NoRelogHere
Description This server-side mod allow prevent player relog in certain parts of map. It especiallty done for Namalsk Lantia (default config). It solve situation when one player logged off in Lantia and waiting for friend which open portal again. This mod helping resolve this situation and teleport that player outside Lantia. Can be used in military areas too as some kind of punishment of players who relogging inside… (more)
Description This server-side mod allow prevent player relog in certain parts of map. It especiallty done for Namalsk Lantia (default config). It solve situation when one player logged off in Lantia and waiting for friend which open portal again. This mod helping resolve this situation and teleport that player outside Lantia. Can be used in military areas too as some kind of punishment of players who relogging inside those military areas. Installation When mod run first time, it will create default example config under profile folder/NoRelogHere. Json config is very simple and from example config you will very easy understand structure. Don't forget copy key to keys folder at server and run it as -servermod=@NoRelogHere. In config you can define area name, position of center, radius in meters and teleport locations where will be player moved after relog. Further Info Mod was originally created for the server Morava-Games.cz Morava Games but is universal and can be used on every maps. No repacks allowed. Don't ask. Repacking is cancer of DayZ community. Side note: Its absolutely pointless try repack serverside mod :-) You are allowed to look into mod for learning purposes or if you want know how it works. Discord: https://discord.gg/49FvN7rRpF Any feedback welcome! -Hunterz-
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.
No server-side script overrides. Counts hook dispatch and timers only, not what the hooks do inside. Methodology.
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 1 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 |
|---|---|---|---|---|
PlayerBase.OnConnect |
— | yes | ✓ | NoRelogHere.pbo::scripts\4_world\PlayerBase.c:3 |
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.
NoRelogHere.pbo
NoRelogHererequiredVersion 0.1 — requiresDZ_Data,DZ_Scripts
census 1.1 · findings 1.1 · hash 16ec3ecbfd8df224