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
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% | 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.
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 |
|---|---|---|---|---|
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
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
ZombieBase.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.
SpawnerBubaku.pbo
SpawnerBubakurequiredVersion 0.1 — requiresDZ_Data,DZ_Scripts
census 1.1 · findings 1.1 · hash 188ba3fc8cf3a9f2