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GameLabs

Introduction The GameLabs plugin for DayZ allows your game server to interact with the CFTools Cloud GameAPI. It will automatically transmit relevant events as well as player and environment information. Additionally, it acts as a library for other mods to interact with CFTools Cloud components or core GameLabs data. To install GameLabs follow the "Installation" section. Requirements CFTools Cloud server… (more)

Introduction The GameLabs plugin for DayZ allows your game server to interact with the CFTools Cloud GameAPI. It will automatically transmit relevant events as well as player and environment information. Additionally, it acts as a library for other mods to interact with CFTools Cloud components or core GameLabs data. To install GameLabs follow the "Installation" section. Requirements CFTools Cloud server registration or Open GameLabs compatible API Server Server Id and API Key (Server, Manage, Settings, API Key) Installation Install/load this mod to you the target game server deployment. For the configuration, create a file called gamelabs.cfg in your profiles directory (Do not add any additional file extensions). Inside this file, put following JSON configuration: { "debugEnabled": 1, "connectionVerification": 0, "serverId": "Server-Id", "apiKey": "API-Key", "preventDynamicItemPopulation": 0, "chatSanitizeBattlEyeJoinLeave": 0, "chatSanitizeBattlEyePrefix": 0, "advancedChatInterface": 0, "lockServerOnStart": 0, "enableMetricsDump": 0, "reportingWebhookUrl": "", "reportingWebhookUrlType": "discord", "reportingEnabled": 0, "reportingElements": [ "deathScreen", "escapeMenu" ] } Replace the Server-Id and API-Key placeholders with your appropiate API information. The file must be saved in either ANSI or UTF-8 format, depending on your OS language settings. Full documentation available on GitHub Extended configuration connectionVerification GameLabs will automatically verify its access credentials and shut down the server if the API is unreachable or the credentials are invalid. To disable GameLabs shutting down your server for when the API is unreachable set connectionVerification to 0. When connection verification is disabled, we can and will not guarantee that GameLabs is functioning correctly. debugEnabled Enable or disable GameLabs's debug mode. If you encounter issues, it is recommend to enable debug mode and check the log output generated in profiles/@Logging. preventDynamicItemPopulation GameLabs automatically scans your game server for all available items. If your server has more than 50.000 unique items, this may lead to issues. We heavily discourge disabling this setting. Consult CFTools Cloud support if you think your setup requires this. serverId / apiKey These fields must contain your API credentials. You can find them under "Manage", "Settings", "API Key". Only the owner of any specific server may access them. These credentials are required in order for GameLabs to function and the server must be registered with CFTools Cloud before GameLabs can be used. chatSanitizeBattlEyeJoinLeave Sanitize chat from BattlEye join/leave messages. chatSanitizeBattlEyePrefix Remove BattlEye message prefix. advancedChatInterface Support for stylizing RCon messages or displaying them as notification. This may break other chat mods, so testing is recommended. lockServerOnStart This flag will cause the game server to become locked during startup. When enabled, a manual (or automated for example CFCloud Scheduler) unlock is required. Extended functionality DayZ Expansion GameLabs is able to transmit Side and Team chat for DayZ Expansion. GameLabs MUST be launched on the client side for Expansion chat support In-Game Reporting The in-game reporting module allows players to report other players. The report will be delivered via WebHook to an URL of your choosing. Reporting supports Discord WebHooks or non Discord formats for expanded details. Enabling the module requires `reportingEnabled` to be set to `1`. The display options can be overriden by modding the elements GameLabs has implemented. For base configuration, `reportingElements` allows you to customize in which situations reporting will be displayed. - `deathScreen` will render a report button when a player is killed (PVP kills only) - `escapeMenu` will render a report button when the player opens their menu via ESC GameLabs MUST be launched on the client side for reporting Message styling Requires "advancedChatInterface" to be enabled and GameLabs to be installed on both client and server. To send stylized RCon messages you prefix the specific messages the following way: - |>N (Sending a notification) - |>C(HEX) (Sending a colorized message) - |>X(duration)|(icon)|(title)|(text) (Sending a customizable notification, empty fields use defaults) Full examples for RCon messages: "|>NThis is a notification" "|>C37ff00This message will appear green” "|>X10||Announcement|Server restart in 5 minutes" Messages stylized this way, will not have any prefix. Chat styling is not compatible with every chat mod. Logging GameLabs has an integrated and custom logger. The log files will be generated inside a @Logging directory, which is being located in the configured profiles directory. Managing User Consent Depending on your region, you might require a “cookie consent” banner when using client performance metrics (gathering of client game FPS for server metrics, etc.). You can enable this by adding: #define GAMELABSCLIENTCONSENT in any mod that is loaded before GameLabs on the client. Game server monetization The usage of GameLabs on monetized servers is allowed. The usage of GameLabs for commercial use is forbidden in compliance with the DayZ Tools EULA. Usage The usage of GameLabs is subject to the CFTools Cloud Terms of Use. Compatibility GameLabs is compatible with most modifications, however we do not guarantee explicit compatibility with any specific mod. Support No support will be provided via Steam or the Steam Workshop. For support you can join our Discord or open a ticket. Other branches For experimental and unstable features of GameLabs we provide following additional versions of GameLabs: - Experimental - Unstable - Pre-Release License GameLabs and its code is copyrighted content of © 2017 - 2026 CFTools™. All rights reserved. The usage on both client and server side falls under our EULA. For usage with third party Open GameLabs compatible API servers, contact the operator for licensing information. Links Site: cftools.com Support: app.cftools.cloud/support To install GameLabs follow the “Installation” section. Full documentation available on GitHub

Workshop 2464526692 · mod updated 2026-10-15 · analyzed 2026-10-15 11:30 UTC · history · 110 script files

Stall risks
1 pattern

Patterns that can stall a single frame regardless of the load figure — see below.

Compatibility
4 to review

4 chain breaks on base classes or persisted data. 8 more are whole-class replacements of specific classes.

Structural footprint 1.1
A
4 to review
Heavier than 78% of 328 scripted mods analyzed.

0.0244% of each server frame at 100 players (0.244 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 57% of this mod's structural load. 0.244 ms/s in all.

Every-frame hooks · 10%
1 hook · 0.025 ms/s
31%Per-player hooks · 31%
1 hook · 0.074 ms/s
Event hooks · 1.9%
8 hooks · 0.0046 ms/s
Lifecycle hooks · <0.1%
39 hooks · 0.000078 ms/s
57%Repeating timers · 57%
1 timer · 0.14 ms/s
Every-frame hooksrun every server frame 1 hook 0.025 ms/s 10% DayZGame.OnUpdate
Per-player hooksrun about 30 times a second for each player 1 hook 0.074 ms/s 31% PlayerBase.OnScheduledTick
Event hooksrun when something happens: an inventory move, a hit, an action 8 hooks 0.0046 ms/s 1.9% ItemBase.EEItemLocationChanged, AnimalBase.EEHitBy, BaseBuildingBase.EEHitBy and 5 more
Lifecycle hooksrun when an entity is created, loaded or deleted 39 hooks 0.000078 ms/s <0.1% BaseBuildingBase.EEDelete, BaseBuildingBase.EEOnAfterLoad, CombinationLock.EEDelete and 35 more
Repeating timersstay in the timer queue, which is walked every frame 1 timer 0.14 ms/s 57% every 30 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.

Chain breaks, by consequence

12 overrides that skip super(), ranked by how much they can affect. On any server a break replaces vanilla's behaviour on that method and silences every earlier-loaded mod hooking it.

Review
Base class · every BaseBuildingBase (5 vanilla subclasses)
BaseBuildingBase.GL_Delete

Vanilla's work on this method, and any earlier-loaded mod's, never runs for any BaseBuildingBase.

000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\ыТіХыо*мшїў.c:101
Review
Base class · every BaseBuildingBase (5 vanilla subclasses)
BaseBuildingBase.GL_GatherPersistentID

Vanilla's work on this method, and any earlier-loaded mod's, never runs for any BaseBuildingBase.

000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\ыТіХыо*мшїў.c:59
Review
Base class · every BaseBuildingBase (5 vanilla subclasses)
BaseBuildingBase.GL_Load

Vanilla's work on this method, and any earlier-loaded mod's, never runs for any BaseBuildingBase.

000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\ыТіХыо*мшїў.c:66
Review
Base class · every BaseBuildingBase (5 vanilla subclasses)
BaseBuildingBase.GL_Save

Vanilla's work on this method, and any earlier-loaded mod's, never runs for any BaseBuildingBase.

000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\ыТіХыо*мшїў.c:83
By design
2 leaf classes
2 classes replaced on 4 methods · 8 overrides

GL_Delete · GL_GatherPersistentID · GL_Load · GL_Save

Only these classes are affected. Matters only if another mod in your stack patches the same classes.

2 classesCombinationLock, DigitalCodeLock
8 locations000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\з?џнвѓњЬ.c:102
000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\з?џнвѓњЬ.c:58
000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\з?џнвѓњЬ.c:65
000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\з?џнвѓњЬ.c:82
000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\ирЭ*тѐ.c:114
000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\ирЭ*тѐ.c:70
000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\ирЭ*тѐ.c:77
000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\ирЭ*тѐ.c:94

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
OnUpdate on DayZGame
every server frame
no I/O, timers or RPC
EEItemLocationChanged on ItemBase
every inventory move
no I/O, timers or RPC
EEHitBy × 7 classes
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 101 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
ActionAttachToConstruction.OnExecuteServer — yes ✓ 000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\*йшнРѓЧй.c:4
ActionBandageSelf.OnEndServer — yes ✓ 000_Scripts.pbo::4_World\4_Hooking\Player\ѓкуцвп*д.c:2
ActionBandageTarget.OnEndServer — yes ✓ 000_Scripts.pbo::4_World\4_Hooking\Player\ѓкуцвп*д.c:10
ActionDrink.OnStartServer — yes ✓ 000_Scripts.pbo::4_World\4_Hooking\Player\б?ѐѕїТўчм.c:35
ActionDrink.OnEndServer — yes ✓ 000_Scripts.pbo::4_World\4_Hooking\Player\б?ѐѕїТўчм.c:41
ActionDrinkPondContinuous.OnEndServer — yes ✓ 000_Scripts.pbo::4_World\4_Hooking\Player\б?ѐѕїТўчм.c:63
ActionDrinkWellContinuous.OnEndServer — yes ✓ 000_Scripts.pbo::4_World\4_Hooking\Player\б?ѐѕїТўчм.c:71
ActionEatBig.OnStartServer — yes ✓ 000_Scripts.pbo::4_World\4_Hooking\Player\б?ѐѕїТўчм.c:2
ActionEatBig.OnEndServer — yes ✓ 000_Scripts.pbo::4_World\4_Hooking\Player\б?ѐѕїТўчм.c:12
ActionPin.OnEndServer — yes ✓ 000_Scripts.pbo::4_World\4_Hooking\Player\б*Те.c:2
AnalyticsManagerServer.OnEntityKilled — yes ✓ 000_Scripts.pbo::3_Game\3_Hooking\цуе*їѕХя.c:2
AnimalBase.EEHitBy T2 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\Core\ви*щРчџУ.c:31
BaseBuildingBase.EEOnAfterLoad T3 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\ыТіХыо*мшїў.c:43
BaseBuildingBase.EEDelete T3 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\ыТіХыо*мшїў.c:50
BaseBuildingBase.GL_GatherPersistentID — yes ✗ none 000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\ыТіХыо*мшїў.c:59
BaseBuildingBase.GL_Load — yes ✗ none 000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\ыТіХыо*мшїў.c:66
BaseBuildingBase.GL_Save — yes ✗ none 000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\ыТіХыо*мшїў.c:83
BaseBuildingBase.GL_Delete — yes ✗ none 000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\ыТіХыо*мшїў.c:101
BaseBuildingBase.EEHitBy T2 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\ыТіХыо*мшїў.c:129
BoatScript.EEHitBy T2 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\EntityTracking\рнђх?йЦч.c:40
BUISOptic.CanPutAsAttachment — yes conditional 000_Scripts.pbo::4_World\4_Custom\?йШј.c:2
CarScript.EEHitBy T2 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\EntityTracking\*кєбЭўюфљм.c:41
CombinationLock.LockServer — yes ✓ 000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\з?џнвѓњЬ.c:30
CombinationLock.UnlockOnServer — yes ✓ 000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\з?џнвѓњЬ.c:35
CombinationLock.EEOnAfterLoad T3 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\з?џнвѓњЬ.c:42
CombinationLock.EEDelete T3 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\з?џнвѓњЬ.c:49
CombinationLock.GL_GatherPersistentID — yes ✗ none 000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\з?џнвѓњЬ.c:58
CombinationLock.GL_Load — yes ✗ none 000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\з?џнвѓњЬ.c:65
CombinationLock.GL_Save — yes ✗ none 000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\з?џнвѓњЬ.c:82
CombinationLock.GL_Delete — yes ✗ none 000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\з?џнвѓњЬ.c:102
ContaminatedArea_Dynamic.EEInit T3 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\DynamicEvents\іЬайѐѓцРю?ѝ.c:4
ContaminatedArea_Dynamic.EEDelete T3 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\DynamicEvents\іЬайѐѓцРю?ѝ.c:11
DayZGame.DeferredInit — yes ✓ 000_Scripts.pbo::3_Game\3_Hooking\ыљ?уя.c:38
DayZGame.ConnectLaunch — yes conditional 000_Scripts.pbo::3_Game\3_Hooking\пј*цХ.c:9
DayZGame.TryConnect — yes conditional 000_Scripts.pbo::3_Game\3_Hooking\пј*цХ.c:26
DayZGame.OnUpdate T0 yes ✓ 000_Scripts.pbo::3_Game\3_Hooking\ыњ*ўшЪуц.c:36
DigitalCodeLock.SetLockState — yes ✓ 000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\ирЭ*тѐ.c:32
DigitalCodeLock.UnlockOnServer — yes ✓ 000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\ирЭ*тѐ.c:37
DigitalCodeLock.ResetPIN — yes ✓ 000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\ирЭ*тѐ.c:42
DigitalCodeLock.OnWorkStop — yes ✓ 000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\ирЭ*тѐ.c:47
DigitalCodeLock.EEOnAfterLoad T3 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\ирЭ*тѐ.c:54
DigitalCodeLock.EEDelete T3 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\ирЭ*тѐ.c:61
DigitalCodeLock.GL_GatherPersistentID — yes ✗ none 000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\ирЭ*тѐ.c:70
DigitalCodeLock.GL_Load — yes ✗ none 000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\ирЭ*тѐ.c:77
DigitalCodeLock.GL_Save — yes ✗ none 000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\ирЭ*тѐ.c:94
DigitalCodeLock.GL_Delete — yes ✗ none 000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\ирЭ*тѐ.c:114
ExpansionGlobalChatModule.AddChatMessage_Server — yes ✓ 000_Scripts.pbo::4_World\4_Ext\*йщк.c:18
FenceKit.OnPlacementComplete — yes ✓ 000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\џ?Рѐ.c:2
InGameMenu.Init — yes ✓ 000_Scripts.pbo::5_Mission\5_GUI\нФФуд*шмьпџ.c:6
InGameMenu.OnClick — yes conditional 000_Scripts.pbo::5_Mission\5_GUI\нФФуд*шмьпџ.c:26
ItemBase.EEOnAfterLoad T3 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\Core\?ђјжљоеь.c:17
ItemBase.EEItemLocationChanged T2 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\Core\?ђјжљоеь.c:55
Land_ContainerLocked_Blue_DE.EEInit T3 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\DynamicEvents\њаЭўп*ћЦШђ.c:4
Land_ContainerLocked_Blue_DE.EEDelete T3 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\DynamicEvents\њаЭўп*ћЦШђ.c:12
Land_ContainerLocked_Orange_DE.EEInit T3 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\DynamicEvents\њаЭўп*ћЦШђ.c:42
Land_ContainerLocked_Orange_DE.EEDelete T3 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\DynamicEvents\њаЭўп*ћЦШђ.c:50
Land_ContainerLocked_Red_DE.EEInit T3 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\DynamicEvents\њаЭўп*ћЦШђ.c:61
Land_ContainerLocked_Red_DE.EEDelete T3 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\DynamicEvents\њаЭўп*ћЦШђ.c:69
Land_ContainerLocked_Yellow_DE.EEInit T3 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\DynamicEvents\њаЭўп*ћЦШђ.c:23
Land_ContainerLocked_Yellow_DE.EEDelete T3 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\DynamicEvents\њаЭўп*ћЦШђ.c:31
Land_Mil_ContainerHabitat_Armory_Locked_Green_DE.EEInit T3 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\DynamicEvents\њаЭўп*ћЦШђ.c:80
Land_Mil_ContainerHabitat_Armory_Locked_Green_DE.EEDelete T3 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\DynamicEvents\њаЭўп*ћЦШђ.c:88
M4_CarryHandleOptic.CanPutAsAttachment — yes conditional 000_Scripts.pbo::4_World\4_Custom\?йШј.c:12
MissionGameplay.OnUpdate T0 yes ✓ 000_Scripts.pbo::5_Mission\љ?дѝФЦЩа.c:522
MissionGameplay.OnInit T3 yes ✓ 000_Scripts.pbo::5_Mission\љ?дѝФЦЩа.c:532
MissionGameplay.OnEvent — yes conditional 000_Scripts.pbo::5_Mission\љ?дѝФЦЩа.c:538
MissionServer.OnEvent — yes ✓ 000_Scripts.pbo::5_Mission\љ?дѝФЦЩа.c:20
MissionServer.InvokeOnConnect T3 yes ✓ 000_Scripts.pbo::5_Mission\љ?дѝФЦЩа.c:62
MissionServer.PlayerDisconnected T3 yes ✓ 000_Scripts.pbo::5_Mission\љ?дѝФЦЩа.c:104
MissionServer.OnMissionStart T3 yes ✓ 000_Scripts.pbo::5_Mission\љ?дѝФЦЩа.c:468
MissionServer.OnGameplayDataHandlerLoad — yes ✓ 000_Scripts.pbo::5_Mission\љ?дѝФЦЩа.c:474
MissionServer.OnInit T3 yes ✓ 000_Scripts.pbo::5_Mission\љ?дѝФЦЩа.c:480
ModItemRegisterCallbacks.RegisterFireArms — yes ✓ 000_Scripts.pbo::4_World\4_Custom\ж?нв.c:2
ModItemRegisterCallbacks.RegisterOneHanded — yes ✓ 000_Scripts.pbo::4_World\4_Custom\ж?нв.c:8
MotorbikeScript.EEHitBy T2 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\EntityTracking\яћ?ЫћШ.c:30
PlayerBase.OnScheduledTick T1 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\*жкндлѐњ.c:213
PlayerBase.OnVehicleSwitchSeat — yes ✓ 000_Scripts.pbo::4_World\4_Hooking\*жкндлѐњ.c:339
PlayerBase.EEKilled T3 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\*жкндлѐњ.c:530
PlayerBase.EEHitBy T2 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\*жкндлѐњ.c:546
PlayerBase.EEKilled T3 yes ✓ ZZZ_Z_Dependencies.pbo::4_World\!PlayerBase.c:2
PluginAdminLog.OnContinouousAction — yes ✓ 000_Scripts.pbo::4_World\4_Hooking\џЮыв*ё.c:2
PluginAdminLog.OnPlacementComplete — yes ✓ 000_Scripts.pbo::4_World\4_Hooking\џЮыв*ё.c:42
ScientificBriefcase.EEInit T3 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\DynamicEvents\ќ*гњмСъ.c:4
ScientificBriefcase.EEDelete T3 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\DynamicEvents\ќ*гњмСъ.c:14
ScientificBriefcase.Open — yes ✓ 000_Scripts.pbo::4_World\4_Hooking\DynamicEvents\ќ*гњмСъ.c:21
StaticObj_Wreck_Chinook.EEInit T3 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\DynamicEvents\нз?д.c:59
StaticObj_Wreck_Chinook.EEDelete T3 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\DynamicEvents\нз?д.c:66
StaticObj_Wreck_Mi24_TK.EEInit T3 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\DynamicEvents\нз?д.c:77
StaticObj_Wreck_Mi24_TK.EEDelete T3 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\DynamicEvents\нз?д.c:84
TerritoryFlagKit.OnPlacementComplete — yes ✓ 000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\юд?циЯвРђяЪ.c:2
WatchtowerKit.OnPlacementComplete — yes ✓ 000_Scripts.pbo::4_World\4_Hooking\BaseBuilding\љЬ*вн.c:2
Weapon_Base.EEFired — yes ✓ 000_Scripts.pbo::4_World\4_Hooking\Эџ?ігпь.c:239
Wreck_Mi8.EEInit T3 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\DynamicEvents\нз?д.c:22
Wreck_Mi8.EEDelete T3 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\DynamicEvents\нз?д.c:29
Wreck_Mi8_Crashed.EEInit T3 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\DynamicEvents\нз?д.c:40
Wreck_Mi8_Crashed.EEDelete T3 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\DynamicEvents\нз?д.c:47
Wreck_SantasSleigh.EEInit T3 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\DynamicEvents\нз?д.c:96
Wreck_SantasSleigh.EEDelete T3 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\DynamicEvents\нз?д.c:103
Wreck_UH1Y.EEInit T3 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\DynamicEvents\нз?д.c:4
Wreck_UH1Y.EEDelete T3 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\DynamicEvents\нз?д.c:11
ZombieBase.EEHitBy T2 yes ✓ 000_Scripts.pbo::4_World\4_Hooking\Core\*Рое.c:31
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
PlayerBase.OnScheduledTickT1 3000.0measured0.0744
DayZGame.OnUpdateT0 1000.0measured0.0248
ItemBase.EEItemLocationChangedT2 130.0measured0.0032
PlayerBase.EEHitByT2 8.0placeholder0.0002
BaseBuildingBase.EEHitByT2 8.0placeholder0.0002
AnimalBase.EEHitByT2 8.0placeholder0.0002
ZombieBase.EEHitByT2 8.0placeholder0.0002
BoatScript.EEHitByT2 8.0placeholder0.0002
CarScript.EEHitByT2 8.0placeholder0.0002
MotorbikeScript.EEHitByT2 8.0placeholder0.0002
PlayerBase.EEKilledT3 0.1placeholder0.0000
BaseBuildingBase.EEOnAfterLoadT3 0.1placeholder0.0000
BaseBuildingBase.EEDeleteT3 0.1placeholder0.0000
CombinationLock.EEOnAfterLoadT3 0.1placeholder0.0000
CombinationLock.EEDeleteT3 0.1placeholder0.0000
DigitalCodeLock.EEOnAfterLoadT3 0.1placeholder0.0000
DigitalCodeLock.EEDeleteT3 0.1placeholder0.0000
ItemBase.EEOnAfterLoadT3 0.1placeholder0.0000
Land_ContainerLocked_Blue_DE.EEInitT3 0.1placeholder0.0000
Land_ContainerLocked_Blue_DE.EEDeleteT3 0.1placeholder0.0000
Land_ContainerLocked_Yellow_DE.EEInitT3 0.1placeholder0.0000
Land_ContainerLocked_Yellow_DE.EEDeleteT3 0.1placeholder0.0000
Land_ContainerLocked_Orange_DE.EEInitT3 0.1placeholder0.0000
Land_ContainerLocked_Orange_DE.EEDeleteT3 0.1placeholder0.0000
Land_ContainerLocked_Red_DE.EEInitT3 0.1placeholder0.0000
Land_ContainerLocked_Red_DE.EEDeleteT3 0.1placeholder0.0000
Land_Mil_ContainerHabitat_Armory_Locked_Green_DE.EEInitT3 0.1placeholder0.0000
Land_Mil_ContainerHabitat_Armory_Locked_Green_DE.EEDeleteT3 0.1placeholder0.0000
ContaminatedArea_Dynamic.EEInitT3 0.1placeholder0.0000
ContaminatedArea_Dynamic.EEDeleteT3 0.1placeholder0.0000
Wreck_UH1Y.EEInitT3 0.1placeholder0.0000
Wreck_UH1Y.EEDeleteT3 0.1placeholder0.0000
Wreck_Mi8.EEInitT3 0.1placeholder0.0000
Wreck_Mi8.EEDeleteT3 0.1placeholder0.0000
Wreck_Mi8_Crashed.EEInitT3 0.1placeholder0.0000
Wreck_Mi8_Crashed.EEDeleteT3 0.1placeholder0.0000
StaticObj_Wreck_Chinook.EEInitT3 0.1placeholder0.0000
StaticObj_Wreck_Chinook.EEDeleteT3 0.1placeholder0.0000
StaticObj_Wreck_Mi24_TK.EEInitT3 0.1placeholder0.0000
StaticObj_Wreck_Mi24_TK.EEDeleteT3 0.1placeholder0.0000
Wreck_SantasSleigh.EEInitT3 0.1placeholder0.0000
Wreck_SantasSleigh.EEDeleteT3 0.1placeholder0.0000
ScientificBriefcase.EEInitT3 0.1placeholder0.0000
ScientificBriefcase.EEDeleteT3 0.1placeholder0.0000
MissionServer.InvokeOnConnectT3 0.1placeholder0.0000
MissionServer.PlayerDisconnectedT3 0.1placeholder0.0000
MissionServer.OnMissionStartT3 0.1placeholder0.0000
MissionServer.OnInitT3 0.1placeholder0.0000
PlayerBase.EEKilledT3 0.1placeholder0.0000

Repeating timers

period (ms)residency ms/sfiring ms/swhere
300000.1400 0.000001000_Scripts.pbo::5_Mission\љ?дѝФЦЩа.c:363

Includes 0.001 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.

000_Scripts.pbo

  • GameLabs_Scripts requiredVersion 0.1 —
    requires 13 addons DZ_Data, DZ_Characters, DZ_Characters_Tops, DZ_Characters_Heads, DZ_Characters_Headgear, DZ_Characters_Vests, DZ_Gear_Containers, DZ_Weapons_Firearms, DZ_Weapons_Magazines, DZ_Weapons_Firearms_M4, DZ_Weapons_Firearms_AKM, DZ_Weapons_Firearms_Scout, DZ_Weapons_Firearms_SaigaK
  • GameLabsDefine requiredVersion 0.1 — no requiredAddons

001_GUI.pbo

  • GameLabs_GUI requiredVersion 0.1 — requires DZ_Data

ZZZ_Z_Dependencies.pbo

  • Z_Dependencies requiredVersion 0.1 — requires DZ_Data, GameLabs_Scripts

census 1.1 · findings 1.1 · hash 15a2d2d545e2d332