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Vehicle3PP

Description This mod is targeted for 1st person only servers, it allows players to use the 3rd person camera, free cam, while in a vehicle. Upon exiting the vehicle, you should be smoothly transitioned back into the 1st person camera. This mod is compatible with DayZ-Expansion and all of it's vehicles including helicopters and boats. The camera is not saved upon leaving the vehicle, so each time you enter a vehicle… (more)

Description This mod is targeted for 1st person only servers, it allows players to use the 3rd person camera, free cam, while in a vehicle. Upon exiting the vehicle, you should be smoothly transitioned back into the 1st person camera. This mod is compatible with DayZ-Expansion and all of it's vehicles including helicopters and boats. The camera is not saved upon leaving the vehicle, so each time you enter a vehicle you will have to toggle 3rd person camera view. Do note server owners, you DO NOT have to have 3rd person enabled to use this mod, you can have your server config as 1st person only, and this mod will still work. You can load this mod on 3 person enabled servers, and not break camera views, but why would you need this mod? Configuration Upon starting your server with the mod installed, a file called 3PPVehicleWhitelist.json will be created in your profile directory and defaults will be placed in there, vanilla vehicles and driver only 3rd person. This file is a whitelist of which vehicles are allowed to have 3rd person camera capabilities, place the class names of which vehicles you want in the Whitelist category array (you do not have to place the color variants, the base class will also work). If you want all vehicles to have 3rd person camera capabilities, you can remove all entries in the whitelist category. DriverOnly - only drivers can use the 3rd person camera while in whitelisted vehicles Whitelist - list of vehicles that can use 3rd person camera Default Config { "DriverOnly": "true", "Whitelist": [ "OffroadHatchback", "Hatchback_02", "CivilianSedan", "Sedan_02", "Truck_01_Covered" ] } Allow All Vehicles 3rd Person { "DriverOnly": "true", "Whitelist": [] } Expansion Flight Vehicles (and Carrier Boat) { "DriverOnly": "true", "Whitelist": [ "ExpansionAn2", "ExpansionC130J", "ExpansionGyrocopter", "ExpansionLHD", "ExpansionMerlin", "ExpansionMh6", "ExpansionUh1h" ] } Known Issues - Configuring specific vehicles to have 3rd person camera can block 3rd person camera on all unspecified vehicles on a 3rd person camera enabled server (feature I guess?) - Placing unknown vehicle class names in the whitelist, can cause the server to crash Usage & Terms This item is NOT authorized (strictly forbidden) for any of these conditions: - posting on Steam, except under the Steam account officialwardog. - hosting on any download server other than Vehicle3PP’s current workshop download. - hosting on any launcher for distribution other than Vehicle3PP’s current workshop download. - to be packaged in any form other than Vehicle3PP’s current workshop download. - to create derivative works. PERMISSION IS NOT GRANTED FOR THIS MOD TO BE INCLUDED IN A "SERVER PACK" or "MOD PACK" or "REPACK". Use a Collection if you want to include this mod on your server for your users. Monetization while using this mod is approved. Copyright 2019-2024 Wardog All rights reserved

Workshop 2122332595 · mod updated 2024-10-17 · analyzed 2026-10-03 10:09 UTC · history · 6 script files

MechanicsVehicle 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 7% 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; 6 others share it. Ranked list.

20
40
60
  • 24 mods
    0.0000022 to 0.0000046 ms/s · grade A
  • This mod
  • 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
  • 22 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
  • 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

Lifecycle hooks carry 81% of this mod's structural load. 0.000 ms/s in all.

81%Lifecycle hooks · 81%
2 hooks · 0.000004 ms/s
Lifecycle hooksrun when an entity is created, loaded or deleted 2 hooks 0.000004 ms/s 81% BoatScript.EEInit, CarScript.EEInit

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.

Other findings

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 6 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
BoatScript.EEInit T3 yes ✓ Scripts.pbo::4_World\Vehicle3PP\Entities\Vehicles\BoatScript.c:13
CarScript.EEInit T3 yes ✓ Scripts.pbo::4_World\Vehicle3PP\Entities\Vehicles\CarScript.c:13
DayZGame.DeferredInit — yes ✓ Scripts.pbo::3_Game\Vehicle3PP\DayZGame.c:4
DayZPlayerImplement.CameraHandler — yes conditional Scripts.pbo::4_World\Vehicle3PP\Entities\DayZPlayerImplement.c:5
DayZPlayerImplement.HandleView — yes ✓ Scripts.pbo::4_World\Vehicle3PP\Entities\DayZPlayerImplement.c:40
MissionGameplay.OnUpdate T0 yes ✓ Scripts.pbo::5_Mission\Vehicle3PP\Mission\MissionGameplay.c:3
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
BoatScript.EEInitT3 0.1placeholder0.0000
CarScript.EEInitT3 0.1placeholder0.0000

Includes 0.000 ms/s from placeholder-rated surfaces.

census 1.1 · findings 1.1 · hash 6f0f2f50e8ca4d6f