SIX-DayZ-Auto-Run
Description 6IX Auto Run mod for DayZ Standalone does, well, exactly what it says it is. Its a simple one key-bind auto run mod to help save the pinkies of all the DayZ players. A lot of times modders sometimes overlook what is most basic but much needed. By default the key is set to ( + - On the keypad ). You can change this via your settings under Keyboard Controls under the New Division Studios Auto Run Mod… (more)
Description 6IX Auto Run mod for DayZ Standalone does, well, exactly what it says it is. Its a simple one key-bind auto run mod to help save the pinkies of all the DayZ players. A lot of times modders sometimes overlook what is most basic but much needed. By default the key is set to ( + - On the keypad ). You can change this via your settings under Keyboard Controls under the New Division Studios Auto Run Mod section. Change it to whatever key best suits you. Known Bugs Over the past few days Cleetus and myself have gone over each corner of the mod to ensure the mod runs as intended 100% of the time, even under the strange situations players put themselves in. However, there might be a thing to two we might of missed or overlooked. If you see anything that isn't in this list below, make sure to contact either myself or Cleetus so we can get to addressing that issue for the next update. - When opening your inventory while auto running you may not go into the walk state and instead just gild like your on ice. Server Owners Install The install process for this is real simple. Drag and drop the mod folder @SIX-Auto-Run into the root of your DayZ Server. Afterwards, include @SIX-Auto-Run into your -mods param in your startup method. Make sure to include this at the very end of the list. The key for this mod is located inside the @SIX-Auto-Run mod under "Keys". Move the .bisgn key into your "Keys" folder in the root of your DayZ Server. Keep in mind the mod does require CF to be installed too. Check the required addons on the right of the page to find a direct link to CF. Usage & Terms Just like any other mod author, I don't like my content being stolen or have others taking credit for it. So i have these terms in place to help remove that. - You may not Edit/Re-upload/Build upon my mod, if you do, you may not redistribute it in any manner without my permission. - You may not charge to use my mod in any manner without my permission. - Everyone is allowed to monetize their servers while running my mod unless otherwise stated. If you are in this list, you are NOT permitted to monetize your server with my mod. Not allowed to monetize : - Usonia Community ( Owner : Shu ) To view the license attached to this mod click here Thanks - Modern ( Trumps Wall ) - Schkout Schniper Laser - DjCtavia - SonicSiren - Chuck ( Trumps Wall ) - Wächter & Mac ( Trumps Wall )
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% | PlayerBase.OnRPC |
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.
Other findings
super() only on some paths · 1 · warning
- PlayerBase.OnRPC calls super.OnRPC() only on some paths — on the others the chain below this mod is dropped.
SIX_Autorun.pbo::Scripts\4_World\Entities\ManBase\PlayerBase.c:65
- PlayerBase.OnRPC calls super.OnRPC() only on some paths — on the others the chain below this mod is dropped.
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 3 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.OnUpdate |
T0 | yes | ✓ | SIX_Autorun.pbo::Scripts\5_Mission\Mission\missionGameplay.c:38 |
PlayerBase.Init |
— | yes | ✓ | SIX_Autorun.pbo::Scripts\4_World\Entities\ManBase\PlayerBase.c:25 |
PlayerBase.OnRPC |
T2 | yes | conditional | SIX_Autorun.pbo::Scripts\4_World\Entities\ManBase\PlayerBase.c:65 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
PlayerBase.OnRPC | 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.
SIX_Autorun.pbo
SIX_AutorunrequiredVersion 0.1 — requiresDZ_Scripts,DZ_Data,DZ_Weapons_Lights
census 1.1 · findings 1.1 · hash 4f3c1baf1f0313b5