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CZ No-Fly Zones

Welcome to CZ No-Fly Zones! This is the first non-expansion DayZ No-Fly Zones mod! Configured to work with Red Falcon Flight System Heli's but it is not a dependancy (Untested with other helicopter mods). If players enter the pre-defined zones set by the admin in a banned vehicle, the vehicle will be disabled and fall from the sky! If players start the vehicle inside the defined zones, it will ruin the Wiring… (more)

Welcome to CZ No-Fly Zones! This is the first non-expansion DayZ No-Fly Zones mod! Configured to work with Red Falcon Flight System Heli's but it is not a dependancy (Untested with other helicopter mods). If players enter the pre-defined zones set by the admin in a banned vehicle, the vehicle will be disabled and fall from the sky! If players start the vehicle inside the defined zones, it will ruin the Wiring Harness of RFFS Heli's! Features: - Fully configurable zone locations. - Customizable warning radius for each zone. - Customizable notifications. - RFFS Heli's always explode on crashes (Including RF Mosquito mod by Red Falcon). - A bunch of configurable settings to play with. - Ability to exempt admins from no-fly zones. Installation: 1. Subscribe to the mod. 2. Copy the mod folder from your workshop directory to your server. 3. Copy the key to your server. 4. Add mod to your servers batch file. 5. Launch the game to generate config files. 6. Modify settings to your likings and reboot the server. How do I find my GUID for the admin exemption? 1. Install the mod 2. Join the Game 3. Open the log from the logs folder within the mod config. 4. The GUID for each player will be listed. (Do not use the steam ID, it will not work) Configuration Note: This mod requires config changes to work, it is not plug & play - although it is simple to setup. This mod will generate 2 configuration JSON files in your server's profiles folder, one will be to define zone locations, the other will control the global settings of the mod. The path the mod will create the config in is: profiles\CZ Mods\CZ No Fly Zones. Legal This mod is bound by DayZ License APL-ND, that means you cannot upload any derivatives to workshop including server packs or repacks. Attribution - You must attribute the material in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the material). Noncommercial - You may not use this material for any commercial purposes. Dayz Only - You may not convert or adapt this material to be used in other games than DAYZ. No Derivatives - If you remix, transform, or build upon the material, you may not distribute the modified material. If you like my mods, consider supporting at my Ko-Fi - you can find my Ko-Fi at ko-fi.com/BigWaterSurvivor] Don't ask to repack, the answer will be no! If you want to use this mod on your server pack, use a Steam Collection, that is why they exist! Need support or just have an idea? Join the discord at https://discord.gg/RprGNyKjc7

Workshop 3051379451 · mod updated 2023-12-13 · analyzed 2026-10-03 06:14 UTC · history · 17 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 68% of 328 scripted mods analyzed.

0.014% of each server frame at 100 players (0.140 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; 39 others share it. Ranked list.

10
20
30
40
  • 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
  • 33 mods
    0.00046 to 0.001 ms/s · grade A
  • 23 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
  • This mod
  • 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

Repeating timers carry 100% of this mod's structural load. 0.140 ms/s in all.

100%Repeating timers · 100%
1 timer · 0.14 ms/s
Repeating timersstay in the timer queue, which is walked every frame 1 timer 0.14 ms/s 100% every 1 s

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.

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 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.

methodsurfaceserversuper()where
PlayerBase.Init — yes ✓ CZ_NF_Zones.pbo::scripts\4_World\PlayerBase.c:5
Dispatch surfaces and timers the grade prices

Repeating timers

period (ms)residency ms/sfiring ms/swhere
10000.1400 0.000025CZ_NF_Zones.pbo::scripts\4_World\CZZoneModule\NFZoneHandler.c:55
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.

CZ_NF_Zones.pbo

  • CZ_NF_Zones_Script requiredVersion 0.1 — no requiredAddons

census 1.1 · findings 1.1 · hash d7d3bb3c72e82133