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DayZ-Expansion-Missions

Features DayZ Expansion Missions is a framework introducing various types of missions for servers to use and tweak. - Contaminated Zones (rewritten vanilla zones) - Airdrops (both mission-based and player-called) if combined with DayZ-Expansion-Licensed: - Animated airdrop plane (rotors) Installation If you need help to install the mods or the mission files please follow this guide:… (more)

Features DayZ Expansion Missions is a framework introducing various types of missions for servers to use and tweak. - Contaminated Zones (rewritten vanilla zones) - Airdrops (both mission-based and player-called) if combined with DayZ-Expansion-Licensed: - Animated airdrop plane (rotors) 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/ 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/ 3rd Party Credits The following content is licensed under Creative Commons Attribution ( http://creativecommons.org/licenses/by/4.0/ ): "Imperial I-Class Star Destroyer" ( https://skfb.ly/6SprI ) by LarsH. "Army Parachute" ( https://skfb.ly/6TXLQ ) by amaraklov

Workshop 2792984177 · mod updated 2026-10-15 · analyzed 2026-10-15 11:33 UTC · history · 35 script files

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 90% of 328 scripted mods analyzed.

0.0702% of each server frame at 100 players (0.702 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

Repeating timers carry 100% of this mod's structural load. 0.702 ms/s in all.

Event hooks · <0.1%
1 hook · 0.0002 ms/s
100%Repeating timers · 100%
5 timers · 0.7 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 1 hook 0.0002 ms/s <0.1% PlayerBase.OnVariablesSynchronized
Repeating timersstay in the timer queue, which is walked every frame 5 timers 0.7 ms/s 100% 2 × every 1 s, 2 × every 25 ms, every 10 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.

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.

OnVariablesSynchronized 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 7 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
ExpansionSettings.Init — yes ✓ missions_scripts.pbo::3_Game\DayZExpansion_Missions\ExpansionSettings.c:18
Flaregun.OnFire — yes ✓ missions_scripts.pbo::4_World\DayZExpansion_Missions\Entities\Flares\Expansion_Ammo_FlareSupplyBase.c:15
PlayerBase.Init — yes ✓ missions_scripts.pbo::4_World\DayZExpansion_Missions\Entities\PlayerBase.c:8
PlayerBase.OnVariablesSynchronized T2 yes ✓ missions_scripts.pbo::4_World\DayZExpansion_Missions\Entities\PlayerBase.c:20
PlayerBase.OnEnterZone — yes ✓ missions_scripts.pbo::4_World\DayZExpansion_Missions\Entities\PlayerBase.c:34
PlayerBase.OnExitZone — yes ✓ missions_scripts.pbo::4_World\DayZExpansion_Missions\Entities\PlayerBase.c:64
ZombieBase.HandleMindStateChange — yes ✓ missions_scripts.pbo::4_World\DayZExpansion_Missions\Entities\Creatures\Infected\ZombieBase.c:13
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
PlayerBase.OnVariablesSynchronizedT2 8.0placeholder0.0002

Repeating timers

period (ms)residency ms/sfiring ms/swhere
250.1400 0.000992missions_scripts.pbo::4_World\DayZExpansion_Missions\Entities\Airdrop\ExpansionAirdropContainerBase.c:108
250.1400 0.000992missions_scripts.pbo::4_World\DayZExpansion_Missions\Entities\Airdrop\ExpansionAirdropPlane.c:116
10000.1400 0.000025missions_scripts.pbo::4_World\DayZExpansion_Missions\Classes\ExpansionMissionEventBase.c:296
10000.1400 0.000025missions_scripts.pbo::4_World\DayZExpansion_Missions\Entities\Airdrop\ExpansionAirdropContainerManager.c:250
100000.1400 0.000002missions_scripts.pbo::4_World\DayZExpansion_Missions\Classes\ExpansionMissionModule.c:560

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.

0_missions_preload.pbo

  • DayZExpansion_Missions_Preload requiredVersion 0.1 — no requiredAddons

languagecore_missions.pbo

  • DayZExpansion_LanguageCore_Missions requiredVersion 0.1 — no requiredAddons

missions_objects.pbo

  • DayZExpansion_Objects_Missions requiredVersion 0.1 — requires DZ_Weapons_Melee

missions_scripts.pbo

  • DayZExpansion_Missions_Scripts requiredVersion 0.1 — requires DayZExpansion_Core_Scripts, DZ_Weapons_Projectiles, DZ_Weapons_Ammunition, DZ_Weapons_Explosives, DZ_Pistols_Flaregun

missions_sounds.pbo

  • DayZExpansion_Sounds_Missions requiredVersion 0.1 — requires DZ_Sounds_Effects

census 1.1 · findings 1.1 · hash a8c22604bc239850