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DBN_FordRaptor_Scorpio

🚙 DBN FordRaptor Scorpio REMASTERED v3.02 🚙 ❗❗❗ High-quality, detailed model! ❗❗❗ 🔥 Ready to be installed on any server for everyone! 🔥 Also available as an exclusive for specific communities! ❗ Re-uploading or modifying this mod without my permission is forbidden! ❗ This is a fully functional Ford Raptor Scorpio, ready to be deployed on your server. If you encounter any bugs or issues, feel free to reach out to me… (more)

🚙 DBN FordRaptor Scorpio REMASTERED v3.02 🚙 ❗❗❗ High-quality, detailed model! ❗❗❗ 🔥 Ready to be installed on any server for everyone! 🔥 Also available as an exclusive for specific communities! ❗ Re-uploading or modifying this mod without my permission is forbidden! ❗ This is a fully functional Ford Raptor Scorpio, ready to be deployed on your server. If you encounter any bugs or issues, feel free to reach out to me via the Discord Community: Discord Don Bondino 🔧 Easy Installation Simply subscribe to the mod. Pre-made types and Trader configs are included — just copy the data to your server and add the Key to the Keys folder. 🚘 Mod Features: - 5 unique liveries Slots for a jerry can, chest, barrel, weapon, and backpack Realistic sounds, animated gauges, working headlights 🏁 Vehicle Specifications: - Seats: 4 passengers, 500 slots 6-speed automatic transmission + AWD for extra stability Fuel tank capacity: 136 liters Fuel consumption: 14.8 L/100 km ✔️ Compatibility: DayZ 1.26 Re-uploading, modifying, repackaging, or reusing this mod in the Steam Workshop without permission is strictly prohibited. For any questions, please contact me directly! If you wish to support the project, visit our Discord. Join Discord 💰 Support the Modder! You can support me via PayPal: artembond439@gmail.com If you wish to pack this mod into your server build, please contact the creators or join our Discord for detailed instructions. Copyright 2024 Don Bondino. This item is not authorized for posting on Steam, except by the Steam account named Don Bondino.

Workshop 2809757799 · mod updated 2026-10-17 · analyzed 2026-10-17 19:31 UTC · history · 19 script files

AnimationCharacterEconomyEnvironmentEquipmentMechanicsPropsSoundTag ReviewTerrainVehicleWeapon 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
1 by design

1 chain break, all on specific classes the mod replaces wholesale — matters only if another mod patches the same classes.

Structural footprint 1.1
A
1 by design
Heavier than 73% of 328 scripted mods analyzed.

0.015% of each server frame at 100 players (0.150 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; 40 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
  • 26 mods
    0.00022 to 0.00046 ms/s · grade A
  • 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
  • This mod
  • 26 mods
    0.22 to 0.46 ms/s · grade A
  • 27 mods
    0.46 to 1 ms/s · grade A
  • 9 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 94% of this mod's structural load. 0.150 ms/s in all.

Event hooks · 6.3%
17 hooks · 0.0094 ms/s
Lifecycle hooks · <0.1%
3 hooks · 0.000006 ms/s
94%Repeating timers · 94%
1 timer · 0.14 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 17 hooks 0.0094 ms/s 6.3% CarScript.EEItemAttached, Truck_01_Base.EEItemAttached, Barrel_ColorBase.CanLoadItemIntoCargo and 13 more
Lifecycle hooksrun when an entity is created, loaded or deleted 3 hooks 0.000006 ms/s <0.1% FordRaptor_Scorpio.EEDelete, FordRaptor_Scorpio.EEInit
Repeating timersstay in the timer queue, which is walked every frame 1 timer 0.14 ms/s 94% every 250 ms

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

1 override 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.

By design
Leaf class · ContainerWithCargo
ContainerWithCargo replaced on 1 method · 1 override

SetEntity

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

1 classContainerWithCargo
1 locationDBN_Proxy.pbo::scripts\5_mission\containerwithcargo.c:3

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.

EEItemAttached × 2 classes
every inventory move
no I/O, timers or RPC
SetActions × 4 classes
per event
no I/O, timers or RPC
CanLoadItemIntoCargo × 2 classes
per event
no I/O, timers or RPC replaces vanilla
CanLoadItemIntoCargo on Barrel_ColorBase
per event
no I/O, timers or RPC super() on some paths
CanPutInCargo on Clothing
per event
no I/O, timers or RPC
CanPutIntoHands on Container_Base
per event
no I/O, timers or RPC
CanReceiveItemIntoCargo on Clothing
per event
no I/O, timers or RPC replaces vanilla
CanReceiveItemIntoCargo on Barrel_ColorBase
per event
no I/O, timers or RPC super() on some paths
CanReleaseAttachment on CarScript
per event
no I/O, timers or RPC
OnRPC on FordRaptor_Scorpio
per event
no I/O, timers or RPC
OnVariablesSynchronized on FordRaptor_Scorpio
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 30 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 ✓ DBN_Proxy.pbo::scripts\4_world\classes\useractionscomponent\actionconstructor.c:3
AttachmentCategoriesContainer.IsDisplayable — yes ✓ DBN_Proxy.pbo::scripts\5_mission\attachmentcategoriescontainer.c:3
Barrel_ColorBase.CanReleaseCargo — yes conditional DBN_Proxy.pbo::scripts\4_world\entities\itembase\barrel_colorbase.c:18
Barrel_ColorBase.CanReceiveItemIntoCargo T2 yes conditional DBN_Proxy.pbo::scripts\4_world\entities\itembase\barrel_colorbase.c:26
Barrel_ColorBase.CanLoadItemIntoCargo T2 yes conditional DBN_Proxy.pbo::scripts\4_world\entities\itembase\barrel_colorbase.c:34
CarScript.EEItemAttached T2 yes ✓ DBN_Proxy.pbo::scripts\4_world\entities\vehicles\modded class carscript.c:3
CarScript.CanReleaseAttachment T2 yes ✓ DBN_Proxy.pbo::scripts\4_world\entities\vehicles\modded class carscript.c:18
Clothing.CanPutInCargo T2 yes ✓ DBN_Proxy.pbo::scripts\4_world\clothing_base.c:4
Clothing.CanReceiveItemIntoCargo T2 yes ✗ none DBN_Proxy.pbo::scripts\4_world\clothing_base.c:15
Clothing.CanLoadItemIntoCargo T2 yes ✗ none DBN_Proxy.pbo::scripts\4_world\clothing_base.c:23
Container_Base.CanLoadItemIntoCargo T2 yes ✗ none DBN_Proxy.pbo::scripts\4_world\container_base.c:3
Container_Base.CanPutIntoHands T2 yes ✓ DBN_Proxy.pbo::scripts\4_world\container_base.c:8
ContainerWithCargo.SetEntity — yes ✗ none DBN_Proxy.pbo::scripts\5_mission\containerwithcargo.c:3
ContainerWithCargo.LockCargo — yes ✓ DBN_Proxy.pbo::scripts\5_mission\containerwithcargo.c:43
FireplaceIndoor.SetActions T2 yes ✓ DBN_Proxy.pbo::scripts\4_world\entities\items_setactions.c:47
FordRaptor_Scorpio.EEDelete T3 yes ✓ DBN_FordRaptor_Scorpio_TreeFelling.pbo::scripts\4_World\FordRaptor_Scorpio_TreeFelling.c:5
FordRaptor_Scorpio.OnContact — yes ✓ DBN_FordRaptor_Scorpio_TreeFelling.pbo::scripts\4_World\FordRaptor_Scorpio_TreeFelling.c:13
FordRaptor_Scorpio.OnRPC T2 yes ✓ DBN_FordRaptor_Scorpio_TreeFelling.pbo::scripts\4_World\FordRaptor_Scorpio_TreeFelling.c:69
FordRaptor_Scorpio.EEInit T3 yes ✓ DBN_FordRaptor_Scorpio_scripts.pbo::scripts\4_World\Entities\Vehicles\InheritedCars\DBN_FordRaptorAuxLights.c:56
FordRaptor_Scorpio.EEDelete T3 yes ✓ DBN_FordRaptor_Scorpio_scripts.pbo::scripts\4_World\Entities\Vehicles\InheritedCars\DBN_FordRaptorAuxLights.c:67
FordRaptor_Scorpio.CleanupEffects — yes ✓ DBN_FordRaptor_Scorpio_scripts.pbo::scripts\4_World\Entities\Vehicles\InheritedCars\DBN_FordRaptorAuxLights.c:79
FordRaptor_Scorpio.OnVariablesSynchronized T2 yes ✓ DBN_FordRaptor_Scorpio_scripts.pbo::scripts\4_World\Entities\Vehicles\InheritedCars\DBN_FordRaptorAuxLights.c:200
FordRaptor_Scorpio.UpdateLightsClient — yes ✓ DBN_FordRaptor_Scorpio_scripts.pbo::scripts\4_World\Entities\Vehicles\InheritedCars\DBN_FordRaptorAuxLights.c:206
FordRaptor_Scorpio.UpdateLightsServer — yes ✓ DBN_FordRaptor_Scorpio_scripts.pbo::scripts\4_World\Entities\Vehicles\InheritedCars\DBN_FordRaptorAuxLights.c:212
ItemBase.SetActions T2 yes ✓ DBN_Proxy.pbo::scripts\4_world\entities\items_setactions.c:10
ItemBase.SetActions T2 yes ✓ DBN_Proxy.pbo::scripts\4_world\entities\items_setactions.c:82
ModItemRegisterCallbacks.RegisterHeavy — yes ✓ DBN_FordRaptor_Scorpio_scripts.pbo::scripts\4_World\ModItemRegisterCallbacks.c:3
PowerGenerator.SetActions T2 yes ✓ DBN_Proxy.pbo::scripts\4_world\entities\items_setactions.c:93
Truck_01_Base.EEItemAttached T2 yes ✓ DBN_Proxy.pbo::scripts\4_world\entities\vehicles\modded class truck_01_base.c:3
Weapon_Base.SetActions T2 yes ✓ DBN_Proxy.pbo::scripts\4_world\entities\items_setactions.c:71
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
CarScript.EEItemAttachedT2 130.0measured0.0032
Truck_01_Base.EEItemAttachedT2 130.0measured0.0032
FordRaptor_Scorpio.OnRPCT2 8.0placeholder0.0002
FordRaptor_Scorpio.OnVariablesSynchronizedT2 8.0placeholder0.0002
Clothing.CanPutInCargoT2 8.0placeholder0.0002
Clothing.CanReceiveItemIntoCargoT2 8.0placeholder0.0002
Clothing.CanLoadItemIntoCargoT2 8.0placeholder0.0002
Container_Base.CanLoadItemIntoCargoT2 8.0placeholder0.0002
Container_Base.CanPutIntoHandsT2 8.0placeholder0.0002
Barrel_ColorBase.CanReceiveItemIntoCargoT2 8.0placeholder0.0002
Barrel_ColorBase.CanLoadItemIntoCargoT2 8.0placeholder0.0002
ItemBase.SetActionsT2 8.0placeholder0.0002
FireplaceIndoor.SetActionsT2 8.0placeholder0.0002
Weapon_Base.SetActionsT2 8.0placeholder0.0002
ItemBase.SetActionsT2 8.0placeholder0.0002
PowerGenerator.SetActionsT2 8.0placeholder0.0002
CarScript.CanReleaseAttachmentT2 8.0placeholder0.0002
FordRaptor_Scorpio.EEDeleteT3 0.1placeholder0.0000
FordRaptor_Scorpio.EEInitT3 0.1placeholder0.0000
FordRaptor_Scorpio.EEDeleteT3 0.1placeholder0.0000

Repeating timers

period (ms)residency ms/sfiring ms/swhere
2500.1400 0.000099DBN_FordRaptor_Scorpio_scripts.pbo::scripts\4_World\Entities\Vehicles\InheritedCars\DBN_FordRaptorAuxLights.c:62

Includes 0.003 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.

DBN_FordRaptor_Scorpio.pbo

  • DBN_FordRaptor_Scorpio requiredVersion 0.1 — requires DZ_Vehicles_Wheeled, DZ_Vehicles_Parts, DZ_Data, DZ_Scripts, DZ_Sounds_Effects, DZ_Gear_Containers, DZ_Gear_Camping

DBN_FordRaptor_Scorpio_TreeFelling.pbo

  • DBN_FordRaptor_Scorpio_TreeFelling requiredVersion 0.1 — requires DZ_Data, DZ_Scripts, DBN_FordRaptor_Scorpio_scripts

DBN_FordRaptor_Scorpio_scripts.pbo

  • DBN_FordRaptor_Scorpio_scripts requiredVersion 0.1 — requires DZ_Vehicles_Wheeled, DZ_Vehicles_Parts, DZ_Data, DZ_Scripts, DZ_Sounds_Effects, DZ_Gear_Containers, DZ_Gear_Camping, DBN_FordRaptor_Scorpio, DBN_FordRaptor_Scorpio_sounds
  • DBN_FordRaptor_Scorpio_sounds requiredVersion 0.1 — requires DZ_Vehicles_Wheeled, DZ_Vehicles_Parts, DZ_Data, DZ_Scripts, DZ_Sounds_Effects, DZ_Gear_Camping, DZ_Gear_Containers

DBN_Proxy.pbo

  • DBN_Proxy requiredVersion 0.1 — requires DZ_Data, DZ_Scripts, DZ_Gear_Containers, DZ_Gear_Camping, DZ_Vehicles_Parts, DZ_Surfaces

census 1.1 · findings 1.1 · hash fdef1a052ace1d89