No Force Weapon Raise
When you walk to a wall/tree/fence or you get overrun by zombies your gun doesn't raise :) Use It on Your servers. Unpack it if you want, Its free for whatever you like, its for the community and anyone can do what they want with it, all i ask is for a rating and mention. Have fun guys!
No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.
1 chain break on base classes or persisted data.
No server-side script overrides. Counts hook dispatch and timers only, not what the hooks do inside. Methodology.
Chain breaks, by consequence
1 override that skip super(), ranked by how much they can affect. On any server a break replaces vanilla's behaviour on that method and silences every earlier-loaded mod hooking it.
PlayerBase.CheckLiftWeapon
Vanilla's work on this method, and any earlier-loaded mod's, never runs for any PlayerBase.
NoForceWeaponRaise.pbo::WorldScripts\MrScript.c:2Which 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 1 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.CheckLiftWeapon |
— | yes | ✗ none | NoForceWeaponRaise.pbo::WorldScripts\MrScript.c:2 |
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.
NoForceWeaponRaise.pbo
FirstMod— no requiredAddons
census 1.1 · findings 1.1 · hash 0840f201d78f6e56