Car Ma
This DayZ server mod causes a random unsecured vehicle part to detach when the vehicle hits something. Lock your car parts in place with a wrench, screwdriver, or lug wrench to prevent accidental loss! Please direct all bug reports and feature requests to my Discord server. Note: This mod can, optionally, be loaded as a server-only mod. https://crimsonzamboni.com SETTINGS… (more)
This DayZ server mod causes a random unsecured vehicle part to detach when the vehicle hits something. Lock your car parts in place with a wrench, screwdriver, or lug wrench to prevent accidental loss! Please direct all bug reports and feature requests to my Discord server. Note: This mod can, optionally, be loaded as a server-only mod. https://crimsonzamboni.com SETTINGS ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ The behavior of this mod can be customized via the "$profile:carma\settings.json" file. A file containing the default settings will be created upon server startup if the file does not already exist. exemptVehicles The "exemptVehicles" setting allows you to specify certain vehicle types to be exempt from being affected by Car Ma. This may be useful for modded vehicles that do not support having their parts secured. exemptSlots The "exemptSlots" setting determines which vehicle inventory slots, if any, are exempt from detaching their attachments during a collision. By default, no slots are exempt. See also the "exemptUnlockableAttachments" setting. Note: Exempt slots are determined by the slot name, not the item name. The complete list of vanilla vehicle slot names can be retrieved by searching for "attachments[]" in the DayZ wheeled vehicle config.cpp file. exemptUnlockableAttachments This setting determines whether car attachments that are unable to be locked are automatically exempt from detaching during collisions. The default is true. debounceMs The "debounceMs" setting determines the minimum amount of time, in milliseconds, that must pass between qualifying collisions, for additional parts to detach. The default is 100 milliseconds. Due to how DayZ reports vehicle impacts, giving this too low of a value can cause multiple parts to detach in a single collision. minimumDamage The "minimumDamage" setting determines the minimum amount of damage that must occur for a part to be detached from the vehicle. The default is 150. Some vehicles are more susceptible to damage than others. For example, the Sarka takes damage very easily, whereas the M3S truck does not. Note: In vanilla DayZ 1.13, a collision with 150 damage is the minimum for the crash sound to play, 750 is the minimum for passengers to receive shock and health damage, and 3000 is the threshold for instant passenger death. creatureHits The "creatureHits" setting determines whether hitting animals, infected, and other players causes car parts to detach. The default is false, which means hitting infected and animals does not cause parts to detach. The maximum health of the creature being hit determines how fast you have to be driving in order for parts to detach. For example, infected require higher speeds than bears. Chickens are extremely weak and never cause parts to detach. unlockRuinedAttachments This setting determines whether car attachments are automatically unlocked when they become ruined in collisions. The default is true. LICENSE ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ Copyright (c) 2021-2026 The Crimson Zamboni This Software is licensed for non-commercial use only, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. The Software may not be monetized. This means that you cannot use it on a server with access limited only to paying players, or a server with extra privileges, such as priority queue slots, granted to paying players. The Software is not authorized for posting on Steam, except under the Steam account Crimson Zamboni. WARNING ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒
Not analyzed yet
modperf has not read this mod's scripts, so there is no report and it is left out of any stack it appears in. 2 live servers in the crawl publish it.
The worker downloads the mod from the Workshop and reads its Enforce Script — nothing is executed. Usually a few minutes. This page then shows the report.