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PseudoGiant

PseudoGiant This mod adds the PseudoGiant from S.T.A.L.K.E.R ported to DayZ. The PseudoGiant uses custom animations from the original game and behaves like a zombie with extra aoe attacks and additional ai behavior. Licenses Arma and Dayz Public License Share Alike (ADPL-SA) Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) All content that has been created by GSC Game World used to create… (more)

PseudoGiant This mod adds the PseudoGiant from S.T.A.L.K.E.R ported to DayZ. The PseudoGiant uses custom animations from the original game and behaves like a zombie with extra aoe attacks and additional ai behavior. Licenses Arma and Dayz Public License Share Alike (ADPL-SA) Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) All content that has been created by GSC Game World used to create port and included with this distribution, unless declared otherwise, is commercial GSC Game World property. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 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 2847957663 · mod updated 2022-08-12 · analyzed 2026-10-03 04:31 UTC · history · 3 script files

Environment 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
Chain-safe

Every server-visible override preserves its chain.

Structural footprint 1.1
A
clean
No server script overrides, so nothing to rank.

No server-side script overrides. Counts hook dispatch and timers only, not what the hooks do inside. Methodology.

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 1 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
PlayerBase.CanBeTargetedByAI — yes conditional PseudoGiant_Scripts.pbo::scripts\4_World\Entities\ManBase\playerbase.c:6
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.

PseudoGiant_Data.pbo

  • PseudoGiant_Data requiredVersion 0.1 — requires DZ_Data

PseudoGiant_Scripts.pbo

  • PseudoGiant_Scripts requiredVersion 0.1 — requires DZ_Characters_Zombies, DZ_Data, DZ_AI, DZ_Weapons_Melee, DZ_data_aiconfigs

census 1.1 · findings 1.1 · hash f937e19a4c6d635a