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MedicalAttentionUpdated

This is an updated version of MedicalAttention kindly allowed to be modified and repacked by original author Lucian. I take no credit whatsoever for his work. You can find his original mod page here: MedicalAttention. This updated version works with DayZ 1.10 through 1.14, fixes a few issues and adds a few new config options. Should Lucian ever want to return to working on his mod, I will gladly hand my small… (more)

This is an updated version of MedicalAttention kindly allowed to be modified and repacked by original author Lucian. I take no credit whatsoever for his work. You can find his original mod page here: MedicalAttention. This updated version works with DayZ 1.10 through 1.14, fixes a few issues and adds a few new config options. Should Lucian ever want to return to working on his mod, I will gladly hand my small changes back over to him. If you want a 'light' version that includes only the tiredness and drunkenness mechanics, protective gear configuration and zones, but no arm fractures and tweaks to vanilla medical conditions, look at MedicalAttentionUpdated-Core (which is a dependency of this mod, but can also be used standalone). Important Depending on if you are using Namalsk Survival or not, you need to subscribe to MedicalAttentionUpdated-DepHelper-Namalsk or MedicalAttentionUpdated-DepHelper-Vanilla (do not use both!). If you want to use MedicalAttentionUpdated with Namalsk Survival, you need these mods: - Namalsk Survival - MedicalAttentionUpdated-DepHelper-Namalsk - MedicalAttentionUpdated-Core - MedicalAttentionUpdated Otherwise, you need these mods: - MedicalAttentionUpdated-DepHelper-Vanilla - MedicalAttentionUpdated-Core - MedicalAttentionUpdated Below you'll find the original mod description which has only been lightly edited to better reflect the current state of the mod and the game, including links to useful guides for server owners and players. For your survival focused or hardcore DayZ experience, look no further than the MedicalAttention mod. Challenge your players...challenge yourself....manage health, injury, and a sneaky little biohazard zone, like never before. Tiredness, drunkenness, cholera, salmonella, wound infection, cold/flu, hemolytic reactions, blood afflictions, and indeed quarantine all present unique challenges and immersion for players of this mod. Also, zombies offer an increased threat of infection so extra care needs to be taken not to be hit by them, or you will likely catch a disease. Disease and ailments (often with delayed onset) and increasing severity of illness, will require careful attention and treatment to maintain your characters health and vitality. Blurry eyes, sleepy eyes, vomiting, fluid loss, blood loss, and unconsciousness are all symptoms of these conditions, and will aid you in diagnosis so pay careful attention. Regular diligence to food, fluid and disease progression is required, and utilizing blood testing kits, saline bags, tetracycline, vitamins, charcoal, sleep, and blood transfusions will help conquer these conditions. READ THE COMPLETE MEDICAL GUIDE HERE (for players) Server owner and admin recommendations Make blood test kits more plentiful and reduce the spawn of vitamins, antibiotics and saline bags for a more challenging experience. Make the hunt for NBC suit parts a challenge, consider where they spawn, hospitals/clinics for example, and reduce their number. As advised, you are unable to eat/drink with a gas mask on. This mechanic can be extended to full face helmets and other mouth covering clothing. READ FULL CONFIG GUIDE HERE (for server owners) Thanks A big shout out to the DayZ team, past and present, for the vanilla medical system!!! Thank you Community-Online-Tools. Special thanks to @Spud, @WillZ from DDU. Special thanks to @Ezz. Special thanks to @N!c from https://dhk-dayz.de Thank you @Ultrahyper. Thank you @Streatman from IntenZ. Thank you @Dumpgrah from New Dawn. Thank you also @♥♥♥♥, @LEX, @Swoop, @3ntropia for your support. COPYRIGHT 2019-2020 lucianpin.

Workshop 2265389602 · mod updated 2021-09-29 · analyzed 2026-10-03 04:51 UTC · history · 27 script files

CharacterEnvironmentMechanics 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
22 by design

22 chain breaks, all on specific classes the mod replaces wholesale — matters only if another mod patches the same classes.

Structural footprint 1.1
A
22 by design
Heavier than 21% 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; 25 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
  • This mod
  • 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
  • 40 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 99.8% of this mod's structural load. 0.000 ms/s in all.

99.8%Event hooks · 99.8%
2 hooks · 0.0004 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 2 hooks 0.0004 ms/s 99.8% ActionSplintSelf.ActionCondition, PlayerBase.EEHitBy

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

22 overrides 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.

By design
2 leaf classes
2 classes replaced on 5 methods · 10 overrides

Init · OnActivate · OnDeactivate · OnReconnect · OnTick

Only these classes are affected. Matters only if another mod in your stack patches the same classes.

2 classesBoneRegenMdfr, BrokenArmsMdfr
10 locationsscripts.pbo::4_World\classes\playermodifiers\modifiers\boneregen.c:5
scripts.pbo::4_World\classes\playermodifiers\modifiers\boneregen.c:24
scripts.pbo::4_World\classes\playermodifiers\modifiers\boneregen.c:29
scripts.pbo::4_World\classes\playermodifiers\modifiers\boneregen.c:19
scripts.pbo::4_World\classes\playermodifiers\modifiers\boneregen.c:48
scripts.pbo::4_World\classes\playermodifiers\modifiers\conditions\brokenarms.c:6
scripts.pbo::4_World\classes\playermodifiers\modifiers\conditions\brokenarms.c:25
scripts.pbo::4_World\classes\playermodifiers\modifiers\conditions\brokenarms.c:32
scripts.pbo::4_World\classes\playermodifiers\modifiers\conditions\brokenarms.c:20
scripts.pbo::4_World\classes\playermodifiers\modifiers\conditions\brokenarms.c:53
By design
2 leaf classes
2 classes replaced on 1 method · 2 overrides

Init

Only these classes are affected. Matters only if another mod in your stack patches the same classes.

2 classesCholeraAgent, SalmonellaAgent
2 locationsscripts.pbo::4_World\classes\transmissionagents\agents\choleraagent.c:3
scripts.pbo::4_World\classes\transmissionagents\agents\salmonellaagent.c:3
By design
Leaf class · SalmonellaMdfr
SalmonellaMdfr replaced on 2 methods · 2 overrides

Init · OnTick

Only this class is affected. Matters only if another mod in your stack patches the same class.

1 classSalmonellaMdfr
2 locationsscripts.pbo::4_World\classes\playermodifiers\modifiers\diseases\salmonella.c:15
scripts.pbo::4_World\classes\playermodifiers\modifiers\diseases\salmonella.c:23
By design
Leaf class · InfluenzaAgent
InfluenzaAgent replaced on 2 methods · 2 overrides

Init · SetAutoinfectTime

Only this class is affected. Matters only if another mod in your stack patches the same class.

1 classInfluenzaAgent
2 locationsscripts.pbo::4_World\classes\transmissionagents\agents\influenzaagent.c:5
scripts.pbo::4_World\classes\transmissionagents\agents\influenzaagent.c:24
By design
Leaf class · BrainDiseaseMdfr
BrainDiseaseMdfr replaced on 2 methods · 2 overrides

OnActivate · OnDeactivate

Only this class is affected. Matters only if another mod in your stack patches the same class.

1 classBrainDiseaseMdfr
2 locationsscripts.pbo::4_World\classes\playermodifiers\modifiers\diseases\braindisease.c:3
scripts.pbo::4_World\classes\playermodifiers\modifiers\diseases\braindisease.c:11
By design
2 leaf classes
2 classes replaced on 1 method · 2 overrides

OnTick

Only these classes are affected. Matters only if another mod in your stack patches the same classes.

2 classesAntibioticsMdfr, CholeraMdfr
2 locationsscripts.pbo::4_World\classes\playermodifiers\modifiers\antibiotics.c:12
scripts.pbo::4_World\classes\playermodifiers\modifiers\diseases\cholera.c:6
By design
Leaf class · CAContinuousQuantityBloodTransfer
CAContinuousQuantityBloodTransfer replaced on 1 method · 1 override

CalcAndSetQuantity

Only this class is affected. Matters only if another mod in your stack patches the same class.

1 classCAContinuousQuantityBloodTransfer
1 locationscripts.pbo::4_World\classes\useractionscomponent\actioncomponents\cacontinuousquantitybloodtransfer.c:3
By design
Leaf class · BleedingSourcesManagerServer
BleedingSourcesManagerServer replaced on 1 method · 1 override

ProcessHit

Only this class is affected. Matters only if another mod in your stack patches the same class.

1 classBleedingSourcesManagerServer
1 locationscripts.pbo::4_World\classes\bleedingsources\bleedingsourcesmanagerserver.c:3

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.

ActionCondition on ActionSplintSelf
per event
no I/O, timers or RPC super() on some paths
EEHitBy 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 45 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
ActionEatMeat.OnEndServer — yes ✓ scripts.pbo::4_World\classes\useractionscomponent\actions\continuous\actioneatmeat.c:3
ActionSplintSelf.OnFinishProgressServer — yes ✓ scripts.pbo::4_World\classes\useractionscomponent\actions\continuous\medical\actionsplintself.c:3
ActionSplintSelf.ActionCondition T2 yes conditional scripts.pbo::4_World\classes\useractionscomponent\actions\continuous\medical\actionsplintself.c:14
AgentBase.AutoinfectCheck — yes ✗ none scripts.pbo::4_World\classes\transmissionagents\agents\agentbase.c:14
AntibioticsMdfr.Init — yes ✓ scripts.pbo::4_World\classes\playermodifiers\modifiers\antibiotics.c:5
AntibioticsMdfr.OnTick — yes ✗ none scripts.pbo::4_World\classes\playermodifiers\modifiers\antibiotics.c:12
BleedingSourcesManagerServer.ProcessHit — yes ✗ none scripts.pbo::4_World\classes\bleedingsources\bleedingsourcesmanagerserver.c:3
BoneRegenMdfr.Init — yes ✗ none scripts.pbo::4_World\classes\playermodifiers\modifiers\boneregen.c:5
BoneRegenMdfr.ActivateCondition — yes ✗ none scripts.pbo::4_World\classes\playermodifiers\modifiers\boneregen.c:14
BoneRegenMdfr.OnReconnect — yes ✗ none scripts.pbo::4_World\classes\playermodifiers\modifiers\boneregen.c:19
BoneRegenMdfr.OnActivate — yes ✗ none scripts.pbo::4_World\classes\playermodifiers\modifiers\boneregen.c:24
BoneRegenMdfr.OnDeactivate — yes ✗ none scripts.pbo::4_World\classes\playermodifiers\modifiers\boneregen.c:29
BoneRegenMdfr.DeactivateCondition — yes ✗ none scripts.pbo::4_World\classes\playermodifiers\modifiers\boneregen.c:34
BoneRegenMdfr.OnTick — yes ✗ none scripts.pbo::4_World\classes\playermodifiers\modifiers\boneregen.c:48
BrainDiseaseMdfr.OnActivate — yes ✗ none scripts.pbo::4_World\classes\playermodifiers\modifiers\diseases\braindisease.c:3
BrainDiseaseMdfr.OnDeactivate — yes ✗ none scripts.pbo::4_World\classes\playermodifiers\modifiers\diseases\braindisease.c:11
BrainDiseaseMdfr.OnTick — yes conditional scripts.pbo::4_World\classes\playermodifiers\modifiers\diseases\braindisease.c:19
BrokenArmsMdfr.Init — yes ✗ none scripts.pbo::4_World\classes\playermodifiers\modifiers\conditions\brokenarms.c:6
BrokenArmsMdfr.ActivateCondition — yes ✗ none scripts.pbo::4_World\classes\playermodifiers\modifiers\conditions\brokenarms.c:15
BrokenArmsMdfr.OnReconnect — yes ✗ none scripts.pbo::4_World\classes\playermodifiers\modifiers\conditions\brokenarms.c:20
BrokenArmsMdfr.OnActivate — yes ✗ none scripts.pbo::4_World\classes\playermodifiers\modifiers\conditions\brokenarms.c:25
BrokenArmsMdfr.OnDeactivate — yes ✗ none scripts.pbo::4_World\classes\playermodifiers\modifiers\conditions\brokenarms.c:32
BrokenArmsMdfr.DeactivateCondition — yes ✗ none scripts.pbo::4_World\classes\playermodifiers\modifiers\conditions\brokenarms.c:39
BrokenArmsMdfr.OnTick — yes ✗ none scripts.pbo::4_World\classes\playermodifiers\modifiers\conditions\brokenarms.c:53
CAContinuousQuantityBloodTransfer.CalcAndSetQuantity — yes ✗ none scripts.pbo::4_World\classes\useractionscomponent\actioncomponents\cacontinuousquantitybloodtransfer.c:3
CholeraAgent.Init — yes ✗ none scripts.pbo::4_World\classes\transmissionagents\agents\choleraagent.c:3
CholeraMdfr.OnTick — yes ✗ none scripts.pbo::4_World\classes\playermodifiers\modifiers\diseases\cholera.c:6
FeverMdfr.ActivateCondition — yes conditional scripts.pbo::4_World\classes\playermodifiers\modifiers\conditions\fever.c:3
HemolyticReactionMdfr.OnTick — yes conditional scripts.pbo::4_World\classes\playermodifiers\modifiers\conditions\hemolyticreaction.c:3
InfluenzaAgent.Init — yes ✗ none scripts.pbo::4_World\classes\transmissionagents\agents\influenzaagent.c:5
InfluenzaAgent.GetAutoinfectTime — yes ✗ none scripts.pbo::4_World\classes\transmissionagents\agents\influenzaagent.c:19
InfluenzaAgent.SetAutoinfectTime — yes ✗ none scripts.pbo::4_World\classes\transmissionagents\agents\influenzaagent.c:24
MASettings.ParseMedicalConfig — yes ✓ scripts.pbo::3_Game\ma_globals.c:12
ModifiersManager.Init — yes ✓ scripts.pbo::4_World\classes\playermodifiers\modifiersmanager.c:3
PlayerBase.Init — yes ✓ scripts.pbo::4_World\entities\manbase\playerbase.c:5
PlayerBase.EEHitBy T2 yes ✓ scripts.pbo::4_World\entities\manbase\playerbase.c:21
PlayerBase.CanClimb — yes conditional scripts.pbo::4_World\entities\manbase\playerbase.c:49
PlayerBase.GetShakeLevel — yes conditional scripts.pbo::4_World\entities\manbase\playerbase.c:59
PlayerBase.ApplySplint — yes ✓ scripts.pbo::4_World\entities\manbase\playerbase.c:71
PlayerBase.UpdateBrokenLegs — yes ✓ scripts.pbo::4_World\entities\manbase\playerbase.c:82
SalineMdfr.OnTick — yes conditional scripts.pbo::4_World\classes\playermodifiers\modifiers\saline.c:3
SalmonellaAgent.Init — yes ✗ none scripts.pbo::4_World\classes\transmissionagents\agents\salmonellaagent.c:3
SalmonellaMdfr.Init — yes ✗ none scripts.pbo::4_World\classes\playermodifiers\modifiers\diseases\salmonella.c:15
SalmonellaMdfr.OnTick — yes ✗ none scripts.pbo::4_World\classes\playermodifiers\modifiers\diseases\salmonella.c:23
WoundAgent.GetTransferabilityIn — yes ✗ none scripts.pbo::4_World\classes\transmissionagents\agents\woundagent.c:3
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
ActionSplintSelf.ActionConditionT2 8.0placeholder0.0002
PlayerBase.EEHitByT2 8.0placeholder0.0002

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.

0_preload.pbo

  • MedicalAttention_Preload requiredVersion 0.1 — no requiredAddons

scripts.pbo

  • MedicalAttention_Scripts requiredVersion 0.1 — requires MedicalAttention_Core

census 1.1 · findings 1.1 · hash 5df5bd6b091cbaf7