Custom animations
----------- This mod adds new custom animations for character poses and brings back some unused animations from the developers. You can find them in the character's pose wheel. The mod will be actively updated and supplemented with new custom animations. ATTENTION!!! Do not use this mod with other animation mods, otherwise you will crash! I am not responsible for what you can do by connecting several similar mods at… (more)
----------- This mod adds new custom animations for character poses and brings back some unused animations from the developers. You can find them in the character's pose wheel. The mod will be actively updated and supplemented with new custom animations. ATTENTION!!! Do not use this mod with other animation mods, otherwise you will crash! I am not responsible for what you can do by connecting several similar mods at the same time. The mod was made for myself and the way I see it. You use it by agreeing to my terms and conditions and at your own risk. ----------- 20,10 - update: Dayz update ------ Guitar classname: CA_Guitar ----------- Credits: Gelik Thanks to NikRon for client/server scripts. Thanks to Moonny for Guitar script. Thanks to Ruki for German translation. Thanks to Nana for Chinese translation. Thanks to Tawny for French translation. Special thanks to MarioE for tips and help. If you have questions or want to support: Discord: g-#0312 | .gelik. ------- I do not give permission for this mod to be repacked, reupload or added into server packs. Add the mod to the collection and use it if you want.
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.
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 |
|---|---|---|---|---|
ActionConstructor.RegisterActions |
— | yes | ✓ | MusicalAttention.pbo::scripts\4_World\Classes\UserActionComponent\ActionConstructor.c:3 |
ModItemRegisterCallbacks.RegisterTwoHanded |
— | yes | ✓ | MusicalAttention.pbo::scripts\4_World\anims.c:3 |
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.
MusicalAttention.pbo
MusicalAttentionrequiredVersion 0.1 — requiresDZ_Data,DZ_Characters,DZ_Data,DZ_AI,DZ_Characters_Zombies,DZ_Data,DZ_Surfaces
census 1.1 · findings 1.1 · hash 8ba202fb454c1fc2