓ | KillReward.pbo::scripts\4_World\Entities\Creatures\Infected\ZombieBase.c:69 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
DayZPlayerImplement.CommandHandler | T1 | 3000.0 | measured | 0.0744 |
ZombieBase.EEHitBy | T2 | 8.0 | placeholder | 0.0002 |
PlayerBase.EEHitBy | T2 | 8.0 | placeholder | 0.0002 |
AnimalBase.EEKilled | T3 | 0.1 | placeholder | 0.0000 |
ZombieBase.EEKilled | T3 | 0.1 | placeholder | 0.0000 |
PlayerBase.EEKilled | T3 | 0.1 | placeholder | 0.0000 |
MissionServer.OnInit | T3 | 0.1 | placeholder | 0.0000 |
MissionServer.InvokeOnConnect | T3 | 0.1 | placeholder | 0.0000 |
MissionServer.InvokeOnDisconnect | T3 | 0.1 | placeholder | 0.0000 |
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.
KillRewarboxfix.pbo
ChristmasBoxrequiredVersion 0.1 — requiresDZ_Data
KillReward.pbo
KillRewardrequiredVersion 0.1 — requiresDZ_Data,JM_CF_Scripts
census 1.1 · findings 1.1 · hash 15002dd7b2f05ecd