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Towing Service

Description This mod adds recovery truck which is able load and transport basically any vehicle around the map including cars, helicopters, ships, bicycles and so on. It helps with cars on the roof, bugged into fences and similar situations. How It works Drive close to the vehicle which you want load. Look for the prompt while you are close to the truck and the action will appear. You must have not attached anything… (more)

Description This mod adds recovery truck which is able load and transport basically any vehicle around the map including cars, helicopters, ships, bicycles and so on. It helps with cars on the roof, bugged into fences and similar situations. How It works Drive close to the vehicle which you want load. Look for the prompt while you are close to the truck and the action will appear. You must have not attached anything on cargo, including tent. For unloading the vehicle find an area without obstacles behind the truck. A "unload vehicle" prompt will appear when looking at the flatbed of the truck. Blacklist option for vehicles which you do not want to load onto the truck. Config is generated in profile folder in subfolder called "Towing-Service". Compatible with car locking systems like MuchCarKeys, Carlock (TraderPlus), Dr. Jones Trader and Dayz Expansion mod. Its not possible load locked cars and not possible load/unload car, while Towing truck is locked as well. Known Issues - there can be of course some hidden issues - when two towing truck nearby vehicle loading can cause issues Further Info No repacks allowed. Don't ask. Repacking is cancer of DayZ community. You are allowed to look into mod for learning purposes or if you want know how it works. Discord: https://discord.gg/49FvN7rRpF Model: https://www.cgtrader.com/3d-models/vehicle/truck/classic-flatbed-truck Mod was intensive tested on server DeathZone UK. Any feedback welcome! -Hunterz- Copyright 2023 HunterZ. This item is not authorized for posting on Steam, except under the Steam account named https://steamcommunity.com/profiles/76561198829279936 Credits Nutter & Dopemodz - mod idea and intensive testing Vladimir - imported and prepared truck model Rag Tyson - huge thanks for his hints and great help with vehicle related stuff TheAdmiral - hints with attaching all people who helps me translate mod to different languages Kamo - did logo Stephane - Event spawns

Workshop 3004707934 · mod updated 2026-10-19 · analyzed 2026-10-19 19:36 UTC · history · 23 script files

EnvironmentMechanicsSoundVehicle 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 59% of 328 scripted mods analyzed.

0.00268% of each server frame at 100 players (0.027 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.

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
  • This mod
  • 17 mods
    0.046 to 0.1 ms/s · grade A
  • 41 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 93% of this mod's structural load. 0.027 ms/s in all.

93%Every-frame hooks · 93%
1 hook · 0.025 ms/s
Event hooks · 7.4%
10 hooks · 0.002 ms/s
Lifecycle hooks · <0.1%
1 hook · 0.000002 ms/s
Every-frame hooksrun every server frame 1 hook 0.025 ms/s 93% CarScript.EOnPostFrame
Event hooksrun when something happens: an inventory move, a hit, an action 10 hooks 0.002 ms/s 7.4% ActionStartEngine.ActionCondition, Bear_ColorBase.SetActions, Blowtorch.SetActions and 7 more
Lifecycle hooksrun when an entity is created, loaded or deleted 1 hook 0.000002 ms/s <0.1% CarScript.EEDelete

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.

EOnPostFrame on CarScript
every frame, per active instance
no I/O, timers or RPC
SetActions × 9 classes
per event
no I/O, timers or RPC
ActionCondition on ActionStartEngine
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 17 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 ✓ ford_flatbed.pbo::scripts\4_World\ActionConstructor.c:3
ActionStartEngine.ActionCondition T2 yes conditional ford_flatbed.pbo::scripts\4_World\actionstartengine.c:3
AttachmentsOutOfReach.IsAttachmentReachable — yes conditional ford_flatbed.pbo::scripts\4_World\AttachmentsOutOfReach.c:6
Bear_ColorBase.SetActions T2 yes ✓ ford_flatbed.pbo::scripts\4_World\inventoryitem.c:135
Blowtorch.SetActions T2 yes ✓ ford_flatbed.pbo::scripts\4_World\inventoryitem.c:162
CarScript.SetActions T2 yes ✓ ford_flatbed.pbo::scripts\4_World\CarScript.c:15
CarScript.EEDelete T3 yes ✓ ford_flatbed.pbo::scripts\4_World\CarScript.c:44
CarScript.OnNetworkTransformUpdate — yes conditional ford_flatbed.pbo::scripts\4_World\CarScript.c:68
CarScript.EOnPostFrame T1 yes ✓ ford_flatbed.pbo::scripts\4_World\CarScript.c:83
EpoxyPutty.SetActions T2 yes ✓ ford_flatbed.pbo::scripts\4_World\inventoryitem.c:144
Hammer.SetActions T2 yes ✓ ford_flatbed.pbo::scripts\4_World\inventoryitem.c:153
LugWrench.SetActions T2 yes ✓ ford_flatbed.pbo::scripts\4_World\inventoryitem.c:189
ModItemRegisterCallbacks.RegisterHeavy — yes ✓ ZIL133_flatbed.pbo::scripts\4_World\AnimRegisterIK_ZIL133_flatbed.c:3
ModItemRegisterCallbacks.RegisterHeavy — yes ✓ ford_flatbed.pbo::scripts\4_World\AnimRegisterIK_Ford_flatbed.c:3
Screwdriver.SetActions T2 yes ✓ ford_flatbed.pbo::scripts\4_World\inventoryitem.c:171
TireRepairKit.SetActions T2 yes ✓ ford_flatbed.pbo::scripts\4_World\inventoryitem.c:198
Wrench.SetActions T2 yes ✓ ford_flatbed.pbo::scripts\4_World\inventoryitem.c:180
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
CarScript.EOnPostFrameT1 1000.0placeholder0.0248
ActionStartEngine.ActionConditionT2 8.0placeholder0.0002
CarScript.SetActionsT2 8.0placeholder0.0002
Bear_ColorBase.SetActionsT2 8.0placeholder0.0002
EpoxyPutty.SetActionsT2 8.0placeholder0.0002
Hammer.SetActionsT2 8.0placeholder0.0002
Blowtorch.SetActionsT2 8.0placeholder0.0002
Screwdriver.SetActionsT2 8.0placeholder0.0002
Wrench.SetActionsT2 8.0placeholder0.0002
LugWrench.SetActionsT2 8.0placeholder0.0002
TireRepairKit.SetActionsT2 8.0placeholder0.0002
CarScript.EEDeleteT3 0.1placeholder0.0000

Includes 0.027 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_TowingServiceDefines.pbo

  • TowingServiceDefines requiredVersion 0.1 — no requiredAddons

ZIL133_flatbed.pbo

  • ZIL133_flatbed requiredVersion 0.1 — requires DZ_Vehicles_wheeled, DZ_Vehicles_Parts, DZ_Sounds_Effects, DZ_Data, Ford_flatbed

ford_flatbed.pbo

  • Ford_flatbed requiredVersion 0.1 — requires DZ_Vehicles_wheeled, DZ_Vehicles_Parts, DZ_Sounds_Effects, DZ_Data

census 1.1 · findings 1.1 · hash 71a3e32b6800427d