ViewInventoryAnimation
View Inventory Animation This mod enables a animation while the player is in inventory. You can disable the animation being played on the controlled player. This does not stop the animation from being played for other players. Other players will still be able to see when you are in inventory due to the animation being played from them no matter if you disabled it locally for your own player. You can disable the… (more)
View Inventory Animation This mod enables a animation while the player is in inventory. You can disable the animation being played on the controlled player. This does not stop the animation from being played for other players. Other players will still be able to see when you are in inventory due to the animation being played from them no matter if you disabled it locally for your own player. You can disable the animation being played in the player preview in inventory. Server owners At startup the mod will generate a config file called via.json in your profiles folder. You can edit this file to force the animation being played locally for players or in the player preview in inventory even if they disabled it as well as a delay time that the player must have the inventory open before the animation starts playing. { "forcePreview": 0, "forceAnimation": 0, "delay": 0.6 } Repack/Modify/Redistribute You ARE ALLOWED to repack, reupload, modify and redistribute this mod however you want. Don't ask me for any special features requests or whatever. I will not do any special versions for anyone. Just take the mod and make adjustments as you need and publish the adjusted version! Contact Discord: affenb3rt#4704
Patterns that can stall a single frame regardless of the load figure — see below.
1 chain break, all on specific classes the mod replaces wholesale — matters only if another mod patches the same classes.
0.00744% of each server frame at 100 players (0.074 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; 16 others share it. Ranked list.
Per-player hooks carry 100% of this mod's structural load. 0.074 ms/s in all.
1 hook · 0.074 ms/s
1 hook · 0.000002 ms/s
| Per-player hooksrun about 30 times a second for each player | 1 hook | 0.074 ms/s | 100% | PlayerBase.CommandHandler |
| Lifecycle hooksrun when an entity is created, loaded or deleted | 1 hook | 0.000002 ms/s | <0.1% | MissionServer.OnInit |
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.
RefreshVicinityItems
Only this class is affected. Matters only if another mod in your stack patches the same class.
1 class
VicinityItemManager1 location
ViewInventoryAnimation.pbo::scripts\5_mission\gui\inventorynew\vicinityitemmanager.c:11Where 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 · 3 · warning
- ActionManagerBase.ActionPossibilityCheck calls super.ActionPossibilityCheck() only on some paths — on the others the chain below this mod is dropped.
ViewInventoryAnimation.pbo::scripts\4_world\classes\useractioncomponents\actionmanagerbase.c:3 - ActionManagerServer.StartDeliveredAction calls super.StartDeliveredAction() only on some paths — on the others the chain below this mod is dropped.
ViewInventoryAnimation.pbo::scripts\4_world\classes\useractioncomponents\actionmanagerserver.c:8 - OptionsMenuGame.IsChanged returns true without consulting super.IsChanged() on some paths — vanilla's conditions and every earlier-loaded mod's vetoes are bypassed there.
ViewInventoryAnimation.pbo::scripts\5_mission\gui\newui\options\optionsmenugame.c:57
- ActionManagerBase.ActionPossibilityCheck calls super.ActionPossibilityCheck() only on some paths — on the others the chain below this mod is dropped.
Checks answered without super() · 1 · warning
- ActionManagerServer.HasPendingAction returns its own answer without consulting super.HasPendingAction() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
ViewInventoryAnimation.pbo::scripts\4_world\classes\useractioncomponents\actionmanagerserver.c:3
- ActionManagerServer.HasPendingAction returns its own answer without consulting super.HasPendingAction() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
Per-player-per-frame hooks · 1 · warning
- PlayerBase.CommandHandler runs once per player per tick (~30 Hz/player): cost scales with population on the hottest per-player surface.
ViewInventoryAnimation.pbo::scripts\4_world\entities\manbase\playerbase.c:42
- PlayerBase.CommandHandler runs once per player per tick (~30 Hz/player): cost scales with population on the hottest per-player surface.
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 18 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 |
|---|---|---|---|---|
ActionManagerBase.ActionPossibilityCheck |
— | yes | conditional | ViewInventoryAnimation.pbo::scripts\4_world\classes\useractioncomponents\actionmanagerbase.c:3 |
ActionManagerClient.HasPendingAction |
— | yes | ✗ none | ViewInventoryAnimation.pbo::scripts\4_world\classes\useractioncomponents\actionmanagerclient.c:3 |
ActionManagerServer.HasPendingAction |
— | yes | ✗ none | ViewInventoryAnimation.pbo::scripts\4_world\classes\useractioncomponents\actionmanagerserver.c:3 |
ActionManagerServer.StartDeliveredAction |
— | yes | conditional | ViewInventoryAnimation.pbo::scripts\4_world\classes\useractioncomponents\actionmanagerserver.c:8 |
DayZGame.DeferredInit |
— | yes | ✓ | ViewInventoryAnimation.pbo::scripts\3_game\dayzgame.c:10 |
MissionServer.OnInit |
T3 | yes | ✓ | ViewInventoryAnimation.pbo::scripts\5_mission\mission\missionserver.c:3 |
OptionsMenuGame.Apply |
— | yes | ✓ | ViewInventoryAnimation.pbo::scripts\5_mission\gui\newui\options\optionsmenugame.c:43 |
OptionsMenuGame.IsChanged |
— | yes | conditional | ViewInventoryAnimation.pbo::scripts\5_mission\gui\newui\options\optionsmenugame.c:57 |
OptionsMenuGame.Revert |
— | yes | ✓ | ViewInventoryAnimation.pbo::scripts\5_mission\gui\newui\options\optionsmenugame.c:71 |
OptionsMenuGame.SetOptions |
— | yes | ✓ | ViewInventoryAnimation.pbo::scripts\5_mission\gui\newui\options\optionsmenugame.c:86 |
OptionsMenuGame.FillTextMap |
— | yes | ✓ | ViewInventoryAnimation.pbo::scripts\5_mission\gui\newui\options\optionsmenugame.c:100 |
PlayerBase.OnConnect |
— | yes | ✓ | ViewInventoryAnimation.pbo::scripts\4_world\entities\manbase\playerbase.c:5 |
PlayerBase.OnRPC |
T2 | no | ✓ | ViewInventoryAnimation.pbo::scripts\4_world\entities\manbase\playerbase.c:13 |
PlayerBase.OnSelectPlayer |
— | yes | ✓ | ViewInventoryAnimation.pbo::scripts\4_world\entities\manbase\playerbase.c:28 |
PlayerBase.CommandHandler |
T1 | yes | ✓ | ViewInventoryAnimation.pbo::scripts\4_world\entities\manbase\playerbase.c:42 |
PlayerBase.OnInputUserDataProcess |
— | yes | ✓ | ViewInventoryAnimation.pbo::scripts\4_world\entities\manbase\playerbase.c:52 |
PlayerPreview.UpdateInterval |
— | yes | ✓ | ViewInventoryAnimation.pbo::scripts\5_mission\gui\inventorynew\playerpreview.c:5 |
VicinityItemManager.RefreshVicinityItems |
— | yes | ✗ none | ViewInventoryAnimation.pbo::scripts\5_mission\gui\inventorynew\vicinityitemmanager.c:11 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
PlayerBase.CommandHandler | T1 | 3000.0 | measured | 0.0744 |
MissionServer.OnInit | T3 | 0.1 | placeholder | 0.0000 |
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.
ViewInventoryAnimation.pbo
ViewInventoryAnimationrequiredVersion 0.1 — requiresDZ_Data,DZ_Scripts
census 1.1 · findings 1.1 · hash 1151c58721817046