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.
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.
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.
Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 32 others share it. Ranked list.
Event hooks carry 99.8% of this mod's structural load. 0.001 ms/s in all.
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.
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 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.
| method | surface | server | super() | 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
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
AnimalBase.EEHitBy | T2 | 8.0 | placeholder | 0.0002 |
PlayerBase.EEHitBy | T2 | 8.0 | placeholder | 0.0002 |
PlayerBase.OnRPC | T2 | 8.0 | placeholder | 0.0002 |
ZombieBase.EEHitBy | T2 | 8.0 | placeholder | 0.0002 |
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 requiredAddonssfmplayer_HitMarker_Data— no requiredAddons
census 1.1 · findings 1.1 · hash aa3a8ce821dfd681