sGunplay
What is sGunplay sGunplay is the second module of the much more ambitious sUDE project. Its main goal is to give a slightly more hardcore and different experience, but carefully balanced to don't make it feel much different from the vanilla game, while improving the PvP (and PvE) in many aspect. Key aspects and reasons of the mod The current DayZ gunplay feels too fast and arcade, with sGunplay I try to fix that… (more)
What is sGunplay sGunplay is the second module of the much more ambitious sUDE project. Its main goal is to give a slightly more hardcore and different experience, but carefully balanced to don't make it feel much different from the vanilla game, while improving the PvP (and PvE) in many aspect. Key aspects and reasons of the mod The current DayZ gunplay feels too fast and arcade, with sGunplay I try to fix that problem (Keep in mind that it still lacks some core features, therefore it doesn't completely represent the final vision I have for the gunplay) sGunplay incentives a more thought-out and slightly slower PvP. Running and shooting, rushing enemies while hipfiring and other things that make the game feel like an arcade-type shooter, are less rewarding Your inventory now plays a big role in recoil control, precision and weapon handling. Think twice what weapon to use and what stuff you really need to bring with you when going to PvP hot zones (the sClothing module, with layered clothing, redesigned inventory slots and more, will majorly modify this aspect, so stay tuned) A more dynamic and always different PvP, thanks to the many features added. Differences from vanilla DayZ Less arcadeish gameplay sGunplay rewards a slower paced PvP/PvE Slower AimingDownSight (ADS) time, less snappy, robotic and arcadey animation (procedural ADS times will come with future updates) "Focus" mechanic. Holding your breath will help you focus while in ADS, giving less sway and more precision. The focus speed will change based on the player stance Reduced FieldOfView while aiming ADS, which combined with the new "focus" mechanic incentivate the player to think twice before shooting Procedural weapon inertia No more insane 360° flicks with a 5kg weapon, thanks to the new dybamic inertia system based on: Weapon weight Inventory weight Player stance (erect, crouched, prone) Movement speed Hipfire (inertia will be much stronger while hipfiring) Player injury state Procedural weapon recoil The weapon recoil system has been remade from scratch, which allowed me to make it more realistic, visually more appealing and more dynamic, based on: Attachments (more to come in the future) Character strength (vanilla softskill you see when you open the inventory) Player stance (erect, crouched, prone) Inventory weight Movement (you'll be able to control recoil much better while standing still) Hipfire (while hipfiring you won't be able to control the recoil very easily) Completely reworked player cameras Deadzone! It is also possible to tweak the deadzone strength as you wish "PictureInPicture" (PiP) emulation. The mangifying optic lens effect has received a major overhaul to better emulate the dual render technic used by games like Insurgency or EscapeFromTarkov. And it also is compatible with deadzone! The camera is not "tied" to the weapon anymore Customizable DepthOfField while ADS It's possible to Freelook while ADS (only with ironsights and non-magnifying optics) It's possible to visually inspect the weapon (only with ironsights and non-magnifying optics) Dynamic crosshair The dynamic crosshair is inspired from the .62 version of DayZ. Such crosshair would help you while hipfiring, showing you where your gun is point at; so it will be much easier to understand if you're shooting a tree or the enemy behind it . It can be enabled/disabled from the menu settings Servers can decide to disable it by toggling the crosshair options in the serverDZ.cfg Improved sway and stamina drain The weapon sway (caused by the breathing) is a lot more predictable and much easier to control (without crazy spasm from your character). Holding your breath will drain your stamina a bit slower than vanilla. This has been done to compensate the "time" you need to focus, while also making the timing more plausible, gameplay and realism wise Other additions You will slightly retract your weapon before lifting it up when you're close to hit a wall. It will help you a lot during CQB! Need help? Come over to my DISCORD FAQs Why does my weapon uncontrollably shakes up and down when aiming? It's likely that you're using some unlimited stamina mod; unfortunately some of them are implemented incorrectly and cause this issue in sGunplay. You can implement unlimited stamina, without using any mod, via the cfgGameplay.json configuration file , by editing the fields in the Stamina section How can I stop my players to change the in-game settings? You can use server side constraints to constrain/lock the settings. If you're unfamiliar with editing .json files, you can use this helper tool Modding How to make a weapon compatible - If you use vanilla recoils for your modded weapon, there is nothing you have to do! - If instead you use a custom recoil and want to make it compatible with sGunplay you may need to specify some more values. Come in the DISCORD for a more detailed guide How to make an optic compatible All you have to do is to change the PPMaskProperties and PPLensProperties inside your config.cpp. In both cases the X and Y position must be set to 0.0 Come in the DISCORD for a more detailed guide Github page For a better insight give a look at the github page: github.com/simonvic/sGunplay Monetization You are hereby given monetization approval, as long as you follow the DayZ Server Monetization rules and have obtained permission from Bohemia Repack You are NOT allowed to repack any part of this mod, unless given my explicit consent Contact me Found a bug or want to give a suggestion? Feel free to contact me! Discord server: DISCORD Buy me a coffee
No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.
54 chain breaks, all on specific classes the mod replaces wholesale — matters only if another mod patches the same classes.
0.00496% of each server frame at 100 players (0.050 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; 16 others share it. Ranked list.
Every-frame hooks carry 100% of this mod's structural load. 0.050 ms/s in all.
2 hooks · 0.05 ms/s
| Every-frame hooksrun every server frame | 2 hooks | 0.05 ms/s | 100% | DayZPlayerCameraIronsights.OnUpdate, DayZPlayerCameraOptics.OnUpdate |
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
54 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.
initRecoilParameters
Only these classes are affected. Matters only if another mod in your stack patches the same classes.
50 classes
AUGRecoil, Ak101Recoil, Ak74Recoil, AkmRecoil, Aks74uRecoil, B95Recoil, CZ527Recoil, CZ550Recoil, Colt1911Recoil, CrossbowRecoil, Cz61Recoil, Cz75Recoil, DEagleRecoil, DerringerRecoil, FALRecoil, FamasRecoil, Fnx45Recoil, GlockRecoil, Izh18Recoil, Izh18SawedOffRecoil, Izh18ShotgunRecoil, Izh43Recoil, LongHornRecoil, M14Recoil, M16A2Recoil, M4a1Recoil, M79Recoil, MagnumRecoil, MakarovRecoil, MkiiRecoil, MosinRecoil, MosinSawedOffRecoil, Mp133Recoil, Mp5kRecoil, P1Recoil, PM73RakRecoil, PP19Recoil, R12Recoil, RepeaterRecoil, Ruger1022Recoil, SCARHRecoil, SKSRecoil, SSG82Recoil, SV98Recoil, ScoutRecoil, SiagaRecoil, SvdRecoil, Ump45Recoil, VSSRecoil, Winchester70Recoil50 locations
sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_AUG.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_AK101.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_AK74.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_AKM.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_AKS74U.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_B95.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_CZ527.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_CZ550.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_Colt1911.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_Crossbow.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_CZ61.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_CZ75.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_Deagle.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_Derringer.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_FAL.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_Famas.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_FNX45.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_Glock.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_IZH18.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_IZH18_SawedOff.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_Izh18Shotgun.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_IZH43.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_LongHorn.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_M14.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_M16A2.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_M4A1.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_M79.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_Magnum.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_Makarov.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_MKII.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_Mosin.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_Mosin_SawedOff.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_MP133.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_MP5K.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_P1.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_PM73Rak.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_PP19.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_R12.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_Repeater.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_Ruger1022.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_SCARH.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_SKS.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_SSG82.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_SV98.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_Scout.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_Saiga.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_SVD.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_UMP45.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_VSS.c:2sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_Winchester70.c:2AdjustCameraParameters · OnUpdate
Only this class is affected. Matters only if another mod in your stack patches the same class.
1 class
DayZPlayerCameraIronsights2 locations
sGunplay.pbo::scripts\4_World\sUDE\camera\DayZPlayerCameraIronsights.c:305sGunplay.pbo::scripts\4_World\sUDE\camera\DayZPlayerCameraIronsights.c:81AdjustCameraParameters · computeFOVFocusValues
Only this class is affected. Matters only if another mod in your stack patches the same class.
1 class
DayZPlayerCameraOptics2 locations
sGunplay.pbo::scripts\4_World\sUDE\camera\DayZPlayerCameraOptics.c:161sGunplay.pbo::scripts\4_World\sUDE\camera\DayZPlayerCameraOptics.c:187Where 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
super() only on some paths · 2 · warning
- DayZPlayerCameraOptics.computeRestingFOV calls super.computeRestingFOV() only on some paths — on the others the chain below this mod is dropped.
sGunplay.pbo::scripts\4_World\sUDE\camera\DayZPlayerCameraOptics.c:63 - DayZPlayerCameraOptics.updateFocusingOverlay calls super.updateFocusingOverlay() only on some paths — on the others the chain below this mod is dropped.
sGunplay.pbo::scripts\4_World\sUDE\camera\DayZPlayerCameraOptics.c:227
- DayZPlayerCameraOptics.computeRestingFOV calls super.computeRestingFOV() only on some paths — on the others the chain below this mod is dropped.
Checks answered without super() · 2 · warning
- DayZPlayerCameraOptics.canZoom returns its own answer without consulting super.canZoom() — 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.
sGunplay.pbo::scripts\4_World\sUDE\camera\DayZPlayerCameraOptics.c:281 - DayZPlayerImplementAiming.ProcessAimFilters returns its own answer without consulting super.ProcessAimFilters() — 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.
sGunplay.pbo::scripts\4_World\sUDE\aimingModel\DayZPlayerImplementAiming.c:70
- DayZPlayerCameraOptics.canZoom returns its own answer without consulting super.canZoom() — 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.
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 89 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 |
|---|---|---|---|---|
Ak101Recoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_AK101.c:2 |
Ak74Recoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_AK74.c:2 |
AkmRecoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_AKM.c:2 |
Aks74uRecoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_AKS74U.c:2 |
AUGRecoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_AUG.c:2 |
B95Recoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_B95.c:2 |
Colt1911Recoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_Colt1911.c:2 |
CrossbowRecoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_Crossbow.c:2 |
CZ527Recoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_CZ527.c:2 |
CZ550Recoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_CZ550.c:2 |
Cz61Recoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_CZ61.c:2 |
Cz75Recoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_CZ75.c:2 |
DayZPlayerCamera1stPerson.OnUpdate |
T0 | yes | ✓ | sGunplay.pbo::scripts\4_World\sUDE\camera\DayZPlayerCamera1stPerson.c:2 |
DayZPlayerCamera3rdPerson.OnUpdate |
T0 | yes | ✓ | sGunplay.pbo::scripts\4_World\sUDE\camera\DayZPlayerCamera3rdPerson.c:2 |
DayZPlayerCameraBase.OnActivate |
— | yes | ✓ | sGunplay.pbo::scripts\4_World\sUDE\camera\DayZPlayerCameraBase.c:11 |
DayZPlayerCameraIronsights.OnUpdate |
T0 | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\camera\DayZPlayerCameraIronsights.c:81 |
DayZPlayerCameraIronsights.AdjustCameraParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\camera\DayZPlayerCameraIronsights.c:305 |
DayZPlayerCameraOptics.initADSFOVMultipliers |
— | yes | ✓ | sGunplay.pbo::scripts\4_World\sUDE\camera\DayZPlayerCameraOptics.c:55 |
DayZPlayerCameraOptics.computeRestingFOV |
— | yes | conditional | sGunplay.pbo::scripts\4_World\sUDE\camera\DayZPlayerCameraOptics.c:63 |
DayZPlayerCameraOptics.computeFocusingFOV |
— | yes | ✓ | sGunplay.pbo::scripts\4_World\sUDE\camera\DayZPlayerCameraOptics.c:73 |
DayZPlayerCameraOptics.OnActivate |
— | yes | ✓ | sGunplay.pbo::scripts\4_World\sUDE\camera\DayZPlayerCameraOptics.c:84 |
DayZPlayerCameraOptics.OnUpdate |
T0 | yes | ✓ | sGunplay.pbo::scripts\4_World\sUDE\camera\DayZPlayerCameraOptics.c:109 |
DayZPlayerCameraOptics.AdjustCameraParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\camera\DayZPlayerCameraOptics.c:161 |
DayZPlayerCameraOptics.computeFOVFocusValues |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\camera\DayZPlayerCameraOptics.c:187 |
DayZPlayerCameraOptics.updateFocusingOverlay |
— | yes | conditional | sGunplay.pbo::scripts\4_World\sUDE\camera\DayZPlayerCameraOptics.c:227 |
DayZPlayerCameraOptics.SetCameraPP |
— | yes | ✓ | sGunplay.pbo::scripts\4_World\sUDE\camera\DayZPlayerCameraOptics.c:232 |
DayZPlayerCameraOptics.canApplyDeadzone |
— | yes | ✓ | sGunplay.pbo::scripts\4_World\sUDE\camera\DayZPlayerCameraOptics.c:272 |
DayZPlayerCameraOptics.canApplyHandsOffset |
— | yes | ✓ | sGunplay.pbo::scripts\4_World\sUDE\camera\DayZPlayerCameraOptics.c:277 |
DayZPlayerCameraOptics.canZoom |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\camera\DayZPlayerCameraOptics.c:281 |
DayZPlayerCameraOptics.canFreelook |
— | yes | ✓ | sGunplay.pbo::scripts\4_World\sUDE\camera\DayZPlayerCameraOptics.c:285 |
DayZPlayerCameraOptics.canInspectWeapon |
— | yes | ✓ | sGunplay.pbo::scripts\4_World\sUDE\camera\DayZPlayerCameraOptics.c:289 |
DayZPlayerImplement.HandleADS |
— | yes | ✓ | sGunplay.pbo::scripts\4_World\sUDE\DayZPlayerImplement.c:10 |
DayZPlayerImplementAiming.OnRaiseBegin |
— | yes | ✓ | sGunplay.pbo::scripts\4_World\sUDE\aimingModel\DayZPlayerImplementAiming.c:55 |
DayZPlayerImplementAiming.ProcessAimFilters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\aimingModel\DayZPlayerImplementAiming.c:70 |
DEagleRecoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_Deagle.c:2 |
DerringerRecoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_Derringer.c:2 |
FALRecoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_FAL.c:2 |
FamasRecoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_Famas.c:2 |
Fnx45Recoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_FNX45.c:2 |
GlockRecoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_Glock.c:2 |
HandsPreview.UpdateInterval |
— | yes | ✓ | sGunplay.pbo::scripts\5_Mission\sUDE\gui\HandsPreview.c:9 |
IngameHud.Update |
— | yes | ✓ | sGunplay.pbo::scripts\5_Mission\sUDE\gui\IngameHud.c:9 |
IngameHud.setSCrosshairColor |
— | yes | ✗ none | sGunplay.pbo::scripts\5_Mission\sUDE\gui\IngameHud.c:14 |
IngameHud.setSCrosshairStyle |
— | yes | ✗ none | sGunplay.pbo::scripts\5_Mission\sUDE\gui\IngameHud.c:18 |
InspectMenuNew.Init |
— | yes | ✓ | sGunplay.pbo::scripts\5_Mission\sUDE\gui\InspectMenu.c:13 |
InspectMenuNew.SetItem |
— | yes | ✓ | sGunplay.pbo::scripts\5_Mission\sUDE\gui\InspectMenu.c:19 |
Inventory.Update |
— | yes | ✓ | sGunplay.pbo::scripts\5_Mission\sUDE\gui\Inventory.c:16 |
ItemManager.PrepareTooltip |
— | yes | ✓ | sGunplay.pbo::scripts\5_Mission\sUDE\gui\ItemManager.c:17 |
Izh18Recoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_IZH18.c:2 |
Izh18SawedOffRecoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_IZH18_SawedOff.c:2 |
Izh18ShotgunRecoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_Izh18Shotgun.c:2 |
Izh43Recoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_IZH43.c:2 |
LongHornRecoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_LongHorn.c:2 |
M14Recoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_M14.c:2 |
M16A2Recoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_M16A2.c:2 |
M4a1Recoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_M4A1.c:2 |
M79Recoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_M79.c:2 |
MagnumRecoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_Magnum.c:2 |
MakarovRecoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_Makarov.c:2 |
MkiiRecoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_MKII.c:2 |
MosinRecoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_Mosin.c:2 |
MosinSawedOffRecoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_Mosin_SawedOff.c:2 |
Mp133Recoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_MP133.c:2 |
Mp5kRecoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_MP5K.c:2 |
OptionsMenuSUDE.initMenus |
— | yes | ✓ | sGunplay.pbo::scripts\5_Mission\sUDE\gui\optionsMenu\OptionsMenuSUDE.c:2 |
P1Recoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_P1.c:2 |
PlayerBase.OnCommandHandlerTick |
— | yes | ✓ | sGunplay.pbo::scripts\4_World\sUDE\PlayerBase.c:8 |
PM73RakRecoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_PM73Rak.c:2 |
PP19Recoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_PP19.c:2 |
PPERequester_CameraADS.SetValuesOptics |
— | yes | ✓ | sGunplay.pbo::scripts\3_Game\sUDE\camera\PPERequester_CameraADS.c:47 |
PPERequester_CameraADS.SetValuesIronsights |
— | yes | ✓ | sGunplay.pbo::scripts\3_Game\sUDE\camera\PPERequester_CameraADS.c:56 |
PropertyModifiers.UpdateModifiers |
— | yes | ✓ | sGunplay.pbo::scripts\4_World\sUDE\PropertyModifiers.c:12 |
R12Recoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_R12.c:2 |
RepeaterRecoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_Repeater.c:2 |
Ruger1022Recoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_Ruger1022.c:2 |
SCARHRecoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_SCARH.c:2 |
ScoutRecoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_Scout.c:2 |
SiagaRecoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_Saiga.c:2 |
SKSRecoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_SKS.c:2 |
SSG82Recoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_SSG82.c:2 |
SUserConfig.onPreload |
— | yes | ✓ | sGunplay.pbo::scripts\3_Game\sUDE\config\sUserConfig.c:7 |
SUserConfig.onConstraintsReceived |
— | yes | ✓ | sGunplay.pbo::scripts\3_Game\sUDE\config\sUserConfig.c:12 |
SUserConfigConstraints.onPreload |
— | yes | ✓ | sGunplay.pbo::scripts\3_Game\sUDE\config\constraints\sUserConfigConstraints.c:7 |
SV98Recoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_SV98.c:2 |
SvdRecoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_SVD.c:2 |
SyncSUserConfigConstraintsRPC.onSetup |
— | yes | ✓ | sGunplay.pbo::scripts\3_Game\sUDE\config\constraints\sUserConfigConstraints.c:15 |
Ump45Recoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_UMP45.c:2 |
VSSRecoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_VSS.c:2 |
Winchester70Recoil.initRecoilParameters |
— | yes | ✗ none | sGunplay.pbo::scripts\4_World\sUDE\recoil\weapons_recoils\Recoil_Winchester70.c:2 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
DayZPlayerCameraIronsights.OnUpdate | T0 | 1000.0 | measured | 0.0248 |
DayZPlayerCameraOptics.OnUpdate | T0 | 1000.0 | measured | 0.0248 |
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.
sGunplay.pbo
sGunplayrequiredVersion 0.1 — requiresDZ_Weapons_Supports,DZ_Weapons_Muzzles,DZ_Weapons_Firearms_UMP,DZ_Weapons_Firearms_cz61,DZ_Weapons_Firearms_M16A2,DZ_Weapons_Firearms_Famas,DZ_Weapons_Firearms_AK74,sFramework
census 1.1 · findings 1.1 · hash 450b0f7ca0d58b60