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
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 (0.000 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; 25 others share it. Ranked list.
Event hooks carry 99% of this mod's structural load. 0.000 ms/s in all.
2 hooks · 0.0004 ms/s
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.
Other findings
Checks answered without super() · 2 · warning
- Fence.EEOnDamageCalculated returns its own answer without consulting super.EEOnDamageCalculated() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
RaidSchedule.pbo::scripts\4_world\fnc.c:36 - Watchtower.EEOnDamageCalculated returns its own answer without consulting super.EEOnDamageCalculated() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
RaidSchedule.pbo::scripts\4_world\fnc.c:48
- Fence.EEOnDamageCalculated returns its own answer without consulting super.EEOnDamageCalculated() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
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 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.
| method | surface | server | super() | 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
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
ActionDestroyCombinationLock.ActionCondition | T2 | 8.0 | placeholder | 0.0002 |
ActionDestroyPart.ActionCondition | T2 | 8.0 | placeholder | 0.0002 |
MissionServer.OnInit | T3 | 0.1 | placeholder | 0.0000 |
MissionServer.InvokeOnConnect | T3 | 0.1 | placeholder | 0.0000 |
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— requiresJM_CF_Scripts
census 1.1 · findings 1.1 · hash 71045a2690ec1f14