Helicopter landing pad
A detailed elevated helipad model provided as both a static object suitable for placement via DayZ Editor (or such) and as a kit that can be sold in the trader. The player can carry it back to their base and 'deploy' it where ever they like. When deployed, the 'kit' version also features 150 units of storage (4 jerry cans and a few batteries or other parts). Now includes a second, large static helicopter landing pad… (more)
A detailed elevated helipad model provided as both a static object suitable for placement via DayZ Editor (or such) and as a kit that can be sold in the trader. The player can carry it back to their base and 'deploy' it where ever they like. When deployed, the 'kit' version also features 150 units of storage (4 jerry cans and a few batteries or other parts). Now includes a second, large static helicopter landing pad (rf_helipad2_static). This would need to be placed with DayZ Editor or admin tool. Original model purchased here https://www.cgtrader.com/3d-models/exterior/other/helipad-15e225bb-dcb9-49ab-9bb8-a65b70dfd726 under the Royalty Free License This is mod is free for all to use and enjoy. Repacking of this mod is allowed, just you don't try to take credit for it yourself. (don't be a jerk). Monetization while using this mod is APPROVED. For information on this and other mods that I've created, join my Discord https://discord.gg/qhxfAZyz6T If you like the work that I do and would like to show your appreciation, please consider donating to support my mod development, Join my discord, navigate to the #donations channel and type donate.
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; 25 others share it. Ranked list.
Event hooks carry 99.8% of this mod's structural load. 0.000 ms/s in all.
2 hooks · 0.0004 ms/s
| Event hooksrun when something happens: an inventory move, a hit, an action | 2 hooks | 0.0004 ms/s | 99.8% | Pliers.SetActions, Screwdriver.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.
Other findings
super() only on some paths · 3 · warning
- Hologram.EvaluateCollision calls super.EvaluateCollision() only on some paths — on the others the chain below this mod is dropped.
RFhelipad.pbo::scripts\4_World\hologram.c:27 - Hologram.SetProjectionPosition calls super.SetProjectionPosition() only on some paths — on the others the chain below this mod is dropped.
RFhelipad.pbo::scripts\4_World\hologram.c:40 - Hologram.UpdateHologram calls super.UpdateHologram() only on some paths — on the others the chain below this mod is dropped.
RFhelipad.pbo::scripts\4_World\hologram.c:12
- Hologram.EvaluateCollision calls super.EvaluateCollision() 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 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.
| method | surface | server | super() | where |
|---|---|---|---|---|
ActionConstructor.RegisterActions |
— | yes | ✓ | RFhelipad.pbo::scripts\4_World\ActionConstructor.c:4 |
Hologram.UpdateHologram |
— | yes | conditional | RFhelipad.pbo::scripts\4_World\hologram.c:12 |
Hologram.EvaluateCollision |
— | yes | conditional | RFhelipad.pbo::scripts\4_World\hologram.c:27 |
Hologram.SetProjectionPosition |
— | yes | conditional | RFhelipad.pbo::scripts\4_World\hologram.c:40 |
ModItemRegisterCallbacks.RegisterHeavy |
— | yes | ✓ | RFhelipad.pbo::scripts\4_World\helipad_kit.c:3 |
Pliers.SetActions |
T2 | yes | ✓ | RFhelipad.pbo::scripts\4_World\DismantlingTools.c:11 |
Screwdriver.SetActions |
T2 | yes | ✓ | RFhelipad.pbo::scripts\4_World\DismantlingTools.c:3 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
Screwdriver.SetActions | T2 | 8.0 | placeholder | 0.0002 |
Pliers.SetActions | T2 | 8.0 | placeholder | 0.0002 |
Includes 0.000 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.
RFhelipad.pbo
RFhelipad_kitsrequiredVersion 1 — requiresDZ_Gear_Camping
census 1.1 · findings 1.1 · hash 50ce8ec7f5eb7760