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Survivalists_FacePaints

Survivalists_FacePaints This mod is the first of many private mods that are being released publicly over time from The Survivalists Role Play Server. Paint your face like a pro with the paint stick of the apocalypse. There are a few things left to add but I wanted to release it for the masses. Only 50MB large with over 60 face paints! Features - 29 distinct camo patterns ranging from realistic to wierd - 1 Clown… (more)

Survivalists_FacePaints This mod is the first of many private mods that are being released publicly over time from The Survivalists Role Play Server. Paint your face like a pro with the paint stick of the apocalypse. There are a few things left to add but I wanted to release it for the masses. Only 50MB large with over 60 face paints! Features - 29 distinct camo patterns ranging from realistic to wierd - 1 Clown pattern for spooky faces - 31 country flags to bring out your inner hooligan - 1 Facial scar - Cycle through options with a single item to reduce clutter - Use a rag to wash off the paint when you are finished being pro - Cannot paint face while wearing sunglasses or a mask How To Use Suscribe to the mod and that is it!. The only item in this mod is SRP_FacePaintStick THIS MOD MODIFIES THE PLAYERBASE STORAGE SCHEMA; REQUIRES A FULL WIPE WHEN ADDING AND REMOVING THIS MOD. Modify damage per use in the server configuration file. $profile:\\Survivalists_FacePaint\\SRPFacePaintConfig.json Does this file not exist? Step 1. Inside your Profile folder make a new folder called Survivalists_FacePaint. Step 2. Go inside that new folder and create a new file called SRPFacePaintConfig.json. Step 3. Paste the below into the file and save. (Update 2.0 to whatever damage value you want) { "m_PaintStickDamagePerUse": 2.0 } Here is the types.xml contents <?xml version="1.0" encoding="UTF-8" standalone="yes"?> <types> <type name="SRP_FacePaintStick"> <nominal>15</nominal> <lifetime>14400</lifetime> <restock>1800</restock> <min>8</min> <quantmin>-1</quantmin> <quantmax>-1</quantmax> <cost>100</cost> <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0"/> <category name="tools"/> <usage name="Military"/> </type> </types> Scripting?? In PlayerBase I have a function as shown below, you can call this on the server (not client) to set the facepaint of the player. The index is a 0 based integer representing the camo -1 representing no camo applied. void SetFacePaint(int index); -1 No Paint 0 Bosnia 1 Bulgaria1 2 Bulgaria2 3 Clown1 4 Croatia 5 Czech1 6 Czech2 7 Desert 8 Digital 9 DigitalBlue 10 DragonScale 11 DragonScaleRed 12 France 13 Germany 14 Hungary1 15 Hungary2 16 Macedonia 17 Olive 18 Poland1 19 Poland2 20 Romania1 21 Romania2 22 Slovenia 23 UK 24 USA 25 Winter 26 Woodland 27 WoodlandGreen 28 WoodlandRed 29 Yugoslavia 30 FlagBrazil 31 FlagGermany 32 FlagItaly 33 FlagArgentina34 35 FlagFrance 36 FlagEngland 37 FlagSpain 38 FlagNetherlands 39 FlagUruguay 40 FlagSweden 41 FlagBelgium 42 FlagUkraine 43 FlagRussia 44 FlagSerbia 45 FlagMexico 46 FlagPoland 47 FlagHungary 48 FlagPortugal 49 FlagSwitzerland 50 FlagCzechia 51 FlagAustria 52 FlagChile 53 FlagCroatia 54 FlagDenmark 55 FlagParaguay 56 FlagColombia 57 FlagUSA 58 FlagRomania 59 FlagSouthKorea 60 FlagNigeria 61 FlagJapan 62 FlagScottland 63 ScarLeftEyeBear Special Thanks - Thank you to Ammo for verifying the approach and giving hints here and there to get this across the wire. Usage & Terms - You MAY NOT repack or publish this mod on any platform including Steam. - You MAY use this mod on monetized servers within the scope of Bohemia's Monetization Guidelines PERMISSION IS NOT GRANTED FOR THIS MOD TO BE INCLUDED IN A "SERVER PACK" OR "MOD PACK" Subscribe via the workshop, use a "Collection" or do not use the mod at all.

Workshop 2786677604 · mod updated 2023-08-31 · analyzed 2026-10-03 08:24 UTC · history · 14 script files

Character 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 32% of 328 scripted mods analyzed.

less than 0.001% of each server frame at 100 players (0.001 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; 32 others share it. Ranked list.

20
40
60
  • 24 mods
    0.0000022 to 0.0000046 ms/s · grade A
  • 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
  • This mod
  • 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

Event hooks carry 99% of this mod's structural load. 0.001 ms/s in all.

99%Event hooks · 99%
3 hooks · 0.00059 ms/s
Lifecycle hooks · 0.3%
1 hook · 0.000002 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 3 hooks 0.00059 ms/s 99% PlayerBase.OnRPC, PlayerBase.OnVariablesSynchronized, Rag.SetActions
Lifecycle hooksrun when an entity is created, loaded or deleted 1 hook 0.000002 ms/s 0.3% MissionServer.InvokeOnConnect

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.

Where this mod runs often

Hooks on per-frame and high-rate surfaces, with what their bodies call. Body work, not the hook itself, is what costs frame time.

OnRPC on PlayerBase
per event
no I/O, timers or RPC
OnVariablesSynchronized on PlayerBase
per event
no I/O, timers or RPC
SetActions on Rag
per event
no I/O, timers or RPC

Other findings

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 13 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
ActionConstructor.RegisterActions — yes ✓ Survivalists_FacePaints.pbo::scripts\4_world\modded_actionregisterbase.c:3
MissionBase.CreateScriptedMenu — yes conditional Survivalists_FacePaints.pbo::scripts\5_mission\modded_missionbase.c:3
MissionGameplay.OnUpdate T0 yes ✓ Survivalists_FacePaints.pbo::scripts\5_mission\modded_missiongameplay.c:3
MissionServer.InvokeOnConnect T3 yes ✓ Survivalists_FacePaints.pbo::scripts\5_mission\modded_missionserver.c:8
ModItemRegisterCallbacks.RegisterOneHanded — yes ✓ Survivalists_FacePaints.pbo::scripts\4_world\srp_moddeditemregistered.c:3
PlayerBase.Init — yes ✓ Survivalists_FacePaints.pbo::scripts\4_world\modded_playerbase.c:6
PlayerBase.OnVariablesSynchronized T2 yes ✓ Survivalists_FacePaints.pbo::scripts\4_world\modded_playerbase.c:12
PlayerBase.OnRPC T2 yes ✓ Survivalists_FacePaints.pbo::scripts\4_world\modded_playerbase.c:19
PlayerBase.OnStoreSaveLifespan — yes ✓ Survivalists_FacePaints.pbo::scripts\4_world\modded_playerbase.c:48
PlayerBase.OnStoreLoadLifespan — yes ✓ Survivalists_FacePaints.pbo::scripts\4_world\modded_playerbase.c:53
PluginLifespan.LoadFromCfg — yes ✓ Survivalists_FacePaints.pbo::scripts\4_world\modded_pluginlifespan.c:4
PluginLifespan.SetPlayerLifespanLevel — yes conditional Survivalists_FacePaints.pbo::scripts\4_world\modded_pluginlifespan.c:10
Rag.SetActions T2 yes ✓ Survivalists_FacePaints.pbo::scripts\4_world\srp_facepaintstick.c:35
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
PlayerBase.OnVariablesSynchronizedT2 8.0placeholder0.0002
PlayerBase.OnRPCT2 8.0placeholder0.0002
Rag.SetActionsT2 8.0placeholder0.0002
MissionServer.InvokeOnConnectT3 0.1placeholder0.0000

Includes 0.001 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.

Survivalists_FacePaints.pbo

  • Survivalists_FacePaints requiredVersion 0.1 — requires DZ_Data, DZ_Scripts, DZ_Gear_Consumables

census 1.1 · findings 1.1 · hash 32a1a25fbfe8d0f2