King of the Hill
THIS MOD WAS CREATED BY "THE HIDEOUT" AND "AUTONOMY" SERVERS AND IT IS NOW PRIVATE. IF YOU HAVE ANY QUESTIONS ABOUT ACCESS, PLEASE CONTACT MIILLZZ#2966[ THIS MOD IS 100% FREE King of The Hill This mod is a dynamic event that randomly spawns a flag for players to capture for reward. A notification is sent out to the server 5 minutes prior to the flag spawning to give the location that the KOTH will spawn. Players… (more)
THIS MOD WAS CREATED BY "THE HIDEOUT" AND "AUTONOMY" SERVERS AND IT IS NOW PRIVATE. IF YOU HAVE ANY QUESTIONS ABOUT ACCESS, PLEASE CONTACT MIILLZZ#2966[ THIS MOD IS 100% FREE King of The Hill This mod is a dynamic event that randomly spawns a flag for players to capture for reward. A notification is sent out to the server 5 minutes prior to the flag spawning to give the location that the KOTH will spawn. Players need to be in the zone for 15 minutes to capture the hill. Once players enter the zone, a bar will appear in the bottom right to indicate the progress needed to complete the capture while also displaying the total amount of players that are in the "Event Radius" (100m) of the flag. Players need to be within 20m of the flag to actually start capturing the zone. Once the progress bar is 100% full, a storage chest with configurable items will spawn. If you would like the King of The Hill to appear on the map, you must use BasicMap although this is not a dependency. You will still get a notification of the location regardless. Basic Map: Workshop: Basic Map Mod Install and Setup To install this mod, extract the mod folder to the root of your DayZ server. Add @KOTH to your mod line in your start parameters; lastly extract the key and place in the key folder. If you are using Omega, just add the mod using the interface. All of the values listed in the decryption are configurable and easy to setup, but do note; do not add magazines as an attachment to the weapons that spawn as it will bug the weapon. Add magazines as an "item" instead. https://pastebin.com/xcPgQn7d -- Default Config - Chernarus https://pastebin.com/iimjHDup -- Default Config - Livonia https://pastebin.com/3SWNZ1A5 -- Default Config - Deerisle https://pastebin.com/8JjzGHin -- Default Config - Namalsk https://pastebin.com/e1UwnTkY -- Config with Explanations If you have any questions or concerns, please leave a comment below. We do not give permission to unpack, repack, edit, or reupload our files unless explicit permission is granted by the owner. A DMCA notice will be issued if these terms are broken. If you have any questions, please email us at dayzthehideout@gmail.com.
No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.
Every server-visible override preserves its chain.
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.
Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 23 others share it. Ranked list.
Lifecycle hooks carry 81% of this mod's structural load. 0.000 ms/s in all.
1 hook · 0.000002 ms/s
| Lifecycle hooksrun when an entity is created, loaded or deleted | 1 hook | 0.000002 ms/s | 81% | 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.
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 4 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 |
|---|---|---|---|---|
IngameHud.RefreshHudVisibility |
— | yes | ✓ | KingOfTheHillCore.pbo::scripts\5_Mission\GUI\*ЦсщйтШЩ..c:4 |
MissionGameplay.OnMissionStart |
T3 | yes | ✓ | KingOfTheHillCore.pbo::scripts\5_Mission\mission\миз?зю..c:35 |
MissionGameplay.OnUpdate |
T0 | yes | ✓ | KingOfTheHillCore.pbo::scripts\5_Mission\mission\миз?зю..c:148 |
MissionServer.OnInit |
T3 | yes | ✓ | KingOfTheHillCore.pbo::scripts\5_Mission\mission\ц*РТгчЮф..c:5 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
MissionServer.OnInit | 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.
KingOfTheHillAssets.pbo
KingOfTheHillAssetsrequiredVersion 0.1 — no requiredAddons
census 1.1 · findings 1.1 · hash 24f3382dd86a9bf5