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RoadTripNG

Obsolete since 1.26 - so Its DOES NOT WORK - not needed anymore Since 1.26 you can create own small addon, which will modding only config.cpp of desired vehicle, so add there for example: class CfgVehicles { class CarScript; class OffroadHatchback: CarScript { animPhysDetachSpeed = 100; }; }; Description This mod allow stay or walk on vehicle during move. It allow for example firing from moving vehicle. It works on… (more)

Obsolete since 1.26 - so Its DOES NOT WORK - not needed anymore Since 1.26 you can create own small addon, which will modding only config.cpp of desired vehicle, so add there for example: class CfgVehicles { class CarScript; class OffroadHatchback: CarScript { animPhysDetachSpeed = 100; }; }; Description This mod allow stay or walk on vehicle during move. It allow for example firing from moving vehicle. It works on vanilla vehicles and also on all modded vehicles. Its improved and rewritten version of original RoadTrip mod. This mod would not have been possible without help of an experienced modder like Кастет. Thanks my friend! Instalation Installation: on server side just add mod. You can configure allowed vehicles, or just allow every. Default config is created under profile/RoadTripNG directory on server. Also dont forget copy key file to keys directory on server. Because mod adding new mechanics, of course must be installed on client and server too. Add -mod=@RoadTripNG to server startup options. Configuration You can configure on server side what vehicles you want to allow link, or just leave default config to allow all. Config file you can found on server side in profile folder/RoadtripNG/RoadTrip.json. You can also enable debugging by setting value to 1 in config. Further Info You are NOT allowed to repack, reupload this mod. You are allowed look inside for learning purposes or if you interested how it works. Known Issues - very rare blinking/teleport during linking to vehicle - very rare freeze during unlink - some unknown bugs - incompatible mod: Expansion (they have own linking to vehicles code) Credits Lugge - original idea Кастет - big scripting help See also my others mods in Workshop. Any feedback is welcome! Discord: https://discord.gg/49FvN7rRpF HunterzCZ#4660 -Hunterz-

Workshop 2354568600 · mod updated 2022-07-02 · analyzed 2026-10-03 03:38 UTC · history · 12 script files

CharacterMechanicsVehicle 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.

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 7 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
ActionGetInTransport.Start — yes ✓ RoadTripNG.pbo::Scripts\4_World\ActionGetInTransport.c:4
ActionGetOutTransport.OnEndServer — yes ✓ RoadTripNG.pbo::Scripts\4_World\ActionGetOutTransport.c:4
ActionGetOutTransport.OnEndClient — yes ✓ RoadTripNG.pbo::Scripts\4_World\ActionGetOutTransport.c:10
PlayerBase.Init — yes ✓ RoadTripNG.pbo::Scripts\4_World\Entities\PlayerBase.c:12
PlayerBase.IsInVehicle — yes conditional RoadTripNG.pbo::Scripts\4_World\Entities\PlayerBase.c:20
PlayerBase.ModCommandHandlerInside — yes ✓ RoadTripNG.pbo::Scripts\4_World\Entities\PlayerBase.c:73
PlayerBase.OnInputUserDataProcess — yes ✓ RoadTripNG.pbo::Scripts\4_World\Entities\PlayerBase.c:143
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.

RoadTripDefines.pbo

  • RoadTripDefines requiredVersion 0.1 — no requiredAddons

RoadTripNG.pbo

  • RoadTripNG requiredVersion 0.1 — requires DZ_Data, DZ_Scripts, JM_CF_Scripts

census 1.1 · findings 1.1 · hash 739277ae1062d785