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Survivor Animations

Description This mod adds custom survivor animations (emotes/actions) including vehicles. Our goal is to provide the most wanted animations for characters and provide supporting animations for other mods like bikes, snowmobiles, helicopters, horses and more. Installation Install the mod like any other mod. This mod has no other dependencies. Don't forget to copy the key to the keys folder on your server and add it… (more)

Description This mod adds custom survivor animations (emotes/actions) including vehicles. Our goal is to provide the most wanted animations for characters and provide supporting animations for other mods like bikes, snowmobiles, helicopters, horses and more. Installation Install the mod like any other mod. This mod has no other dependencies. Don't forget to copy the key to the keys folder on your server and add it to your server mod list like this: mod=@SurvivorAnims Modders If you develop modded vehicles and want have a soft dependency on this mod use a pre-processor definition for example: #ifdef SURVIVOR_ANIMS yours code here #endif This includes getting the specific animation instance for the vehicle, so you can still use vanilla animations when this mod is not installed and plus you can automatically change animations for your vehicle when this mod is installed. More info on discord. Mods using our vehicle anims Blackouts Scorpion Savage Snowmobile izh_motorcycle RedFalcon Watercraft Dayz Bicycle Arma Bicycles Rusforma Motorcycles DayZ Horse Current Custom Animations: around 30 new emotes include gun on shoulder (its just vanilla enabled anim) Chopper: CustomVehicleAnimInstances.CHOPPER Snowmobile: CustomVehicleAnimInstances.SNOWMOBILE ATV: CustomVehicleAnimInstances.ATV Helicopter: CustomVehicleAnimInstances.HELICOPTER Horse: CustomVehicleAnimInstances.HORSE Motorcycle: CustomVehicleAnimInstances.MOTORCYCLE Bicycle: CustomVehicleAnimInstances.BICYCLE another Bicycle: CustomVehicleAnimInstances.BICYCLE2 ladies Bicycle: CustomVehicleAnimInstances.BICYCLE3 Quadbike: CustomVehicleAnimInstances.QUADBIKE Coming Soon: Other custom emotes and more... Let us know which animations are needed for your mod, we will try to add it. Known Issues - its not possible use multiple animation mods together (enfusion engine limitation) - probably some hidden bugs can be there Additional Information Due to the limitations of the Enfusion engine IS NOT POSSIBLE TO INSTALL MORE THAN ONE MOD WHICH MODIFIES ANIMATIONS !!! so do not install other mods that have custom animations or the game will crashed or you will get unexpected results. No repacks allowed. Don't ask. Repacking is cancer of DayZ community. Mod was originally created for the server Renegade RP (Role Play animations) but ofc can be used at every servers. You are allowed to look into mod for learning purposes or if you want know how it works. Discord: https://discord.gg/49FvN7rRpF Any feedback welcome! -Hunterz- Credits Kamo and Nazzgy - figured out together howto properly import new anims to correct format Blackouts - we figured out together how to make proper vehicle animations Mrtea101 - he did lot of awesome animations for dog mod and helped me well with many additional hints regarding animations and file formats MarioE - guru of animations - many thanks for all valuable hints regarding animations/tools all who helps translate to other languanges Leo - did animations for mod Kactet - help with scripts and particles Bastard - quadbike animations

Workshop 2918418331 · mod updated 2026-10-19 · analyzed 2026-10-19 16:35 UTC · history · 17 script files

AnimationCharacter 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
1 by design

1 chain break, all on specific classes the mod replaces wholesale — matters only if another mod patches the same classes.

Structural footprint 1.1
A
1 by design
Heavier than 65% of 328 scripted mods analyzed.

0.00996% of each server frame at 100 players (0.100 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; 16 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
  • 18 mods
    0.022 to 0.046 ms/s · grade A
  • This mod
  • 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

Per-player hooks carry 75% of this mod's structural load. 0.100 ms/s in all.

25%Every-frame hooks · 25%
1 hook · 0.025 ms/s
75%Per-player hooks · 75%
1 hook · 0.074 ms/s
Event hooks · 0.4%
2 hooks · 0.0004 ms/s
Every-frame hooksrun every server frame 1 hook 0.025 ms/s 25% MissionServer.OnUpdate
Per-player hooksrun about 30 times a second for each player 1 hook 0.074 ms/s 75% PlayerBase.CommandHandler
Event hooksrun when something happens: an inventory move, a hit, an action 2 hooks 0.0004 ms/s 0.4% Magnum_Base.SetActions, PlayerBase.SetActions

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.

Chain breaks, by consequence

1 override that skip super(), ranked by how much they can affect. On any server a break replaces vanilla's behaviour on that method and silences every earlier-loaded mod hooking it.

By design
Leaf class · Magnum_Base
Magnum_Base replaced on 1 method · 1 override

InitStateMachine

Only this class is affected. Matters only if another mod in your stack patches the same class.

1 classMagnum_Base
1 locationSurvivorAnims.pbo::Scripts\4_World\Magnum.c:3

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.

CommandHandler on PlayerBase
about 30× per player per second
no I/O, timers or RPC
OnUpdate on MissionServer
every server frame
no I/O, timers or RPC
SetActions × 2 classes
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 16 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 ✓ SurvivorAnims.pbo::Scripts\4_World\actions\ActionConstructor.c:3
ActionConstructor.RegisterActions — yes ✓ SurvivorAnims.pbo::Scripts\4_World\Magnum.c:128
EmoteCB.OnAnimationEvent — yes conditional SurvivorAnims.pbo::Scripts\4_World\EmoteManager.c:116
EmoteConstructor.RegisterEmotes — yes ✓ SurvivorAnims.pbo::Scripts\4_World\EmoteConstructor.c:3
EmoteManager.CreateEmoteCallback — yes ✓ SurvivorAnims.pbo::Scripts\4_World\EmoteManager.c:3
EmoteManager.PlayEmote — yes conditional SurvivorAnims.pbo::Scripts\4_World\EmoteManager.c:14
GesturesMenu.GetGestureItems — yes ✓ SurvivorAnims.pbo::Scripts\5_Mission\gui\gesturesmenu.c:13
GesturesMenu.OnMenuRelease — yes ✓ SurvivorAnims.pbo::Scripts\5_Mission\gui\gesturesmenu.c:112
Magnum_Base.InitStateMachine — yes ✗ none SurvivorAnims.pbo::Scripts\4_World\Magnum.c:3
Magnum_Base.SetActions T2 yes ✓ SurvivorAnims.pbo::Scripts\4_World\Magnum.c:88
MissionServer.OnUpdate T0 yes ✓ SurvivorAnims.pbo::Scripts\5_Mission\missionserver.c:5
PlayerBase.Init — yes ✓ SurvivorAnims.pbo::Scripts\4_World\PlayerBase.c:9
PlayerBase.SetActions T2 yes ✓ SurvivorAnims.pbo::Scripts\4_World\PlayerBase.c:19
PlayerBase.CommandHandler T1 yes ✓ SurvivorAnims.pbo::Scripts\4_World\PlayerBase.c:115
PlayerBase.ModCommandHandlerAfter — yes ✓ SurvivorAnims.pbo::Scripts\4_World\PlayerBase.c:121
PlayerBase.OnParticleEvent — yes ✓ SurvivorAnims.pbo::Scripts\4_World\PlayerBase.c:148
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
PlayerBase.CommandHandlerT1 3000.0measured0.0744
MissionServer.OnUpdateT0 1000.0measured0.0248
Magnum_Base.SetActionsT2 8.0placeholder0.0002
PlayerBase.SetActionsT2 8.0placeholder0.0002

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.

0_SurvivorAnimsDefines.pbo

  • SurvivorAnimsDefines requiredVersion 0.1 — no requiredAddons

SurvivorAnims.pbo

  • SurvivorAnims requiredVersion 0.1 — requires DZ_Data, DZ_Sounds_Effects, DZ_Characters

census 1.1 · findings 1.1 · hash db6418b09641d523