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RaidSchedule - New and Improved

Restricts the ability to raid to configured times. The times and days can be configured through a server side config file. Below is an example config. You just need to add/remove days, start hour, start minute and duration of the raid. Start hour/minute is set using your local time and duration is set in minutes. This is a server side mod { "RaidDays": [ { "DayOfWeek": "Sunday", "StartHour": 0, "StartMinute": 0,… (more)

Restricts the ability to raid to configured times. The times and days can be configured through a server side config file. Below is an example config. You just need to add/remove days, start hour, start minute and duration of the raid. Start hour/minute is set using your local time and duration is set in minutes. This is a server side mod { "RaidDays": [ { "DayOfWeek": "Sunday", "StartHour": 0, "StartMinute": 0, "Duration": 240 }, { "DayOfWeek": "Friday", "StartHour": 20, "StartMinute": 0, "Duration": 240 }, { "DayOfWeek": "Saturday", "StartHour": 0, "StartMinute": 0, "Duration": 1440 } ] } Available compatibility addons: RA Base Building Raidschedule addon BaseBuildingPlus RaidScheduleAddon BreachingCharge RaidScheduleAddon Codelock RaidScheduleAddon Building Fortifications RaidScheduleAddon Rag_BaseBuilding Raidschedule addon MuchStuffPack Raidschedule addon Credits: Wardog for pretty much everything zmotan for the rework of the schedule configuration Any questions or problems feel free to ask on discord Discord Donations IMPORTANT NOTICE: - You are not allowed to repack or republish this mod on any platform including steam

Workshop 3010090417 · mod updated 2024-02-07 · analyzed 2026-10-03 08:38 UTC · history · 10 script files

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 27% of 328 scripted mods analyzed.

less than 0.001% of each server frame at 100 players (0.000 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; 25 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
  • This mod
  • 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
  • 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% of this mod's structural load. 0.000 ms/s in all.

99%Event hooks · 99%
2 hooks · 0.0004 ms/s
Lifecycle hooks · 1.0%
2 hooks · 0.000004 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 2 hooks 0.0004 ms/s 99% ActionDestroyCombinationLock.ActionCondition, ActionDestroyPart.ActionCondition
Lifecycle hooksrun when an entity is created, loaded or deleted 2 hooks 0.000004 ms/s 1.0% MissionServer.InvokeOnConnect, MissionServer.OnInit

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.

ActionCondition × 2 classes
per event
no I/O, timers or RPC

Other findings

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 8 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
ActionDestroyCombinationLock.ActionCondition T2 yes ✓ RaidSchedule.pbo::scripts\4_world\classes\useractionscomponent\actions\continuous\actiondestroycombinationlock.c:3
ActionDestroyPart.ActionCondition T2 yes ✓ RaidSchedule.pbo::scripts\4_world\classes\useractionscomponent\actions\continuous\actiondestroypart.c:3
Construction.CanDestroyPart — yes ✓ RaidSchedule.pbo::scripts\4_world\classes\basebuilding\construction.c:3
DayZGame.DeferredInit — yes ✓ RaidSchedule.pbo::scripts\3_game\dayzgame.c:3
Fence.EEOnDamageCalculated — yes ✗ none RaidSchedule.pbo::scripts\4_world\fnc.c:36
MissionServer.OnInit T3 yes ✓ RaidSchedule.pbo::scripts\5_mission\mission\missionserver.c:3
MissionServer.InvokeOnConnect T3 yes ✓ RaidSchedule.pbo::scripts\5_mission\mission\missionserver.c:9
Watchtower.EEOnDamageCalculated — yes ✗ none RaidSchedule.pbo::scripts\4_world\fnc.c:48
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
ActionDestroyCombinationLock.ActionConditionT2 8.0placeholder0.0002
ActionDestroyPart.ActionConditionT2 8.0placeholder0.0002
MissionServer.OnInitT3 0.1placeholder0.0000
MissionServer.InvokeOnConnectT3 0.1placeholder0.0000

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.

RaidSchedule.pbo

  • RaidSchedule_Scripts — requires JM_CF_Scripts

census 1.1 · findings 1.1 · hash 71045a2690ec1f14