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Automated Turrets

Features This modification adds automated turrets to the game. Currently the modification contains: M60E4 Turret (Bottom/Top mounting variants) M134 Minigun Turret (Bottom/Top mounting variants) Browning M2HB Turret (Bottom/Top mounting variants) Configuration You can find AutomatedTurretsConfig.json in your server profiles/AutomatedTurrets folder. List of settings that you can change for each specific turret:… (more)

Features This modification adds automated turrets to the game. Currently the modification contains: M60E4 Turret (Bottom/Top mounting variants) M134 Minigun Turret (Bottom/Top mounting variants) Browning M2HB Turret (Bottom/Top mounting variants) Configuration You can find AutomatedTurretsConfig.json in your server profiles/AutomatedTurrets folder. List of settings that you can change for each specific turret: Position and Rotation Target search radius Hit chance, cartridge type, rate of fire Visual behavior at idle Can turret be destroyed and its respawn time Target lists: players, zombies, animals, vehicles You can find a detailed description of each setting in the .INFO folder. Important Info In order for turrets to work, you must add them to AutomatedTurretsConfig.json, otherwise they will just be static objects! Repacking or re-uploading is not allowed. Monetization of content from this modification is prohibited. Lowner.dev Discord, Lowner.dev Site If you want to support me: Boosty This item is not authorized for posting on Steam, except under the Steam account named Evgeny__N

Workshop 2851374375 · mod updated 2026-10-15 · analyzed 2026-10-15 09:31 UTC · history · 11 script files

MechanicsPropsSoundWeapon 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
Heavier than 57% of 328 scripted mods analyzed.

0.0025% of each server frame at 100 players (0.025 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; 17 others share it. Ranked list.

10
20
30
40
  • 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
  • 23 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
  • This mod
  • 17 mods
    0.046 to 0.1 ms/s · grade A
  • 40 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

Every-frame hooks carry 99% of this mod's structural load. 0.025 ms/s in all.

99%Every-frame hooks · 99%
1 hook · 0.025 ms/s
Event hooks · 0.8%
1 hook · 0.0002 ms/s
Lifecycle hooks · <0.1%
1 hook · 0.000002 ms/s
Every-frame hooksrun every server frame 1 hook 0.025 ms/s 99% MissionServer.OnUpdate
Event hooksrun when something happens: an inventory move, a hit, an action 1 hook 0.0002 ms/s 0.8% DayZGame.OnRPC
Lifecycle hooksrun when an entity is created, loaded or deleted 1 hook 0.000002 ms/s <0.1% MissionServer.OnMissionStart

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.

OnUpdate on MissionServer
every server frame
no I/O, timers or RPC
OnRPC on DayZGame
per event
no I/O, timers or RPC super() on some paths

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 3 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
DayZGame.OnRPC T2 yes conditional evg_turrets_Scripts.pbo::Scripts\3_Game\EVG_RPC.c:46
MissionServer.OnMissionStart T3 yes ✓ evg_turrets_Scripts.pbo::Scripts\5_Mission\EVG_MissionServer.c:3
MissionServer.OnUpdate T0 yes ✓ evg_turrets_Scripts.pbo::Scripts\5_Mission\EVG_MissionServer.c:10
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
MissionServer.OnUpdateT0 1000.0measured0.0248
DayZGame.OnRPCT2 8.0placeholder0.0002
MissionServer.OnMissionStartT3 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.

evg_turrets.pbo

  • evg_turrets — requires DZ_Data

evg_turrets_Scripts.pbo

  • evg_turrets_Scripts — requires DZ_Data, evg_turrets

census 1.1 · findings 1.1 · hash 432a6313a4c445b3