[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!
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.
0.0167% of each server frame at 100 players (0.167 ms/s). Counts hook dispatch and timers only, not what the hooks do inside. Methodology.
Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 40 others share it. Ranked list.
Repeating timers carry 85% of this mod's structural load. 0.167 ms/s in all.
1 hook · 0.025 ms/s
1 hook · 0.0002 ms/s
1 hook · 0.000002 ms/s
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.
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 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.
| method | surface | server | super() | 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
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
MissionServer.OnUpdate | T0 | 1000.0 | measured | 0.0248 |
DayZPlayerImplement.OnRPC | T2 | 8.0 | placeholder | 0.0002 |
MissionServer.OnInit | T3 | 0.1 | placeholder | 0.0000 |
Repeating timers
| period (ms) | residency ms/s | firing ms/s | where |
|---|---|---|---|
| 10 | 0.1400 | 0.002480 | KR_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_KingOfTheHillrequiredVersion 0.1 — requiresDZ_Data
census 1.1 · findings 1.1 · hash 902479697a39b74c