DayZ-Expansion-Spawn-Selection
Features DayZ Expansion Spawn Selection add the ability to choose where you will spawn on the map and to let server owners to customise what gear the player will spawn with. This mod provide: - Death Marker while in the spawn selection menu - Spawn Selection - Spawn Cooldown - Configurable Gear - Configurable Outfit - Configurable Loadouts (sets of clothing/gear) if combined with DayZ-Expansion-BaseBuilding: -… (more)
Features DayZ Expansion Spawn Selection add the ability to choose where you will spawn on the map and to let server owners to customise what gear the player will spawn with. This mod provide: - Death Marker while in the spawn selection menu - Spawn Selection - Spawn Cooldown - Configurable Gear - Configurable Outfit - Configurable Loadouts (sets of clothing/gear) if combined with DayZ-Expansion-BaseBuilding: - Ability to spawn in your territory if combined with DayZ-Expansion-Navigation: - Ability to see the death marker in 3D and on your map Installation If you need help to install the mods or the mission files please follow this guide: https://steamcommunity.com/sharedfiles/filedetails/?id=2430317812 Feedback We're grateful to hear any feedback and suggestions from anyone, the best place to give it to us would be our Discord ( https://discord.gg/rMZuS4F ), please also join if you have any questions too! Copyright 2021 DayZ Expansion Mod Team. This item is not authorized for posting on Steam, except under the Steam account https://steamcommunity.com/id/dayzexpansion/
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.
0.0165% of each server frame at 100 players (0.165 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; 39 others share it. Ranked list.
Repeating timers carry 100% of this mod's structural load. 0.165 ms/s in all.
1 hook · 0.000002 ms/s
1 timer · 0.16 ms/s
| Lifecycle hooksrun when an entity is created, loaded or deleted | 1 hook | 0.000002 ms/s | <0.1% | AnalyticsManagerServer.OnPlayerConnect |
| Repeating timersstay in the timer queue, which is walked every frame | 1 timer | 0.16 ms/s | 100% | every 1 ms |
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.
Other findings
super() only on some paths · 3 · warning
- AnalyticsManagerServer.OnPlayerConnect calls super.OnPlayerConnect() only on some paths — on the others the chain below this mod is dropped.
0_spawnselection_preload.pbo::3_Game\Analytics\AnalyticsManagerServer.c:15 - MissionServer.EquipCharacter calls super.EquipCharacter() only on some paths — on the others the chain below this mod is dropped.
spawnselection_scripts.pbo::5_Mission\DayZExpansion_SpawnSelection\Mission\MissionServer.c:39 - PlayerBase.UpdatePlayerMeasures calls super.UpdatePlayerMeasures() only on some paths — on the others the chain below this mod is dropped.
spawnselection_scripts.pbo::4_World\DayZExpansion_SpawnSelection\Entities\ManBase\PlayerBase.c:17
- AnalyticsManagerServer.OnPlayerConnect calls super.OnPlayerConnect() only on some paths — on the others the chain below this mod is dropped.
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 |
|---|---|---|---|---|
AnalyticsManagerServer.OnPlayerConnect |
T3 | yes | conditional | 0_spawnselection_preload.pbo::3_Game\Analytics\AnalyticsManagerServer.c:15 |
DayZExpansion.OnLoaded |
— | yes | ✓ | spawnselection_scripts.pbo::5_Mission\DayZExpansion_SpawnSelection\DayZExpansion.c:33 |
DayZExpansion.OnFinish |
— | yes | ✓ | spawnselection_scripts.pbo::5_Mission\DayZExpansion_SpawnSelection\DayZExpansion.c:43 |
ExpansionSettings.Init |
— | yes | ✓ | spawnselection_scripts.pbo::3_Game\DayZExpansion_SpawnSelection\Settings\ExpansionSettings.c:17 |
MissionServer.EquipCharacter |
— | yes | conditional | spawnselection_scripts.pbo::5_Mission\DayZExpansion_SpawnSelection\Mission\MissionServer.c:39 |
PlayerBase.UpdatePlayerMeasures |
— | yes | conditional | spawnselection_scripts.pbo::4_World\DayZExpansion_SpawnSelection\Entities\ManBase\PlayerBase.c:17 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
AnalyticsManagerServer.OnPlayerConnect | T3 | 0.1 | placeholder | 0.0000 |
Repeating timers
| period (ms) | residency ms/s | firing ms/s | where |
|---|---|---|---|
| 1 | 0.1400 | 0.024800 | spawnselection_scripts.pbo::5_Mission\DayZExpansion_SpawnSelection\Classes\Modules\RespawnHandler\ExpansionRespawnHandlerModule.c:218 |
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.
0_spawnselection_preload.pbo
DayZExpansion_SpawnSelection_PreloadrequiredVersion 0.1 — no requiredAddons
languagecore_spawnselection.pbo
DayZExpansion_LanguageCore_SpawnSelectionrequiredVersion 0.1 — no requiredAddons
spawnselection_gui.pbo
DayZExpansion_SpawnSelection_GUIrequiredVersion 0.1 — requiresDayZExpansion_Core_GUI
spawnselection_scripts.pbo
DayZExpansion_SpawnSelection_ScriptsrequiredVersion 0.1 — requiresDayZExpansion_Core_Scripts
census 1.1 · findings 1.1 · hash 3bdf13babe83f14a