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MMG - Mightys Military Gear

MMG - Mightys Military Gear TYPES FILE and SPAWNABLE TYPES are in the mod folder in /files and will always be up to date ! Description The MMG Mod is a well balanced Military Gear/Clothing Extension for DayZ. All attachments work ONLY for the intended models from the MOD. Items are annotated with "MMG" so you can differentiate them from the Vanilla Stuff. ONLY default PlateCarrier Pouches are enabled for the JPC… (more)

MMG - Mightys Military Gear TYPES FILE and SPAWNABLE TYPES are in the mod folder in /files and will always be up to date ! Description The MMG Mod is a well balanced Military Gear/Clothing Extension for DayZ. All attachments work ONLY for the intended models from the MOD. Items are annotated with "MMG" so you can differentiate them from the Vanilla Stuff. ONLY default PlateCarrier Pouches are enabled for the JPC Model. if you want to support the MMG project or need more information to it: Vests - listed after protection value Chestrig (High Capacity Vest) JPC-Vest (Vanilla Plate Carrier) Tactical-TEC Plate Carrier (Vanilla Plate Carrier) MK-III Vest (1.5x Vanilla Plate Carrier) MK-V Vest (2.5x Vanilla Plate Carrier) Helmets Defcon 5 Tactical Helmet (Vanilla Tactical Helmet) Striker Helmet (Vanilla Tactical Helmet) Armored Helmet (1.5x Vanilla Tactical Helmet) Backpacks Assault Pack (80 Slots + Weapon) Carrier Pack (80 Slots + Weapon) Camelback (90 Slots + Weapon) Supplybag (120 Slots + Weapon) MMPS Backpack (150 Slots) Pouches (Pictures) Mag Pouch Multiple MagPouch Med Pouch EOD Pouch 5.11 Tactical Pouch Holster Pouch Triple Mag Pouch Double Mag Pouch MK-V Grenade Pouch MK-V Utility Pouch Clothing Combat Pants Combat Shirt Operator Shirt Tactical Shirt Facemask Balaclava Combat Boots Tactical Gloves Items Bottle-Canteen Carbine Sheath Headphones Visors Tactical Goggles many Patches NVGs MMG-Headphones: Headphones now work as the Radio Transmitter. If they are attached to the Tactical Helmet you can look straight at the bottom and switch them on. To change frequency you still need to put them in your hands. Tactical Goggles: Glass colour can be changed by holding the item in hands and clicking. (red, blue and clear) If you don't know which pouch or item attaches to your model, just drag the mouse over the slot and it and info will pop up. Repacking the Mod in any way is not allowed! Please rate the mod if you like it Attention: I am still working on the Mod to extend diferent camos, models and items. Please report any bugs/error to the #mod-errors channel in the MMG-Discord! Copyright 11/2021 - MightyMoitzbert

Workshop 2663169692 · mod updated 2023-10-17 · analyzed 2026-10-03 04:11 UTC · history · 24 script files

CharacterEconomyEquipmentWeapon Workshop tags, chosen by the author

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 10% 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; 36 others share it. Ranked list.

10
20
30
40
  • 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
  • This mod
  • 26 mods
    0.00022 to 0.00046 ms/s · grade A
  • 33 mods
    0.00046 to 0.001 ms/s · grade A
  • 23 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
  • 40 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%
1 hook · 0.0002 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 1 hook 0.0002 ms/s 99.8% PlayerBase.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 on PlayerBase
per event
no I/O, timers or RPC
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
ActionConstructor.RegisterActions — yes ✓ JPC_Vest.pbo::scripts\4_World\actionconstructor.c:3
ModItemRegisterCallbacks.RegisterTwoHanded — yes ✓ JPC_Vest.pbo::scripts\4_World\jpc\JPC_vest.c:3
PlayerBase.SetActions T2 yes ✓ JPC_Vest.pbo::scripts\4_World\old_scripts\playerbase_radio.c:3
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
PlayerBase.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.

JPC_Vest.pbo

  • JPC_Vest requiredVersion 0.1 —
    requires 12 addons DZ_Data, DZ_Characters_Vests, DZ_Characters_Backpacks, DZ_Characters_Headgear, DZ_Scripts, DZ_Characters, DZ_Gear_Drinks, DZ_Gear_Medical, DZ_Gear_Containers, DZ_Radio, DZ_Gear_Optics, DZ_Characters_Glasses
  • JPC_Vest requiredVersion 0.1 —
    requires 15 addons DZ_Data, DZ_Characters_Vests, DZ_Characters_Backpacks, DZ_Scripts, DZ_Characters, DZ_Characters_Gloves, DZ_Characters_Headgear, DZ_Characters_Masks, DZ_Characters_Pants, DZ_Characters_Shoes, DZ_Characters_Tops, DZ_Gear_Medical, DZ_Gear_Containers, DZ_Gear_Optics, DZ_Characters_Glasses

census 1.1 · findings 1.1 · hash fbb4b52b37003340