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SimpleAutorun

SimpleAutorun Description An DayZ mod to provide autorun capabilities. Available 3 configurable keybindings: - autorun - autosprint - smart (uses current movement mode), defaulting to "+". Key features: - simplicity - modular architecture - uses Community-Online-Tools for maximum compatibility with other mods - optimized - server performance friendly - configurable keybindings - sprint respects bulky items, stamina… (more)

SimpleAutorun Description An DayZ mod to provide autorun capabilities. Available 3 configurable keybindings: - autorun - autosprint - smart (uses current movement mode), defaulting to "+". Key features: - simplicity - modular architecture - uses Community-Online-Tools for maximum compatibility with other mods - optimized - server performance friendly - configurable keybindings - sprint respects bulky items, stamina - sprint switches to run on active inventory - supports localization Install Drag and drop the mod folder @SimpleAutorun into the root of your DayZ Server. Include @SimpleAutorun into your -mods param in your startup method. Move the .bisgn key into your "Keys" folder in the root of your DayZ Server. Mod requires CF to be installed. Usage & Terms - You are NOT allowed to repack or reupload this mod - You are allowed to add it to collections - You are allowed to monetize server while running this mod

Workshop 2264162971 · mod updated 2020-11-07 · analyzed 2026-10-03 09:22 UTC · history · 2 script files

Mechanics 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
No server script overrides, so nothing to rank.

No server-side script overrides. Counts hook dispatch and timers only, not what the hooks do inside. Methodology.

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 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.

methodsurfaceserversuper()where
JMModuleConstructor.RegisterModules — yes ✓ SimpleAutorun.pbo::Mission\JMModuleConstructor.c:3
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.

SimpleAutorun.pbo

  • SimpleAutorun — requires DZ_Data, JM_CF_Scripts

census 1.1 · findings 1.1 · hash 4104cd93b617f5f8