MiniMap
MiniMap This Mod enables a MiniMap in the top right of your screen. It should work for all maps after the 1.20 update, If you find a map that isn't supported please leave me a comment or join my discord! Features: Ability to toggle ON/OFF with configurable keybinding (Default is \ ) Supports all maps Map updates as player moves Donations Donations are greatly appreciated, all donations will go towards further… (more)
MiniMap This Mod enables a MiniMap in the top right of your screen. It should work for all maps after the 1.20 update, If you find a map that isn't supported please leave me a comment or join my discord! Features: Ability to toggle ON/OFF with configurable keybinding (Default is \ ) Supports all maps Map updates as player moves Donations Donations are greatly appreciated, all donations will go towards further development. PayPal Community made mods: MiniMap Zoomed Out While In Vehicles MiniMap Gps Requirement Mod Discord: If you need help or have any questions please join my Discord. m0e.dev Workshop Discord Credits: TH, Rauuuuul from DayZ Modders Steve aka Salutesh from the Expansion Mod Team for letting me use part of there code Special Credits: Thanks to the Expansion Mod Team for letting me use there code base of there GPS Map Thanks to Wilma Fingerdoo for the GPS and Zoom mod Copyright 2022. This item is not authorized for posting on Steam, except under the Steam account named m0edev unless you have written permission from m0edev
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.
0.014% of each server frame at 100 players (0.140 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; 40 others share it. Ranked list.
Repeating timers carry 100% of this mod's structural load. 0.140 ms/s in all.
1 timer · 0.14 ms/s
| Repeating timersstay in the timer queue, which is walked every frame | 1 timer | 0.14 ms/s | 100% | every 200 ms |
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 2 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 |
|---|---|---|---|---|
MissionGameplay.OnUpdate |
T0 | yes | ✓ | DayZMiniMap.pbo::MiniMap\scripts\5_Mission\missionGameplay.c:3 |
PluginManager.Init |
— | yes | ✓ | DayZMiniMap.pbo::MiniMap\scripts\4_World\PluginManager.c:3 |
Dispatch surfaces and timers the grade prices
Repeating timers
| period (ms) | residency ms/s | firing ms/s | where |
|---|---|---|---|
| 200 | 0.1400 | 0.000124 | DayZMiniMap.pbo::MiniMap\scripts\4_World\GUI\MapMenu.c:14 |
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.
DayZMiniMap.pbo
MiniMaprequiredVersion 0.1 — requiresDZ_Data
census 1.1 · findings 1.1 · hash 9e31cdf34ec26c38