CJ187-ToxicZoneAlarm
Have you ever been completely surprised by an artillery gas attack? Did you perhaps not see the red signal flare light up? Were you just in a house, at the trader or was it even at that moment still broad daylight? Well, now while the signal flare is lit, a very loud siren sounds to give everyone the opportunity to get away very quickly. Small Modification of dynamic contaminated areas. Compatible with every map.… (more)
Have you ever been completely surprised by an artillery gas attack? Did you perhaps not see the red signal flare light up? Were you just in a house, at the trader or was it even at that moment still broad daylight? Well, now while the signal flare is lit, a very loud siren sounds to give everyone the opportunity to get away very quickly. Small Modification of dynamic contaminated areas. Compatible with every map. DISCLAIMER VIDEO: The Gas Raid Event is modified for this Video. Artillery Strikes every 60 seconds, gas stay 60 seconds For suggestions or questions, please contact me in my Discord. No Repack requests! Dont ask! It will be nice, when you will support me for more free Mods in the Future.
No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.
1 chain break, all on specific classes the mod replaces wholesale — matters only if another mod patches the same classes.
No server-side script overrides. Counts hook dispatch and timers only, not what the hooks do inside. Methodology.
Chain breaks, by consequence
1 override 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.
PlayFlareVFX
Only this class is affected. Matters only if another mod in your stack patches the same class.
1 class
ContaminatedArea_Dynamic1 location
CJ187_ToxicZoneAlarm.pbo::scripts\4_world\ContaminatedArea_Dynamic.c:7Which 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 1 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 |
|---|---|---|---|---|
ContaminatedArea_Dynamic.PlayFlareVFX |
— | yes | ✗ none | CJ187_ToxicZoneAlarm.pbo::scripts\4_world\ContaminatedArea_Dynamic.c:7 |
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.
CJ187_ToxicZoneAlarm.pbo
CJ187_ToxicZoneAlarmrequiredVersion 0.1 — requiresDZ_Scripts,DZ_Data
census 1.1 · findings 1.1 · hash 4980f9ba9301c8a9