GunnerTruckOshkosh
Working with 1.30 (thanks to MrBigglesWorth85 for the fix in 1.28) First of all i take no credit for this vehicle it was originally made by V1ruspr☣ne and has given permission to use it as they no longer mod. Ok so this is a nice truck that drives well and has a turret on top that if you have Roadtrip Mod will allow you to stand in the turret and shoot your gun from it while driving... this will also work with… (more)
Working with 1.30 (thanks to MrBigglesWorth85 for the fix in 1.28) First of all i take no credit for this vehicle it was originally made by V1ruspr☣ne and has given permission to use it as they no longer mod. Ok so this is a nice truck that drives well and has a turret on top that if you have Roadtrip Mod will allow you to stand in the turret and shoot your gun from it while driving... this will also work with expansion if vehicle attachment is on now iv added the script for that. If you are struggling to find the fuel refill look at the 3rd picture.... The Gunner Truck will now auto select the map you are using (assuming i have added the map image texture to the mod). 3 colours: Green Camo = GunnerTruck White Camo = GunnerTruckWhite Tan Camo = GunnerTruckTan AutomaticVersions: Green Camo Automatic = GunnerTruck_Auto White Camo Automatic = GunnerTruckWhite_Auto Tan Camo Automatic = GunnerTruckTan_Auto maps currently supported for navigation: Chernarus Deerisle Esseker Livonia Namalsk Rostow Takistan Valning Banov Iztek Pripyat NHCchernobyl 1000 Slots cargo space 6 Seats 4 inside and one on each side of the rear, trunk door must be open (plus the turret to stand in if Roadtrip Mod is installed or using expansion) JerryCan slot. (currently not displaying the correct slot icon unless the mod is loaded last and in some cases just displays the default but the slot itself is working, its just down to if another mod is overriding the slot iv made or not.) Functioning spare wheel when the trunk door is attached to the truck rather than the fake wheel that couldnt be used before. Functioning satnav/navigation I have included some files to help make life easier when installing on your server: Depending on the map you run theres a folder for them in the XML folder, if your map isnt listed use the chernarus one, any will work really but the chernarus is the base class. It now recognises what map you are using and changes the textures and scaling automatically so just use the chernarus folders Types.xml ( not a replacement for yours just copy and paste its contents and paste it between the last </type> and </types> in your types.xml and then edit the nominal and min values iv set them all to 0) SpawnableTypes.xml (again not a replacement copy its contents and paste it above the </spawnabletypes> at the bottom of your SpawnableTypes.xml . this isnt needed unless you are going to have the truck spawn in around the map by adding it to the Events.xml file. it is set to spawn in with all wheels and doors but have chance of having battery, radiator and sparkplug so edit this to your needs) TraderConfig.txt (again not a replacement copy its contents and paste it in the relevent place in your TraderConfig.txt probably " <Trader> Vehicles Trader " under the " <Category> Vehicles " if you havnt customised it.) TraderVehicleParts.txt (again not a replacement copy its contents and paste it in the TraderVehicleParts.txt above the //<openFile> Filename.txt at the bottom) GunnerTruck.json, GunnerTruckTan.json, GunnerTruckWhite.json, GunnerTruck_Auto.json, GunnerTruckWhite_Auto.json and GunnerTruckTan_Auto.json (this one is for Community Online Tools vehicle spawner. you just go to your server profile folder this is different for all servers common ones iv seen are Config and SC but whatever yours is go into that folder then open CommunityOnlineTools folder then Vehicles folder and upload this file there ) I have done my best to include everthing you might need i dont think iv missed anything or got anything wrong but you never know so if you have issues with despawning/spawning check the files for spelling mistakes, capitals in the right place ect. Feedback If for any reason you don't like a mod and feel the need to give a negative rating, that's fine I cant please everyone and it would be stupid to believe i could but I would ask that if you give a negative rating... comment what was wrong. You don't have to flat out say I gave a negative rating this was why (unless you want to.), but just comment and say I feel X is an issue it would be better if X was changed to Y..... I'm not saying every change will be implemented but who knows maybe I just didn't think about it when making the mod. that way the mod can be improved. Who knows it might not even be the mods fault it could be a conflict with another mod.. I cant test them all REPACKING AND MONETISATION You can use it on any server but dont repack this mod into your server packs. just incase its not clear NO REPACKING. its still being updated/fixed and repacking would cause you to miss any updates. and reflect badly on the mod. that and theres no reason to repack it. You may use this mod on monetised servers as long as this mod or items in this mod are not monetised. Also do not add me on steam unless i have spoken to you and asked you to add me you will be ignored. Discord link to talk about the mod and report any bugs https://discord.gg/WMUkTsKn5Q Support Me This mod is free to use as long as you are not repacking it, but if you want to support me you can by donating, click this image below. To be clear even if you donate you will not be allowed to repack, a donation is a gift not a payment for something in return.
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.
No server-side script overrides. Counts hook dispatch and timers only, not what the hooks do inside. Methodology.
Other findings
Checks answered without super() · 1 · warning
- AttachmentsOutOfReach.IsAttachmentReachable returns its own answer without consulting super.IsAttachmentReachable() — 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.
GunnerTruck.pbo::scripts\4_World\JLTVAttachmentsOutOfReach.c:3
- AttachmentsOutOfReach.IsAttachmentReachable returns its own answer without consulting super.IsAttachmentReachable() — 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 2 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 |
|---|---|---|---|---|
AttachmentsOutOfReach.IsAttachmentReachable |
— | yes | ✗ none | GunnerTruck.pbo::scripts\4_World\JLTVAttachmentsOutOfReach.c:3 |
ModItemRegisterCallbacks.RegisterHeavy |
— | yes | ✓ | GunnerTruck.pbo::scripts\4_World\entities\core\inherited\playerbase.c:18 |
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.
GunnerTruck.pbo
GunnerTruck_base— requiresDZ_Scripts,DZ_Data,DZ_Gear_Containers,DZ_Gear_Camping,DZ_Characters_Tops,DZ_Sounds_Effects,DZ_Vehicles_Wheeled,DZ_Vehicles_Parts,GunnerTruck_base_ScriptsGunnerTruck_base_ScriptsrequiredVersion 0.1 — requiresDZ_Scripts
census 1.1 · findings 1.1 · hash 7832d2f0303e0977