RA Base Building
Join the discord! https://discord.gg/ZguvNk2JxH This mod revolutionizes DayZ Base Building. It includes several fan favorite base building parts like Ladder Hatches, Garage Doors, Compounds, all in 3 different tiers with balanced and functional raid mechanics. It also features a Territory and Upkeep system to let you balance your servers better without needing a bad gameplay mechanic like Base item restrictions. If… (more)
Join the discord! https://discord.gg/ZguvNk2JxH This mod revolutionizes DayZ Base Building. It includes several fan favorite base building parts like Ladder Hatches, Garage Doors, Compounds, all in 3 different tiers with balanced and functional raid mechanics. It also features a Territory and Upkeep system to let you balance your servers better without needing a bad gameplay mechanic like Base item restrictions. If you weren't excited by that alone, this mod also includes it's own CodeLock, C4, and No Build Zones that has all been heavily tested on the Rearmed servers all with performance and simplicity in mind. To start building, you will need to obtain a paper. With paper in hand it allows you to craft a blueprint. Once you obtain a blueprint, putting it in your hands and raising them will open the building radial menu. From there you can place any base object as your heart desires within your power. You cannot clip these objects into anything other than plants and rocks preventing weird and unbalanced behavior. Most blueprints cost a log to place, from there it costs planks to upgrade to wood, metal plates to upgrade to metal, and cinder blocks to concrete. CodeLocks are up to server owners to decide how they are obtained. Once you got your base sorted, its time to secure with a territory to prevent it from decaying and prevent unwanted individuals from griefing. To make one it's the same exact recipe as a Flag Pole. This mod includes Build Anywhere for the time being as the hologram code in this game sucks and is hard to mod. Main Class Names: RA_Blueprint (to build) RA_C4 (to raid) RA_ClawHammer (to upgrade faster than vanilla tools) RA_CodeLock (to lock ur base obviously) TerritoryHQ (to secure your territory) RA_Cinderblock (to upgrade to T3) How to add No Build Zone in init.c class CustomMission: MissionServer { override void RegisterNoBuildZones(array<ref NoBuildZoneData> no_build_zones) { super.RegisterNoBuildZones(no_build_zones); no_build_zones.Insert(new NoBuildZoneData("8940.89 0.0 13949.5", 900, "You cannot build this here!")); no_build_zones.Insert(new NoBuildZoneData("8930.89 0.0 1549.5", 900, "You cannot build this here either!")); } } No Repacks
No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.
1 chain break on base classes or persisted data. 7 more are whole-class replacements of specific classes.
less than 0.001% of each server frame at 100 players (0.003 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; 12 others share it. Ranked list.
Event hooks carry 99.7% of this mod's structural load. 0.003 ms/s in all.
13 hooks · 0.0026 ms/s
1 hook · 0.000002 ms/s
| Event hooksrun when something happens: an inventory move, a hit, an action | 13 hooks | 0.0026 ms/s | 99.7% | ActionAttach.ActionCondition, ActionAttachWithSwitch.ActionCondition, ActionDeployObject.ActionCondition and 9 more |
| Lifecycle hooksrun when an entity is created, loaded or deleted | 1 hook | 0.000002 ms/s | <0.1% | MissionServer.OnMissionStart |
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
8 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.
Hologram.EvaluateCollision
Vanilla's work on this method, and any earlier-loaded mod's, never runs for any Hologram.
Scripts.pbo::4_World\BaseBuilding\Classes\Hologram.c:8CheckRefresherFlagVisibilityEx · SetActionWidget · SetInteractActionIcon · SetItemHealth · SetItemQuantity
Only this class is affected. Matters only if another mod in your stack patches the same class.
1 class
ActionTargetsCursor5 locations
Scripts.pbo::5_Mission\ActionTargetsCursor.c:121Scripts.pbo::5_Mission\ActionTargetsCursor.c:34Scripts.pbo::5_Mission\ActionTargetsCursor.c:94Scripts.pbo::5_Mission\ActionTargetsCursor.c:4Scripts.pbo::5_Mission\ActionTargetsCursor.c:14SetActionWidget · SetItemHealth
Only this class is affected. Matters only if another mod in your stack patches the same class.
1 class
ItemActionsWidget2 locations
Scripts.pbo::5_Mission\BaseBuilding\ItemActionsWidget.c:19Scripts.pbo::5_Mission\BaseBuilding\ItemActionsWidget.c:3Where 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
Checks answered without super() · 13 · warning
- ActionAttach.IsIconDisabled returns its own answer without consulting super.IsIconDisabled() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
Scripts.pbo::4_World\BaseBuilding\Classes\UserActionComponent\Interact\ActionAttach.c:51 - ActionAttachWithSwitch.IsIconDisabled returns its own answer without consulting super.IsIconDisabled() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
Scripts.pbo::4_World\BaseBuilding\Classes\UserActionComponent\Interact\ActionAttach.c:107 - ActionDeployObject.IsIconDisabled returns its own answer without consulting super.IsIconDisabled() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
Scripts.pbo::4_World\Territories\Classes\UserActionComponent\Continuous\ActionDeployObject.c:64 - ActionTogglePlaceObject.IsIconDisabled returns its own answer without consulting super.IsIconDisabled() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
Scripts.pbo::4_World\Territories\Classes\UserActionComponent\Continuous\ActionTogglePlaceObject.c:35 - BearTrap.CanPlaceInEnemyTerritory returns its own answer without consulting super.CanPlaceInEnemyTerritory() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
Scripts.pbo::4_World\Territories\Entities\TrapBase\BearTrap.c:3 - CfgGameplayHandler.GetDisableIsCollidingBBoxCheck returns its own answer without consulting super.GetDisableIsCollidingBBoxCheck() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
Scripts.pbo::3_Game\BaseBuilding\CfgGameplayHandler.c:3 - ClaymoreMine.CanPlaceInEnemyTerritory returns its own answer without consulting super.CanPlaceInEnemyTerritory() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
Scripts.pbo::4_World\Territories\Entities\TrapBase\BearTrap.c:11 - CraftFenceKit.CanDo returns its own answer without consulting super.CanDo() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
Scripts.pbo::4_World\BaseBuilding\Classes\Recipes\RecipeBase\CraftFenceKit.c:3 - CraftTerritoryFlagKit.CanDo returns its own answer without consulting super.CanDo() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
Scripts.pbo::4_World\BaseBuilding\Classes\Recipes\RecipeBase\CraftFenceKit.c:11 - DayZPlayerImplementMeleeCombat.HitZoneSelectionRaycastHelper returns its own answer without consulting super.HitZoneSelectionRaycastHelper() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
Scripts.pbo::4_World\BaseBuilding\Entities\DayZPlayerImplementMeleeCombat.c:10 - Hologram.IsCollidingBBox returns its own answer without consulting super.IsCollidingBBox() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
Scripts.pbo::4_World\BaseBuilding\Classes\Hologram.c:3 - LandMineTrap.CanPlaceInEnemyTerritory returns its own answer without consulting super.CanPlaceInEnemyTerritory() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
Scripts.pbo::4_World\Territories\Entities\TrapBase\LandMineTrap.c:3 - TripwireTrap.CanPlaceInEnemyTerritory returns its own answer without consulting super.CanPlaceInEnemyTerritory() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
Scripts.pbo::4_World\Territories\Entities\TrapBase\TripwireTrap.c:3
- ActionAttach.IsIconDisabled returns its own answer without consulting super.IsIconDisabled() — vanilla's conditions on this check, and those of every earlier-loaded mod, no longer apply. Intended when a mod owns the rule outright; otherwise it is how another mod's restriction quietly stops working.
super() only on some paths · 9 · warning
- Hologram.ProjectionBasedOnParent calls super.ProjectionBasedOnParent() only on some paths — on the others the chain below this mod is dropped.
Scripts.pbo::4_World\BaseBuilding\Classes\Hologram.c:19 - ActionAttach.ActionConditionContinue vetoes early (returns false) on some paths and defers to super.ActionConditionContinue() otherwise — composes safely with vanilla's and earlier mods' conditions.
Scripts.pbo::4_World\BaseBuilding\Classes\UserActionComponent\Interact\ActionAttach.c:16 - ActionAttach.SetupAction vetoes early (returns false) on some paths and defers to super.SetupAction() otherwise — composes safely with vanilla's and earlier mods' conditions.
Scripts.pbo::4_World\BaseBuilding\Classes\UserActionComponent\Interact\ActionAttach.c:3 - ActionAttachWithSwitch.ActionConditionContinue vetoes early (returns false) on some paths and defers to super.ActionConditionContinue() otherwise — composes safely with vanilla's and earlier mods' conditions.
Scripts.pbo::4_World\BaseBuilding\Classes\UserActionComponent\Interact\ActionAttach.c:72 - ActionAttachWithSwitch.SetupAction vetoes early (returns false) on some paths and defers to super.SetupAction() otherwise — composes safely with vanilla's and earlier mods' conditions.
Scripts.pbo::4_World\BaseBuilding\Classes\UserActionComponent\Interact\ActionAttach.c:59 - ActionDeployObject.ActionConditionContinue vetoes early (returns false) on some paths and defers to super.ActionConditionContinue() otherwise — composes safely with vanilla's and earlier mods' conditions.
Scripts.pbo::4_World\NoBuildZones\Classes\UserActionComponent\Continuous\ActionDeployObject.c:12 - ActionDeployObject.ActionConditionContinue vetoes early (returns false) on some paths and defers to super.ActionConditionContinue() otherwise — composes safely with vanilla's and earlier mods' conditions.
Scripts.pbo::4_World\Territories\Classes\UserActionComponent\Continuous\ActionDeployObject.c:19 - ActionDeployObject.SetupAction vetoes early (returns false) on some paths and defers to super.SetupAction() otherwise — composes safely with vanilla's and earlier mods' conditions.
Scripts.pbo::4_World\NoBuildZones\Classes\UserActionComponent\Continuous\ActionDeployObject.c:3 - ActionDeployObject.SetupAction vetoes early (returns false) on some paths and defers to super.SetupAction() otherwise — composes safely with vanilla's and earlier mods' conditions.
Scripts.pbo::4_World\Territories\Classes\UserActionComponent\Continuous\ActionDeployObject.c:3
- Hologram.ProjectionBasedOnParent calls super.ProjectionBasedOnParent() only on some paths — on the others the chain below this mod is dropped.
Several overrides of one hot surface · 1 · info
- 2 overrides of ActionDeployObject.ActionCondition within this mod.
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 65 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 |
|---|---|---|---|---|
ActionAttach.SetupAction |
— | yes | conditional | Scripts.pbo::4_World\BaseBuilding\Classes\UserActionComponent\Interact\ActionAttach.c:3 |
ActionAttach.ActionConditionContinue |
— | yes | conditional | Scripts.pbo::4_World\BaseBuilding\Classes\UserActionComponent\Interact\ActionAttach.c:16 |
ActionAttach.ActionCondition |
T2 | yes | ✓ | Scripts.pbo::4_World\BaseBuilding\Classes\UserActionComponent\Interact\ActionAttach.c:29 |
ActionAttach.IsIconDisabled |
— | yes | ✗ none | Scripts.pbo::4_World\BaseBuilding\Classes\UserActionComponent\Interact\ActionAttach.c:51 |
ActionAttachWithSwitch.SetupAction |
— | yes | conditional | Scripts.pbo::4_World\BaseBuilding\Classes\UserActionComponent\Interact\ActionAttach.c:59 |
ActionAttachWithSwitch.ActionConditionContinue |
— | yes | conditional | Scripts.pbo::4_World\BaseBuilding\Classes\UserActionComponent\Interact\ActionAttach.c:72 |
ActionAttachWithSwitch.ActionCondition |
T2 | yes | ✓ | Scripts.pbo::4_World\BaseBuilding\Classes\UserActionComponent\Interact\ActionAttach.c:85 |
ActionAttachWithSwitch.IsIconDisabled |
— | yes | ✗ none | Scripts.pbo::4_World\BaseBuilding\Classes\UserActionComponent\Interact\ActionAttach.c:107 |
ActionConstructor.RegisterActions |
— | yes | ✓ | Scripts.pbo::4_World\BaseBuilding\Classes\UserActionComponent\ActionConstructor.c:3 |
ActionConstructor.RegisterActions |
— | yes | ✓ | Scripts.pbo::4_World\CodeLock\Classes\UserActionComponent\ActionConstructor.c:3 |
ActionConstructor.RegisterActions |
— | yes | ✓ | Scripts.pbo::4_World\Raiding\Classes\UserActionComponent\ActionConstructor.c:3 |
ActionConstructor.RegisterActions |
— | yes | ✓ | Scripts.pbo::4_World\Territories\Classes\UserActionComponent\ActionConstructor.c:3 |
ActionDeployObject.SetupAction |
— | yes | conditional | Scripts.pbo::4_World\NoBuildZones\Classes\UserActionComponent\Continuous\ActionDeployObject.c:3 |
ActionDeployObject.ActionConditionContinue |
— | yes | conditional | Scripts.pbo::4_World\NoBuildZones\Classes\UserActionComponent\Continuous\ActionDeployObject.c:12 |
ActionDeployObject.ActionCondition |
T2 | yes | ✓ | Scripts.pbo::4_World\NoBuildZones\Classes\UserActionComponent\Continuous\ActionDeployObject.c:21 |
ActionDeployObject.SetupAction |
— | yes | conditional | Scripts.pbo::4_World\Territories\Classes\UserActionComponent\Continuous\ActionDeployObject.c:3 |
ActionDeployObject.ActionConditionContinue |
— | yes | conditional | Scripts.pbo::4_World\Territories\Classes\UserActionComponent\Continuous\ActionDeployObject.c:19 |
ActionDeployObject.ActionCondition |
T2 | yes | ✓ | Scripts.pbo::4_World\Territories\Classes\UserActionComponent\Continuous\ActionDeployObject.c:35 |
ActionDeployObject.IsIconDisabled |
— | yes | ✗ none | Scripts.pbo::4_World\Territories\Classes\UserActionComponent\Continuous\ActionDeployObject.c:64 |
ActionDismantlePartCB.SetCallbackDuration |
— | yes | ✗ none | Scripts.pbo::4_World\Territories\Classes\UserActionComponent\Continuous\ActionDismantlePart.c:4 |
ActionEnterLadder.Start |
— | yes | ✓ | Scripts.pbo::4_World\BaseBuilding\Entities\ManBase\PlayerBase.c:124 |
ActionTargetsCursor.SetItemHealth |
— | yes | ✗ none | Scripts.pbo::5_Mission\ActionTargetsCursor.c:4 |
ActionTargetsCursor.SetItemQuantity |
— | yes | ✗ none | Scripts.pbo::5_Mission\ActionTargetsCursor.c:14 |
ActionTargetsCursor.SetActionWidget |
— | yes | ✗ none | Scripts.pbo::5_Mission\ActionTargetsCursor.c:34 |
ActionTargetsCursor.SetInteractActionIcon |
— | yes | ✗ none | Scripts.pbo::5_Mission\ActionTargetsCursor.c:94 |
ActionTargetsCursor.CheckRefresherFlagVisibilityEx |
— | yes | ✗ none | Scripts.pbo::5_Mission\ActionTargetsCursor.c:121 |
ActionTogglePlaceObject.ActionCondition |
T2 | yes | ✓ | Scripts.pbo::4_World\Territories\Classes\UserActionComponent\Continuous\ActionTogglePlaceObject.c:7 |
ActionTogglePlaceObject.IsIconDisabled |
— | yes | ✗ none | Scripts.pbo::4_World\Territories\Classes\UserActionComponent\Continuous\ActionTogglePlaceObject.c:35 |
BearTrap.CanPlaceInEnemyTerritory |
— | yes | ✗ none | Scripts.pbo::4_World\Territories\Entities\TrapBase\BearTrap.c:3 |
CfgGameplayHandler.GetDisableIsCollidingBBoxCheck |
— | yes | ✗ none | Scripts.pbo::3_Game\BaseBuilding\CfgGameplayHandler.c:3 |
ClaymoreMine.CanPlaceInEnemyTerritory |
— | yes | ✗ none | Scripts.pbo::4_World\Territories\Entities\TrapBase\BearTrap.c:11 |
CraftFenceKit.CanDo |
— | yes | ✗ none | Scripts.pbo::4_World\BaseBuilding\Classes\Recipes\RecipeBase\CraftFenceKit.c:3 |
CraftTerritoryFlagKit.CanDo |
— | yes | ✗ none | Scripts.pbo::4_World\BaseBuilding\Classes\Recipes\RecipeBase\CraftFenceKit.c:11 |
DayZPlayerImplement.ModCommandHandlerBefore |
— | yes | ✓ | Scripts.pbo::4_World\BaseBuilding\Entities\ManBase\DayZPlayerImplement.c:9 |
DayZPlayerImplementMeleeCombat.Init |
— | yes | ✓ | Scripts.pbo::4_World\BaseBuilding\Entities\DayZPlayerImplementMeleeCombat.c:3 |
DayZPlayerImplementMeleeCombat.HitZoneSelectionRaycastHelper |
— | yes | ✗ none | Scripts.pbo::4_World\BaseBuilding\Entities\DayZPlayerImplementMeleeCombat.c:10 |
DeployableContainer_Base.GetCostToUpkeep |
— | yes | ✗ none | Scripts.pbo::4_World\BaseBuilding\Entities\DecayableItems.c:12 |
Hammer.SetActions |
T2 | yes | ✓ | Scripts.pbo::4_World\BaseBuilding\Entities\ItemBase\Hammer.c:3 |
Hatchet.SetActions |
T2 | yes | ✓ | Scripts.pbo::4_World\BaseBuilding\Entities\ItemBase\Hatchet.c:3 |
Hologram.IsCollidingBBox |
— | yes | ✗ none | Scripts.pbo::4_World\BaseBuilding\Classes\Hologram.c:3 |
Hologram.EvaluateCollision |
— | yes | ✗ none | Scripts.pbo::4_World\BaseBuilding\Classes\Hologram.c:8 |
Hologram.PlaceEntity |
— | yes | ✗ none | Scripts.pbo::4_World\BaseBuilding\Classes\Hologram.c:14 |
Hologram.ProjectionBasedOnParent |
— | yes | conditional | Scripts.pbo::4_World\BaseBuilding\Classes\Hologram.c:19 |
Hologram.UpdateHologram |
— | yes | ✓ | Scripts.pbo::4_World\NoBuildZones\Classes\Hologram.c:3 |
Hologram.UpdateHologram |
— | yes | ✓ | Scripts.pbo::4_World\Territories\Classes\Hologram.c:3 |
ItemActionsWidget.SetItemHealth |
— | yes | ✗ none | Scripts.pbo::5_Mission\BaseBuilding\ItemActionsWidget.c:3 |
ItemActionsWidget.SetActionWidget |
— | yes | ✗ none | Scripts.pbo::5_Mission\BaseBuilding\ItemActionsWidget.c:19 |
ItemBase.EEHealthLevelChanged |
T2 | yes | ✓ | Scripts.pbo::4_World\BaseBuilding\Entities\ItemBase.c:41 |
ItemBase.EEHitBy |
T2 | yes | ✓ | Scripts.pbo::4_World\BaseBuilding\Entities\ItemBase.c:47 |
ItemBase.OnCEIterate |
— | yes | ✓ | Scripts.pbo::4_World\BaseBuilding\Entities\ItemBase.c:99 |
LandMineTrap.CanPlaceInEnemyTerritory |
— | yes | ✗ none | Scripts.pbo::4_World\Territories\Entities\TrapBase\LandMineTrap.c:3 |
MissionGameplay.OnInit |
T3 | yes | conditional | Scripts.pbo::5_Mission\MissionGameplay.c:3 |
MissionServer.OnMissionStart |
T3 | yes | ✓ | Scripts.pbo::5_Mission\NoBuildZones\Mission\MissionServer.c:5 |
ModItemRegisterCallbacks.RegisterHeavy |
— | yes | ✓ | Scripts.pbo::4_World\BaseBuilding\Entities\ItemBase\Hammer.c:22 |
ModItemRegisterCallbacks.RegisterOneHanded |
— | yes | ✓ | Scripts.pbo::4_World\BaseBuilding\Entities\ItemBase\Hammer.c:29 |
Paper.SetActions |
T2 | yes | ✓ | Scripts.pbo::4_World\BaseBuilding\Entities\ItemBase\Paper.c:3 |
PlayerBase.OnRaiseChanged |
— | yes | ✓ | Scripts.pbo::4_World\BaseBuilding\Entities\ManBase\PlayerBase.c:6 |
PlayerBase.OnCommandLadderFinish |
— | yes | ✓ | Scripts.pbo::4_World\BaseBuilding\Entities\ManBase\PlayerBase.c:108 |
PlayerBase.OnPlayerLoaded |
— | yes | ✓ | Scripts.pbo::4_World\Territories\Entities\ManBase\PlayerBase.c:4 |
Pliers.SetActions |
T2 | yes | ✓ | Scripts.pbo::4_World\BaseBuilding\Entities\ItemBase.c:158 |
PluginRecipesManagerBase.RegisterRecipies |
— | yes | ✓ | Scripts.pbo::4_World\BaseBuilding\Classes\Recipes\PluginRecipesManagerBase.c:3 |
PunchedCard.SetActions |
T2 | yes | ✓ | Scripts.pbo::4_World\BaseBuilding\Entities\ItemBase\Paper.c:12 |
Screwdriver.SetActions |
T2 | yes | ✓ | Scripts.pbo::4_World\BaseBuilding\Entities\ItemBase.c:149 |
TentBase.GetCostToUpkeep |
— | yes | ✗ none | Scripts.pbo::4_World\BaseBuilding\Entities\DecayableItems.c:3 |
TripwireTrap.CanPlaceInEnemyTerritory |
— | yes | ✗ none | Scripts.pbo::4_World\Territories\Entities\TrapBase\TripwireTrap.c:3 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
ActionAttach.ActionCondition | T2 | 8.0 | placeholder | 0.0002 |
ActionAttachWithSwitch.ActionCondition | T2 | 8.0 | placeholder | 0.0002 |
ItemBase.EEHealthLevelChanged | T2 | 8.0 | placeholder | 0.0002 |
ItemBase.EEHitBy | T2 | 8.0 | placeholder | 0.0002 |
Screwdriver.SetActions | T2 | 8.0 | placeholder | 0.0002 |
Pliers.SetActions | T2 | 8.0 | placeholder | 0.0002 |
Hammer.SetActions | T2 | 8.0 | placeholder | 0.0002 |
Hatchet.SetActions | T2 | 8.0 | placeholder | 0.0002 |
Paper.SetActions | T2 | 8.0 | placeholder | 0.0002 |
PunchedCard.SetActions | T2 | 8.0 | placeholder | 0.0002 |
ActionDeployObject.ActionCondition | T2 | 8.0 | placeholder | 0.0002 |
ActionDeployObject.ActionCondition | T2 | 8.0 | placeholder | 0.0002 |
ActionTogglePlaceObject.ActionCondition | T2 | 8.0 | placeholder | 0.0002 |
MissionServer.OnMissionStart | T3 | 0.1 | placeholder | 0.0000 |
Includes 0.003 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.
BaseBuilding.pbo
Gear_CodeLockrequiredVersion 0.1 — requiresDZ_DataBaseBuilding_CompoundGate— requiresRearmed_BaseBuildingBaseBuilding_CompoundWall— requiresRearmed_BaseBuildingRearmed_BaseBuilding— requiresDZ_DataBaseBuilding_DoorWall— requiresRearmed_BaseBuildingBaseBuilding_DoorFrame— requiresRearmed_BaseBuilding,BaseBuilding_WallBaseBuilding_DoubleDoorWall— requiresRearmed_BaseBuildingBaseBuilding_DoubleDoorFrame— requiresRearmed_BaseBuilding,BaseBuilding_WallBaseBuilding_Floor— requiresRearmed_BaseBuildingBaseBuilding_Foundation— requiresRearmed_BaseBuildingBaseBuilding_GarageDoor— requiresRearmed_BaseBuildingBaseBuilding_HalfWall— requiresRearmed_BaseBuildingRearmed_BaseBuilding_InventoryOverrides— requiresDZ_Data,DZ_Gear_Consumables,DZ_Gear_CampingBaseBuilding_LadderHatch— requiresRearmed_BaseBuildingBaseBuilding_HatchLadder— requiresRearmed_BaseBuildingBaseBuilding_Gib_Objects— requiresRearmed_BaseBuildingRA_BaseBuilding_ProxiesrequiredVersion 0.1 — requiresDZ_DataBaseBuilding_Ramp— requiresRearmed_BaseBuildingBaseBuilding_Roof— requiresRearmed_BaseBuildingBaseBuilding_RoofWall— requiresRearmed_BaseBuildingRearmed_BaseBuilding_Sounds— requiresDZ_DataBaseBuilding_Stairs— requiresRearmed_BaseBuildingBaseBuilding_StairsStraight— requiresRearmed_BaseBuildingBaseBuilding_StepLadderrequiredVersion 0.1 — requiresDZ_DataRearmedServer_BaseBuilding_StoragerequiredVersion 0.1 — requiresDZ_DataRearmedServer_Gear_TerritoryrequiredVersion 0.1 — requiresDZ_Data,RearmedServer_BaseBuilding_StorageBaseBuilding_BlueprintrequiredVersion 0.1 — requiresDZ_Data,Rearmed_BaseBuildingRA_Server_Building_CinderBlockrequiredVersion 0.1 — requiresDZ_DataRearmedServer_BaseBuilding_ClawHammerrequiredVersion 0.1 — requiresDZ_DataRA_Explosive_C4requiredVersion 0.1 — requiresDZ_DataRearmedServer_Gear_Consumables_GunpowderrequiredVersion 0.1 — requiresDZ_DataRA_Explosive_Improvised_C4requiredVersion 0.1 — requiresDZ_DataBaseBuilding_TriangleFloor— requiresRearmed_BaseBuildingBaseBuilding_TriangleFoundation— requiresRearmed_BaseBuildingBaseBuilding_TriangleLadderHatch— requiresRearmed_BaseBuildingBaseBuilding_Wall— requiresRearmed_BaseBuildingBaseBuilding_WindowFrame— requiresRearmed_BaseBuildingBaseBuilding_WindowsrequiredVersion 0.1 — requiresRearmed_BaseBuilding
GUI.pbo
RA_BaseBuilding_GUIrequiredVersion 0.1 — no requiredAddons
Particles.pbo
RearmedServer_GraphicsrequiredVersion 0.1 — no requiredAddons
Scripts.pbo
RA_BaseBuilding_ScriptsrequiredVersion 0.1 — requiresDZ_Scripts
census 1.1 · findings 1.1 · hash d5328bba8695d53b