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MedicalAttentionUpdated-Core

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 and fixes a few issues. Should Lucian ever want to return to working on his mod, I will gladly hand my small changes back over to him. This mod… (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 and fixes a few issues. Should Lucian ever want to return to working on his mod, I will gladly hand my small changes back over to him. This mod includes the tiredness and drunkenness mechanics, optional medical report when using blood test kits, protective gear configuration and zones, but no arm fractures or changes to the vanilla medical system. If you want the 'full' MedicalAttention, subscribe to MedicalAttentionUpdated as well. 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-Core with Namalsk Survival, you need these mods: - Namalsk Survival - MedicalAttentionUpdated-DepHelper-Namalsk - MedicalAttentionUpdated-Core Otherwise, you need these mods: - MedicalAttentionUpdated-DepHelper-Vanilla - MedicalAttentionUpdated-Core Documentation READ FULL CONFIG GUIDE HERE (for server owners)

Workshop 2293429999 · mod updated 2022-10-30 · analyzed 2026-10-03 02:21 UTC · history · 46 script files

CharacterEnvironmentMechanics Workshop tags, chosen by the author

Stall risks
2 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 74% of 328 scripted mods analyzed.

0.0158% of each server frame at 100 players (0.158 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; 40 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
  • This mod
  • 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

Per-player hooks carry 94% of this mod's structural load. 0.158 ms/s in all.

94%Per-player hooks · 94%
2 hooks · 0.15 ms/s
Event hooks · 5.6%
14 hooks · 0.0088 ms/s
Lifecycle hooks · <0.1%
1 hook · 0.000002 ms/s
Per-player hooksrun about 30 times a second for each player 2 hooks 0.15 ms/s 94% PlayerBase.CommandHandler, PlayerBase.OnScheduledTick
Event hooksrun when something happens: an inventory move, a hit, an action 14 hooks 0.0088 ms/s 5.6% PlayerBase.EEItemAttached, PlayerBase.EEItemDetached, ActionConsume.ActionCondition and 11 more
Lifecycle hooksrun when an entity is created, loaded or deleted 1 hook 0.000002 ms/s <0.1% MissionServer.OnInit

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.

CommandHandler on PlayerBase
about 30× per player per second
no I/O, timers or RPC
OnScheduledTick on PlayerBase
about 30× per player per second
no I/O, timers or RPC
EEItemAttached on PlayerBase
every inventory move
no I/O, timers or RPC
EEItemDetached on PlayerBase
every inventory move
no I/O, timers or RPC
ActionCondition × 9 classes
per event
no I/O, timers or RPC super() on some paths
EEHitBy on PlayerBase
per event
no I/O, timers or RPC
OnRPC on PlayerBase
per event
no I/O, timers or RPC
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 42 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
ActionCollectBloodSelf.OnEndServer — yes ✓ core.pbo::4_World\classes\useractionscomponent\actions\continuous\medical\actioncollectbloodself.c:3
ActionCollectBloodTarget.OnEndServer — yes ✓ core.pbo::4_World\classes\useractionscomponent\actions\continuous\medical\actioncollectbloodtarget.c:3
ActionConsume.ActionCondition T2 yes conditional core.pbo::4_World\classes\useractionscomponent\actions\continuous\actionconsume.c:3
ActionConsumeSingle.ActionCondition T2 yes conditional core.pbo::4_World\classes\useractionscomponent\actions\singleuse\actionconsumesingle.c:3
ActionDrinkPondContinuous.ActionCondition T2 yes conditional core.pbo::4_World\classes\useractionscomponent\actions\continuous\actiondrinkpondcontinuous.c:3
ActionDrinkWellContinuous.ActionCondition T2 yes conditional core.pbo::4_World\classes\useractionscomponent\actions\continuous\actiondrinkwellcontinuous.c:3
ActionEatCan.ActionCondition T2 yes conditional core.pbo::4_World\classes\useractionscomponent\actions\continuous\actioneatcan.c:3
ActionEatFruit.ActionCondition T2 yes conditional core.pbo::4_World\classes\useractionscomponent\actions\continuous\actioneatfruit.c:3
ActionFillBottleBase.ActionCondition T2 yes conditional core.pbo::4_World\classes\useractionscomponent\actions\continuous\actionfillbottlebase.c:3
ActionForceConsume.ActionCondition T2 yes conditional core.pbo::4_World\classes\useractionscomponent\actions\continuous\actionforceconsume.c:3
ActionForceConsumeSingle.ActionCondition T2 yes conditional core.pbo::4_World\classes\useractionscomponent\actions\singleuse\actionforceconsumesingle.c:3
ActionGiveBloodSelf.OnEndServer — yes ✓ core.pbo::4_World\classes\useractionscomponent\actions\continuous\medical\actiongivebloodself.c:3
ActionGiveBloodTarget.OnEndServer — yes ✓ core.pbo::4_World\classes\useractionscomponent\actions\continuous\medical\actiongivebloodtarget.c:3
ActionGiveSalineSelf.OnEndServer — yes ✓ core.pbo::4_World\classes\useractionscomponent\actions\continuous\medical\actiongivesalineself.c:3
ActionGiveSalineTarget.OnEndServer — yes ✓ core.pbo::4_World\classes\useractionscomponent\actions\continuous\medical\actiongivesalinetarget.c:3
ActionTestBloodSelf.OnFinishProgressServer — yes ✓ core.pbo::4_World\classes\useractionscomponent\actions\continuous\medical\actiontestbloodself.c:38
ActionTestBloodTarget.OnFinishProgressServer — yes ✓ core.pbo::4_World\classes\useractionscomponent\actions\continuous\medical\actiontestbloodtarget.c:3
BleedingSourcesManagerServer.ProcessHit — yes ✓ core.pbo::4_World\classes\bleedingsources\bleedingsourcesmanagerserver.c:3
EmoteManager.CanPlayEmote — yes ✓ core.pbo::4_World\classes\emotemanager.c:3
Epinephrine.OnApply — yes ✓ core.pbo::4_World\entities\itembase\gear\medical\epinephrine.c:3
FeverMdfr.ActivateCondition — yes conditional core.pbo::4_World\classes\playermodifiers\modifiers\conditions\fever.c:3
IngameHud.Init — yes ✓ core.pbo::5_Mission\gui\ingamehud.c:6
IngameHud.RefreshHudVisibility — yes ✓ core.pbo::5_Mission\gui\ingamehud.c:16
IngameHud.SetTiredness — yes ✗ none core.pbo::5_Mission\gui\ingamehud.c:28
IngameHud.ShowVehicleInfo — yes ✓ core.pbo::5_Mission\gui\ingamehud.c:38
IngameHud.HideVehicleInfo — yes ✓ core.pbo::5_Mission\gui\ingamehud.c:45
IngameHud.UpdateTirednessVisibility — yes ✗ none core.pbo::5_Mission\gui\ingamehud.c:52
MissionServer.OnInit T3 yes ✓ core.pbo::5_Mission\mission\missionserver.c:3
ModifiersManager.Init — yes ✓ core.pbo::4_World\classes\playermodifiers\modifiersmanager.c:11
PlayerBase.Init — yes ✓ core.pbo::4_World\entities\manbase\playerbase.c:507
PlayerBase.OnPlayerLoaded — yes ✓ core.pbo::4_World\entities\manbase\playerbase.c:525
PlayerBase.OnVariablesSynchronized T2 yes ✓ core.pbo::4_World\entities\manbase\playerbase.c:585
PlayerBase.OnScheduledTick T1 yes ✓ core.pbo::4_World\entities\manbase\playerbase.c:609
PlayerBase.Consume — yes ✓ core.pbo::4_World\entities\manbase\playerbase.c:738
PlayerBase.CommandHandler T1 yes ✓ core.pbo::4_World\entities\manbase\playerbase.c:756
PlayerBase.EEHitBy T2 yes ✓ core.pbo::4_World\entities\manbase\playerbase.c:811
PlayerBase.OnRPC T2 yes ✓ core.pbo::4_World\entities\manbase\playerbase.c:838
PlayerBase.EEItemAttached T2 yes ✓ core.pbo::4_World\entities\manbase\playerbase.c:871
PlayerBase.EEItemDetached T2 yes ✓ core.pbo::4_World\entities\manbase\playerbase.c:911
PlayerBase.OnAttachmentRuined — yes ✓ core.pbo::4_World\entities\manbase\playerbase.c:934
PlayerBase.OnUnconsciousStop — yes ✓ core.pbo::4_World\entities\manbase\playerbase.c:988
PlayerBase.SpawnShockEffect — yes ✓ core.pbo::4_World\entities\manbase\playerbase.c:997
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
PlayerBase.OnScheduledTickT1 3000.0measured0.0744
PlayerBase.CommandHandlerT1 3000.0measured0.0744
PlayerBase.EEItemAttachedT2 130.0measured0.0032
PlayerBase.EEItemDetachedT2 130.0measured0.0032
ActionConsume.ActionConditionT2 8.0placeholder0.0002
ActionDrinkPondContinuous.ActionConditionT2 8.0placeholder0.0002
ActionDrinkWellContinuous.ActionConditionT2 8.0placeholder0.0002
ActionEatCan.ActionConditionT2 8.0placeholder0.0002
ActionEatFruit.ActionConditionT2 8.0placeholder0.0002
ActionFillBottleBase.ActionConditionT2 8.0placeholder0.0002
ActionForceConsume.ActionConditionT2 8.0placeholder0.0002
ActionConsumeSingle.ActionConditionT2 8.0placeholder0.0002
ActionForceConsumeSingle.ActionConditionT2 8.0placeholder0.0002
PlayerBase.OnVariablesSynchronizedT2 8.0placeholder0.0002
PlayerBase.EEHitByT2 8.0placeholder0.0002
PlayerBase.OnRPCT2 8.0placeholder0.0002
MissionServer.OnInitT3 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.

0_core_preload.pbo

  • MedicalAttention_Core_Preload requiredVersion 0.1 — no requiredAddons

core.pbo

  • MedicalAttention_Core requiredVersion 0.1 — requires MedicalAttention_DepHelper

data.pbo

  • MedicalAttention_Data requiredVersion 0.1 — no requiredAddons
  • MAYawnSounds requiredVersion 0.1 — requires DZ_Sounds_Effects

census 1.1 · findings 1.1 · hash d1932ed6af277485