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IRP-Land-Rover-Defender-110

NOTE THAT COPYING OR UNPACKING/REPACKING OUR CONTENT IS STRICTLY PROHIBITED! IRP Land Rover Defender 110 Hello everyone, we here at ForsakenRP had this amazing piece done recently and thought it would be a shame to not allow others to enjoy it and have therefore decided to release this vehicle separate from our private mod pack. We hope you will enjoy it as much as we will! https://www.forsakenrp.com/ The new Land… (more)

NOTE THAT COPYING OR UNPACKING/REPACKING OUR CONTENT IS STRICTLY PROHIBITED! IRP Land Rover Defender 110 Hello everyone, we here at ForsakenRP had this amazing piece done recently and thought it would be a shame to not allow others to enjoy it and have therefore decided to release this vehicle separate from our private mod pack. We hope you will enjoy it as much as we will! https://www.forsakenrp.com/ The new Land Rover Defender will make travelling around the lands Chernarus feel like breeze and of course, with a big boot and the rooftop you will have plenty of extra space for when you are moving equipment. As with the real landrover the battery is attached on the driver seat. The Land Rover comes in 3 variants to fit everyone needs! Car Specifications & features: ● 4 colourer variants (Yellow, Green, Red and UN white) ● 600 Slots ● Spare tire slot available (rear) ● canister slot available (rear) ● 2X Barrel slot available (rooftop) ● Shovel slot available (rooftop) ● Camo Net slot available (rooftop) ● Chest slot available (rooftop) ● 4 seats (2 front, 2 rear seats) ● Working lights (headlights, rear, reverse, brake) ● Custom sound ● Working suspension Known issues: None currently, please report any below. Class names: Wheel: Defender110_koleso Door front left: Defender110_dver_1_1 Door front right:Defender110_dver_2_1 Door rear left: Defender110_dver_1_2 Door rear right:Defender110_dver_2_2 Hood: Defender110_kapot Trunk: Defender110_bagazhnik Car itself: CrSk_Land_Rover_Defender_110 For green, red or UN version add _Green, _UN or _Red at the end of door/hood/trunk/car class names Credits: A huge thank you for CrushingSkirmish for implementing the vehicle to DayZ and MaximMM1 for creating the 3D model! If you have any questions then reach out to Svenne on Discord: Svenne#4172

Workshop 1912237302 · mod updated 2021-01-09 · analyzed 2026-10-03 01:44 UTC · history · 5 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 44% of 328 scripted mods analyzed.

less than 0.001% of each server frame at 100 players (0.002 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; 21 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
  • 26 mods
    0.00022 to 0.00046 ms/s · grade A
  • 33 mods
    0.00046 to 0.001 ms/s · grade A
  • This mod
  • 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. 0.002 ms/s in all.

99.8%Event hooks · 99.8%
8 hooks · 0.0016 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 8 hooks 0.0016 ms/s 99.8% Barrel_ColorBase.SetActions, CanisterGasoline.SetActions, FirefighterAxe.SetActions and 5 more

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 × 8 classes
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 9 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
Barrel_ColorBase.SetActions T2 yes ✓ CrSk_Land_Rover_Defender_110.pbo::scripts\CrSk_Land_Rover_Defender_110\inventoryitem.c:44
CanisterGasoline.SetActions T2 yes ✓ CrSk_Land_Rover_Defender_110.pbo::scripts\CrSk_Land_Rover_Defender_110\inventoryitem.c:24
FirefighterAxe.SetActions T2 yes ✓ CrSk_Land_Rover_Defender_110.pbo::scripts\CrSk_Land_Rover_Defender_110\inventoryitem.c:94
PlayerBase.Init — yes ✓ CrSk_Land_Rover_Defender_110.pbo::scripts\CrSk_Land_Rover_Defender_110\playerbase.c:3
SeaChest.SetActions T2 yes ✓ CrSk_Land_Rover_Defender_110.pbo::scripts\CrSk_Land_Rover_Defender_110\inventoryitem.c:34
Shovel.SetActions T2 yes ✓ CrSk_Land_Rover_Defender_110.pbo::scripts\CrSk_Land_Rover_Defender_110\inventoryitem.c:64
SledgeHammer.SetActions T2 yes ✓ CrSk_Land_Rover_Defender_110.pbo::scripts\CrSk_Land_Rover_Defender_110\inventoryitem.c:74
WoodAxe.SetActions T2 yes ✓ CrSk_Land_Rover_Defender_110.pbo::scripts\CrSk_Land_Rover_Defender_110\inventoryitem.c:84
WoodenCrate.SetActions T2 yes ✓ CrSk_Land_Rover_Defender_110.pbo::scripts\CrSk_Land_Rover_Defender_110\inventoryitem.c:54
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
CanisterGasoline.SetActionsT2 8.0placeholder0.0002
SeaChest.SetActionsT2 8.0placeholder0.0002
Barrel_ColorBase.SetActionsT2 8.0placeholder0.0002
WoodenCrate.SetActionsT2 8.0placeholder0.0002
Shovel.SetActionsT2 8.0placeholder0.0002
SledgeHammer.SetActionsT2 8.0placeholder0.0002
WoodAxe.SetActionsT2 8.0placeholder0.0002
FirefighterAxe.SetActionsT2 8.0placeholder0.0002

Includes 0.002 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.

CrSk_Land_Rover_Defender_110.pbo

  • CrSk_Land_Rover_Defender_110 requiredVersion 0.1 — requires DZ_Vehicles_Wheeled, DZ_Vehicles_Parts, DZ_Sounds_Effects, DZ_Data

census 1.1 · findings 1.1 · hash 1ea46b7a1e9c3d5f