Techs 4x4 All Terrain Vehicles
NO REPACKING. Techs 4x4 All Terrain Vehicles Dayz version 1.30 compatible. = Current Public Release Version 1.0.5 = If you have any questions about the mod, You can find me on the Fall of Mankind Discord. This mod is compatible with SURVIVOR ANIMATIONS and RaG_Immersive_Vehicles Animations are best when using the Survivor animations mod! Using Survivor Animations is highly recommended for best ATV experience, This… (more)
NO REPACKING. Techs 4x4 All Terrain Vehicles Dayz version 1.30 compatible. = Current Public Release Version 1.0.5 = If you have any questions about the mod, You can find me on the Fall of Mankind Discord. This mod is compatible with SURVIVOR ANIMATIONS and RaG_Immersive_Vehicles Animations are best when using the Survivor animations mod! Using Survivor Animations is highly recommended for best ATV experience, This is because dayz does not have ATV animation in vanilla game! This mod Currently Adds a 4x4 ATV to the game, in many different colors. ATV Specs & features -- 12 Solid Colors -- 100 Storage slots -- 2 Seats, Driver and Passenger. ( Currently Driver side is accessed from Left side, Passenger from right side, this will change in update soon ) -- Rifle Slot -- Camo Net Slot - - - Car Cover Support -- Click Me -- Head Lights, Taillights, and Reverse Lights. -- Custom Sounds -- Suspension, and All terrain Capabilities, Go and Conquer the wild. -- Standard and EVO Versions of ATV are Identical. only difference is the EVO version has the logo on the hood. Known Issues - Class Names and Server Files - Class Names And Other Extras included with mod, Inside Extras folder- = Check out some other mods from The Fall of Mankind Family! = Techs 4x4 Hilux Techs 4x4 All Terrain Vehicles Techs Weapon Mod Techs Batteries Expanded Fall of Mankind - Attachments Novas custom ghillies Fall Of Mankind Server Mod Credits and Thanks Many Thanks To the wonderful Folks over at Evolutionary Gaming for Funding the models for this mod as well as helping me test this mod. Many Thanks to Spurgle for the Example files as well as The Dayz Modding Community for helping with my dumb Questions. Many Thanks to Rag Tyson for letting me look at his mods to see how the new simulation worked. - - DISCLAIMERS AND WARNINGS - - You are NOT allowed to extract, repack, modify, or re-upload this mod or its contents to steam or any other site without expressed permission From Myself (Tech). Doing so without Permission will result in a take down being issued without warning. This mod is only Authorized to be uploaded to the steam workshop by Tech From this Steam Profile (Tech). copyright Techs_Mods 2023 "Techs 4x4 All Terrain Vehicles" Mod is not authorized for posting on Steam, except under the Steam account https://steamcommunity.com/id/Pika-Tech
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% | CamoNet.SetActions |
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 2 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 |
|---|---|---|---|---|
CamoNet.SetActions |
T2 | yes | ✓ | Techs_AllTerrainVehicle.pbo::Techs_Scripts\4_world\inventoryitem.c:55 |
ModItemRegisterCallbacks.RegisterHeavy |
— | yes | ✓ | Techs_AllTerrainVehicle.pbo::Techs_Scripts\4_world\playerbase.c:3 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
CamoNet.SetActions | 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.
Techs_AllTerrainVehicle.pbo
Techs_AllTerrainVehiclerequiredVersion 0.1 — requiresTechs_AllTerrainVehicle_Scripts,Techs_AllTerrainVehicle_Sounds,DZ_Vehicles_Parts,DZ_Data,DZ_Vehicles_WheeledTechs_AllTerrainVehicle_ScriptsrequiredVersion 0.1 — requiresDZ_ScriptsTechs_AllTerrainVehicle_SoundsrequiredVersion 0.1 — requiresDZ_Data,DZ_Sounds_Effects
census 1.1 · findings 1.1 · hash 17b8459343b529ae