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
No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.
Every server-visible override preserves its chain.
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.
Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 25 others share it. Ranked list.
Event hooks carry 99.8% of this mod's structural load. 0.000 ms/s in all.
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.
Other findings
super() only on some paths · 2 · warning
- ActionGetOutTransport.OnEndServer calls super.OnEndServer() only on some paths — on the others the chain below this mod is dropped.
RFMosquito.pbo::scripts\4_World\Actions\ActionGetOutTransport.c:32 - ActionGetOutTransport.OnStart calls super.OnStart() only on some paths — on the others the chain below this mod is dropped.
RFMosquito.pbo::scripts\4_World\Actions\ActionGetOutTransport.c:3
- ActionGetOutTransport.OnEndServer calls super.OnEndServer() only on some paths — on the others the chain below this mod is dropped.
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.
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.
| method | surface | server | super() | 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
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
PlayerBase.SetActions | T2 | 8.0 | placeholder | 0.0002 |
SeaChest.SetActions | T2 | 8.0 | placeholder | 0.0002 |
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— requiresDZ_Scripts,DZ_Data,DZ_Gear_Containers,DZ_Sounds_Effects,DZ_Vehicles_Wheeled,DZ_Vehicles_PartsRFMosquito_soundsrequiredVersion 0.1 — no requiredAddons
census 1.1 · findings 1.1 · hash 378e881af179c3bc