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RedFalcon Mosquito Mk III

This mod has been tested with DayZ 1.29. ****** NOTE: This mod is no longer being supported as of DayZ Patch 1.29. It will continue to function until such time as Bohemia Interactive releases new DayZ patches that break functionality. The Mosquito Mk III is a single seat, open cockpit helicopter branched from the RedFalcon Flight System - Heliz mod. This was originally developed for inclusion in the Deer Isle map… (more)

This mod has been tested with DayZ 1.29. ****** NOTE: This mod is no longer being supported as of DayZ Patch 1.29. It will continue to function until such time as Bohemia Interactive releases new DayZ patches that break functionality. The Mosquito Mk III is a single seat, open cockpit helicopter branched from the RedFalcon Flight System - Heliz mod. This was originally developed for inclusion in the Deer Isle map mod but is also being released as a standalone mod so that anyone can use it. This mod is fully compatible with the RedFalcon Flight System - Heliz mod, but has some functional differences, different helicopter parts, and can be used completely independently. While the helicopter itself provides no room for storage, either a wooden crate or a sea chest can be attach providing enough storage to carry loot from here to there. The tutorial guide for the JSON configuration file can be found here: https://github.com/RedFalconKen/RedFalconMosquitoMkIII/blob/main/Config%20Files/RedFalcon%20Mosquito%20Mk%20III%20Heli%20Config%20Settings.pdf If you're interested in trying the heli out, I have a test server available: RedFalcon Flight System Heliz Test Center 172.93.100.184:3058 Example config files (types.xml, trader, etc.) as well as a tutorial on managing the JSON config file can be found at RedFalcon Github For more information about this mod, please join our Discord at https://discord.gg/redfalcon-modz-850263994966736926 Repacking or reposting of this mod to the Steam Workshop is NOT ALLOWED. (don't even bother asking because the answer will always be no, plus you'll get a lecture about the pointlessness of endless server repacks) Monetization while using this mod is APPROVED. Copyright 2026 RedFalcon Modz. This item is not authorized for posting on Steam, except under the Steam account https://steamcommunity.com/profiles/76561199229299463

Workshop 2808795115 · mod updated 2026-04-14 · analyzed 2026-10-03 09:31 UTC · history · 29 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 21% 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; 25 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
  • This mod
  • 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
  • 17 mods
    0.046 to 0.1 ms/s · grade A
  • 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

Event hooks carry 99.8% of this mod's structural load. 0.000 ms/s in all.

99.8%Event hooks · 99.8%
2 hooks · 0.0004 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 2 hooks 0.0004 ms/s 99.8% PlayerBase.SetActions, SeaChest.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 × 2 classes
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 13 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 ✓ RFMosquito.pbo::scripts\4_World\Actions\ActionConstructor.c:3
ActionGetOutTransport.OnStart — yes conditional RFMosquito.pbo::scripts\4_World\Actions\ActionGetOutTransport.c:3
ActionGetOutTransport.OnEndServer — yes conditional RFMosquito.pbo::scripts\4_World\Actions\ActionGetOutTransport.c:32
ActionStartEngine.Can — yes ✓ RFMosquito.pbo::scripts\4_World\Actions\ActionStartRFMosquito.c:206
ActionStopEngine.Can — yes ✓ RFMosquito.pbo::scripts\4_World\Actions\ActionStopRFMosquito.c:96
IngameHud.Init — yes ✓ RFMosquito.pbo::scripts\5_Mission\GUI\headsUpDisplay.c:63
IngameHud.RefreshVehicleHud — yes ✓ RFMosquito.pbo::scripts\5_Mission\GUI\headsUpDisplay.c:131
ModItemRegisterCallbacks.RegisterHeavy — yes ✓ RFMosquito.pbo::scripts\4_World\Replacements.c:3
ModItemRegisterCallbacks.RegisterHeavy — yes ✓ RFMosquito.pbo::scripts\4_World\Toolbox.c:3
PlayerBase.SetActions T2 yes ✓ RFMosquito.pbo::scripts\4_World\Actions\PlayerAction.c:3
PlayerBase.OnConnect — yes ✓ RFMosquito.pbo::scripts\4_World\PlayerBase.c:27
PlayerBase.OnReconnect — yes ✓ RFMosquito.pbo::scripts\4_World\PlayerBase.c:34
SeaChest.SetActions T2 yes ✓ RFMosquito.pbo::scripts\4_World\Actions\SeaChestActions.c:3
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
PlayerBase.SetActionsT2 8.0placeholder0.0002
SeaChest.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.

RFMosquito.pbo

  • RFMosquito_mod — requires DZ_Scripts, DZ_Data, DZ_Gear_Containers, DZ_Sounds_Effects, DZ_Vehicles_Wheeled, DZ_Vehicles_Parts
  • RFMosquito_sounds requiredVersion 0.1 — no requiredAddons

census 1.1 · findings 1.1 · hash 378e881af179c3bc