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RadZone

THIS MOD ADD RADIATION ZONE TO YOUR SERVER. PLAYER - CLOTHES - WEAPONS - TOOLS CAN GET RADIATION POINT ! FIXED RADZONE: -By default, the NWAF and NEAF are radzone, you will need a full NBC Set and a GasMask to survive in the zone. GasMask will need a filter in order to survive in it. If at some point, some parts of your suits are ruined or missing, you'll start to get radiation at some point. After getting the sick… (more)

THIS MOD ADD RADIATION ZONE TO YOUR SERVER. PLAYER - CLOTHES - WEAPONS - TOOLS CAN GET RADIATION POINT ! FIXED RADZONE: -By default, the NWAF and NEAF are radzone, you will need a full NBC Set and a GasMask to survive in the zone. GasMask will need a filter in order to survive in it. If at some point, some parts of your suits are ruined or missing, you'll start to get radiation at some point. After getting the sick notification, you'll start to loose blood, health ,vomit, having blur vision and finally die. The only thing that can save you is the radcure, inject it into yourself and you'll be slowly loosing some radiation point in your blood and after some time, you'll be cured. There is many way to survive in the RadZone: First of all, once you're in a radzone, you'll get a radiation logo next to the health logo in your dayz menu. If you've got the proper devices, numbers will appear on the top and at the bottom of the logo. =>Top number = Radiation level in player's blood =>Bottom number = Radiation level outside at player's position You can use: -A radiation blocker to prevent the big effect of the radiation sickness -A radiation cure to cure yourself after being sick of radiation sickness -A decontamination shower to decontaminate all items that you WEAR ( = the one in your inventory won't be irradied except you wear them at some point) =>The decontamination shower exist in two version : a static one (= to place one the map) - a dynamic one (= player can find the shower kit ingame and place it and then pack it with a wrench) =>In both case, to make the shower work, you'll need a canistergasoline full of water. Turn on the shower and particles and sound will appear ! -A decontamination spray to decontaminate one part at a time -Devices to mesure each differents types of radiation : OUTSIDE - INSIDE PLAYER'S BLOOD - ON ITEMS =>The geigercounter can be used to get the radiation value of OUTSIDE =>The geigercounter_Opal can be used to get radiation value of INSIDE PLAYER'S BLOOD & TARGET PLAYER =>The geigercounter_Sova can be used to get radiation value of ON ITEMS & ON TARGET PLAYER'S BODY =>The geigercounter_Osa can be used to get radiation value of OUTSIDE AND INSIDE PLAYER'S BLOOD CRATE'S SYSTEM -Inside those area, you will find some crate called "RadiationCase" that contain really good gear. By default, a crate spawn every hour randomly in each radiationZone of the server. Those crate are hidden inside buildings, bunkers, heli platform and back's dead military cars. You can set new crates positions inside the .json file. The loot system has been changed to a probability\chance system to allow attachment and weapons to spawn at the same time to be more efficient. Moreover, you can set different set of loot for each zone and each crate ! =>This Crate system is standalone and allow you to set drop zone outside of radiation area. Feel free to do it if you want ;) INSTRUCTIONS: After downloading the mod: make sure to deal with the types.xml (= add the new items to your types.xml) .You can set everything with the Json fils located in your \RadZone\RZConfig. There is a txt file called explanation.txt with explanation about the variables. -if something doesn't work, check inside the RadZone log located in \RadZone\RZLogs. =>CONFIG FILE CAN HELP YOU CONFIG ALMOST EVERYTHING ! PLANNED FEATURES -A RadiationNukeMission is currently under experimental version of the mod. It's not completely finish now but it works. Basically a plane will drop a nuke nomb in a city of your choosing and players will be able to clean some nukes waste after the explosions. A drop case will appear in the city if it has been clean completely. -A Truck transporting a nuke missile. Players will have to find access card, the nukelaptop and will be able to target a position in to mod in order to make the missile launch on the truck and go at the location chosen by the player. Then the area will be irradied after the explosion. (not in experimental yet) (Experimental version won't be public. Only supporters of the mods will get access to it. Once thoses features are finisihed, it will be added to the main mod ;) ) LINK OF THE NUKE MISSION:RadZoneExperimentalAddons Recommended mod: A nuclear plant was made by a modder on chernarus check his work: https://steamcommunity.com/sharedfiles/filedetails/?id=2296668701 DONATION -This mod has been coded with love for this game and represent 5 month of work. If you like my work and want more content, don't hesitate to donate, it's always motivating ;) LINK: Paypal Patreon PROMOTED SERVERS: (If you want to promote your server that is using the mod, contact me on discord) CONTACT BUG REPORT AND FEATURES REQUEST Here is the trello dedicated to the mod, you can reports bugs, propose features, fund features there. ] CREDITS I want to thank Morty, Dave and Chubby for helping me fixing bugs and providing me most of the models in the mod. Feel free to check their works: Morty:Morty's work Chubby:Chubby's work - Chubby's work Dave:Dave's work DO NOT ALLOW REPACK FOR THIS MOD. I DO NOT ALLOW ANY REWORK OR RE USE OF MY WORK WITHOUT MY CONSENT Pls report bugs or any issues you meet to improve the mod over time !

Workshop 2294323732 · mod updated 2025-09-28 · analyzed 2026-10-03 05:06 UTC · history · 71 script files

Mechanics Workshop tags, chosen by the author

Stall risks
1 pattern

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 84% of 328 scripted mods analyzed.

0.0361% of each server frame at 100 players (0.361 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 78% of this mod's structural load. 0.361 ms/s in all.

21%Per-player hooks · 21%
1 hook · 0.074 ms/s
Event hooks · 1.8%
3 hooks · 0.0066 ms/s
Lifecycle hooks · <0.1%
3 hooks · 0.000006 ms/s
78%Repeating timers · 78%
2 timers · 0.28 ms/s
Per-player hooksrun about 30 times a second for each player 1 hook 0.074 ms/s 21% PlayerBase.OnScheduledTick
Event hooksrun when something happens: an inventory move, a hit, an action 3 hooks 0.0066 ms/s 1.8% PlayerBase.EEItemAttached, PlayerBase.EEItemDetached, Wrench.SetActions
Lifecycle hooksrun when an entity is created, loaded or deleted 3 hooks 0.000006 ms/s <0.1% ItemBase.OnStoreLoad, ItemBase.OnStoreSave, MissionServer.InvokeOnConnect
Repeating timersstay in the timer queue, which is walked every frame 2 timers 0.28 ms/s 78% every 2 s, every 60 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.

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
SetActions on Wrench
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 22 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 ✓ RadZone.pbo::scripts\4_World\classes\Actions\ActionConstructor.c:3
ActionConstructor.RegisterActions — yes ✓ RadZone_Data.pbo::scripts\4_World\Actions\ActionConstructor.c:3
Hologram.ProjectionBasedOnParent — yes conditional RadZone.pbo::scripts\4_World\entities\Holograms.c:4
Hologram.PlaceEntity — yes conditional RadZone.pbo::scripts\4_World\entities\Holograms.c:14
Hologram.SetOnGround — yes ✗ none RadZone.pbo::scripts\4_World\entities\Holograms.c:22
Hologram.EvaluateCollision — yes conditional RadZone.pbo::scripts\4_World\entities\Holograms.c:46
IngameHud.Init — yes ✓ RadZone.pbo::scripts\5_Mission\GUI\Ingame_hud.c:5
IngameHud.RefreshHudVisibility — yes ✓ RadZone.pbo::scripts\5_Mission\GUI\Ingame_hud.c:27
ItemBase.InitItemVariables — yes ✓ RadZone.pbo::scripts\4_World\entities\ItemBase.c:56
ItemBase.OnStoreLoad T3 yes ✓ RadZone.pbo::scripts\4_World\entities\ItemBase.c:73
ItemBase.OnStoreSave T3 yes ✓ RadZone.pbo::scripts\4_World\entities\ItemBase.c:83
MissionServer.InvokeOnConnect T3 yes ✓ RadZone.pbo::scripts\5_Mission\MissionServer.c:12
ModifiersManager.Init — yes ✓ RadZone.pbo::scripts\4_World\classes\Playermodifiers\modifiersmanager.c:3
ModItemRegisterCallbacks.RegisterOneHanded — yes ✓ RadZone_Data.pbo::scripts\4_World\AnimRegistration.c:3
ModItemRegisterCallbacks.RegisterHeavy — yes ✓ RadZone_Data.pbo::scripts\4_World\AnimRegistration.c:9
PlayerBase.Init — yes ✓ RadZone.pbo::scripts\4_World\entities\ManBase\PlayerBase.c:38
PlayerBase.EEItemAttached T2 yes ✓ RadZone.pbo::scripts\4_World\entities\ManBase\PlayerBase.c:99
PlayerBase.EEItemDetached T2 yes ✓ RadZone.pbo::scripts\4_World\entities\ManBase\PlayerBase.c:113
PlayerBase.OnScheduledTick T1 yes ✓ RadZone.pbo::scripts\4_World\entities\ManBase\PlayerBase.c:170
PlayerBase.Init — yes ✓ RadZone_Data.pbo::scripts\4_World\AnimRegisterIK.c:4
PluginManager.Init — yes ✓ RadZone.pbo::scripts\4_World\plugins\PluginManager.c:3
Wrench.SetActions T2 yes ✓ RadZone.pbo::scripts\4_World\entities\Tools\Wrench.c:3
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
PlayerBase.OnScheduledTickT1 3000.0measured0.0744
PlayerBase.EEItemAttachedT2 130.0measured0.0032
PlayerBase.EEItemDetachedT2 130.0measured0.0032
Wrench.SetActionsT2 8.0placeholder0.0002
ItemBase.OnStoreLoadT3 0.1placeholder0.0000
ItemBase.OnStoreSaveT3 0.1placeholder0.0000
MissionServer.InvokeOnConnectT3 0.1placeholder0.0000

Repeating timers

period (ms)residency ms/sfiring ms/swhere
20000.1400 0.000012RadZone.pbo::scripts\4_World\classes\SystemRZHandler\Core\RZRadZoneClient.c:49
600000.1400 0.000000RadZone.pbo::scripts\4_World\classes\SystemRZHandler\Core\RZRadZoneClient.c:48

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.

RadZone.pbo

  • RadZone_Script requiredVersion 0.1 — requires DZ_Data, DZ_Characters_Headgear, DZ_Characters_Gloves, DZ_Characters_Masks, DZ_Characters_Tops, DZ_Characters_Pants, DZ_Characters_Shoes

RadZone_Data.pbo

  • RadZone_Data_Script requiredVersion 0.1 — requires DZ_Data
  • NukeLaptop requiredVersion 0.1 — requires DZ_Data, DZ_Gear_Containers
  • RZ_Sounds requiredVersion 0.1 — requires DZ_Data, DZ_Weapons_Firearms, DZ_Weapons_Ammunition, DZ_Weapons_Magazines
  • RadZone_NBC_Suit requiredVersion 0.1 — requires DZ_Characters

census 1.1 · findings 1.1 · hash 0d1741fce34ce1c6