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A-6 Secure Containers

Description Hello! A-6 Secure Containers is a mod I had requested to be created for my community when I running it. I figured this mod should be available for all to use! It functions exactly like Tarkov's Secure Containers. The Secure Container attaches to your character, and whatever goes inside of it, stays with your character even through death. Secure Containers that are not attached to the secure container… (more)

Description Hello! A-6 Secure Containers is a mod I had requested to be created for my community when I running it. I figured this mod should be available for all to use! It functions exactly like Tarkov's Secure Containers. The Secure Container attaches to your character, and whatever goes inside of it, stays with your character even through death. Secure Containers that are not attached to the secure container slot will not carry over death. Setting up Starter Secure Containers Locate the Types Folder in the mod files, in that folder will be “SecureContainer_types.xml”. Setup how you would like to spawn them if you want to spawn them like regular loot on the map. Setup the lifetime as you normally would. There is fail safe JSON lifetime setting that is used for when the player dies, but whenever a player detaches the container from their slot it will default back to the lifetime you have set in your types. Next, open the "SecureContainersSettings.json" file located in your Server Profiles folder. This should automatically generate for you. "StarterSecureContainerType" is set to "A6_SecureContainer_Alpha" by default. If you wish to not use a Starter Secure Container, just leave the type empty. "SecureContainerLifetime" is used when a player dies, the Secure Container will be set to this lifetime while it is waiting to be returned to the player it's owned to. By Default, this is set to 604800 seconds ( 7 Days ). This only applies with player death, all other secure containers use the types lifetime if defined. Setting up Blacklisting / Whitelisting Open the "SecureContainersSettings.json" file located in your Server Profiles folder. This ItemList can be flipped between Blacklisting and Whitelisting with "ItemListMode", by default, ItemListMode will be set to "1". ItemList Modes are "1" for Blacklisting and "2" for Whitelisting. Example of file below: { "FileUpdateEnable": "1", "StarterSecureContainerType": "A6_SecureContainer_Alpha", "SecureContainerLifetime": 604800, "ItemListMode": 1, "ItemList": [ "Clothing", "Weapon_Base" ] } By default Weapons & Clothing are blocked from being put in the Secure Containers. I advise you don't allow clothing or weapons to be put in, because if any mod uses ClearInventory or RemoveAllItems, clothing items and weapons inside the container will yeet. This a current limitation with scripting and conflicts with other mods to make this work properly, I have to search player inventory and then clear all clothes and then weapons, instead of clearing all Items. If you switch to Whitelisting mode, remove "Weapon_Base" and "Clothing" from the list, as whitelisting will only allow the items in "ItemList" to go into the container. Dogtags Mod Compatibilty Open the mod folder & inside is a CompatibilityMods Folder. In there is the pbo called "A6_SecureContainers_Dogtag_Compatibility". You will need to pack this mod in your server pack if you run Dogtags by Wardog. This is because of some functions in Dogtags are conflicting with this mod. ClassNames - A6_SecureContainer_Alpha ( 2x2 Inventory ) - A6_SecureContainer_Beta ( 3x2 Inventory ) - A6_SecureContainer_Epsilon ( 4x2 Inventory ) - A6_SecureContainer_Gamma ( 4x3 Inventory ) - A6_SecureContainer_Kappa ( 4x4 Inventory ) Join my Discord! CLICK ME!!! PERMISSION IS NOT GRANTED FOR THIS MOD TO BE INCLUDED IN A "SERVER PACK" or "MOD PACK". Monetization while using this mod is approved.

Workshop 3123910249 · mod updated 2025-07-09 · analyzed 2026-10-03 04:16 UTC · history · 7 script files

Equipment 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
2 to review

2 chain breaks on base classes or persisted data.

Structural footprint 1.1
A
2 to review
Heavier than 7% 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; 6 others share it. Ranked list.

10
20
30
40
  • 24 mods
    0.0000022 to 0.0000046 ms/s · grade A
  • This mod
  • 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
  • 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

Lifecycle hooks carry 81% of this mod's structural load. 0.000 ms/s in all.

81%Lifecycle hooks · 81%
2 hooks · 0.000004 ms/s
Lifecycle hooksrun when an entity is created, loaded or deleted 2 hooks 0.000004 ms/s 81% DayZPlayerImplement.EEKilled, MissionServer.OnInit

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.

Chain breaks, by consequence

2 overrides that skip super(), ranked by how much they can affect. On any server a break replaces vanilla's behaviour on that method and silences every earlier-loaded mod hooking it.

Review
Base class · every PlayerBase (2 vanilla subclasses)
PlayerBase.ClearInventory

Vanilla's work on this method, and any earlier-loaded mod's, never runs for any PlayerBase.

A6_SecureContainers.pbo::Scripts\4_world\Entities\ManBase\PlayerBase.c:50
Review
Base class · every PlayerBase (2 vanilla subclasses)
PlayerBase.RemoveAllItems

Vanilla's work on this method, and any earlier-loaded mod's, never runs for any PlayerBase.

A6_SecureContainers.pbo::Scripts\4_world\Entities\ManBase\PlayerBase.c:40
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 7 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
DayZPlayerImplement.EEKilled T3 yes ✓ A6_SecureContainers.pbo::Scripts\4_world\Entities\ManBase\DayZPlayerImplement.c:2
MissionGameplay.OnMissionStart T3 yes ✓ A6_SecureContainers.pbo::Scripts\5_mission\mission\MissionGameplay.c:5
MissionServer.OnInit T3 yes ✓ A6_SecureContainers.pbo::Scripts\5_mission\mission\MissionServer.c:2
ModItemRegisterCallbacks.RegisterOneHanded — yes ✓ A6_SecureContainers.pbo::Scripts\4_world\Entities\ManBase\DayZPlayer\DayZPlayerCfgBase.c:2
PlayerBase.OnSelectPlayer — yes ✓ A6_SecureContainers.pbo::Scripts\4_world\Entities\ManBase\PlayerBase.c:6
PlayerBase.RemoveAllItems — yes ✗ none A6_SecureContainers.pbo::Scripts\4_world\Entities\ManBase\PlayerBase.c:40
PlayerBase.ClearInventory — yes ✗ none A6_SecureContainers.pbo::Scripts\4_world\Entities\ManBase\PlayerBase.c:50
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
DayZPlayerImplement.EEKilledT3 0.1placeholder0.0000
MissionServer.OnInitT3 0.1placeholder0.0000

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.

A6_SecureContainers.pbo

  • A6_SecureContainers requiredVersion 0.1 — requires DZ_Data, DZ_Gear_Containers
  • A6_SecureContainers — requires DZ_Data, DZ_Scripts

census 1.1 · findings 1.1 · hash 7d2417076d922e68