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StaminaSettings

Allows you to set multipliers to stamina gain and drain constants of certain movements. You can also set multipliers for metabolic drain rates when walking, jogging and sprinting. This mod properly syncs the multipliers with the client, which fixes issues with the stamina bar jumping around and player animations glitching at low stamina. Installation Steps Run the server once with the mod installed, then go to your… (more)

Allows you to set multipliers to stamina gain and drain constants of certain movements. You can also set multipliers for metabolic drain rates when walking, jogging and sprinting. This mod properly syncs the multipliers with the client, which fixes issues with the stamina bar jumping around and player animations glitching at low stamina. Installation Steps Run the server once with the mod installed, then go to your server profile folder and change the StaminaSettings config as needed. Unlimited sprinting when max stamina is above a certain value m_StaminaWhenSprintDrains Your stamina will not drain from sprint when your max stamina(due to weight) is above this value. Stamina from all other actions will drain as usual. Setting to 100 is vanilla. Multiplier/Coefficient Explanation A multiplier or coefficient is a decimal number that is multiplied by the original DayZ constants. This allows you to always return to the default values by setting the multiplier to 1. Example If you want to reduce stamina drain when sprinting by 50% then you would set the multiplier to 0.5 Drain Multipliers Climb - m_StaminaDrainClimbMult Stamina drain when climbing over a large fence. (big vault) Crouched Sprint - m_StaminaDrainCrouchedSprintMult Stamina drain when sprinting while crouched. Swim Sprint - m_StaminaDrainFastSwimMult Stamina drain when swimming while holding down the sprint button. Jump - m_StaminaDrainJumpMult Stamina drain when you perform a regular jump. Ladder Sprint - m_StaminaDrainLadderFastMult Stamina drain when climbing a ladder Melee Evade(dodge) - m_StaminaDrainMeleeEvadeMult Stamina drain when you perform a dodge in melee combat. Melee Heavy - m_StaminaDrainMeleeHeavyMult Stamina drain when you perform a heavy melee swing(holding shift). Melee Light - m_StaminaDrainMeleeLightMult Stamina drain when you perform a light melee swing. Sprint - m_StaminaDrainSprintingMult Stamina drain while sprinting upright. Vault - m_StaminaDrainVaultMult Stamina drain when the player performs a small vault. Gain Multipliers Idle - m_StaminaGainIdleMult Stamina gained when the player is idle. Jog - m_StaminaGainJogMult Stamina gained when the player is jogging. Swim - m_StaminaGainSwimMult Stamina gained when the player is swimming. Walk - m_StaminaGainWalkMult Stamina gained when the player is walking. Threshold Multipliers A threshold basically defines how much stamina you need to perform an action.DO NOT MESS WITH THESE UNLESS YOU REALLY UNDERSTAND THEM Climb - m_StaminaThresholdClimbMult Stamina needed to climb over a wall(big vault). Hold Breath - m_StaminaThresholdHoldBreathMult Stamina needed to start holding your breath. Jump - m_StaminaThresholdJumpMult Stamina needed to jump. Melee Evade - m_StaminaThresholdMeleeEvadeMult Stamina needed to perform a melee evade. Melee Heavy - m_StaminaThresholdMeleeHeavyMult Stamina needed to perform a heavy melee swing. Sprint - m_StaminaThresholdSprintMult Stamina needed to start sprinting. Vault - m_StaminaThresholdVaultMult Stamina needed to vault. Weight Multipliers Weight Limit - m_StaminaThresholdWeightLimitMult A player's max stamina will start to be affected by their weight once they exceed this value. Stamina Penalty - m_StaminaKgPenaltyMult This is how much your max stamina gets reduced by your weight. Once you exceed the weight limit above, your max stamina will be reduced. Metabolic Multipliers Walk Energy Drain - m_MetabolicEnergyWalkMult Energy drain when player is walking. Jog Energy Drain - m_MetabolicEnergyJogMult Energy drain when player is jogging. Sprint Energy Drain - m_MetabolicEnergySprintMult Energy drain when player is sprinting. Walk Water Drain - m_MetabolicWaterWalkMult Water drain when player is walking. Jog Water Drain - m_MetabolicWaterJogMult Water drain when player is jogging. Sprint Water Drain - m_MetabolicWaterSprintMult Water drain when player is sprinting. Hold Breath Settings These values are strange and have unexpected outcomes. You will have to play with them to get them where you want it. Hold Breath Start - m_StaminaDrainHoldBreathStartMult Initial stamina drain when starting to hold breath. Hold Breath Faster - m_StaminaDrainHoldBreathFasterMult Stamina drain when drain becomes faster. Hold Breath - m_StaminaDrainHoldBreathMult Stamina drain while holding breath. Hold Breath Duration - m_StaminaHoldBreathDuration Time it takes for stamina drain to speed up while holding breath. Hold Breath Sway Stable - m_HoldBreathSwayTimeStable Time it takes to stabilize your aim when aiming down sights and holding breath. Hold Breath Sway Time - m_HoldBreathSwayTimeIn Time you have stable aim while holding breath.

Workshop 1707653948 · mod updated 2020-06-30 · analyzed 2026-10-03 05:09 UTC · history · 5 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
7 by design

7 chain breaks, all on specific classes the mod replaces wholesale — matters only if another mod patches the same classes.

Structural footprint 1.1
A
7 by design
Heavier than 18% 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; 36 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
  • This mod
  • 26 mods
    0.00022 to 0.00046 ms/s · grade A
  • 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% of this mod's structural load. 0.000 ms/s in all.

99%Event hooks · 99%
1 hook · 0.0002 ms/s
Lifecycle hooks · 1.0%
1 hook · 0.000002 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 1 hook 0.0002 ms/s 99% PlayerBase.OnRPC
Lifecycle hooksrun when an entity is created, loaded or deleted 1 hook 0.000002 ms/s 1.0% MissionServer.OnMissionStart

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.

Chain breaks, by consequence

7 overrides that skip super(), ranked by how much they can affect. On any server a break replaces vanilla's behaviour on that method and silences every earlier-loaded mod hooking it.

By design
Leaf class · StaminaHandler
StaminaHandler replaced on 7 methods · 7 overrides

DepleteStamina · RegisterStaminaConsumers · RegisterStaminaModifiers · StaminaProcessor_Ladder · StaminaProcessor_Move · StaminaProcessor_Swimming · Update

Only this class is affected. Matters only if another mod in your stack patches the same class.

1 classStaminaHandler
7 locationsStaminaSettings.pbo::scripts\4_World\Classes\StaminaHandler.c:450
StaminaSettings.pbo::scripts\4_World\Classes\StaminaHandler.c:423
StaminaSettings.pbo::scripts\4_World\Classes\StaminaHandler.c:436
StaminaSettings.pbo::scripts\4_World\Classes\StaminaHandler.c:397
StaminaSettings.pbo::scripts\4_World\Classes\StaminaHandler.c:318
StaminaSettings.pbo::scripts\4_World\Classes\StaminaHandler.c:371
StaminaSettings.pbo::scripts\4_World\Classes\StaminaHandler.c:215

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.

OnRPC on PlayerBase
per event
no I/O, timers or RPC
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 13 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
DayZPlayerImplementAiming.CalculateSwayMultiplier — yes ✗ none StaminaSettings.pbo::scripts\4_World\Entities\DayZPlayerImplementAiming.c:3
MiscGameplayFunctions.GetEnergyMetabolicSpeed — yes ✗ none StaminaSettings.pbo::scripts\4_World\Static\MiscGameplayFunctions.c:3
MiscGameplayFunctions.GetWaterMetabolicSpeed — yes ✗ none StaminaSettings.pbo::scripts\4_World\Static\MiscGameplayFunctions.c:34
MissionServer.OnMissionStart T3 yes ✓ StaminaSettings.pbo::scripts\5_Mission\mission\missionServer.c:3
PlayerBase.OnRPC T2 yes ✓ StaminaSettings.pbo::scripts\4_World\Entities\ManBase\PlayerBase.c:5
PlayerBase.OnPlayerLoaded — yes ✓ StaminaSettings.pbo::scripts\4_World\Entities\ManBase\PlayerBase.c:23
StaminaHandler.Update — yes ✗ none StaminaSettings.pbo::scripts\4_World\Classes\StaminaHandler.c:215
StaminaHandler.StaminaProcessor_Move — yes ✗ none StaminaSettings.pbo::scripts\4_World\Classes\StaminaHandler.c:318
StaminaHandler.StaminaProcessor_Swimming — yes ✗ none StaminaSettings.pbo::scripts\4_World\Classes\StaminaHandler.c:371
StaminaHandler.StaminaProcessor_Ladder — yes ✗ none StaminaSettings.pbo::scripts\4_World\Classes\StaminaHandler.c:397
StaminaHandler.RegisterStaminaConsumers — yes ✗ none StaminaSettings.pbo::scripts\4_World\Classes\StaminaHandler.c:423
StaminaHandler.RegisterStaminaModifiers — yes ✗ none StaminaSettings.pbo::scripts\4_World\Classes\StaminaHandler.c:436
StaminaHandler.DepleteStamina — yes ✗ none StaminaSettings.pbo::scripts\4_World\Classes\StaminaHandler.c:450
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
PlayerBase.OnRPCT2 8.0placeholder0.0002
MissionServer.OnMissionStartT3 0.1placeholder0.0000

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.

StaminaSettings.pbo

  • StaminaSettings requiredVersion 0.1 — requires DZ_Data, DZ_Scripts

census 1.1 · findings 1.1 · hash 1baf3b63c2354e56