Location Text
Lightweight client mod that adds a small notification when entering Towns and Villages Monetization: You are hereby given monetization approval under the conditions that you follow the DayZ Server Monetization agreement and have obtained permission from Bohemia. Read more here [www.bohemia.net]. Repacking: You are not permitted to repack any part of Location Text. We don't give permission to anyone to repack it. We… (more)
Lightweight client mod that adds a small notification when entering Towns and Villages Monetization: You are hereby given monetization approval under the conditions that you follow the DayZ Server Monetization agreement and have obtained permission from Bohemia. Read more here [www.bohemia.net]. Repacking: You are not permitted to repack any part of Location Text. We don't give permission to anyone to repack it. We won't approve your request to repack it. DON'T ASK Support: If you enjoy the work available in this mod, you can donate to my PayPal to help me continue working on projects like these. This item is not authorized for posting on Steam, except under the Steam account https://steamcommunity.com/id/InclementD or as a contributor if direct authorization is given by the author of this item.
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 10 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.
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 3 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.OnMissionStart |
T3 | yes | ✓ | Scripts.pbo::5_Mission\LocationText\MissionGameplay.c:14 |
MissionGameplay.OnMissionFinish |
T3 | yes | ✓ | Scripts.pbo::5_Mission\LocationText\MissionGameplay.c:21 |
PlayerBase.Init |
— | yes | ✓ | Scripts.pbo::4_World\LocationText\PlayerBase.c:6 |
Dispatch surfaces and timers the grade prices
Repeating timers
| period (ms) | residency ms/s | firing ms/s | where |
|---|---|---|---|
| 10000 | 0.1400 | 0.000002 | Scripts.pbo::5_Mission\LocationText\MissionGameplay.c:18 |
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.
LocationText.pbo
LocationText_SoundsrequiredVersion 0.1 — requiresDZ_Data
Scripts.pbo
LocationText_ScriptsrequiredVersion 0.1 — requiresDZ_Scripts,DF_Scripts
census 1.1 · findings 1.1 · hash 53e2fc228cfbbbb1