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Admirals Parachute Mod

Admirals Parachute Mod Allows you to soar the skies of dayz or save yourself from life-ending falls. While falling wait for the audio queue and press jump to activate the parachute. WIP: Add Glider. Sort out animations. Video Set up: Thanks to Scalespeeder Gaming for doing this video Compatible Mods: https://steamcommunity.com/sharedfiles/filedetails/?id=3472298147 Controls: Parachute: Jump to activate once falling… (more)

Admirals Parachute Mod Allows you to soar the skies of dayz or save yourself from life-ending falls. While falling wait for the audio queue and press jump to activate the parachute. WIP: Add Glider. Sort out animations. Video Set up: Thanks to Scalespeeder Gaming for doing this video Compatible Mods: https://steamcommunity.com/sharedfiles/filedetails/?id=3472298147 Controls: Parachute: Jump to activate once falling far enough WASD to move Sprint to Turbo H/CarHorn Cut chute early JetPack: WASD to move Sprint to Turbo Jump to go Up Crouch to go Down H/CarHorn Turn On/Off PetrolStation or FuelCan to refuel ParaMotor: WASD to move Sprint to go Up Jump to go Up S to go Down H/CarHorn Turn On/Off PetrolStation or FuelCan to refuel *WARNING* Running your para-motor with a badly damaged spark plug will damage your para-motor Where i lurk and dev for: Come check out my other work on RP server with weekly content updates by me and Tree Donations Welcome: Help to fuel my modding addiction Pointless Patreon: I also have a Patreon it doesn't do much but if you like burning money Q&A: my discord ask away I reply in 1 to 5 business days XD TheAdmiral#7788 REPACKING AND UNPACKING: No repacking of any kind. no one has permission to re-upload the contents of this mod use parts of it in any form or format or redistribute it in any way outside of this current workshop upload.

Workshop 2912241382 · mod updated 2026-10-15 · analyzed 2026-10-15 05:25 UTC · history · 26 script files

CharacterEquipment 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
Chain-safe

Every server-visible override preserves its chain.

Structural footprint 1.1
A
clean
Heavier than 66% of 328 scripted mods analyzed.

0.0131% of each server frame at 100 players (0.131 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; 40 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
  • 17 mods
    0.046 to 0.1 ms/s · grade A
  • This mod
  • 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 57% of this mod's structural load. 0.131 ms/s in all.

38%Every-frame hooks · 38%
2 hooks · 0.05 ms/s
57%Per-player hooks · 57%
1 hook · 0.074 ms/s
Event hooks · 5.5%
6 hooks · 0.0072 ms/s
Lifecycle hooks · <0.1%
2 hooks · 0.000004 ms/s
Every-frame hooksrun every server frame 2 hooks 0.05 ms/s 38% DayZGame.OnUpdate, DayZPlayerCamera3rdPersonErc.OnUpdate
Per-player hooksrun about 30 times a second for each player 1 hook 0.074 ms/s 57% PlayerBase.OnScheduledTick
Event hooksrun when something happens: an inventory move, a hit, an action 6 hooks 0.0072 ms/s 5.5% PlayerBase.EEItemAttached, PlayerBase.EEItemDetached, ActionDropItem.ActionCondition and 3 more
Lifecycle hooksrun when an entity is created, loaded or deleted 2 hooks 0.000004 ms/s <0.1% MissionServer.OnInit, PlayerBase.EEKilled

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.

OnScheduledTick on PlayerBase
about 30× per player per second
no I/O, timers or RPC
OnUpdate × 2 classes
every server frame
no I/O, timers or RPC
EEItemAttached on PlayerBase
every inventory move
no I/O, timers or RPC
EEItemDetached on PlayerBase
every inventory move
no I/O, timers or RPC
ActionCondition on ActionDropItem
per event
no I/O, timers or RPC super() on some paths
CanReceiveItemIntoCargo on PlayerBase
per event
no I/O, timers or RPC super() on some paths
CanReceiveItemIntoHands on PlayerBase
per event
no I/O, timers or RPC super() on some paths
OnVariablesSynchronized on PlayerBase
per event
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 32 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
ActionConstructor.RegisterActions — yes ✓ AdmiralsParachuteMod.pbo::Scripts\4_World\Actions\Modded\ActionConstructor.c:3
ActionDropItem.ActionCondition T2 yes conditional AdmiralsParachuteMod.pbo::Scripts\4_World\Actions\Modded\ActionDropItem.c:3
ActionManagerBase.ActionPossibilityCheck — yes conditional AdmiralsParachuteMod.pbo::Scripts\4_World\Actions\Modded\ActionConstructor.c:14
DayZGame.OnUpdate T0 yes ✓ AdmiralsParachuteMod.pbo::Scripts\3_Game\Modded\Dayzgame.c:71
DayZPlayerCamera3rdPersonErc.OnUpdate T0 yes ✓ AdmiralsParachuteMod.pbo::Scripts\4_World\Modded\DayZPlayerCamera3rdPersonErc.c:3
DayZPlayerImplement.ModCommandHandlerInside — yes ✓ AdmiralsParachuteMod.pbo::Scripts\4_World\Modded\DayZPlayerImplement.c:8
DayZPlayerImplementFallDamage.HandleFallDamage — yes conditional AdmiralsParachuteMod.pbo::Scripts\4_World\Modded\DayZPlayerImplementFallDamage.c:4
DayZPlayerImplementJumpClimb.Jump — yes conditional AdmiralsParachuteMod.pbo::Scripts\4_World\Modded\DayZPlayerImplementJumpClimb.c:5
EmoteManager.CanPlayEmote — yes ✓ AdmiralsParachuteMod.pbo::Scripts\4_World\Modded\EmoteManager.c:3
IngameHud.Init — yes ✓ AdmiralsParachuteMod.pbo::Scripts\5_Mission\Modded\IngameHud.c:4
IngameHud.Update — yes ✓ AdmiralsParachuteMod.pbo::Scripts\5_Mission\Modded\IngameHud.c:30
IngameHud.ShowVehicleInfo — yes ✓ AdmiralsParachuteMod.pbo::Scripts\5_Mission\Modded\IngameHud.c:35
IngameHud.RefreshVehicleHud — yes ✓ AdmiralsParachuteMod.pbo::Scripts\5_Mission\Modded\IngameHud.c:52
MissionServer.OnInit T3 yes ✓ AdmiralsParachuteMod.pbo::Scripts\5_Mission\Modded\MissionServer.c:3
ModItemRegisterCallbacks.RegisterTwoHanded — yes ✓ AdmiralsParachuteMod.pbo::Scripts\4_World\Modded\ModItemRegisterCallbacks.c:3
PlayerBase.Init — yes ✓ AdmiralsParachuteMod.pbo::Scripts\4_World\Modded\PlayerBase.c:341
PlayerBase.CanReceiveItemIntoHands T2 yes conditional AdmiralsParachuteMod.pbo::Scripts\4_World\Modded\PlayerBase.c:348
PlayerBase.CanReleaseFromHands — yes conditional AdmiralsParachuteMod.pbo::Scripts\4_World\Modded\PlayerBase.c:357
PlayerBase.CanReleaseCargo — yes conditional AdmiralsParachuteMod.pbo::Scripts\4_World\Modded\PlayerBase.c:366
PlayerBase.CanReceiveItemIntoCargo T2 yes conditional AdmiralsParachuteMod.pbo::Scripts\4_World\Modded\PlayerBase.c:374
PlayerBase.OnVariablesSynchronized T2 yes ✓ AdmiralsParachuteMod.pbo::Scripts\4_World\Modded\PlayerBase.c:382
PlayerBase.EEKilled T3 yes ✓ AdmiralsParachuteMod.pbo::Scripts\4_World\Modded\PlayerBase.c:402
PlayerBase.OnUnconsciousStart — yes ✓ AdmiralsParachuteMod.pbo::Scripts\4_World\Modded\PlayerBase.c:408
PlayerBase.IsFalling — yes conditional AdmiralsParachuteMod.pbo::Scripts\4_World\Modded\PlayerBase.c:413
PlayerBase.CanManipulateInventory — yes conditional AdmiralsParachuteMod.pbo::Scripts\4_World\Modded\PlayerBase.c:421
PlayerBase.OnScheduledTick T1 yes ✓ AdmiralsParachuteMod.pbo::Scripts\4_World\Modded\PlayerBase.c:432
PlayerBase.OnPlayerLoaded — yes ✓ AdmiralsParachuteMod.pbo::Scripts\4_World\Modded\PlayerBase.c:438
PlayerBase.EEItemAttached T2 yes ✓ AdmiralsParachuteMod.pbo::Scripts\4_World\Modded\PlayerBase.c:444
PlayerBase.EEItemDetached T2 yes ✓ AdmiralsParachuteMod.pbo::Scripts\4_World\Modded\PlayerBase.c:452
PlayerBase.IsAlreadyInFallingCommand — yes ✓ AdmiralsParachuteMod.pbo::Scripts\4_World\Modded\PlayerBase.c:460
PlayerBase.IsLanded — yes conditional AdmiralsParachuteMod.pbo::Scripts\4_World\Modded\PlayerBase.c:469
PluginRecipesManagerBase.RegisterRecipies — yes ✓ AdmiralsParachuteMod.pbo::Scripts\4_World\Recipes\Recipes.C:112
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
PlayerBase.OnScheduledTickT1 3000.0measured0.0744
DayZGame.OnUpdateT0 1000.0measured0.0248
DayZPlayerCamera3rdPersonErc.OnUpdateT0 1000.0measured0.0248
PlayerBase.EEItemAttachedT2 130.0measured0.0032
PlayerBase.EEItemDetachedT2 130.0measured0.0032
ActionDropItem.ActionConditionT2 8.0placeholder0.0002
PlayerBase.CanReceiveItemIntoHandsT2 8.0placeholder0.0002
PlayerBase.CanReceiveItemIntoCargoT2 8.0placeholder0.0002
PlayerBase.OnVariablesSynchronizedT2 8.0placeholder0.0002
PlayerBase.EEKilledT3 0.1placeholder0.0000
MissionServer.OnInitT3 0.1placeholder0.0000

Includes 0.001 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.

AdmiralsParachuteMod.pbo

  • ADM_Parachute_Mod —
    requires 43 addons DZ_Data, DZ_Scripts, DZ_Characters, DZ_Characters_Headgear, DZ_Characters_Tops, DZ_Characters_Vests, DZ_Characters_Pants, DZ_Characters_Belts, DZ_Characters_Backpacks, DZ_Characters_Heads, DZ_Gear_Optics, DZ_Gear_Tools, DZ_Radio, DZ_Gear_Food, DZ_Gear_Medical, DZ_Gear_Containers, DZ_Gear_Consumables, DZ_Gear_Cooking, DZ_Gear_Navigation, DZ_Gear_Drinks, DZ_Gear_Camping, DZ_Gear_Crafting, DZ_Animals, DZ_AI, DZ_Weapons_Melee, DZ_Characters_Zombies, DZ_Weapons_Projectiles, DZ_Weapons_Magazines, DZ_Weapons_Firearms, DZ_Weapons_Explosives, DZ_Weapons_Ammunition, DZ_Weapons_Shotguns, DZ_Weapons_Archery, DZ_Weapons_Optics, DZ_Weapons_Supports, DZ_Weapons_Muzzles, DZ_Weapons_Attachments_Data, DZ_Pistols, DZ_Structures, DZ_Vehicles_Parts, DZ_Vehicles_Wheeled, DZ_Sounds_Effects, DZ_Sounds_Weapons
  • ADM_Parachute_Canopys requiredVersion 0.1 — requires DZ_Data, ADM_Parachute_Mod
  • ADM_Parachute_JetPacks requiredVersion 0.1 — requires DZ_Data, ADM_Parachute_Mod
  • ADM_Parachute_Parachutes requiredVersion 0.1 — requires DZ_Data, ADM_Parachute_Mod
  • ADM_Parachute_ParaMotor requiredVersion 0.1 — requires DZ_Data, ADM_Parachute_Mod
  • ADM_Parachute_Slots — requires DZ_Data, DZ_Scripts, ADM_Parachute_Mod
  • ADM_Parachute_Sounds requiredVersion 0.1 — requires DZ_Data, ADM_Parachute_Mod

census 1.1 · findings 1.1 · hash 1190b30b91cf4f26