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Hitmarker

https://discord.me/revguns Contact me on discord for repack. Hitmarker is a visual cue and audio that tells the player that they scored a hit and damaged an enemy. This mod is plug & play ready without further configs to go over. Usage & Terms This item is NOT authorized (strictly forbidden) for any of these conditions: - posting on Steam, except under the Steam account Sfmplayer ( 76561198015358284 ). - hosting on… (more)

https://discord.me/revguns Contact me on discord for repack. Hitmarker is a visual cue and audio that tells the player that they scored a hit and damaged an enemy. This mod is plug & play ready without further configs to go over. Usage & Terms This item is NOT authorized (strictly forbidden) for any of these conditions: - posting on Steam, except under the Steam account Sfmplayer ( 76561198015358284 ). - hosting on any download server other than Hitmarker current workshop download. - hosting on any launcher for distribution other than Hitmarker current workshop download. - to be packaged in any form other than Hitmarker current workshop download. - to create derivative works. PERMISSION IS NOT GRANTED FOR THIS MOD TO BE INCLUDED IN A "SERVER PACK" or "MOD PACK". Use a Collection if you want to include this mod on your server for your users. Monetization while using this mod is approved. Copyright 2022 Sfmplayer. Discord Sfmplayer#9751 https://discord.gg/dayzthefallenvi Donations https://www.paypal.com/paypalme/sfmplayer Much love to LieutenantMaster for making this happen.

Workshop 2903723881 · mod updated 2024-01-26 · analyzed 2026-10-03 08:49 UTC · history · 5 script files

Mechanics 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 34% 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 99.8% of this mod's structural load. 0.001 ms/s in all.

99.8%Event hooks · 99.8%
4 hooks · 0.00079 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 4 hooks 0.00079 ms/s 99.8% AnimalBase.EEHitBy, PlayerBase.EEHitBy, PlayerBase.OnRPC and 1 more

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.

EEHitBy × 3 classes
per event
no I/O, timers or RPC
OnRPC on PlayerBase
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 5 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
AnimalBase.EEHitBy T2 yes ✓ Hitmarker.pbo::Scripts\4_World\AnimalBase.c:12
IngameHud.Update — yes ✓ Hitmarker.pbo::Scripts\5_Mission\IngameHud.c:28
PlayerBase.EEHitBy T2 yes ✓ Hitmarker.pbo::Scripts\4_World\PlayerBase.c:15
PlayerBase.OnRPC T2 yes ✓ Hitmarker.pbo::Scripts\4_World\PlayerBase.c:45
ZombieBase.EEHitBy T2 yes ✓ Hitmarker.pbo::Scripts\4_World\ZombieBase.c:12
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
AnimalBase.EEHitByT2 8.0placeholder0.0002
PlayerBase.EEHitByT2 8.0placeholder0.0002
PlayerBase.OnRPCT2 8.0placeholder0.0002
ZombieBase.EEHitByT2 8.0placeholder0.0002

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.

Hitmarker.pbo

  • sfmplayer_HitMarker_Scripts — no requiredAddons
  • sfmplayer_HitMarker_Data — no requiredAddons

census 1.1 · findings 1.1 · hash aa3a8ce821dfd681