Tombstone Basic Map
This mod changes the function of player deaths, players bodies will be deleted and all items from those bodies will be moved to a small Tombstone, this includes items from hands. This tombstone is invulnerable and cannot be destroyed by other funtions but will auto delete 30 minutes (configurable) after the players death. The player will also get a marker on their map showing where they died (configurable). Adding… (more)
This mod changes the function of player deaths, players bodies will be deleted and all items from those bodies will be moved to a small Tombstone, this includes items from hands. This tombstone is invulnerable and cannot be destroyed by other funtions but will auto delete 30 minutes (configurable) after the players death. The player will also get a marker on their map showing where they died (configurable). Adding this mod will significantly help with server FPS as it removes the resource hogging player bodies and itself is also cleared up automatically without relying on the loot ecconomy. ---- THIS MOD REQUIRES INSTALLATION OF THE Basic Map ---- ---- THIS MOD REQUIRES INSTALLATION OF THE Community framework ---- ---- IT IS RECOMMENDED TO USE InventoryFix TO STOP ITEM LOSS ON RESTARTS ---- Configuration: In your launch parameters add: -mod=@CF;@VanillaPlusPlusMap;@Tombstone; (Or the folder names you use for these mods) In ServerDZ.cfg add: // The tombstone will be deleted after this amount of time unless there was a restart. TombstoneLifetime = 1800000; // 1000 = 1 second ----- 1800000 = 30 minutes. EnableDeathMarkers = 1; // 1 enables the map markers on death, 0 is disabled. In Types.xml add: <type name="Tombstone"> <lifetime>1800</lifetime> <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="1" deloot="0"/> </type> Feel free to report any issues to me :) --- IF YOU ARE USING VPP MAP AND WANT DEATH MARKERS USE THIS VERSION: Tombstone V++ Map --- --- IF YOU ARE MISSING ANY REQUIRED MODS TRY USING: Tombstone Vanilla --- -- Support on all of my mods can be found on discord at: https://discord.gg/2T33rgJNVC -- Usage & Terms - You are not permitted to unpack, repack, edit or reupload any files from this mod. - This item is not authorized for posting on Steam, except under the Steam account of DannyDoomno1 - Permissions is granted to use this mod for server monetization under the conditions that you follow the DayZ Server Monetization agreement and have obtained permission from Bohemia through Bohemia If you like my mods and wish to support me any donations are much appreciated!! --- Paypal.me/DannyDoomno1 ---
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% | DayZPlayerImplement.EEKilled |
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 |
|---|---|---|---|---|
BasicMapMenu.UpdateMarkers |
— | yes | ✓ | TombstoneBM.pbo::scripts\3_Game\GUI\SM_MapMenu.c:2 |
DayZPlayerImplement.EEKilled |
T3 | yes | ✓ | TombstoneBM.pbo::scripts\4_World\Entities\DayZPlayerImplement.c:3 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
DayZPlayerImplement.EEKilled | 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.
TombstoneBM.pbo
TombstoneBMrequiredVersion 0.1 — requiresDZ_Data,DZ_Structures_Specific
census 1.1 · findings 1.1 · hash ba8e6312d93aad0e