GRW ER7 Gauss Rifle
The GRW-ER7 Railgun is a faithful recreation of the original RFW ER7 from Arma 2 DayZ Namalsk map. The ER7 is a Linear motor firearm that uses an electromagnetic force to fire a projectile at over 3500 m/s. Requires high capacity Railgun Batteries to fire. If you want to see how certain scripts work, or if you need help please visit the Github and follow the readme. Monetisation: We allow this to be used on… (more)
The GRW-ER7 Railgun is a faithful recreation of the original RFW ER7 from Arma 2 DayZ Namalsk map. The ER7 is a Linear motor firearm that uses an electromagnetic force to fire a projectile at over 3500 m/s. Requires high capacity Railgun Batteries to fire. If you want to see how certain scripts work, or if you need help please visit the Github and follow the readme. Monetisation: We allow this to be used on monetised servers. Repacking: We do not permit repacking of this mod. This item is not authorized for posting on Steam, except under the Steam account https://steamcommunity.com/id/rron113 or as a contributor if direct authorization is given by the author of this item.
No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.
11 chain breaks, all on specific classes the mod replaces wholesale — matters only if another mod patches the same classes.
less than 0.001% of each server frame at 100 players (0.001 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; 22 others share it. Ranked list.
Event hooks carry 99.8% of this mod's structural load. 0.001 ms/s in all.
6 hooks · 0.0012 ms/s
| Event hooksrun when something happens: an inventory move, a hit, an action | 6 hooks | 0.0012 ms/s | 99.8% | AnimalBase.EEHitBy, AnimalBase.OnRPC, ItemBase.EEHitBy and 3 more |
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.
Chain breaks, by consequence
11 overrides 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.
Event_OnAwake · PlugCordIntoSocket · ResetEnergyUsage · SetEnergySource · SetMySocketID · SetPlugOwner · SetPowered · StopUpdates · UnplugCordFromSocket · UpdateSocketSelections · WakeUpWholeBranch
Only this class is affected. Matters only if another mod in your stack patches the same class.
1 class
ComponentEnergyManager11 locations
Scripts.pbo::3_Game\Namalsk_Weapon\ComponentEnergyManager.c:3Scripts.pbo::3_Game\Namalsk_Weapon\ComponentEnergyManager.c:186Scripts.pbo::3_Game\Namalsk_Weapon\ComponentEnergyManager.c:145Scripts.pbo::3_Game\Namalsk_Weapon\ComponentEnergyManager.c:232Scripts.pbo::3_Game\Namalsk_Weapon\ComponentEnergyManager.c:361Scripts.pbo::3_Game\Namalsk_Weapon\ComponentEnergyManager.c:290Scripts.pbo::3_Game\Namalsk_Weapon\ComponentEnergyManager.c:318Scripts.pbo::3_Game\Namalsk_Weapon\ComponentEnergyManager.c:153Scripts.pbo::3_Game\Namalsk_Weapon\ComponentEnergyManager.c:300Scripts.pbo::3_Game\Namalsk_Weapon\ComponentEnergyManager.c:214Scripts.pbo::3_Game\Namalsk_Weapon\ComponentEnergyManager.c:163Where 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.
Other findings
Checks answered without super() · 2 · warning
- ComponentEnergyManager.FindAndConsumeEnergy returns its own answer without consulting super.FindAndConsumeEnergy() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
Scripts.pbo::3_Game\Namalsk_Weapon\ComponentEnergyManager.c:324 - ComponentEnergyManager.PlugInDevice returns its own answer without consulting super.PlugInDevice() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
Scripts.pbo::3_Game\Namalsk_Weapon\ComponentEnergyManager.c:261
- ComponentEnergyManager.FindAndConsumeEnergy returns its own answer without consulting super.FindAndConsumeEnergy() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
super() only on some paths · 1 · warning
- EmoteManager.CommitSuicide calls super.CommitSuicide() only on some paths — on the others the chain below this mod is dropped.
Scripts.pbo::4_World\Namalsk_Weapon\Entities\DayZPlayer\EmoteManager.c:3
- EmoteManager.CommitSuicide calls super.CommitSuicide() only on some paths — on the others the chain below this mod is dropped.
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 22 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 |
|---|---|---|---|---|
AnimalBase.EEHitBy |
T2 | yes | ✓ | Scripts.pbo::4_World\Namalsk_Weapon\Entities\ItemBase\ER7_Bullet_Teleport.c:38 |
AnimalBase.OnRPC |
T2 | yes | ✓ | Scripts.pbo::4_World\Namalsk_Weapon\Entities\ItemBase\ER7_Bullet_Teleport.c:46 |
ComponentEnergyManager.Event_OnAwake |
— | yes | ✗ none | Scripts.pbo::3_Game\Namalsk_Weapon\ComponentEnergyManager.c:3 |
ComponentEnergyManager.ResetEnergyUsage |
— | yes | ✗ none | Scripts.pbo::3_Game\Namalsk_Weapon\ComponentEnergyManager.c:145 |
ComponentEnergyManager.StopUpdates |
— | yes | ✗ none | Scripts.pbo::3_Game\Namalsk_Weapon\ComponentEnergyManager.c:153 |
ComponentEnergyManager.WakeUpWholeBranch |
— | yes | ✗ none | Scripts.pbo::3_Game\Namalsk_Weapon\ComponentEnergyManager.c:163 |
ComponentEnergyManager.PlugCordIntoSocket |
— | yes | ✗ none | Scripts.pbo::3_Game\Namalsk_Weapon\ComponentEnergyManager.c:186 |
ComponentEnergyManager.UpdateSocketSelections |
— | yes | ✗ none | Scripts.pbo::3_Game\Namalsk_Weapon\ComponentEnergyManager.c:214 |
ComponentEnergyManager.SetEnergySource |
— | yes | ✗ none | Scripts.pbo::3_Game\Namalsk_Weapon\ComponentEnergyManager.c:232 |
ComponentEnergyManager.PlugInDevice |
— | yes | ✗ none | Scripts.pbo::3_Game\Namalsk_Weapon\ComponentEnergyManager.c:261 |
ComponentEnergyManager.SetPlugOwner |
— | yes | ✗ none | Scripts.pbo::3_Game\Namalsk_Weapon\ComponentEnergyManager.c:290 |
ComponentEnergyManager.UnplugCordFromSocket |
— | yes | ✗ none | Scripts.pbo::3_Game\Namalsk_Weapon\ComponentEnergyManager.c:300 |
ComponentEnergyManager.SetPowered |
— | yes | ✗ none | Scripts.pbo::3_Game\Namalsk_Weapon\ComponentEnergyManager.c:318 |
ComponentEnergyManager.FindAndConsumeEnergy |
— | yes | ✗ none | Scripts.pbo::3_Game\Namalsk_Weapon\ComponentEnergyManager.c:324 |
ComponentEnergyManager.GetMySocketID |
— | yes | ✗ none | Scripts.pbo::3_Game\Namalsk_Weapon\ComponentEnergyManager.c:355 |
ComponentEnergyManager.SetMySocketID |
— | yes | ✗ none | Scripts.pbo::3_Game\Namalsk_Weapon\ComponentEnergyManager.c:361 |
EmoteManager.CommitSuicide |
— | yes | conditional | Scripts.pbo::4_World\Namalsk_Weapon\Entities\DayZPlayer\EmoteManager.c:3 |
ItemBase.EEHitBy |
T2 | yes | ✓ | Scripts.pbo::4_World\Namalsk_Weapon\Entities\ItemBase\ER7_Bullet_Teleport.c:3 |
ItemBase.OnRPC |
T2 | yes | ✓ | Scripts.pbo::4_World\Namalsk_Weapon\Entities\ItemBase\ER7_Bullet_Teleport.c:11 |
ModItemRegisterCallbacks.RegisterOneHanded |
— | yes | ✓ | Scripts.pbo::4_World\Namalsk_Weapon\Entities\DayZPlayer\Anims.c:3 |
PlayerBase.EEHitBy |
T2 | yes | ✓ | Scripts.pbo::4_World\Namalsk_Weapon\Entities\ItemBase\ER7_Bullet_Teleport.c:20 |
PlayerBase.OnRPC |
T2 | yes | ✓ | Scripts.pbo::4_World\Namalsk_Weapon\Entities\ItemBase\ER7_Bullet_Teleport.c:29 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
ItemBase.EEHitBy | T2 | 8.0 | placeholder | 0.0002 |
ItemBase.OnRPC | T2 | 8.0 | placeholder | 0.0002 |
PlayerBase.EEHitBy | T2 | 8.0 | placeholder | 0.0002 |
PlayerBase.OnRPC | T2 | 8.0 | placeholder | 0.0002 |
AnimalBase.EEHitBy | T2 | 8.0 | placeholder | 0.0002 |
AnimalBase.OnRPC | T2 | 8.0 | placeholder | 0.0002 |
Includes 0.001 ms/s from placeholder-rated surfaces.
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.
GaussMk2.pbo
AmmoBox_ER7RFWrequiredVersion 0.1 — requiresDZ_Weapons_Magazines,DZ_Weapons_AmmunitionNamalsk_Weapon_RailBatteryrequiredVersion 0.1 — requiresDZ_Data,DZ_Weapons_Firearms,DZ_Weapons_Ammunition,DZ_Weapons_MagazinesNamalsk_Weapon_GaussMk2requiredVersion 0.1 — requiresDZ_Data,DZ_Weapons_Firearms,DZ_Weapons_Ammunition,DZ_Weapons_MagazinesER7_ScoperequiredVersion 0.1 — requiresDZ_Data,DZ_Weapons_Optics
Scripts.pbo
Namalsk_Weapon_ScriptsrequiredVersion 0.1 — requiresDZ_Scripts,DF_Scripts
census 1.1 · findings 1.1 · hash 2be9b1b1f3fe9ca3