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Basic Map

Baisc Map Mod The Basic Map Mod is a, simple map GUI with the default Keybind of "M" allowing player to open the map, and place markers, as well allowing servers to set permanent markers, We have also added a few settings to provide something better than the simple map object for hard core servers, allowing hardcore server to offer features (with a more realistic feel) This include a setting to force players to have… (more)

Baisc Map Mod The Basic Map Mod is a, simple map GUI with the default Keybind of "M" allowing player to open the map, and place markers, as well allowing servers to set permanent markers, We have also added a few settings to provide something better than the simple map object for hard core servers, allowing hardcore server to offer features (with a more realistic feel) This include a setting to force players to have a pen in order to create markers on the map, a setting that has the markers save to the map object it self, and requiring players to have a compass to see 3d markers or them selfs on the map. Don't like the way something looks on the map or want to swap out the font or change colors, or even embed custom areas on the map it self, the mod is open source and freely available to be modified and repacked, just make sure to provide credit, and include the notice file. Wiki Collaborated on with Daemon Forge and Cnofava Use on monetized servers is allowed. Repacking is allowed provided you link to the mod or github on your steam page GitHub Discord https://discord.gg/SkUkPv4 3rd Party Credits Icons made by DinosoftLabs, Darius Dan, Kiranshastry, Vectors Market, Those Icons, Eucalyp, Smashicons, surang, smalllikeart, mavadee, Pixel perfect, and Freepik sourced through www.flaticon.com 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 2270215132 · mod updated 2021-07-21 · analyzed 2026-10-03 04:56 UTC · history · 22 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 80% of 328 scripted mods analyzed.

0.0282% of each server frame at 100 players (0.282 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.

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
  • 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
  • This mod
  • 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

Repeating timers carry 99.9% of this mod's structural load. 0.282 ms/s in all.

Event hooks · 0.1%
2 hooks · 0.0004 ms/s
Lifecycle hooks · <0.1%
2 hooks · 0.000004 ms/s
99.9%Repeating timers · 99.9%
2 timers · 0.28 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 2 hooks 0.0004 ms/s 0.1% ChernarusMap.OnRPC, ChernarusMap.SetActions
Lifecycle hooksrun when an entity is created, loaded or deleted 2 hooks 0.000004 ms/s <0.1% ChernarusMap.OnStoreLoad, ChernarusMap.OnStoreSave
Repeating timersstay in the timer queue, which is walked every frame 2 timers 0.28 ms/s 99.9% every 14 ms, every 9 s

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.

OnRPC on ChernarusMap
per event
no I/O, timers or RPC
SetActions on ChernarusMap
per event
no I/O, timers or RPC
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 12 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
ActionConstructor.RegisterActions — yes ✓ BasicMap.pbo::scripts\4_World\Classes\ActionConstructor.c:3
ChernarusMap.SetActions T2 yes ✓ BasicMap.pbo::scripts\4_World\Entities\ItemBase\ItemMap.c:5
ChernarusMap.OnStoreLoad T3 yes ✓ BasicMap.pbo::scripts\4_World\Entities\ItemBase\ItemMap.c:12
ChernarusMap.OnStoreSave T3 yes ✓ BasicMap.pbo::scripts\4_World\Entities\ItemBase\ItemMap.c:24
ChernarusMap.OnUApiSave — yes ✓ BasicMap.pbo::scripts\4_World\Entities\ItemBase\ItemMap.c:38
ChernarusMap.OnUApiLoad — yes ✓ BasicMap.pbo::scripts\4_World\Entities\ItemBase\ItemMap.c:49
ChernarusMap.SyncMapMarkers — yes ✓ BasicMap.pbo::scripts\4_World\Entities\ItemBase\ItemMap.c:65
ChernarusMap.OnRPC T2 yes ✓ BasicMap.pbo::scripts\4_World\Entities\ItemBase\ItemMap.c:78
MissionBase.CreateScriptedMenu — yes ✓ BasicMap.pbo::scripts\5_Mission\mission\MissionBase.c:3
MissionGameplay.OnMissionStart T3 yes ✓ BasicMap.pbo::scripts\5_Mission\mission\MissionGameplay.c:5
MissionGameplay.OnMissionFinish T3 yes ✓ BasicMap.pbo::scripts\5_Mission\mission\MissionGameplay.c:13
MissionGameplay.OnUpdate T0 yes ✓ BasicMap.pbo::scripts\5_Mission\mission\MissionGameplay.c:50
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
ChernarusMap.SetActionsT2 8.0placeholder0.0002
ChernarusMap.OnRPCT2 8.0placeholder0.0002
ChernarusMap.OnStoreLoadT3 0.1placeholder0.0000
ChernarusMap.OnStoreSaveT3 0.1placeholder0.0000

Repeating timers

period (ms)residency ms/sfiring ms/swhere
140.1400 0.001771BasicMap.pbo::scripts\3_Game\GUI\BasicMapHUDMarker.c:46
90000.1400 0.000003BasicMap.pbo::scripts\5_Mission\mission\MissionGameplay.c:10

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.

BasicMap.pbo

  • BasicMap requiredVersion 0.1 — requires BasicMapDefine, DZ_Worlds_Chernarusplus_World, DZ_Gear_Navigation, DZ_Data, DZ_Scripts

BasicMapDefine.pbo

  • BasicMapDefine requiredVersion 0.1 — no requiredAddons

census 1.1 · findings 1.1 · hash 259c02892d85a143