CarCover
Description This mod add new feature - cover car with camo net or tarp. Covered car prevents disappearing during server restarts, because its static object without physics. Covered cars can help boost server performance. (adjust spawn rate - see below) When is car uncovered, its restored to original state: - car body damage - locking state of attachments - fluids - attachments (of course inventory of attachments) -… (more)
Description This mod add new feature - cover car with camo net or tarp. Covered car prevents disappearing during server restarts, because its static object without physics. Covered cars can help boost server performance. (adjust spawn rate - see below) When is car uncovered, its restored to original state: - car body damage - locking state of attachments - fluids - attachments (of course inventory of attachments) - car inventory (all entities like weapon with all attachments and their state) - locking state of car (Trader keys ,MuchCarKey, CarLock(TraderPlus) and Expansion with addon mod supported) - Expansion users should use this addon mod (adding compatibility with exp keys) Thx LAVA for creating it. How it works Right now are supported vanilla cars and some modded cars, but mod is extendable and prepared. On server is a config file with definiton which car is covered by which cover type and offset for mispositioned car models. CarCover recognize Basic Territory mod - its needed setup permission who can cover/uncover vehicles. Covered vehicles are visible on CFTools/Gamelabs admin map. Instalation Installation: on server side just add mod, config file will be generated. Also dont forget copy key file to keys directory on server. Because mod adding new objects, of course must be installed on client and server too. Add -mod=@CarCover to server startup options. Dont forget add entries from example types.xml - its for persistency of covers on map and of course spawning winter variant of camo net and tarp. Recommended is extending lifetime of cars - default vanilla 3 seconds is insufficient and can cause problems. Set cars lifetime to something like 3888000 If needed, adjust spawn rate of cars on server too. Modded cars support - TrolleyKart - IRP-LandroverDefender - Gerphelius Zil-130 - MoreCars - Nehr Lada Pickup (thx for models) - Blackouts Corvette (thx for cover model) - Kamaz Truck (by LaGTek) - More Kamaz - Savage BTR (thx for cover model) - Savage Tahoe (thx for cover model) - dbo_S1203 - Rag Hummer Armored - UAZ469Kirman - Mercedes G65 - Rag Offender - Veedub Lt - BMW 525i (MoreBMW too) - Expansion vehicles (thx Gramps for testing) - Zeroy Jeep Willys (thx for model) - Sky Jeep (thx for geometry) - TrailBruiser - Kopter (exp) - Savage Snowmobiles - Trolley E Kart - Rag MTVR - Mung ATV - Cars Plus - CZLandroverDefender - Blackouts Baja (thx for cover model) - LandRover Defender Pickup - MRAP (thx for geometry lod) - Dingo truck (thx for geometry lod) - MoreDingo - Rag Gaz 69 (thx for geometry lod) - Rusflex CrSk Typhoon - Rag Hummer Refresh - CJ187 Cars - CrSk VAZ 2107 - LAPV (thx for geometry) - Growler ITV (thx for geometry) - Jeep Wrangler (thx for geometry) - Armored Vehicle Pack - dbo_tractor - Chevy C10 Spurgerado - Rag Landrover Defender 110 - GAZ - Jeep Cherokee 1984(thx for geometry) - Dmns Vehicles Redux (thx for classnames/attachments) - LAMV (thx for geometry) - UAZ 3303 (thx for geometry) - UAZ 469 v2 - Pitbull VX - Nehr TrailBrozer - WickedRV (thx for geometry and model) - Bastard BMW e32 - Bastard Mercedes w123, w124 - Bastard Rover - UAZ469 from RolePlayMod - NeonMurder Kamaz - Bastard Jeep CJ-7 - VAZ 2126 - RaG ATV - RaG Schoolbus - FK Kraz 6322 - Chaos Kartz - Crocodocs QuadBike - GunnerTruck Oshkosh - Gaz Tigr - dbo_atv - Sur_atv - Rag Beetle - Rag Jeep Willis - Rag Derby Car - Rag Zil-130 - H4 Zil-131 - TF UAZ-3151 - Blackouts Scorpion (thx for cover model) - bastard izh motorcycle - Trailbrozer 1.0 --------------- I will not support payed crap vehicles like psycho which by malicious scripts broke other vehicle mods or nightwolf helis which contains backdoor. CarCover is free mod and will support only free vehicles. --------------- Others cars will be added step by step... First is needed some model of cover. Then define new class in config.cpp which will be based on CarCoverBase. Good example is TrolleyKart. Just look into config.cpp Then you can create mod with new cover and make it depends on this mod. There are reference mod - thx to Wolfskymoon. or another reference mod - thx to Tech or French Panhard by Sfmplayer or RedFalcon helis by Nutter or RusForma Vehicles by DopeSmokez420 or CarsVanillaPlus by Doc Known Issues - propably some hidden bugs are there (I am not able test every mod combinations) Informations No repacks allowed. Don't ask. Repacking is cancer of DayZ community. You are allowed to look into mod for learning purposes or if you want know how it works. If you found some bugs or have suggestions, use discord. Thanks for any feedback! Discord: https://discord.gg/49FvN7rRpF HunterzCZ#4660 Any feedback is welcome. -Hunterz- Credits - Lusk-Hlynge (models) - Spurgle (models) - Funkdoc (big scripting help) - Кастет (scripting help) - all car modders who helps us to make accurate shapes for their cars - LAVA for creating compatibility addon for Expansion
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.
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.
Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 36 others share it. Ranked list.
Event hooks carry 99.8% of this mod's structural load. 0.000 ms/s in all.
1 hook · 0.0002 ms/s
| Event hooksrun when something happens: an inventory move, a hit, an action | 1 hook | 0.0002 ms/s | 99.8% | CamoNet.SetActions |
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.
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
All 3 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 |
|---|---|---|---|---|
ActionConstructor.RegisterActions |
— | yes | ✓ | CarCover.pbo::Scripts\4_World\ActionConstructor.c:3 |
CamoNet.SetActions |
T2 | yes | ✓ | CarCover.pbo::Scripts\4_World\CamoNet.c:3 |
ModItemRegisterCallbacks.RegisterTwoHanded |
— | yes | ✓ | CarCover.pbo::Scripts\4_World\AnimRegisterIK.c:3 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
CamoNet.SetActions | T2 | 8.0 | placeholder | 0.0002 |
Includes 0.000 ms/s from placeholder-rated surfaces.
census 1.1 · findings 1.1 · hash 7bb809d8ce79e1bf