@SchanaModAutorun
SchanaModAutorun UPDATE: - This mod has been updated to use the 1.22 folder structure. Since this is OPEN SOURCE please feel free to unpack, and review the code. Original Description: An Open Source DayZ mod to provide autorun capabilities. Simply press the autorun key, and you no longer have to hold down a key to move forward. Keybinding is configurable by the player, defaulting to NUMPAD +. While Autorunning, you… (more)
SchanaModAutorun UPDATE: - This mod has been updated to use the 1.22 folder structure. Since this is OPEN SOURCE please feel free to unpack, and review the code. Original Description: An Open Source DayZ mod to provide autorun capabilities. Simply press the autorun key, and you no longer have to hold down a key to move forward. Keybinding is configurable by the player, defaulting to NUMPAD +. While Autorunning, you can adjust your speed using the sprint and slow modifiers (default left shift and left ctrl). If you run out of stamina, you will be dropped down to jogging speed. You are free to use this mod on your monetized servers. If you repack or use the code in a Derivative Work, you must include the entire contents of the NOTICE file in a readable place in accordance with the Apache License. This mod originated from the Carim DayZ project The original source is at https://github.com/schana/dayz-mod-autorun To support this open source project, you can donate at https://paypal.me/cnofafva To learn more visit https://discord.gg/kdPnVu4
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 (0.000 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; 36 others share it. Ranked list.
Event hooks carry 99.8% of this mod's structural load. 0.000 ms/s in all.
1 hook · 0.0002 ms/s
| Event hooksrun when something happens: an inventory move, a hit, an action | 1 hook | 0.0002 ms/s | 99.8% | PlayerBase.OnRPC |
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 · 1 · warning
- PlayerBase.OnRPC calls super.OnRPC() only on some paths — on the others the chain below this mod is dropped.
SchanaModAutorun.pbo::Scripts\4_world\playerbase.c:5
- PlayerBase.OnRPC calls super.OnRPC() only on some paths — on the others the chain below this mod is dropped.
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 3 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 |
|---|---|---|---|---|
MissionGameplay.OnInit |
T3 | yes | ✓ | SchanaModAutorun.pbo::Scripts\5_mission\missiongameplay.c:5 |
MissionGameplay.OnUpdate |
T0 | yes | ✓ | SchanaModAutorun.pbo::Scripts\5_mission\missiongameplay.c:110 |
PlayerBase.OnRPC |
T2 | yes | conditional | SchanaModAutorun.pbo::Scripts\4_world\playerbase.c:5 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
PlayerBase.OnRPC | T2 | 8.0 | placeholder | 0.0002 |
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.
SchanaModAutorun.pbo
SchanaModAutorun— no requiredAddonsSchanaModAutorun— no requiredAddons
census 1.1 · findings 1.1 · hash eaa2272b2b2f3c19