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[DEPRECATED]

King of the Hill A ♥ for this Game This project came about because the old mod went private and I can't accept that! This mod is then available again for everyone! This mod is not supported anymore please use the KOTH mod from MDC The Link is here :https://steamcommunity.com/sharedfiles/filedetails/?id=2842791521&searchtext=KOTH License It is not allowed to repack or unpack the mod or upload it back to the Steam… (more)

King of the Hill A ♥ for this Game This project came about because the old mod went private and I can't accept that! This mod is then available again for everyone! This mod is not supported anymore please use the KOTH mod from MDC The Link is here :https://steamcommunity.com/sharedfiles/filedetails/?id=2842791521&searchtext=KOTH License It is not allowed to repack or unpack the mod or upload it back to the Steam workshop! You may use the mod on monitized servers as long as you don't violate the Bohemia License!

Workshop 2847502220 · mod updated 2022-09-11 · analyzed 2026-10-03 03:50 UTC · history · 24 script files

EconomyEquipmentMechanics 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 76% of 328 scripted mods analyzed.

0.0167% of each server frame at 100 players (0.167 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; 40 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
  • 33 mods
    0.00046 to 0.001 ms/s · grade A
  • 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
  • This mod
  • 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

Repeating timers carry 85% of this mod's structural load. 0.167 ms/s in all.

15%Every-frame hooks · 15%
1 hook · 0.025 ms/s
Event hooks · 0.1%
1 hook · 0.0002 ms/s
Lifecycle hooks · <0.1%
1 hook · 0.000002 ms/s
85%Repeating timers · 85%
1 timer · 0.14 ms/s
Every-frame hooksrun every server frame 1 hook 0.025 ms/s 15% MissionServer.OnUpdate
Event hooksrun when something happens: an inventory move, a hit, an action 1 hook 0.0002 ms/s 0.1% DayZPlayerImplement.OnRPC
Lifecycle hooksrun when an entity is created, loaded or deleted 1 hook 0.000002 ms/s <0.1% MissionServer.OnInit
Repeating timersstay in the timer queue, which is walked every frame 1 timer 0.14 ms/s 85% every 10 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.

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.

OnUpdate on MissionServer
every server frame
no I/O, timers or RPC
OnRPC on DayZPlayerImplement
per event
no I/O, timers or RPC
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 7 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
DayZPlayerImplement.OnRPC T2 yes ✓ KR_KingOfTheHill.pbo::scripts\4_World\entities\DayZPlayerImplement.c:3
MissionBase.CreateScriptedMenu — yes ✓ KR_KingOfTheHill.pbo::scripts\5_Mission\missionbase.c:3
MissionGameplay.OnUpdate T0 yes ✓ KR_KingOfTheHill.pbo::scripts\5_Mission\missiongameplay.c:4
MissionGameplay.OnMissionFinish T3 yes ✓ KR_KingOfTheHill.pbo::scripts\5_Mission\missiongameplay.c:16
MissionGameplay.OnKeyRelease — yes ✓ KR_KingOfTheHill.pbo::scripts\5_Mission\missiongameplay.c:23
MissionServer.OnInit T3 yes ✓ KR_KingOfTheHill.pbo::scripts\5_Mission\missionserver.c:3
MissionServer.OnUpdate T0 yes ✓ KR_KingOfTheHill.pbo::scripts\5_Mission\missionserver.c:16
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
MissionServer.OnUpdateT0 1000.0measured0.0248
DayZPlayerImplement.OnRPCT2 8.0placeholder0.0002
MissionServer.OnInitT3 0.1placeholder0.0000

Repeating timers

period (ms)residency ms/sfiring ms/swhere
100.1400 0.002480KR_KingOfTheHill.pbo::scripts\3_Game\GUI\KOTH_AdminMenu.c:116

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.

KR_KingOfTheHill.pbo

  • KR_KingOfTheHill requiredVersion 0.1 — requires DZ_Data

census 1.1 · findings 1.1 · hash 902479697a39b74c