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IAT_FacePaints

ItsATreee Face Paints This mod is an enhancement on my first version of Survivalists_FacePaints . This version improves on menu scripting to allow for moddable options. The build process for this mod is also overhauled to allow new paints to be added quickly and without manual effort so expect to see improvements on existing paints and new paints & categories to show up over time. Only 60MB large with over 70 face… (more)

ItsATreee Face Paints This mod is an enhancement on my first version of Survivalists_FacePaints . This version improves on menu scripting to allow for moddable options. The build process for this mod is also overhauled to allow new paints to be added quickly and without manual effort so expect to see improvements on existing paints and new paints & categories to show up over time. Only 60MB large with over 70 face paints! Features - 29 distinct camo patterns ranging from realistic to wierd - 31 country flags to bring out your inner hooligan - 8 Tatoo or Full/Partial Face Mask - 8 Facial scars - Cycle through options with a single item to reduce clutter - Use a rag to wash off the paint when you are finished being pro - Cannot paint face while wearing sunglasses or a mask How To Use Suscribe to the mod and that is it!. The only item in this mod is IAT_FacePaintStick_Default. Modify damage per use in the server configuration file. $profile:\\ItsATreeMods\\FacePaintsConfig.json Does this file not exist? Step 1. Inside your Profile folder make a new folder called ItsATreeMods. Step 2. Go inside that new folder and create a new file called FacePaintsConfig.json. Step 3. Paste the below into the file and save. (Update 2.0 to whatever damage value you want) { "m_EnableEatGlowStickAction": 1, "m_PaintStickDamagePerUse": 2.0, "m_SavePlayerPaintsToDatabase": 0 // 0 means no saving, 1 means save to db } Here is the types.xml contents <?xml version="1.0" encoding="UTF-8" standalone="yes"?> <types> <type name="IAT_FacePaintStick_Default"> <nominal>15</nominal> <lifetime>14400</lifetime> <restock>1800</restock> <min>8</min> <quantmin>-1</quantmin> <quantmax>-1</quantmax> <cost>100</cost> <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0"/> <category name="tools"/> <usage name="Military"/> </type> </types> Why are my paints not staying after relogging or server restarts? By default this mod does not save anything to the server database, however, I have added a toggle in the json config to turn on this option. Note - Turning this feature on requires a wipe to remove the mod in the future. Scripting?? In PlayerBase I have a function as shown below, you can call this on the server (not client) to set the facepaint of the player. The category and paint index represent the mapping on PaintOptions. void SetFacePaint(int categoryIndex, int paintIndex); Special Thanks - Thank you to Ammo for verifying the approach and giving hints here and there to get this across the wire. Usage & Terms - You MAY NOT repack or publish this mod on any platform including Steam. - You MAY use this mod on monetized servers within the scope of Bohemia's Monetization Guidelines PERMISSION IS NOT GRANTED FOR THIS MOD TO BE INCLUDED IN A "SERVER PACK" OR "MOD PACK" Subscribe via the workshop, use a "Collection" or do not use the mod at all.

Workshop 3396378781 · mod updated 2026-04-08 · analyzed 2026-10-03 08:28 UTC · history · 21 script files

CharacterMechanics Workshop tags, chosen by the author

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 35% of 328 scripted mods analyzed.

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.

Where this mod sits

Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 32 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
  • This mod
  • 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
  • 40 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. 0.001 ms/s in all.

99%Event hooks · 99%
4 hooks · 0.00079 ms/s
Lifecycle hooks · 0.3%
1 hook · 0.000002 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 4 hooks 0.00079 ms/s 99% Chemlight_ColorBase.SetActions, PlayerBase.OnRPC, PlayerBase.OnVariablesSynchronized and 1 more
Lifecycle hooksrun when an entity is created, loaded or deleted 1 hook 0.000002 ms/s 0.3% MissionServer.OnClientReadyEvent

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.

SetActions × 2 classes
per event
no I/O, timers or RPC
OnRPC on PlayerBase
per event
no I/O, timers or RPC
OnVariablesSynchronized on PlayerBase
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 15 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
ActionConstructor.RegisterActions — yes ✓ iat_scripts.pbo::4_world\classes\useractionscomponent\modded_actionregisterbase.c:3
Chemlight_ColorBase.SetActions T2 yes ✓ iat_scripts.pbo::4_world\entities\itembase\gear\consumables\modded_chemlight.c:3
MissionBase.CreateScriptedMenu — yes conditional iat_scripts.pbo::5_mission\mission\modded_missionbase.c:3
MissionGameplay.OnUpdate T0 yes ✓ iat_scripts.pbo::5_mission\mission\modded_missiongameplay.c:3
MissionServer.OnClientReadyEvent T3 yes ✓ iat_scripts.pbo::5_mission\mission\modded_missionserver.c:9
ModItemRegisterCallbacks.RegisterOneHanded — yes ✓ iat_scripts.pbo::4_world\entities\manbase\dayzplayer\iat_moddeditemregistered.c:3
PlayerBase.Init — yes ✓ iat_scripts.pbo::4_world\entities\manbase\modded_playerbase.c:10
PlayerBase.OnVariablesSynchronized T2 yes ✓ iat_scripts.pbo::4_world\entities\manbase\modded_playerbase.c:18
PlayerBase.OnRPC T2 yes ✓ iat_scripts.pbo::4_world\entities\manbase\modded_playerbase.c:26
PlayerBase.OnStoreSaveLifespan — yes ✓ iat_scripts.pbo::4_world\entities\manbase\modded_playerbase.c:63
PlayerBase.OnStoreLoadLifespan — yes ✓ iat_scripts.pbo::4_world\entities\manbase\modded_playerbase.c:78
PlayerBase.CF_OnStoreSave — yes ✓ iat_scripts.pbo::4_world\entities\manbase\modded_playerbase.c:106
PlayerBase.CF_OnStoreLoad — yes ✓ iat_scripts.pbo::4_world\entities\manbase\modded_playerbase.c:123
PluginLifespan.SetPlayerLifespanLevel — yes conditional iat_scripts.pbo::4_world\plugins\pluginbase\modded_pluginlifespan.c:33
Rag.SetActions T2 yes ✓ iat_scripts.pbo::4_world\entities\itembase\modded_rag.c:3
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
Chemlight_ColorBase.SetActionsT2 8.0placeholder0.0002
Rag.SetActionsT2 8.0placeholder0.0002
PlayerBase.OnVariablesSynchronizedT2 8.0placeholder0.0002
PlayerBase.OnRPCT2 8.0placeholder0.0002
MissionServer.OnClientReadyEventT3 0.1placeholder0.0000

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.

iat_consumables.pbo

  • IAT_FacePaints_Consumables — requires DZ_Data, DZ_Scripts

iat_paints.pbo

  • IAT_FacePaints_Paints — requires DZ_Data, DZ_Scripts

iat_scripts.pbo

  • IAT_FacePaints_Scripts — requires DZ_Data, DZ_Scripts

census 1.1 · findings 1.1 · hash 18727ba52fc33f34