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@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

Workshop 3038556551 · mod updated 2023-09-20 · analyzed 2026-10-03 06:25 UTC · history · 2 script files

Character 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 10% of 328 scripted mods analyzed.

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.

Where this mod sits

Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 36 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
  • This mod
  • 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
  • 17 mods
    0.046 to 0.1 ms/s · grade A
  • 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

Event hooks carry 99.8% of this mod's structural load. 0.000 ms/s in all.

99.8%Event hooks · 99.8%
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.

OnRPC on PlayerBase
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 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.

methodsurfaceserversuper()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
surfacetierrate (Hz)rate sourcems/s
PlayerBase.OnRPCT2 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.

SchanaModAutorun.pbo

  • SchanaModAutorun — no requiredAddons
  • SchanaModAutorun — no requiredAddons

census 1.1 · findings 1.1 · hash eaa2272b2b2f3c19