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AimSounds

This mod adds sounds to characters when they raise and lower their weapon. It uses vanilla gun handling sounds. Other players can hear these sounds. It works with modded weapons - it will try and predict a sound to use for each weapon. It is a very small and simple mod. You can do what you like with it. Repack as you wish.

Workshop 2550932214 · mod updated 2026-04-13 · analyzed 2026-10-03 03:34 UTC · history · 6 script files

CharacterSound Workshop tags, chosen by the author

Stall risks
1 pattern

Patterns that can stall a single frame regardless of the load figure — see below.

Compatibility
1 by design

1 chain break, all on specific classes the mod replaces wholesale — matters only if another mod patches the same classes.

Structural footprint 1.1
A
1 by design
Heavier than 62% of 328 scripted mods analyzed.

0.00746% of each server frame at 100 players (0.075 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; 16 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
  • 26 mods
    0.00022 to 0.00046 ms/s · grade A
  • 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
  • This mod
  • 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

Per-player hooks carry 99.7% of this mod's structural load. 0.075 ms/s in all.

99.7%Per-player hooks · 99.7%
1 hook · 0.074 ms/s
Event hooks · 0.3%
1 hook · 0.0002 ms/s
Per-player hooksrun about 30 times a second for each player 1 hook 0.074 ms/s 99.7% DayZPlayerImplement.HandleWeapons
Event hooksrun when something happens: an inventory move, a hit, an action 1 hook 0.0002 ms/s 0.3% DayZPlayerImplement.OnVariablesSynchronized

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

1 override 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.

By design
Family · DayZTool and its 3 vanilla subclasses
DayZTool replaced on 1 method · 1 override

RunDayZBat

Only this class is affected. Matters only if another mod in your stack patches the same class.

1 classDayZTool
1 locationScripts.pbo::Workbench\Editor\Plugins\DayZEditor\DayZTool.c:3

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.

HandleWeapons on DayZPlayerImplement
about 30× per player per second
no I/O, timers or RPC
OnVariablesSynchronized on DayZPlayerImplement
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 3 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
DayZPlayerImplement.OnVariablesSynchronized T2 yes ✓ Scripts.pbo::4_World\entities\dayzplayerimplement.c:28
DayZPlayerImplement.HandleWeapons T1 yes ✓ Scripts.pbo::4_World\entities\dayzplayerimplement.c:52
DayZTool.RunDayZBat — yes ✗ none Scripts.pbo::Workbench\Editor\Plugins\DayZEditor\DayZTool.c:3
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
DayZPlayerImplement.HandleWeaponsT1 3000.0measured0.0744
DayZPlayerImplement.OnVariablesSynchronizedT2 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.

Scripts.pbo

  • AimSounds_Scripts requiredVersion 0.1 — requires DZ_Data, DZ_Scripts

Sounds.pbo

  • AimSounds_Sounds requiredVersion 0.1 — requires DZ_Data

census 1.1 · findings 1.1 · hash 063fa1c140a00eb8