← modperf · analyzed mods

DayZ-Expansion-AI

Features DayZ Expansion AI is the direct follow up of the discontinued mod EnfusionAI which was discontinued. This mod introduce to the game survior AI. - Can behave as a team and follow a team leader - 12 different formation groups - Can vault over objects and open doors - Can sit as passanger in vehicles - Can follow waypoints, also known as "patrols" - Can engage in fights up to 1000m based on the distance, line… (more)

Features DayZ Expansion AI is the direct follow up of the discontinued mod EnfusionAI which was discontinued. This mod introduce to the game survior AI. - Can behave as a team and follow a team leader - 12 different formation groups - Can vault over objects and open doors - Can sit as passanger in vehicles - Can follow waypoints, also known as "patrols" - Can engage in fights up to 1000m based on the distance, line of sight, the weapon they are holding, what type of ammo is being used and the accuracy configured in the AISettings file. - Can taunt their victims - Can be recruited - Can use flashlights and nightvisions - AI Guards to protect safezones - AI Factions if combined with DayZ-Expansion-Market: - AI Traders NPC if combined with DayZ-Expansion-Quests: - AI Quests NPC Installation If you need help to install the mods or the mission files please follow this guide: https://steamcommunity.com/sharedfiles/filedetails/?id=2430317812 Guides: Please visit the Expansion Wiki for further info on how to use the mod: https://github.com/salutesh/DayZ-Expansion-Scripts/wiki/%5BServer-Hosting%5D-Expansion-AI Feedback We're grateful to hear any feedback and suggestions from anyone, the best place to give it to us would be our Discord ( https://discord.gg/rMZuS4F ), please also join if you have any questions too! Copyright 2021 DayZ Expansion Mod Team. This item is not authorized for posting on Steam, except under the Steam account https://steamcommunity.com/id/dayzexpansion/

Workshop 2792982069 · mod updated 2026-10-15 · analyzed 2026-10-15 11:35 UTC · history · 257 script files

Stall risks
2 patterns

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

Compatibility
6 to review

6 chain breaks on base classes or persisted data. 3 more are whole-class replacements of specific classes.

Structural footprint 1.1
A
6 to review
Heavier than 88% of 328 scripted mods analyzed.

0.0589% of each server frame at 100 players (0.589 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; 27 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
  • 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
  • 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
  • This mod
  • 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

Every-frame hooks carry 46% of this mod's structural load. 0.589 ms/s in all.

46%Every-frame hooks · 46%
11 hooks · 0.27 ms/s
25%Per-player hooks · 25%
2 hooks · 0.15 ms/s
Event hooks · 4.6%
31 hooks · 0.027 ms/s
Lifecycle hooks · <0.1%
17 hooks · 0.000034 ms/s
24%Repeating timers · 24%
1 timer · 0.14 ms/s
Every-frame hooksrun every server frame 11 hooks 0.27 ms/s 46% AlarmClock_ColorBase.OnUpdate, AnimalBase.CommandHandler, DayZGame.OnUpdate and 7 more
Per-player hooksrun about 30 times a second for each player 2 hooks 0.15 ms/s 25% DayZPlayerImplement.CommandHandler, PlayerBase.OnScheduledTick
Event hooksrun when something happens: an inventory move, a hit, an action 31 hooks 0.027 ms/s 4.6% ItemBase.EEItemAttached, ItemBase.EEItemDetached, ItemBase.EEItemLocationChanged and 28 more
Lifecycle hooksrun when an entity is created, loaded or deleted 17 hooks 0.000034 ms/s <0.1% AnimalBase.EEKilled, BuildingBase.AfterStoreLoad, CarScript.EEInit and 14 more
Repeating timersstay in the timer queue, which is walked every frame 1 timer 0.14 ms/s 24% every 60 s

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

9 overrides 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.

Review
Base class · every AnimalBase (25 vanilla subclasses)
AnimalBase.EOnContact

Vanilla's work on this method, and any earlier-loaded mod's, never runs for any AnimalBase.

ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\AnimalBase.c:119
Review
Base class · every ItemBase (1514 vanilla subclasses)
ItemBase.EOnContact

Vanilla's work on this method, and any earlier-loaded mod's, never runs for any ItemBase.

ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase.c:239
Review
Base class · every MissionServer
MissionServer.TickScheduler T0

Vanilla's work on this method, and any earlier-loaded mod's, never runs for any MissionServer.

0_ai_preload.pbo::5_Mission\MissionServer.c:5
Review
Base class · every MissionServer
MissionServer.eAI_GetPlayers

Vanilla's work on this method, and any earlier-loaded mod's, never runs for any MissionServer.

ai_scripts.pbo::5_Mission\DayZExpansion_AI\Mission\MissionServer.c:162
Review
Base class · every ModifiersManager
ModifiersManager.OnScheduledTick T1

Vanilla's work on this method, and any earlier-loaded mod's, never runs for any ModifiersManager.

0_ai_preload.pbo::4_World\Classes\PlayerModifiers\ModifiersManager.c:27
Review
Base class · every ZombieBase (77 vanilla subclasses)
ZombieBase.EOnContact

Vanilla's work on this method, and any earlier-loaded mod's, never runs for any ZombieBase.

ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ZombieBase.c:84
By design
Another mod's class · ExpansionWorld
ExpansionWorld replaced on 2 methods · 2 overrides

FixAIFirearmFX · eAI_OnUpdate

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

1 classExpansionWorld
2 locationsai_scripts.pbo::4_World\DayZExpansion_AI\Classes\ExpansionWorld.c:486
ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\ExpansionWorld.c:197
By design
Another mod's class · DayZExpansion
DayZExpansion replaced on 1 method · 1 override

SpectateAI

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

1 classDayZExpansion
1 locationai_scripts.pbo::5_Mission\DayZExpansion_AI\DayZExpansion.c:50

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.

CommandHandler on DayZPlayerImplement
about 30× per player per second
no I/O, timers or RPC
OnScheduledTick on PlayerBase
about 30× per player per second
no I/O, timers or RPC
OnUpdate × 3 classes
every server frame
no I/O, timers or RPC
CommandHandler × 2 classes
every frame, per active instance
no I/O, timers or RPC
OnUpdate × 2 classes
every server frame
no I/O, timers or RPC super() on some paths
OnScheduledTick on ModifiersManager
every frame, per active instance
no I/O, timers or RPC replaces vanilla
Tick on ModifierBase
every server frame
no I/O, timers or RPC super() on some paths
TickScheduler on MissionServer
every server frame
no I/O, timers or RPC replaces vanilla
TickScheduler on MissionServer
every server frame
no I/O, timers or RPC
EEItemAttached × 2 classes
every inventory move
no I/O, timers or RPC
EEItemDetached × 2 classes
every inventory move
no I/O, timers or RPC
EEItemLocationChanged on ItemBase
every inventory move
no I/O, timers or RPC
OnInventoryEnter on ItemBase
every inventory move
no I/O, timers or RPC
OnInventoryExit on ItemBase
every inventory move
no I/O, timers or RPC
EEHitBy × 7 classes
per event
no I/O, timers or RPC
ActionCondition × 5 classes
per event
no I/O, timers or RPC
EEHealthLevelChanged × 5 classes
per event
no I/O, timers or RPC
OnVariablesSynchronized × 4 classes
per event
no I/O, timers or RPC
OnRPC × 2 classes
per event
no I/O, timers or RPC
SetActions on PlayerBase
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 246 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
ActionCloseDoors.OnEndServer — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\Actions\UserActionsComponent\Actions\Interact\ActionCloseDoors.c:16
ActionCloseFence.OnEndServer — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\Actions\UserActionsComponent\Actions\Interact\ActionCloseDoors.c:38
ActionCollectBloodTarget.ActionCondition T2 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\Actions\UserActionsComponent\Actions\Continuous\Medical\ActionCollectBloodTarget.c:15
ActionCollectBloodTarget.OnStartServer — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\Actions\UserActionsComponent\Actions\Continuous\Medical\ActionCollectBloodTarget.c:26
ActionCollectSampleTarget.ActionCondition T2 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\Actions\UserActionsComponent\Actions\Continuous\Medical\ActionCollectSampleTarget.c:15
ActionCollectSampleTarget.OnStartServer — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\Actions\UserActionsComponent\Actions\Continuous\Medical\ActionCollectSampleTarget.c:26
ActionConstructor.RegisterActions — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\Actions\ActionConstructor.c:3
ActionDefibrilateTarget.ActionCondition T2 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\Actions\UserActionsComponent\Actions\Continuous\Medical\ActionDefibrilateTarget.c:15
ActionDefibrilateTarget.OnStartServer — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\Actions\UserActionsComponent\Actions\Continuous\Medical\ActionDefibrilateTarget.c:26
ActionDeployObject.OnStartServer — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\Actions\UserActionsComponent\Actions\Continuous\ActionDeployObject.c:3
ActionGetOutTransport.ProcessGetOutTransportActionData — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\Actions\UserActionsComponent\Actions\Interact\Vehicles\ActionGetOutTransport.c:3
ActionGiveBloodTarget.ActionCondition T2 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\Actions\UserActionsComponent\Actions\Continuous\Medical\ActionGiveBloodTarget.c:15
ActionGiveBloodTarget.OnStartServer — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\Actions\UserActionsComponent\Actions\Continuous\Medical\ActionGiveBloodTarget.c:26
ActionOpenDoors.OnEndServer — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\Actions\UserActionsComponent\Actions\Interact\ActionCloseDoors.c:5
ActionOpenFence.OnEndServer — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\Actions\UserActionsComponent\Actions\Interact\ActionCloseDoors.c:27
ActionRestrainTarget.OnStartServer — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\Actions\UserActionsComponent\Actions\Continuous\ActionRestrainTarget.c:15
ActionRestrainTarget.OnFinishProgressServer — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\Actions\UserActionsComponent\Actions\Continuous\ActionRestrainTarget.c:44
ActionSkinning.Can — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\Actions\UserActionsComponent\Actions\Continuous\eAIActionSkinning.c:3
ActionSkinning.CanContinue — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\Actions\UserActionsComponent\Actions\Continuous\eAIActionSkinning.c:11
ActionSkinning.ActionCondition T2 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\Actions\UserActionsComponent\Actions\Continuous\eAIActionSkinning.c:19
ActionUnpin.OnExecute — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\Actions\UserActionsComponent\Actions\SingleUse\ActionUnpin.c:3
ActionUnrestrainTarget.OnFinishProgressServer — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\Actions\UserActionsComponent\Actions\Continuous\ActionUnrestrainTarget.c:15
ActionUnrestrainTargetHands.OnFinishProgressServer — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\Actions\UserActionsComponent\Actions\Continuous\ActionUnrestrainTargetHands.c:15
ActionWorldCraft.Post_SetupAction — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\Actions\UserActionsComponent\Actions\Continuous\ActionWorldCraft.c:3
AlarmClock_ColorBase.OnUpdate T0 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase\Gear\Tools\AlarmClock.c:3
Ammunition_Base.Expansion_GetHealthDamage — yes ✗ none ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase\Magazine\AmmunitionPiles.c:24
AnimalBase.OnVariablesSynchronized T2 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\AnimalBase.c:47
AnimalBase.EEOnDamageCalculated — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\AnimalBase.c:54
AnimalBase.EEKilled T3 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\AnimalBase.c:65
AnimalBase.EEHitBy T2 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\AnimalBase.c:72
AnimalBase.EEHealthLevelChanged T2 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\AnimalBase.c:79
AnimalBase.ModCommandHandlerBefore — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\AnimalBase.c:86
AnimalBase.ModCommandHandlerInside — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\AnimalBase.c:99
AnimalBase.CommandHandler T1 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\AnimalBase.c:111
AnimalBase.EOnContact — yes ✗ none ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\AnimalBase.c:119
AreaExposureMdfr.OnActivate — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\PlayerModifiers\Modifiers\Conditions\AreaExposure.c:3
AttachNewMagazine.OnEntry — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\Weapons\Firearms\FSM\States\WeaponReplacingMagAndChamberNext.c:73
BleedingSourcesManagerServer.ProcessHit — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\BleedingSources\BleedingSourcesManagerServer.c:3
BloodLoss.OnUpdateClient — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\PlayerSymptoms\States\Secondary\BloodLoss.c:4
BuildingBase.DeferredInit — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\Buildings\BuildingBase.c:66
BuildingBase.EEOnCECreate — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\Buildings\BuildingBase.c:168
BuildingBase.AfterStoreLoad T3 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\Buildings\BuildingBase.c:175
BuildingBase.EEHitBy T2 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\Buildings\BuildingBase.c:183
CarScript.EEOnDamageCalculated — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\CarScript.c:21
CarScript.EEKilled T3 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\CarScript.c:32
CarScript.EEHitBy T2 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\CarScript.c:39
CarScript.EEHealthLevelChanged T2 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\CarScript.c:51
CarScript.OnInput — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\CarScript.c:58
CarScript.CanBeTargetedByAI — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\CarScript_ZombieTargeting.c:3
CarScript.EEInit T3 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\Vehicles\CarScript.c:5
CarScript.GenerateCarHornAINoise — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\Vehicles\CarScript.c:17
Chemlight_ColorBase.eAI_GetNightVisibility — yes ✗ none ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase\Chemlight.c:3
Clothing.EECargoIn — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase\Clothing_Base.c:5
Clothing.EECargoOut — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase\Clothing_Base.c:12
Clothing.EECargoMove — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase\Clothing_Base.c:19
ContaminatedArea_Base.eAI_IsDangerousToAI — yes ✗ none ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\ContaminatedArea\ContaminatedArea.c:3
CoughSymptom.OnGetActivatedServer — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\PlayerSymptoms\States\Primary\CoughState.c:3
DayZExpansion.SpectateAI — yes ✗ none ai_scripts.pbo::5_Mission\DayZExpansion_AI\DayZExpansion.c:50
DayZGame.ExplosionEffectsEx — yes ✓ ai_scripts.pbo::3_Game\DayZExpansion_AI\DayZGame.c:97
DayZGame.FirearmEffects — yes ✓ ai_scripts.pbo::3_Game\DayZExpansion_AI\DayZGame.c:107
DayZGame.CloseCombatEffects — yes ✓ ai_scripts.pbo::3_Game\DayZExpansion_AI\DayZGame.c:115
DayZGame.OnUpdate T0 yes ✓ ai_scripts.pbo::3_Game\DayZExpansion_AI\DayZGame.c:135
DayZGame.IsDebugMonitor — yes ✗ none ai_scripts.pbo::3_Game\DayZExpansion_AI\DayZGame.c:143
DayZPlayerImplement.Expansion_Init — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\DayZPlayerImplement.c:70
DayZPlayerImplement.CanBeTargetedByAI — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\DayZPlayerImplement.c:95
DayZPlayerImplement.Expansion_IsAI — yes ✗ none ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\DayZPlayerImplement.c:124
DayZPlayerImplement.Expansion_GetEntityStorageAdditionalDataVersion — yes ✗ none ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\DayZPlayerImplement.c:129
DayZPlayerImplement.Expansion_OnEntityStorageAdditionalDataSave — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\DayZPlayerImplement.c:134
DayZPlayerImplement.Expansion_OnEntityStorageAdditionalDataLoad — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\DayZPlayerImplement.c:141
DayZPlayerImplement.OnVariablesSynchronized T2 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\DayZPlayerImplement.c:300
DayZPlayerImplement.Expansion_CanBeDamaged — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\DayZPlayerImplement.c:396
DayZPlayerImplement.EEOnDamageCalculated — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\DayZPlayerImplement.c:407
DayZPlayerImplement.EEKilled T3 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\DayZPlayerImplement.c:431
DayZPlayerImplement.EEHitBy T2 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\DayZPlayerImplement.c:472
DayZPlayerImplement.EEHealthLevelChanged T2 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\DayZPlayerImplement.c:549
DayZPlayerImplement.AddNoise — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\DayZPlayerImplement.c:595
DayZPlayerImplement.CommandHandler T1 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\DayZPlayerImplement.c:660
DayZPlayerMeleeFightLogic_LightHeavy.HandleFightLogic — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\Melee\DayZPlayerMeleeFightLogic_LightHeavy.c:3
DeadFox.Expansion_IsMeleeWeapon — yes ✗ none ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase\MeleeFox.c:4
DeafnessCompleteSymptom.OnGetActivatedClient — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\PlayerSymptoms\States\Secondary\DeafnessCompleteSymptom.c:4
DeafnessCompleteSymptom.OnGetDeactivatedClient — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\PlayerSymptoms\States\Secondary\DeafnessCompleteSymptom.c:10
DebugMonitor.SetFramerate — yes ✓ ai_scripts.pbo::5_Mission\DayZExpansion_AI\GUI\DebugMonitor.c:20
DebugMonitor.CalculateMapTile — yes conditional ai_scripts.pbo::5_Mission\DayZExpansion_AI\GUI\DebugMonitor.c:30
DebugMonitor.SetFramerateText — yes conditional ai_scripts.pbo::5_Mission\DayZExpansion_AI\GUI\DebugMonitor.c:119
Edible_Base.ChangeFoodStage — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\Edible_Base.c:3
EffectArea.InitZoneServer — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\ContaminatedArea\EffectArea.c:8
EffectArea.OnVariablesSynchronized T2 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\ContaminatedArea\EffectArea.c:20
EffectArea.OnPlayerEnterServer — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\ContaminatedArea\EffectArea.c:45
EffectArea.OnPlayerExitServer — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\ContaminatedArea\EffectArea.c:53
EffectArea.EEDelete T3 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\ContaminatedArea\EffectArea.c:69
ExpansionBarbedWire.CreateTargetInformation — yes ✗ none ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ExpansionBarbedWire.c:4
ExpansionBarbedWire.Expansion_IsDanger — yes ✗ none ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ExpansionBarbedWire.c:11
ExpansionSettings.ServerInit — yes ✓ ai_scripts.pbo::3_Game\DayZExpansion_AI\Settings\ExpansionSettings.c:20
ExpansionSettings.Init — yes ✓ ai_scripts.pbo::3_Game\DayZExpansion_AI\Settings\ExpansionSettings.c:27
ExpansionWorld.OnStart — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\ExpansionWorld.c:58
ExpansionWorld.eAI_OnUpdate — yes ✗ none ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\ExpansionWorld.c:197
ExpansionWorld.OnFinish — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\ExpansionWorld.c:400
ExpansionWorld.FirearmEffects — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\ExpansionWorld.c:471
ExpansionWorld.FixAIFirearmFX — yes ✗ none ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\ExpansionWorld.c:486
ExplosivesBase.DeferredInit — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ExplosivesBase.c:3
ExplosivesBase.CreateTargetInformation — yes ✗ none ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ExplosivesBase.c:15
FeverBlurSymptom.OnUpdateClient — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\PlayerSymptoms\States\Secondary\FeverBlurSymptom.c:4
FeverBlurSymptom.OnGetDeactivatedClient — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\PlayerSymptoms\States\Secondary\FeverBlurSymptom.c:10
FlammableBase.OnSwitchOn — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase\FlammableBase.c:4
FlammableBase.OnSwitchOff — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase\FlammableBase.c:12
FlammableBase.eAI_GetNightVisibility — yes ✗ none ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase\FlammableBase.c:19
Flashlight.eAI_GetNightVisibility — yes ✗ none ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase\Flashlight.c:3
Headtorch_ColorBase.eAI_GetNightVisibility — yes ✗ none ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase\Clothing\Headtorch_ColorBase.c:3
HMP3Symptom.OnUpdateClient — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\PlayerSymptoms\States\Secondary\HMP3Symptom.c:4
HMP3Symptom.OnGetActivatedClient — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\PlayerSymptoms\States\Secondary\HMP3Symptom.c:10
HMP3Symptom.OnGetDeactivatedClient — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\PlayerSymptoms\States\Secondary\HMP3Symptom.c:16
IngameHud.Init — yes ✓ ai_scripts.pbo::5_Mission\DayZExpansion_AI\IngameHud.c:17
ItemBase.EEKilled T3 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase.c:32
ItemBase.EEOnDamageCalculated — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase.c:46
ItemBase.EEHitBy T2 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase.c:57
ItemBase.EEHealthLevelChanged T2 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase.c:74
ItemBase.EEItemAttached T2 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase.c:90
ItemBase.EEItemDetached T2 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase.c:102
ItemBase.EEItemLocationChanged T2 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase.c:114
ItemBase.OnInventoryEnter T2 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase.c:162
ItemBase.OnInventoryExit T2 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase.c:183
ItemBase.OnWasAttached — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase.c:199
ItemBase.OnWasDetached — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase.c:219
ItemBase.EOnContact — yes ✗ none ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase.c:239
ItemBase.AreChildrenAccessible — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase.c:268
ItemBase.OnEnergyConsumed — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase.c:277
ItemBase.OnQuantityChanged — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase.c:286
ItemBase.OnSwitchOn — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase.c:293
ItemBase.OnSwitchOff — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase.c:300
JMPlayerForm.OnClientPermissionsUpdated — yes ✓ ai_scripts.pbo::5_Mission\DayZExpansion_AI\COT\JMPlayerForm.c:19
JMPlayerForm.InitActionWidgetsStats — yes ✓ ai_scripts.pbo::5_Mission\DayZExpansion_AI\COT\JMPlayerForm.c:27
JMPlayerForm.RefreshStats — yes ✓ ai_scripts.pbo::5_Mission\DayZExpansion_AI\COT\JMPlayerForm.c:58
JMPlayerForm.Click_ApplyStats — yes ✓ ai_scripts.pbo::5_Mission\DayZExpansion_AI\COT\JMPlayerForm.c:88
JMPlayerInstance.Update — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\COT\JMPlayerInstance.c:6
JMPlayerInstance.OnSendStatus — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\COT\JMPlayerInstance.c:28
JMPlayerInstance.OnReceiveStatus — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\COT\JMPlayerInstance.c:35
JMPlayerInstance.OnSendHealth — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\COT\JMPlayerInstance.c:46
JMPlayerInstance.OnRecieveHealth — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\COT\JMPlayerInstance.c:53
JMPlayerModule.GetRPCMax — yes ✗ none ai_scripts.pbo::5_Mission\DayZExpansion_AI\COT\JMPlayerModule.c:21
JMPlayerModule.OnRPC T2 yes ✓ ai_scripts.pbo::5_Mission\DayZExpansion_AI\COT\JMPlayerModule.c:26
JMPlayerModule.Server_StartSpectating — yes ✓ ai_scripts.pbo::5_Mission\DayZExpansion_AI\COT\JMPlayerModule.c:135
JMPlayerModule.Server_OnStartSpectating — yes ✓ ai_scripts.pbo::5_Mission\DayZExpansion_AI\COT\JMPlayerModule.c:142
JMPlayerModule.Server_EndSpectating — yes ✓ ai_scripts.pbo::5_Mission\DayZExpansion_AI\COT\JMPlayerModule.c:189
KitchenTimer.OnUpdate T0 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase\Gear\Tools\AlarmClock.c:16
Land_Underground_EntranceBase.Expansion_IsUndergroundEntrance — yes ✗ none ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\Buildings\Underground\Land_Underground_EntranceBase.c:3
MaskBase.ConsumeQuantity — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase\Clothing\MaskBase.c:3
MiscGameplayFunctions.GetHeadingVector — yes ✗ none ai_scripts.pbo::4_World\DayZExpansion_AI\Static\MiscGameplayFunctions.c:3
MiscGameplayFunctions.GetHeadingAngle — yes ✗ none ai_scripts.pbo::4_World\DayZExpansion_AI\Static\MiscGameplayFunctions.c:8
MissionGameplay.OnMissionStart T3 yes ✓ ai_scripts.pbo::5_Mission\DayZExpansion_AI\Mission\MissionGameplay.c:12
MissionGameplay.OnMissionFinish T3 yes ✓ ai_scripts.pbo::5_Mission\DayZExpansion_AI\Mission\MissionGameplay.c:21
MissionGameplay.OnEvent — yes ✓ ai_scripts.pbo::5_Mission\DayZExpansion_AI\Mission\MissionGameplay.c:32
MissionGameplay.Expansion_OnUpdate — yes ✓ ai_scripts.pbo::5_Mission\DayZExpansion_AI\Mission\MissionGameplay.c:66
MissionGameplay.HideInventory — yes ✓ ai_scripts.pbo::5_Mission\DayZExpansion_AI\Mission\MissionGameplay.c:122
MissionGameplay.UpdateDebugMonitor — yes ✗ none ai_scripts.pbo::5_Mission\DayZExpansion_AI\Mission\MissionGameplay.c:142
MissionServer.TickScheduler T0 yes ✗ none 0_ai_preload.pbo::5_Mission\MissionServer.c:5
MissionServer.InvokeOnConnect T3 yes ✓ ai_scripts.pbo::5_Mission\DayZExpansion_AI\Mission\MissionServer.c:42
MissionServer.SyncRespawnModeInfo — yes conditional ai_scripts.pbo::5_Mission\DayZExpansion_AI\Mission\MissionServer.c:83
MissionServer.OnMissionStart T3 yes ✓ ai_scripts.pbo::5_Mission\DayZExpansion_AI\Mission\MissionServer.c:94
MissionServer.OnMissionLoaded — yes ✓ ai_scripts.pbo::5_Mission\DayZExpansion_AI\Mission\MissionServer.c:123
MissionServer.PlayerDisconnected T3 yes ✓ ai_scripts.pbo::5_Mission\DayZExpansion_AI\Mission\MissionServer.c:133
MissionServer.TickScheduler T0 yes ✓ ai_scripts.pbo::5_Mission\DayZExpansion_AI\Mission\MissionServer.c:152
MissionServer.eAI_GetPlayers — yes ✗ none ai_scripts.pbo::5_Mission\DayZExpansion_AI\Mission\MissionServer.c:162
MissionServer.OnMissionFinish T3 yes ✓ ai_scripts.pbo::5_Mission\DayZExpansion_AI\Mission\MissionServer.c:167
ModifierBase.Tick T0 yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\PlayerModifiers\ModifierBase.c:6
ModifierBase.ResetLastTickTime — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\PlayerModifiers\ModifierBase.c:43
ModifiersManager.SetModifiers — yes ✓ 0_ai_preload.pbo::4_World\Classes\PlayerModifiers\ModifiersManager.c:19
ModifiersManager.OnScheduledTick T1 yes ✗ none 0_ai_preload.pbo::4_World\Classes\PlayerModifiers\ModifiersManager.c:27
NVGoggles.Expansion_TryTurningOn — yes ✗ none ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase\NVGoggles.c:3
NVGoggles.Expansion_TryTurningOff — yes ✗ none ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase\NVGoggles.c:13
NVGoggles.eAI_GetNightVisibility — yes ✗ none ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase\NVGoggles.c:23
PlayerBase.CommandHandler T1 no ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\PlayerBase.c:26
PlayerBase.EEKilled T3 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\PlayerBase.c:166
PlayerBase.OnSelectPlayer — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\PlayerBase.c:191
PlayerBase.OnScheduledTick T1 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\PlayerBase.c:205
PlayerBase.Init — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\PlayerBase.c:213
PlayerBase.SetActions T2 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\PlayerBase.c:228
PlayerBase.ModCommandHandlerInside — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\PlayerBase.c:239
PlayerBase.OnCommandSwimStart — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\PlayerBase.c:251
PlayerBase.OnCommandSwimFinish — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\PlayerBase.c:263
PlayerBase.eAI_SetFactionTypeID — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\PlayerBase.c:275
PlayerBase.eAI_IsLit — yes ✗ none ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\PlayerBase.c:372
PlayerBase.Expansion_IsHelper — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\PlayerBase.c:506
PlayerBase.IsInVehicle — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\PlayerBase_ZombieTargeting.c:5
PlayerBase.CanBeTargetedByAI — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\PlayerBase_ZombieTargeting.c:14
PluginAdminLog.OnInit T3 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Plugins\PluginAdminLog.c:6
PluginAdminLog.GetPlayerPrefix — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Plugins\PluginAdminLog.c:25
PluginAdminLog.PlayerHitBy — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Plugins\PluginAdminLog.c:56
PluginAdminLog.PlayerKilled — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Plugins\PluginAdminLog.c:63
PluginDiagMenu.RegisterModdedDiagsIDs — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\plugins\PluginDiagMenu.c:12
PluginDiagMenu.RegisterModdedDiags — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\plugins\PluginDiagMenu.c:23
PluginDiagMenuClient.BindCallbacks — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\plugins\PluginDiagMenuClient.c:4
PluginDiagMenuClient.OnRPC T2 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\plugins\PluginDiagMenuClient.c:38
PropertyModifiers.UpdateModifiers — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\PropertyModifiers.c:5
Roadflare.eAI_GetNightVisibility — yes ✗ none ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase\Roadflare.c:3
SpookyArea.eAI_IsDangerousToAI — yes ✗ none ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\ContaminatedArea\SpookyArea.c:3
StaminaHandler.Update — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\StaminaHandler.c:17
StaminaHandler.DepleteStaminaEx — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\StaminaHandler.c:42
StaminaHandler.StaminaProcessor_Move — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\StaminaHandler.c:48
StaminaHandler.StaminaProcessor_Ladder — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\StaminaHandler.c:116
StaminaHandler.StaminaProcessor_Swimming — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\StaminaHandler.c:146
SwapOldAndNewMagazine.OnEntry — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\Weapons\Firearms\FSM\States\WeaponReplacingMagAndChamberNext.c:3
TLRLight.eAI_GetNightVisibility — yes ✗ none ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase\Switchable_Base\TLRLight.c:3
TransferValues.SendValue — yes conditional 0_ai_preload.pbo::4_World\Classes\TransferValues.c:3
TrapBase.CreateTargetInformation — yes ✗ none ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\TrapBase.c:3
TrapBase.EEHitBy T2 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\TrapBase.c:10
TripwireTrap.EEItemAttached T2 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\TrapBase\Trap_Tripwire.c:3
TripwireTrap.EEItemDetached T2 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\TrapBase\Trap_Tripwire.c:12
UniversalLight.eAI_GetNightVisibility — yes ✗ none ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ItemBase\Switchable_Base\UniversalLight.c:3
VirtualHud.SendRPC — yes conditional 0_ai_preload.pbo::4_World\Classes\VirtualHud\DisplayStatus.c:3
VomitSymptom.OnAnimationStart — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Classes\PlayerSymptoms\States\Primary\VomitState.c:3
Weapon_Base.EEFired — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\Weapons\Firearms\Weapon_Base.c:329
Weapon_Base.EEParentedTo — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\Weapons\Firearms\Weapon_Base.c:360
Weapon_Base.EEParentedFrom — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\Weapons\Firearms\Weapon_Base.c:373
Weapon_Base.eAI_IsSilent — yes ✗ none ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\Weapons\Firearms\Weapon_Base.c:427
Weapon_Base.ProcessWeaponEvent — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\Weapons\Firearms\Weapon_Base.c:639
Weapon_Base.ProcessWeaponAbortEvent — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\Weapons\Firearms\Weapon_Base.c:669
Weapon_Base.Expansion_TryTurningOnAnyLightOrNVG — yes ✗ none ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\Weapons\Firearms\Weapon_Base.c:687
Weapon_Base.Expansion_GetAnyLightOrNVG — yes ✗ none ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\Weapons\Firearms\Weapon_Base.c:706
Weapon_Base.Expansion_TryTurningOffAnyLightOrNVG — yes ✗ none ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\Weapons\Firearms\Weapon_Base.c:732
WeaponAttachMagazine.OnEntry — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\Weapons\Firearms\FSM\States\WeaponAttachMagazine.c:3
WeaponFire.OnEntry — yes conditional 0_ai_preload.pbo::4_World\Entities\Weapons\Firearms\FSM\States\WeaponFire.c:3
WeaponFireAndChamberNext.OnUpdate T0 yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\Weapons\Firearms\FSM\States\WeaponFireAndChamberNext.c:3
WeaponFireMultiMuzzle.OnEntry — yes conditional 0_ai_preload.pbo::4_World\Entities\Weapons\Firearms\FSM\States\WeaponFire.c:57
WeaponFireToJam.OnEntry — yes conditional 0_ai_preload.pbo::4_World\Entities\Weapons\Firearms\FSM\States\WeaponFire.c:104
WeaponFireWithEject.OnEntry — yes conditional 0_ai_preload.pbo::4_World\Entities\Weapons\Firearms\FSM\States\WeaponFire.c:29
WeaponStartAction.eAI_Vanilla_OnEntry — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\Weapons\Firearms\FSM\States\WeaponStartAction.c:3
WeaponUnjamming_Start.OnUpdate T0 yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\Weapons\Firearms\FSM\States\WeaponUnjamming_Start.c:3
WorldData.UpdateBaseEnvTemperature — yes ✓ ai_scripts.pbo::3_Game\DayZExpansion_AI\WorldData.c:3
Wreck_Mi8_Crashed.EEOnCECreate — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\Buildings\Wrecks\Wreck_Mi8.c:3
Wreck_Mi8_Crashed.AfterStoreLoad T3 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\Buildings\Wrecks\Wreck_Mi8.c:10
Wreck_SantasSleigh.EEOnCECreate — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\Buildings\Wrecks\Wreck_SantasSleigh.c:3
Wreck_SantasSleigh.AfterStoreLoad T3 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\Buildings\Wrecks\Wreck_SantasSleigh.c:10
Wreck_UH1Y.EEOnCECreate — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\Buildings\Wrecks\Wreck_UH1Y.c:3
Wreck_UH1Y.AfterStoreLoad T3 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\Buildings\Wrecks\Wreck_UH1Y.c:10
ZmbM_Gamedev_Base.HandleMindStateChange — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ZmbM_GameDev_Base.c:4
ZombieBase.OnVariablesSynchronized T2 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ZombieBase.c:25
ZombieBase.EEOnDamageCalculated — yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ZombieBase.c:32
ZombieBase.EEKilled T3 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ZombieBase.c:43
ZombieBase.EEHitBy T2 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ZombieBase.c:50
ZombieBase.EEHealthLevelChanged T2 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ZombieBase.c:61
ZombieBase.ModCommandHandlerBefore — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ZombieBase.c:68
ZombieBase.EOnContact — yes ✗ none ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ZombieBase.c:84
ZombieBase.CommandHandler T1 yes ✓ ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ZombieBase_FightLogic.c:17
ZombieBase.FightLogic — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ZombieBase_FightLogic.c:26
ZombieBase.ChaseAttackLogic — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ZombieBase_FightLogic.c:36
ZombieBase.FightAttackLogic — yes conditional ai_scripts.pbo::4_World\DayZExpansion_AI\Entities\ZombieBase_FightLogic.c:53
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
DayZPlayerImplement.CommandHandlerT1 3000.0measured0.0744
PlayerBase.OnScheduledTickT1 3000.0measured0.0744
ModifiersManager.OnScheduledTickT1 1000.0placeholder0.0248
MissionServer.TickSchedulerT0 1000.0measured0.0248
DayZGame.OnUpdateT0 1000.0measured0.0248
ModifierBase.TickT0 1000.0measured0.0248
AnimalBase.CommandHandlerT1 1000.0placeholder0.0248
AlarmClock_ColorBase.OnUpdateT0 1000.0measured0.0248
KitchenTimer.OnUpdateT0 1000.0measured0.0248
WeaponFireAndChamberNext.OnUpdateT0 1000.0measured0.0248
WeaponUnjamming_Start.OnUpdateT0 1000.0measured0.0248
ZombieBase.CommandHandlerT1 1000.0placeholder0.0248
MissionServer.TickSchedulerT0 1000.0measured0.0248
ItemBase.EEItemAttachedT2 130.0measured0.0032
ItemBase.EEItemDetachedT2 130.0measured0.0032
ItemBase.EEItemLocationChangedT2 130.0measured0.0032
ItemBase.OnInventoryEnterT2 130.0measured0.0032
ItemBase.OnInventoryExitT2 130.0measured0.0032
TripwireTrap.EEItemAttachedT2 130.0measured0.0032
TripwireTrap.EEItemDetachedT2 130.0measured0.0032
ActionSkinning.ActionConditionT2 8.0placeholder0.0002
ActionCollectBloodTarget.ActionConditionT2 8.0placeholder0.0002
ActionCollectSampleTarget.ActionConditionT2 8.0placeholder0.0002
ActionDefibrilateTarget.ActionConditionT2 8.0placeholder0.0002
ActionGiveBloodTarget.ActionConditionT2 8.0placeholder0.0002
EffectArea.OnVariablesSynchronizedT2 8.0placeholder0.0002
PluginDiagMenuClient.OnRPCT2 8.0placeholder0.0002
AnimalBase.OnVariablesSynchronizedT2 8.0placeholder0.0002
AnimalBase.EEHitByT2 8.0placeholder0.0002
AnimalBase.EEHealthLevelChangedT2 8.0placeholder0.0002
BuildingBase.EEHitByT2 8.0placeholder0.0002
CarScript.EEHitByT2 8.0placeholder0.0002
CarScript.EEHealthLevelChangedT2 8.0placeholder0.0002
DayZPlayerImplement.OnVariablesSynchronizedT2 8.0placeholder0.0002
DayZPlayerImplement.EEHitByT2 8.0placeholder0.0002
DayZPlayerImplement.EEHealthLevelChangedT2 8.0placeholder0.0002
ItemBase.EEHitByT2 8.0placeholder0.0002
ItemBase.EEHealthLevelChangedT2 8.0placeholder0.0002
PlayerBase.SetActionsT2 8.0placeholder0.0002
TrapBase.EEHitByT2 8.0placeholder0.0002
ZombieBase.OnVariablesSynchronizedT2 8.0placeholder0.0002
ZombieBase.EEHitByT2 8.0placeholder0.0002
ZombieBase.EEHealthLevelChangedT2 8.0placeholder0.0002
JMPlayerModule.OnRPCT2 8.0placeholder0.0002
EffectArea.EEDeleteT3 0.1placeholder0.0000
AnimalBase.EEKilledT3 0.1placeholder0.0000
BuildingBase.AfterStoreLoadT3 0.1placeholder0.0000
Wreck_Mi8_Crashed.AfterStoreLoadT3 0.1placeholder0.0000
Wreck_SantasSleigh.AfterStoreLoadT3 0.1placeholder0.0000
Wreck_UH1Y.AfterStoreLoadT3 0.1placeholder0.0000
CarScript.EEKilledT3 0.1placeholder0.0000
DayZPlayerImplement.EEKilledT3 0.1placeholder0.0000
ItemBase.EEKilledT3 0.1placeholder0.0000
PlayerBase.EEKilledT3 0.1placeholder0.0000
CarScript.EEInitT3 0.1placeholder0.0000
ZombieBase.EEKilledT3 0.1placeholder0.0000
PluginAdminLog.OnInitT3 0.1placeholder0.0000
MissionServer.InvokeOnConnectT3 0.1placeholder0.0000
MissionServer.OnMissionStartT3 0.1placeholder0.0000
MissionServer.PlayerDisconnectedT3 0.1placeholder0.0000
MissionServer.OnMissionFinishT3 0.1placeholder0.0000

Repeating timers

period (ms)residency ms/sfiring ms/swhere
600000.1400 0.000000ai_scripts.pbo::5_Mission\DayZExpansion_AI\Mission\MissionServer.c:130

Includes 0.079 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.

0_ai_preload.pbo

  • DayZExpansion_AI_Preload requiredVersion 0.1 — no requiredAddons

ai_animations.pbo

  • DayZExpansion_AI_Animations requiredVersion 0.1 — requires DZ_Anims_Anm_Player, DZ_Anims_Cfg, DZ_Characters

ai_debugweapons.pbo

  • DZ_Expansion_AI_Weapons_Debug requiredVersion 0.1 — requires DZ_Weapons_Ammunition, DZ_Weapons_Firearms, DZ_Weapons_Firearms_AKM, DZ_Weapons_Magazines, DZ_Weapons_Melee, DZ_Weapons_Projectiles

ai_gear.pbo

  • DayZExpansion_AI_Gear requiredVersion 0.1 — requires DZ_Characters_Headgear, DZ_Characters_Vests

ai_gui.pbo

  • DayZExpansion_AI_GUI requiredVersion 0.1 — requires DZ_Data

ai_particles.pbo

  • DayZExpansion_AI_Particles requiredVersion 0.1 — no requiredAddons

ai_scripts.pbo

  • DayZExpansion_AI_Scripts requiredVersion 0.1 — requires DZ_Characters, DayZExpansion_Core_Scripts

ai_sounds.pbo

  • DayZExpansion_Sounds_AI requiredVersion 0.1 — requires DZ_Sounds_Effects

languagecore_ai.pbo

  • DayZExpansion_LanguageCore_AI requiredVersion 0.1 — no requiredAddons

census 1.1 · findings 1.1 · hash 6b986085605673b0