Crocodile
Description This mod adding crocodiles to game. They are amphibious, so you are not safe at beach and even in water. In mod are few color variants. You can craft from crocodile skin some awesome stuff or just put it as trophy in yours base. Territory files for various maps are included together with manual howto setup. Further Info No repacks allowed. Don't ask. Repacking is cancer of DayZ community. You are allowed… (more)
Description This mod adding crocodiles to game. They are amphibious, so you are not safe at beach and even in water. In mod are few color variants. You can craft from crocodile skin some awesome stuff or just put it as trophy in yours base. Territory files for various maps are included together with manual howto setup. 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 Any feedback welcome! -Hunterz- Credits Kamo - teached me basics of blender animations and adjustments MarioE - general animation lessons Mrtea101 - lot of hints in Blender and anims Weyland - sound mastering Nazzgy - help with rvmats and edible base DarkOasis server - sponsoring crocodille model WindStride - did lot of assets for this mod Boydy - supported assets creation and his DayZ Podcast is legendary
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.
less than 0.001% of each server frame at 100 players (0.003 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; 12 others share it. Ranked list.
Event hooks carry 100% of this mod's structural load. 0.003 ms/s in all.
1 hook · 0.0032 ms/s
| Event hooksrun when something happens: an inventory move, a hit, an action | 1 hook | 0.0032 ms/s | 100% | ItemBase.EEItemLocationChanged |
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.
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 6 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 |
|---|---|---|---|---|
DayZAnimalCommandLookAtModdable.PreAnimUpdate |
— | yes | ✓ | dayz_croco.pbo::scripts\4_World\classes\DayZAnimalCommandMoveModdable.c:20 |
DayZAnimalCommandMoveModdable.PreAnimUpdate |
— | yes | ✓ | dayz_croco.pbo::scripts\4_World\classes\DayZAnimalCommandMoveModdable.c:4 |
ItemBase.EEItemLocationChanged |
T2 | yes | ✓ | dayz_croco.pbo::scripts\4_World\classes\ItemBase.c:4 |
ModItemRegisterCallbacks.RegisterTwoHanded |
— | yes | ✓ | dayz_croco.pbo::scripts\4_World\classes\AnimRegisterIK.c:3 |
ModItemRegisterCallbacks.RegisterOneHanded |
— | yes | ✓ | dayz_croco.pbo::scripts\4_World\classes\AnimRegisterIK.c:11 |
PluginRecipesManagerBase.RegisterRecipies |
— | yes | ✓ | dayz_croco.pbo::scripts\4_World\classes\PluginRecipeManagerBase.c:3 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
ItemBase.EEItemLocationChanged | T2 | 130.0 | measured | 0.0032 |
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.
dayz_croco.pbo
CrocoAIrequiredVersion 0.1 — requiresDZ_Data,DZ_data_aiconfigs,DZ_AIDayZ_CrocorequiredVersion 0.1 — requiresDZ_Data,DZ_Scripts,DZ_Sounds_Effects,DZ_Animals,DZ_Gear_Food,DZ_Weapons_Melee_Blade,DZ_Characters
census 1.1 · findings 1.1 · hash 67c059b3b768c877