dbo_mustangs
*********** NO reuploads under any circumstances ************ First of all Massive credit to this one to the origianl maker Yury Uvarov RawR-Tech who ported into Arma 3 and did all the hard work and allowing me to Port the beast into DayZSa. The parts for spawning are in the read me of the download, ************UDPATE ******************* PLEASE NOTE : CLASS mustang ( the normal way its always been with no damage)… (more)
*********** NO reuploads under any circumstances ************ First of all Massive credit to this one to the origianl maker Yury Uvarov RawR-Tech who ported into Arma 3 and did all the hard work and allowing me to Port the beast into DayZSa. The parts for spawning are in the read me of the download, ************UDPATE ******************* PLEASE NOTE : CLASS mustang ( the normal way its always been with no damage) CLASS mustangD if you wish to spawn cars that damage please use this classs "mustangwheel","mustangwheel","mustangwheel","mustangwheel","mustangwheel","mustangDoors_Driver","mustangDoors_coDriver" ,"JerryCanRed","GreenOilCan","StorageBoxM", New winter wheels and spare wheel slot at rear of car class mustangwheelW ( new winter wheels ) pls use xml generator for addional spanw classes in discussion thread
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.
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.
Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 36 others share it. Ranked list.
Event hooks carry 99.8% of this mod's structural load. 0.000 ms/s in all.
1 hook · 0.0002 ms/s
| Event hooksrun when something happens: an inventory move, a hit, an action | 1 hook | 0.0002 ms/s | 99.8% | Shovel.SetActions |
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.
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 2 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 |
|---|---|---|---|---|
PlayerBase.Init |
— | yes | ✓ | dbo_mustang.pbo::scripts\4_world\entities\core\inherited\playerbase.c:3 |
Shovel.SetActions |
T2 | yes | ✓ | dbo_mustang.pbo::scripts\4_world\entities\ShovelM.c:3 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
Shovel.SetActions | T2 | 8.0 | placeholder | 0.0002 |
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.
dbo_mustang.pbo
dbo_mustangrequiredVersion 0.1 — requiresDZ_Data,DZ_Scripts,DZ_Vehicles_Wheeled,DZ_Gear_Camping,dbo_Vehicles_Wheeled_sounds
wheeled_sounds.pbo
dbo_Vehicles_Wheeled_soundsrequiredVersion 0.1 — requiresDZ_Sounds_Effects
census 1.1 · findings 1.1 · hash 471c6085da3cbe01