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SpawnerBubaku

Description This ServerSide mod adding Triggers to certain areas to allow spawn infected or whatever somewhere. Together with mod is shipped config for Namalsk map. This mod is original idea of WolfSkymoon. Now when someone enter the underground facility it will be not empty. Creative server admins can do a lot of funny things with this mod on their servers :-) Installation Mod is ServerSide only. You need add… (more)

Description This ServerSide mod adding Triggers to certain areas to allow spawn infected or whatever somewhere. Together with mod is shipped config for Namalsk map. This mod is original idea of WolfSkymoon. Now when someone enter the underground facility it will be not empty. Creative server admins can do a lot of funny things with this mod on their servers :-) Installation Mod is ServerSide only. You need add -servermod=@SpawnerBubaku to yours server startup parameters. Important Notice When mod first start, it will create under server profile folder new folder called SpawnerBubaku and default example json config file. Edit this file as you wish, dont forget validate it using json validator. AI will not work on mapped areas or over sea/water, mostly because missing navmesh or ai behaviour. Not a bug of this mod. Its normal vanilla behaviour of ai. How It works In config you can define some trigger areas. When player enter there, its triggered action which spawn infected on defined areas. Config is very descriptive dont worry. Just one word - Bubak is in czech language something like ghost or scary creature :-) loglevel 0-100 - higher number produce more verbose logging BubakLocations - list of locations name - name of locations wortkinghours - when should this trigger work (game time) triggerdependency - list of trigger names on which that trigger depends or can be empty triggerpos - position of trigger triggermins, triggermaxs - those two points define box shaped trigger, its relative to position of trigger triggerradius - when non zero is selected sphere shape of trigger - center is triggerpos triggercylradius, triggercylheight - when non zero and other are zero is selected cylinder shape for trigger - cylinder is defined by radius and height notificication - when not empty its show notification when trigger triggered - useful for debug notificationtime - time in seconds how long should be visible notification text above triggerdelay - time in seconds (cooldown) when can be trigger again triggered spawnerpos - list of positions for spawning spawnradius - you can define radius around spawn points to randomize little bubaknum - number of ai/items to be spawned onlyfilltobubaknum - only for ai - when reached this limit no more others ai will be spawned itemrandomdmg - only for items - when spawn items, they are random damaged not pristine bubaci - list of ai/items t be spawned bubakinventory - list of random loot of creatures spawned Further Info Mod was originally created for server Living off the Land Namalsk | PvE: 185.150.190.104:2902 You are allowed put this mod on yours server and this mod you can modify if you want. Just give at least some credits to creators. Thx nIkRon for explaining me basic Triggers :-) -Hunterz- Discord: https://discord.gg/49FvN7rRpF HunterzCZ#4660

Workshop 2482312670 · mod updated 2026-04-11 · analyzed 2026-10-03 05:55 UTC · history · 9 script files

EnvironmentMechanicsServer Workshop tags, chosen by the author

Stall risks
None found

No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.

Compatibility
Chain-safe

Every server-visible override preserves its chain.

Structural footprint 1.1
A
clean
Heavier than 0% of 328 scripted mods analyzed.

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.

Where this mod sits

Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 23 others share it. Ranked list.

20
40
60
  • This mod
  • 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
  • 26 mods
    0.22 to 0.46 ms/s · grade A
  • 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

Lifecycle hooks carry 81% of this mod's structural load. 0.000 ms/s in all.

81%Lifecycle hooks · 81%
1 hook · 0.000002 ms/s
Lifecycle hooksrun when an entity is created, loaded or deleted 1 hook 0.000002 ms/s 81% ZombieBase.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.

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 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.

methodsurfaceserversuper()where
PluginManager.Init — yes ✓ SpawnerBubaku.pbo::Scripts\4_World\PluginManager.c:4
ZombieBase.EEKilled T3 yes ✓ SpawnerBubaku.pbo::Scripts\4_World\ZombieBase.c:5
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
ZombieBase.EEKilledT3 0.1placeholder0.0000

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.

SpawnerBubaku.pbo

  • SpawnerBubaku requiredVersion 0.1 — requires DZ_Data, DZ_Scripts

census 1.1 · findings 1.1 · hash 188ba3fc8cf3a9f2