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.
Patterns that can stall a single frame regardless of the load figure — see below.
Every server-visible override preserves its chain.
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.
Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 40 others share it. Ranked list.
Per-player hooks carry 57% of this mod's structural load. 0.131 ms/s in all.
2 hooks · 0.05 ms/s
1 hook · 0.074 ms/s
6 hooks · 0.0072 ms/s
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.
Other findings
super() only on some paths · 11 · warning
- ActionDropItem.ActionCondition returns true without consulting super.ActionCondition() on some paths — vanilla's conditions and every earlier-loaded mod's vetoes are bypassed there.
AdmiralsParachuteMod.pbo::Scripts\4_World\Actions\Modded\ActionDropItem.c:3 - ActionManagerBase.ActionPossibilityCheck returns true without consulting super.ActionPossibilityCheck() on some paths — vanilla's conditions and every earlier-loaded mod's vetoes are bypassed there.
AdmiralsParachuteMod.pbo::Scripts\4_World\Actions\Modded\ActionConstructor.c:14 - DayZPlayerImplementFallDamage.HandleFallDamage calls super.HandleFallDamage() only on some paths — on the others the chain below this mod is dropped.
AdmiralsParachuteMod.pbo::Scripts\4_World\Modded\DayZPlayerImplementFallDamage.c:4 - DayZPlayerImplementJumpClimb.Jump calls super.Jump() only on some paths — on the others the chain below this mod is dropped.
AdmiralsParachuteMod.pbo::Scripts\4_World\Modded\DayZPlayerImplementJumpClimb.c:5 - PlayerBase.CanManipulateInventory returns true without consulting super.CanManipulateInventory() on some paths — vanilla's conditions and every earlier-loaded mod's vetoes are bypassed there.
AdmiralsParachuteMod.pbo::Scripts\4_World\Modded\PlayerBase.c:421 - PlayerBase.CanReceiveItemIntoCargo returns true without consulting super.CanReceiveItemIntoCargo() on some paths — vanilla's conditions and every earlier-loaded mod's vetoes are bypassed there.
AdmiralsParachuteMod.pbo::Scripts\4_World\Modded\PlayerBase.c:374 - PlayerBase.CanReceiveItemIntoHands returns true without consulting super.CanReceiveItemIntoHands() on some paths — vanilla's conditions and every earlier-loaded mod's vetoes are bypassed there.
AdmiralsParachuteMod.pbo::Scripts\4_World\Modded\PlayerBase.c:348 - PlayerBase.CanReleaseCargo returns true without consulting super.CanReleaseCargo() on some paths — vanilla's conditions and every earlier-loaded mod's vetoes are bypassed there.
AdmiralsParachuteMod.pbo::Scripts\4_World\Modded\PlayerBase.c:366 - PlayerBase.CanReleaseFromHands returns true without consulting super.CanReleaseFromHands() on some paths — vanilla's conditions and every earlier-loaded mod's vetoes are bypassed there.
AdmiralsParachuteMod.pbo::Scripts\4_World\Modded\PlayerBase.c:357 - PlayerBase.IsLanded returns true without consulting super.IsLanded() on some paths — vanilla's conditions and every earlier-loaded mod's vetoes are bypassed there.
AdmiralsParachuteMod.pbo::Scripts\4_World\Modded\PlayerBase.c:469 - PlayerBase.IsFalling vetoes early (returns false) on some paths and defers to super.IsFalling() otherwise — composes safely with vanilla's and earlier mods' conditions.
AdmiralsParachuteMod.pbo::Scripts\4_World\Modded\PlayerBase.c:413
- ActionDropItem.ActionCondition returns true without consulting super.ActionCondition() on some paths — vanilla's conditions and every earlier-loaded mod's vetoes are bypassed there.
Per-player-per-frame hooks · 1 · warning
- PlayerBase.OnScheduledTick runs once per player per tick (~30 Hz/player): cost scales with population on the hottest per-player surface.
AdmiralsParachuteMod.pbo::Scripts\4_World\Modded\PlayerBase.c:432
- PlayerBase.OnScheduledTick runs once per player per tick (~30 Hz/player): cost scales with population on the hottest per-player surface.
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 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.
| method | surface | server | super() | 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
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
PlayerBase.OnScheduledTick | T1 | 3000.0 | measured | 0.0744 |
DayZGame.OnUpdate | T0 | 1000.0 | measured | 0.0248 |
DayZPlayerCamera3rdPersonErc.OnUpdate | T0 | 1000.0 | measured | 0.0248 |
PlayerBase.EEItemAttached | T2 | 130.0 | measured | 0.0032 |
PlayerBase.EEItemDetached | T2 | 130.0 | measured | 0.0032 |
ActionDropItem.ActionCondition | T2 | 8.0 | placeholder | 0.0002 |
PlayerBase.CanReceiveItemIntoHands | T2 | 8.0 | placeholder | 0.0002 |
PlayerBase.CanReceiveItemIntoCargo | T2 | 8.0 | placeholder | 0.0002 |
PlayerBase.OnVariablesSynchronized | T2 | 8.0 | placeholder | 0.0002 |
PlayerBase.EEKilled | T3 | 0.1 | placeholder | 0.0000 |
MissionServer.OnInit | T3 | 0.1 | placeholder | 0.0000 |
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_WeaponsADM_Parachute_CanopysrequiredVersion 0.1 — requiresDZ_Data,ADM_Parachute_ModADM_Parachute_JetPacksrequiredVersion 0.1 — requiresDZ_Data,ADM_Parachute_ModADM_Parachute_ParachutesrequiredVersion 0.1 — requiresDZ_Data,ADM_Parachute_ModADM_Parachute_ParaMotorrequiredVersion 0.1 — requiresDZ_Data,ADM_Parachute_ModADM_Parachute_Slots— requiresDZ_Data,DZ_Scripts,ADM_Parachute_ModADM_Parachute_SoundsrequiredVersion 0.1 — requiresDZ_Data,ADM_Parachute_Mod
census 1.1 · findings 1.1 · hash 1190b30b91cf4f26