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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

Workshop 2833363308 · mod updated 2022-07-23 · analyzed 2026-10-03 03:58 UTC · history · 18 script files

Animation Workshop tags, chosen by the author

Stall risks
1 pattern

Patterns that can stall a single frame regardless of the load figure — see below.

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 61% of 328 scripted mods analyzed.

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.

Where this mod sits

Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 16 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
  • This mod
  • 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

Per-player hooks carry 100% of this mod's structural load. 0.074 ms/s in all.

100%Per-player hooks · 100%
1 hook · 0.074 ms/s
Lifecycle hooks · <0.1%
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.

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

RefreshVicinityItems

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

1 classVicinityItemManager
1 locationViewInventoryAnimation.pbo::scripts\5_mission\gui\inventorynew\vicinityitemmanager.c:11

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.

CommandHandler on PlayerBase
about 30× per player per second
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 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.

methodsurfaceserversuper()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
surfacetierrate (Hz)rate sourcems/s
PlayerBase.CommandHandlerT1 3000.0measured0.0744
MissionServer.OnInitT3 0.1placeholder0.0000

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

  • ViewInventoryAnimation requiredVersion 0.1 — requires DZ_Data, DZ_Scripts

census 1.1 · findings 1.1 · hash 1151c58721817046