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Mikey's Custom Building & Ports

Currently added - Arma 2 Villa (doors are currently none operational this will hopefully be resolved in future updates). 01/01/21 - added 4 new buildings 04/01/21 - Added Ammo Storage Bunker (working doors and ladders) 06/01/21 - Added army hut variant (more sizes coming) 06/01/21 - Added BagFence's corner/straight/round 13/01/21 - New custom building modelled by myself added (mxb_single_story_H1 is the class name)… (more)

Currently added - Arma 2 Villa (doors are currently none operational this will hopefully be resolved in future updates). 01/01/21 - added 4 new buildings 04/01/21 - Added Ammo Storage Bunker (working doors and ladders) 06/01/21 - Added army hut variant (more sizes coming) 06/01/21 - Added BagFence's corner/straight/round 13/01/21 - New custom building modelled by myself added (mxb_single_story_H1 is the class name) 25/01/21 - New A2 building added (mxb_Sara_zluty_statek_in) 12/02/21 - added anti Air Radar EAST (radar has animation) ### I am loking to revive this mod and fix some of the issue since coming back to dayz ### Planned updates UG bunker will possibly be removed (this was unfinished project) maybe continued Villa doors will be made operational fix some config issues Any future repacking is denied

Workshop 2342624431 · mod updated 2021-02-12 · analyzed 2026-10-03 07:51 UTC · history · 0 script files

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

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.

Mikeys_ports.pbo

  • Mikeys_ports requiredVersion 0.1 — requires DZ_Data, DZ_Gear_Containers, DZ_Gear_Camping

census 1.1 · findings 1.1 · hash 666f8c151632ea04