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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.

Workshop 2511742827 · mod updated 2023-07-10 · analyzed 2026-10-03 05:54 UTC · history · 6 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
Heavier than 21% of 328 scripted mods analyzed.

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.

Where this mod sits

Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 25 others share it. Ranked list.

20
40
60
  • 24 mods
    0.0000022 to 0.0000046 ms/s · grade A
  • 7 mods
    0.0000046 to 0.00001 ms/s · grade A
  • 1 mod
    0.00001 to 0.000022 ms/s · grade A
  • 1 mod
    0.000022 to 0.000046 ms/s · grade A
  • 37 mods
    0.0001 to 0.00022 ms/s · grade A
  • This mod
  • 33 mods
    0.00046 to 0.001 ms/s · grade A
  • 22 mods
    0.001 to 0.0022 ms/s · grade A
  • 13 mods
    0.0022 to 0.0046 ms/s · grade A
  • 10 mods
    0.0046 to 0.01 ms/s · grade A
  • 5 mods
    0.01 to 0.022 ms/s · grade A
  • 18 mods
    0.022 to 0.046 ms/s · grade A
  • 17 mods
    0.046 to 0.1 ms/s · grade A
  • 41 mods
    0.1 to 0.22 ms/s · grade A
  • 26 mods
    0.22 to 0.46 ms/s · grade A
  • 28 mods
    0.46 to 1 ms/s · grade A
  • 8 mods
    1 to 2.2 ms/s · grade A to B
  • 10 mods
    2.2 to 4.6 ms/s · grade B
  • 1 mod
    4.6 to 10 ms/s · grade B to C
A316
B11
C1
D0
E0
ms/s, log scale: each labelled step is ten times the one before. Letter grade and mods holding it below the axis.
Where the load comes from

Event hooks carry 99.8% of this mod's structural load. 0.000 ms/s in all.

99.8%Event hooks · 99.8%
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.

SetActions × 2 classes
per event
no I/O, timers or RPC

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
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
surfacetierrate (Hz)rate sourcems/s
Screwdriver.SetActionsT2 8.0placeholder0.0002
Pliers.SetActionsT2 8.0placeholder0.0002

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_kits requiredVersion 1 — requires DZ_Gear_Camping

census 1.1 · findings 1.1 · hash 50ce8ec7f5eb7760