Sentinel Groups
Sentinel Groups - Alpha A lightweight, standalone group mod with native DayZ menus and a movable roster HUD. Create a named group and invite online players. Accept or decline invitations and see group members and online status. Move and scale the roster HUD; save preferences per server. Server-owned membership with persistent group storage. Install on both server and clients using -mod. Server owners must install… (more)
Sentinel Groups - Alpha A lightweight, standalone group mod with native DayZ menus and a movable roster HUD. Create a named group and invite online players. Accept or decline invitations and see group members and online status. Move and scale the roster HUD; save preferences per server. Server-owned membership with persistent group storage. Install on both server and clients using -mod. Server owners must install the included public key. Bind the Sentinel Groups actions in Controls; hotkeys ship unbound. No third-party framework is required. Early alpha Native server compilation and automated fixtures pass. Two-client gameplay and UI testing are still pending. Map/compass/overhead teammate markers, health display, administration controls and Enforcer events are not included yet.
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.
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.
Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 40 others share it. Ranked list.
Repeating timers carry 100% of this mod's structural load. 0.140 ms/s in all.
4 hooks · 0.000008 ms/s
1 timer · 0.14 ms/s
| Lifecycle hooksrun when an entity is created, loaded or deleted | 4 hooks | 0.000008 ms/s | <0.1% | MissionServer.OnClientDisconnectedEvent, MissionServer.OnClientReadyEvent, MissionServer.OnClientReconnectEvent and 1 more |
| Repeating timersstay in the timer queue, which is walked every frame | 1 timer | 0.14 ms/s | 100% | every 30 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.
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 |
|---|---|---|---|---|
MissionGameplay.OnInit |
T3 | yes | ✓ | sentinel_groups.pbo::scripts\5_Mission\SgMissionGameplay.c:14 |
MissionGameplay.OnMissionFinish |
T3 | yes | ✓ | sentinel_groups.pbo::scripts\5_Mission\SgMissionGameplay.c:30 |
MissionGameplay.OnKeyPress |
— | yes | ✓ | sentinel_groups.pbo::scripts\5_Mission\SgMissionGameplay.c:39 |
MissionGameplay.OnMouseButtonPress |
— | yes | ✓ | sentinel_groups.pbo::scripts\5_Mission\SgMissionGameplay.c:45 |
MissionServer.OnInit |
T3 | yes | ✓ | sentinel_groups.pbo::scripts\5_Mission\SgMissionServer.c:5 |
MissionServer.OnClientReadyEvent |
T3 | yes | ✓ | sentinel_groups.pbo::scripts\5_Mission\SgMissionServer.c:15 |
MissionServer.OnClientDisconnectedEvent |
T3 | yes | ✓ | sentinel_groups.pbo::scripts\5_Mission\SgMissionServer.c:21 |
MissionServer.OnClientReconnectEvent |
T3 | yes | ✓ | sentinel_groups.pbo::scripts\5_Mission\SgMissionServer.c:27 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
MissionServer.OnInit | T3 | 0.1 | placeholder | 0.0000 |
MissionServer.OnClientReadyEvent | T3 | 0.1 | placeholder | 0.0000 |
MissionServer.OnClientDisconnectedEvent | T3 | 0.1 | placeholder | 0.0000 |
MissionServer.OnClientReconnectEvent | T3 | 0.1 | placeholder | 0.0000 |
Repeating timers
| period (ms) | residency ms/s | firing ms/s | where |
|---|---|---|---|
| 30000 | 0.1400 | 0.000001 | sentinel_groups.pbo::scripts\5_Mission\client\SgNetClient.c:36 |
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.
sentinel_groups.pbo
SentinelGroupsrequiredVersion 0.1 — no requiredAddons
census 1.1 · findings 1.1 · hash 111d152ffe0f5cb4