COCAs_NoVehicleDamageMOD
____________________________________________ The Mod itself works like this: There is no speed limit, you can have a crash and nothing will happen to you or your car. Even if you are a bad shifter you still wont damage the car/engine with that No Engine damage from RPM. Not possible to get Red or Yellow Engine damage from collisions Zombies and Animals can get run over by a car Players cant get run over by a car… (more)
____________________________________________ The Mod itself works like this: There is no speed limit, you can have a crash and nothing will happen to you or your car. Even if you are a bad shifter you still wont damage the car/engine with that No Engine damage from RPM. Not possible to get Red or Yellow Engine damage from collisions Zombies and Animals can get run over by a car Players cant get run over by a car Players also wont take damage if entering or leaving a car when its on/running Vehicles can still be damaged if shot ____________________________________________ Server Owners: Install the mod on your client to download. Right click on the mod in Launcher and Browse Files Copy the @COCAs_NoVehicleDamageMOD directory to your DayZServer directory root add ;@COCAs_NoVehicleDamageMOD to your launch parameters (LOAD IT AS THE LAST MOD!!) Copy COCA_ZN.bikey from inside @COCAs_NoVehicleDamageMOD/Keys to the Keys directory in the root of your DayZServer ____________________________________________ PERMISSION IS NOT GRANTED FOR THIS MOD TO BE INCLUDED IN A "SERVER PACK" or "MOD PACK (DO NOT REPACK!)". ____________________________________________ Copyright 2022 COCA ┌∩┐(◣_◢)┌∩┐. This item is not authorized (strictly forbidden) for any of these conditions: - posting on Steam, except under the Steam account COCA ┌∩┐(◣_◢)┌∩┐. - hosting on any download server other than ZN's current workshop download. - hosting on any launcher for distribution other than ZN's current workshop download. - to be packaged in any form other than ZN's current workshop download. - to create derivative works.
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.
No server-side script overrides. Counts hook dispatch and timers only, not what the hooks do inside. Methodology.
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
census 1.1 · findings 1.1 · hash 666f8c151632ea04