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DayZ Shark

Description This mod adding sharks to game. Sharks can swim in water and bite players. Mod is still under development, but already works and can be used. Its compatible with Admirals Diving mod, so Shark swim to his target in to deep water too. Classname: Animal_Shark Since shark is based on infected AI and spawned in water is not possible use vanilla territories. Thats why with mod is shipped optional serverside… (more)

Description This mod adding sharks to game. Sharks can swim in water and bite players. Mod is still under development, but already works and can be used. Its compatible with Admirals Diving mod, so Shark swim to his target in to deep water too. Classname: Animal_Shark Since shark is based on infected AI and spawned in water is not possible use vanilla territories. Thats why with mod is shipped optional serverside mod - SharkSpawner - add it as -servermod=@SharkSpawner You can of course use for example trigger based SpawnerBubaku or others ways to spawn sharks in water. Model from cgtrader 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 Nazzgy - help with rvmats and edible base Mitch-O - sponsoring shark model

Workshop 3147619641 · mod updated 2026-10-17 · analyzed 2026-10-17 08:38 UTC · history · 9 script files

AnimationEnvironmentProps 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
No server script overrides, so nothing to rank.

No server-side script overrides. Counts hook dispatch and timers only, not what the hooks do inside. Methodology.

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 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.

methodsurfaceserversuper()where
AITargetCallbacksPlayer.GetMaxVisionRangeModifier — yes conditional dayz_shark.pbo::Scripts\4_World\classes\aitargetcallbacksplayer.c:4
PlayerBase.CanBeTargetedByAI — yes conditional dayz_shark.pbo::Scripts\4_World\classes\PlayerBase.c:3
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_shark.pbo

  • SharkAI requiredVersion 0.1 — requires DZ_Data, DZ_data_aiconfigs, DZ_AI
  • DayZ_Shark requiredVersion 0.1 — requires DZ_Data, DZ_Scripts, DZ_Sounds_Effects, DZ_Animals, DZ_Gear_Food, DZ_Weapons_Melee_Blade, DZ_Characters

census 1.1 · findings 1.1 · hash da96041fea8527a6