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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

Workshop 1739823745 · mod updated 2021-05-13 · analyzed 2026-10-03 08:32 UTC · history · 10 script files

Vehicle 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 10% 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.

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
  • This mod
  • 26 mods
    0.00022 to 0.00046 ms/s · grade A
  • 33 mods
    0.00046 to 0.001 ms/s · grade A
  • 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 99.8% of this mod's structural load. 0.000 ms/s in all.

99.8%Event hooks · 99.8%
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.

SetActions on Shovel
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 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.

methodsurfaceserversuper()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
surfacetierrate (Hz)rate sourcems/s
Shovel.SetActionsT2 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.

dbo_mustang.pbo

  • dbo_mustang requiredVersion 0.1 — requires DZ_Data, DZ_Scripts, DZ_Vehicles_Wheeled, DZ_Gear_Camping, dbo_Vehicles_Wheeled_sounds

wheeled_sounds.pbo

  • dbo_Vehicles_Wheeled_sounds requiredVersion 0.1 — requires DZ_Sounds_Effects

census 1.1 · findings 1.1 · hash 471c6085da3cbe01