Ambient Animals Pack
Description This mod adding ambient animals into game. This pack contains Rabbits, Squirrels, Snakes, Ravens, Rats, Seagulls and Otters. It bassicaly pack of all my ambient animals together because lot of server admins given me suggestion make this pack. Animals are fully custom with own animations, AI and sounds. Territory files for various maps are included together with manual howto setup. Further Info No repacks… (more)
Description This mod adding ambient animals into game. This pack contains Rabbits, Squirrels, Snakes, Ravens, Rats, Seagulls and Otters. It bassicaly pack of all my ambient animals together because lot of server admins given me suggestion make this pack. Animals are fully custom with own animations, AI and sounds. 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 - great help with 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 Darhkk - preparing territory files Skramchez - LOD optimizations of Rat models
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.EEHitBy |
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 · 3 · warning
- DayZAnimalCommandDeathModdable.PreAnimUpdate calls super.PreAnimUpdate() only on some paths — on the others the chain below this mod is dropped.
Dayz_Raven.pbo::scripts\4_World\DayZAnimalCommandMoveModdable.c:36 - DayZAnimalCommandDeathModdable.PreAnimUpdate calls super.PreAnimUpdate() only on some paths — on the others the chain below this mod is dropped.
Dayz_Seagull.pbo::scripts\4_World\DayZAnimalCommandMoveModdable.c:52 - Hologram.EvaluateCollision calls super.EvaluateCollision() only on some paths — on the others the chain below this mod is dropped.
Dayz_Rat.pbo::scripts\4_World\classes\Hologram.c:4
- DayZAnimalCommandDeathModdable.PreAnimUpdate calls super.PreAnimUpdate() 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 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.
| method | surface | server | super() | where |
|---|---|---|---|---|
ChernarusPlusData.InitYieldBank |
— | yes | ✓ | Dayz_Rat.pbo::scripts\4_World\classes\worlddata.c:3 |
DayZAnimalCommandDeathModdable.PreAnimUpdate |
— | yes | conditional | Dayz_Raven.pbo::scripts\4_World\DayZAnimalCommandMoveModdable.c:36 |
DayZAnimalCommandDeathModdable.PreAnimUpdate |
— | yes | conditional | Dayz_Seagull.pbo::scripts\4_World\DayZAnimalCommandMoveModdable.c:52 |
DayZAnimalCommandLookAtModdable.PreAnimUpdate |
— | yes | ✓ | Dayz_Otter.pbo::scripts\4_World\DayZAnimalCommandMoveModdable.c:20 |
DayZAnimalCommandLookAtModdable.PreAnimUpdate |
— | yes | ✓ | Dayz_Raven.pbo::scripts\4_World\DayZAnimalCommandMoveModdable.c:20 |
DayZAnimalCommandLookAtModdable.PreAnimUpdate |
— | yes | ✓ | Dayz_Seagull.pbo::scripts\4_World\DayZAnimalCommandMoveModdable.c:21 |
DayZAnimalCommandMoveModdable.PreAnimUpdate |
— | yes | ✓ | Dayz_Otter.pbo::scripts\4_World\DayZAnimalCommandMoveModdable.c:4 |
DayZAnimalCommandMoveModdable.PreAnimUpdate |
— | yes | ✓ | Dayz_Raven.pbo::scripts\4_World\DayZAnimalCommandMoveModdable.c:3 |
DayZAnimalCommandMoveModdable.PreAnimUpdate |
— | yes | ✓ | Dayz_Seagull.pbo::scripts\4_World\DayZAnimalCommandMoveModdable.c:4 |
EnochData.InitYieldBank |
— | yes | ✓ | Dayz_Rat.pbo::scripts\4_World\classes\worlddata.c:14 |
Hologram.EvaluateCollision |
— | yes | conditional | Dayz_Rat.pbo::scripts\4_World\classes\Hologram.c:4 |
ModItemRegisterCallbacks.RegisterOneHanded |
— | yes | ✓ | Dayz_Otter.pbo::scripts\4_World\ModItemRegisterCallbacks.c:4 |
ModItemRegisterCallbacks.RegisterOneHanded |
— | yes | ✓ | Snake.pbo::scripts\4_World\classes\AnimRegisterIK.c:3 |
PlayerBase.EEHitBy |
T2 | yes | ✓ | Snake.pbo::scripts\4_World\playerbase.c:5 |
PluginRecipesManagerBase.RegisterRecipies |
— | yes | ✓ | Dayz_Rat.pbo::scripts\4_World\classes\recipes\pluginrecipemanagerbase.c:3 |
PluginRecipesManagerBase.RegisterRecipies |
— | yes | ✓ | Dayz_Squirrel.pbo::scripts\4_World\classes\recipes\pluginrecipemanagerbase.c:3 |
SakhalData.InitYieldBank |
— | yes | ✓ | Dayz_Rat.pbo::scripts\4_World\classes\worlddata.c:26 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
PlayerBase.EEHitBy | 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.
Dayz_Otter.pbo
OtterAIrequiredVersion 0.1 — requiresDZ_Data,DZ_data_aiconfigs,DZ_AIDayZ_OtterrequiredVersion 0.1 — requiresDZ_Data,DZ_Scripts,DZ_Sounds_Effects,DZ_Animals,DZ_Gear_Food,DZ_Characters
Dayz_Rabbit.pbo
RabbitAIrequiredVersion 0.1 — requiresDZ_Data,DZ_data_aiconfigs,DZ_AIDayZ_RabbitrequiredVersion 0.1 — requiresDZ_Data,DZ_Scripts,DZ_Sounds_Effects,DZ_Animals,DZ_Characters
Dayz_Rat.pbo
RatAIrequiredVersion 0.1 — requiresDZ_Data,DZ_data_aiconfigs,DZ_AIDayZ_RatrequiredVersion 0.1 — requiresDZ_Data,DZ_Scripts,DZ_Sounds_Effects,DZ_Animals,DZ_Gear_Food,DZ_Characters
Dayz_Raven.pbo
RavenAIrequiredVersion 0.1 — requiresDZ_Data,DZ_data_aiconfigs,DZ_AIDayZ_RavenrequiredVersion 0.1 — requiresDZ_Data,DZ_Scripts,DZ_Sounds_Effects,DZ_Animals,DZ_Characters
Dayz_Seagull.pbo
SeagullAIrequiredVersion 0.1 — requiresDZ_Data,DZ_data_aiconfigs,DZ_AIDayZ_SeagullrequiredVersion 0.1 — requiresDZ_Data,DZ_Scripts,DZ_Sounds_Effects,DZ_Animals,DZ_Characters
Dayz_Squirrel.pbo
SquirrelAIrequiredVersion 0.1 — requiresDZ_Data,DZ_data_aiconfigs,DZ_AIDayZ_SquirrelrequiredVersion 0.1 — requiresDZ_Data,DZ_Scripts,DZ_Sounds_Effects,DZ_Animals,DZ_Gear_Food,DZ_Characters
Snake.pbo
ViperAIrequiredVersion 0.1 — requiresDZ_Data,DZ_data_aiconfigs,DZ_AISnakerequiredVersion 0.1 — requiresDZ_Data,DZ_Scripts,DZ_Sounds_Effects,DZ_Animals,DZ_Characters
census 1.1 · findings 1.1 · hash 00d27fb61f85903d