Flying Birds!
**NEW** Added config to disable birds from spanwing over bodies.. allows you to use the bird objects as props thru out the map with out haveing them enabled on bodies. **NOTE** you will need to remove your current config for this to take effect. Now you can track your kill by checking the sky for birds flying over head of a dead body or animal! Birds will only hover around dead players or animals NOT inside of a… (more)
**NEW** Added config to disable birds from spanwing over bodies.. allows you to use the bird objects as props thru out the map with out haveing them enabled on bodies. **NOTE** you will need to remove your current config for this to take effect. Now you can track your kill by checking the sky for birds flying over head of a dead body or animal! Birds will only hover around dead players or animals NOT inside of a building OR too close to other birds. Birds will leave the area if the body is no longer present. You can now set a delay for creation and removal of birds for animals and players. Config is found in server Profile under FlyingBirds Delay = Seconds X 1000 = Delay in Mins. EXAMPLE Delay = 300,000 = 5 Mins. Object class names flyingbirds flyingbirds2 flyingbirds3 flyingbirds4 flyingbirds5 flyingbirds6 KNOWN ISSUES: Sometimes when victoms die at the same time, the same birds are created.. TODO: Add server config to adjust delay time before birds apear. Add more animated flapping birds. Add birds to forest that will be startled and fly upwards when a player or animal is near. Please report any issue you come across! This is still a WIP! Other Mods: NoMuffle -Removes muffled voice from helemts and gas masks JunkYardDog -Adds ability to salvage parts and fuel from wrecks, and fuel from active cars. VendingSearch -Adds ability to search vending machines for drinks GarbageSearch -Adds the ability to search trash cans and trash piles for generic loot. USAGE & TERMS: - You MAY NOT repack or publish this mod on any platform including Steam. PERMISSION IS NOT GRANTED FOR THIS MOD TO BE INCLUDED IN A "SERVER PACK" or "MOD PACK". ‘Collections’ are allowed. Copyright © 2021 Zedmag Please consider donating, Thank you!
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. Ranked list.
Lifecycle hooks carry 81% of this mod's structural load. 0.000 ms/s in all.
5 hooks · 0.00001 ms/s
| Lifecycle hooksrun when an entity is created, loaded or deleted | 5 hooks | 0.00001 ms/s | 81% | AnimalBase.EEDelete, AnimalBase.EEKilled, MissionServer.OnInit and 2 more |
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 6 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 |
|---|---|---|---|---|
ActionConstructor.RegisterActions |
— | yes | ✓ | Flying_Birds.pbo::scripts\4_World\ActionConstructor.c:4 |
AnimalBase.EEKilled |
T3 | yes | ✓ | Flying_Birds.pbo::scripts\4_World\modded_PlayerBase.c:185 |
AnimalBase.EEDelete |
T3 | yes | ✓ | Flying_Birds.pbo::scripts\4_World\modded_PlayerBase.c:208 |
MissionServer.OnInit |
T3 | yes | ✓ | Flying_Birds.pbo::scripts\5_Mission\modded_missionServer.c:3 |
SurvivorBase.EEKilled |
T3 | yes | ✓ | Flying_Birds.pbo::scripts\4_World\modded_PlayerBase.c:74 |
SurvivorBase.EEDelete |
T3 | yes | ✓ | Flying_Birds.pbo::scripts\4_World\modded_PlayerBase.c:98 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
MissionServer.OnInit | T3 | 0.1 | placeholder | 0.0000 |
SurvivorBase.EEKilled | T3 | 0.1 | placeholder | 0.0000 |
SurvivorBase.EEDelete | T3 | 0.1 | placeholder | 0.0000 |
AnimalBase.EEKilled | T3 | 0.1 | placeholder | 0.0000 |
AnimalBase.EEDelete | 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.
Flying_Birds.pbo
Flying_Birds— requiresDZ_Data
census 1.1 · findings 1.1 · hash 04d8941218c9297a