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MoreGuns

MoreGuns Support channel for this mod: https://discord.gg/nPXHv9C MoreGuns is a well named mod that attempts to increase the armory of DayZ even further than it is now, while maintaining as high of a level of quality and polish as currently possible with the current modding support. Overtime MoreGuns will evolve into MoreDayZ as we branch out from guns to new optics, locations, vehicles, attachments, and as much new… (more)

MoreGuns Support channel for this mod: https://discord.gg/nPXHv9C MoreGuns is a well named mod that attempts to increase the armory of DayZ even further than it is now, while maintaining as high of a level of quality and polish as currently possible with the current modding support. Overtime MoreGuns will evolve into MoreDayZ as we branch out from guns to new optics, locations, vehicles, attachments, and as much new and fun content as possible, so keep your eyes peeled on the update changelogs. Currently, these are the additions MoreGuns brings to the game: SB PMII 25x Sniper Scope: A new scope with a very high magnification level. Defaults to 12x, can zoom up to 25x. Class name: SniperOptic AWM: A very iconic weapon, the AWM, a bolt action rifle fed from a 5 round magazine. Can take any rail mounted optic, and the new scope brought in by the mod. Class names: AWMreal and Mag_AWMreal_5Rnd Karabiner98k: Another iconic weapon. Takes PU scope. Class names: Kar98real M1A SOCOM 16: The M1A, a civilian variant of the M14. This one features a short barrel, and a small mount for traditional rail optics, however it is too short for a longer optic like the 25x. So it also has a mount you can add to allow you to affix the 25x sight. Comes with 10 and 20 round mags. Class names: M1A, M1A_RailAtt, Mag_M14_10Rnd, Mag_M14_20Rnd M14 M16A4: The M16A4, the latest and greatest widely used variant of the classic M16 rifle. Unfortunately the burst fire does not work, but I hope to maybe fix this someday, or hopefully the devs will add functioning burst fire to the game themselves. Class names: M16 Mk22 Mod 0: This is a very neat little gun, originally created for Navy SEALs to dispatch guards and guard dogs as quietly as possible. It features a very short suppressor with internals that where made of rubber and neaded to be replaced after a handful of shots. It also has a slide lock to prevent the slide from cycling and making sound there as well. Though currently, the slide lock and supressor are not in as I have not gotten those mechanics working yet, but soon enough they will be. The slide lock will be crafted with the gun to create one with a slide lock, and it will also be removable. The suppressors will only last for about 60 rounds before going to ruined. Class names: Mk22, Mag_Mk22_14Rnd MP7: The MP7 is an SMG firing new 4.6x30mm rounds, at an absurdly high firing rate. Currently only has 40 round mag, will have more eventually. Class names: MP7, Mag_MP7_40Rnd FN SCAR-L: The SCAR-L, has it's own 20 round mag, and also takes stanag mags and PMAGs. Class names: Scar, Mag_SCAR_20Rnd Stechkin Automatic Pistol: The Stechkin APS is an automatic pistol, with a 20 round mag. It can be affixed to a stock, or stored safely within the stock. The stock reduces the recoil substantially. Class names: StechkinAPS, Mag_APS_20Rnd, APS_Buttstock VityazSN (PP-19-01): This gun is basically a 9mm AK variant. It's neat feature is that it has both a traditional picatinny rail as well as the AK mounting system, so you can attach most optics to it! Class names: VityazSN, Mag_Vityaz_30Rnd KNOWN ISSUES: M1A: Bolt does not animate properly, only the charging handle does. This is temporarily intentional, because the way the M1A/M14 bolt works, is it isnt a direct translation back, the bolt actually rotates, then shifts downward. Due to the way custom guns are currently done in DayZ, I have to inherit off of other guns, and use their animations. So when the bolt is properly set up to animate, it inherits the animations from the SVD, which is a direct bolt translation backwards. This causes the bolt to clip through the reciever into your FPV, and looks *really* bad in my opinion. So for now the bolt has been deactivated. Very sad to do, but I had to pick the lessar of two evils. M16A4: Same folding optic issue as mentioned previously for the SCAR. Stechkin APS: The APS won't be using it's iconic cutaway mag that displays rounds because, again, DayZ doesnt have the animation sources to dynamically show bullets in the magazine depending on how many there is. So I feel as though it looks better with the mag it has that you cant see the bullets inside of, because in my opinion, having the mag always show empty, or always show full regardless of how many rounds are actually in it looks dumb. Again, when BI makes it possible to fix this, I absolutely will! Donations Anything I receive from donation will likely be put right back into mods we make as I am constantly looking for new assets, or at the very least will help me recoup the money I've spent so far on assets (As of writing this, I've spent a total of $330). Special Thanks! Thank you to Busiedbat306 for donating the costs of the Karabiner98k Thank you to SierraRSV for donating the costs of the M16A4! Terribly sorry that I couldn't get Burst working for now! And a MASSIVE thanks to WiiDevil from BWAF (Blue Waffle Attack Force, https://discord.gg/8bRqJcB check them out!) for being *very* generous. A lot of these guns wouldn't be in right now if it weren't for him!

Workshop 1665663702 · mod updated 2022-02-15 · analyzed 2026-10-03 09:55 UTC · history · 14 script files

EquipmentMechanicsProps 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 21% 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 99.8% of this mod's structural load. 0.000 ms/s in all.

99.8%Event hooks · 99.8%
2 hooks · 0.0004 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 2 hooks 0.0004 ms/s 99.8% PlayerBase.EEHitBy, Weapon_Base.CanReceiveAttachment

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.

CanReceiveAttachment on Weapon_Base
per event
no I/O, timers or RPC super() on some paths
EEHitBy 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
ACOGOptic.CanPutAsAttachment — yes conditional scripts.pbo::4_world\Attachments.c:40
AK_WoodHndgrd.CanPutAsAttachment — yes conditional scripts.pbo::4_world\Attachments.c:62
M1A_RailAtt.CanPutAsAttachment — yes conditional scripts.pbo::4_world\Attachments.c:73
M1A_RailAtt.CanDetachAttachment — yes ✗ none scripts.pbo::4_world\Attachments.c:81
M4_T3NRDSOptic.CanPutAsAttachment — yes conditional scripts.pbo::4_world\Attachments.c:51
M68Optic.CanPutAsAttachment — yes conditional scripts.pbo::4_world\Attachments.c:18
ModItemRegisterCallbacks.RegisterFireArms — yes ✓ scripts.pbo::4_world\Weapons\Animations.c:21
ModItemRegisterCallbacks.RegisterOneHanded — yes ✓ scripts.pbo::4_world\Weapons\Animations.c:32
PlayerBase.EEHitBy T2 yes ✓ scripts.pbo::4_world\Player\PlayerBase.c:3
ReflexOptic.CanPutAsAttachment — yes conditional scripts.pbo::4_world\Attachments.c:29
SniperOptic.CanPutAsAttachment — yes conditional scripts.pbo::4_world\Attachments.c:93
UniversalLight.CanPutAsAttachment — yes conditional scripts.pbo::4_world\UniversalLight.c:3
Weapon_Base.CanReceiveAttachment T2 yes conditional scripts.pbo::4_world\Attachments.c:3
WeaponManager.CanFire — yes conditional scripts.pbo::4_world\Dart\DartGun.c:57
WeaponManager.Fire — yes ✓ scripts.pbo::4_world\Dart\DartGun.c:66
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
Weapon_Base.CanReceiveAttachmentT2 8.0placeholder0.0002
PlayerBase.EEHitByT2 8.0placeholder0.0002

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.

AWM.pbo

  • MoreGuns_AWMold requiredVersion 0.1 — requires DZ_Weapons_Firearms
  • MoreGuns_AWM requiredVersion 0.1 — requires DZ_Weapons_Firearms, DZ_Data

Kar98.pbo

  • MoreGuns_Kar98Bayonet requiredVersion 0.1 — requires DZ_Weapons_Muzzles, DZ_Scripts
  • MoreGuns_Kar98old requiredVersion 0.1 — requires DZ_Weapons_Firearms
  • MoreGuns_Kar98 requiredVersion 0.1 — requires DZ_Weapons_Firearms

Kar98Scope.pbo

  • MoreGuns_Kar98ScopeOptic requiredVersion 0.1 — requires DZ_Weapons_Optics

Lasers.pbo

  • Moreguns_Lasers requiredVersion 0.1 — requires DZ_Data, DZ_Weapons_Melee
  • Moreguns_Lasers_Impacts requiredVersion 0.1 — requires DZ_Data, DZ_Weapons_Melee

M14.pbo

  • MoreGuns_M14 requiredVersion 0.1 — requires DZ_Weapons_Firearms

M16.pbo

  • MoreGuns_M16 requiredVersion 0.1 — requires DZ_Weapons_Firearms

M1A.pbo

  • MoreGuns_M1A requiredVersion 0.1 — requires DZ_Weapons_Firearms, DZ_Scripts

Mk22.pbo

  • MoreGuns_Mk22 requiredVersion 0.1 — requires DZ_Pistols

MoreGuns.pbo

  • MoreGuns_ForceUpdate requiredVersion 0.1 — no requiredAddons

Scope.pbo

  • MoreGunsScope requiredVersion 0.1 — requires DZ_Scripts

Stanagfix.pbo

  • BetterStanag60 requiredVersion 0.1 — requires DZ_Weapons_Magazines

Stetchkin.pbo

  • MoreGuns_StechkinAPS requiredVersion 0.1 — requires DZ_Pistols, DZ_Scripts

VityazSN.pbo

  • Misho_VityazSN requiredVersion 0.1 — requires DZ_Weapons_Firearms

mp7.pbo

  • MoreGuns_MP7 requiredVersion 0.1 — requires DZ_Weapons_Firearms_cz61

scar.pbo

  • scar requiredVersion 0.1 — requires DZ_Weapons_Firearms

scripts.pbo

  • MoreGunsScripts requiredVersion 0.1 — requires DZ_Scripts, JM_CF_Scripts

census 1.1 · findings 1.1 · hash 47e9d6a089abc520