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
No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.
Every server-visible override preserves its chain.
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.
Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 17 others share it. Ranked list.
Every-frame hooks carry 99% of this mod's structural load. 0.025 ms/s in all.
1 hook · 0.025 ms/s
1 hook · 0.0002 ms/s
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.
Other findings
super() only on some paths · 1 · warning
- DayZGame.OnRPC calls super.OnRPC() only on some paths — on the others the chain below this mod is dropped.
evg_turrets_Scripts.pbo::Scripts\3_Game\EVG_RPC.c:46
- DayZGame.OnRPC calls super.OnRPC() only on some paths — on the others the chain below this mod is dropped.
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 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.
| method | surface | server | super() | 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
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
MissionServer.OnUpdate | T0 | 1000.0 | measured | 0.0248 |
DayZGame.OnRPC | T2 | 8.0 | placeholder | 0.0002 |
MissionServer.OnMissionStart | 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.
evg_turrets.pbo
evg_turrets— requiresDZ_Data
evg_turrets_Scripts.pbo
evg_turrets_Scripts— requiresDZ_Data,evg_turrets
census 1.1 · findings 1.1 · hash 432a6313a4c445b3