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VehicleRecovery

Help You can find me on my DayZ Development Discord. Come there if you need help or have ideas! Donations welcome If you like this mod, please consider donating! <3 Description If you have been using cars in DayZ, you probably know these issues: Cars getting stuck in the ground Cars even going underground Extra work for admins Frustrated players when they lose cars This mod aims at mitigating those things. It adds… (more)

Help You can find me on my DayZ Development Discord. Come there if you need help or have ideas! Donations welcome If you like this mod, please consider donating! <3 Description If you have been using cars in DayZ, you probably know these issues: Cars getting stuck in the ground Cars even going underground Extra work for admins Frustrated players when they lose cars This mod aims at mitigating those things. It adds an action that can be triggered when commandeering a vehicle, or from the outside if the vehicle is unlocked. Tries to place the vehicle safely on the surface Works even if standing on rocks / ramps / over water Works with the 4 main locking mods (MCK, Traderplus Carlock, Trader, Expansion) Checks if sitting in heli or boat and refuses to work then Can still be operated on helis and boats when standing outside Works with the 3 main heli / boat mods (Expansion, Red Falcon, Sibnic) Usage When sitting in or pointing at a vehicle players get the action "Attempt Vehicle Recovery" on the interaction key (default is F). They may have to use the mouse wheel to scroll to it. After executing it, the mod will try to put the vehicle safely on the ground. The action does NOT appear when sitting in a boat or helicopter, but only when pointing at them from the outside. For the outside action to work, the vehicle needs to be unlocked. There is a special traffic cone (VehicleRecovery_Cone) that players can drop or place, and then trigger "Retrieve Nearest Vehicle" on it. The vehicle has to be unlocked and, if configured, engine off for this to work. There might be a certain exploitability to this - please let me know on my Discord, and I will improve it in further updates. Configuration At first install, a configuration file with these default values will be created in $profile:VehicleRecovery/VehicleRecovery.json. { "version": 1, "environment": 1, "debug_log_level": 1, "enabled": 1, "enablede_as_driver": 1, "enabled_outside_vehicle": 1, "enabled_cone": 1, "cone_radius": 50, "cone_activation_time_seconds": 5, "require_engine_off_inside": 0, "require_engine_off_outside": 1, "target_height_above_surface_meters": 0.0 } version Config version. Don't change this. environment Can be disregarded, just for development and testing. debug_log_level (default 1) Amount of log output to $profile:VehicleRecovery.log (client and server). 1 means only display critical errors, while 5 makes it very chatty. On your live server, always have it on 1, unless you have to debug it. Only 1 and 5 are possible. enabled (default 1) Dis/enable the mod entirely. enabled_as_driver (default 1) enabled_outside_vehicle (default 1) enabled_cone (default 1) Dis/enable separate features. cone_radius (default 50) Radius around the cone looks for vehicles. cone_activation_time_seconds (default 5) On servers with vehicle damage to players, the vehicle would hurt or kill players if the vehicle was retrieved instantly, so a countdown can be configured. require_engine_off_inside (default 0) When players go under the map while driving at high speed, they may not be able to turn off the engine, so you can make it so they don't need to. require_engine_off_inside (default 1) For most scenarios, you want to engine required to be off so that any outside actions work. target_height_above_surface_meters (default 0.0) If there's any trouble of vehicles still staying stuck, especially on servers struggling with performance, you can try setting this to a positive value like 0.2, which would result in the vehicles being "dropped" from that height above the surface. Types This is the type you need to add to your types. Please note it's not a full XML file. Always validate your XML files. <type name="VehicleRecovery_Cone"> <nominal>5</nominal> <lifetime>14400</lifetime> <restock>1800</restock> <min>2</min> <quantmin>-1</quantmin> <quantmax>-1</quantmax> <cost>100</cost> <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0"/> <category name="tools"/> <usage name="Industrial"/> </type> Credits Thanks and Love to my "family" at FOG FamilyOfGamers, without their support I wouldn't be where I am today. Join their Discord for the ultimative experience of how a DayZ community should be! Thanks to Don Afledo for importing the Traffic Cone Thanks to Genriet and TheRealLowlife to help getting the Cone work ingame Thanks to Wardog for help with compatibility to locking and vehicle mods Extra special thanks to AVcrazy21 for designing this awesome steam workshop page icon! Legalese The mod may NOT be repacked, unless you have explicit permission (ask me) The mod may be used on monetized servers, as long as Bohemia's monetization guidelines are followed The mod may only be uploaded to the Steam Workshop under my account name (inkihh) Copyright 2025 inkihh

Workshop 3425994533 · mod updated 2026-02-10 · analyzed 2026-10-07 15:17 UTC · history · 19 script files

Vehicle 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
Heavier than 32% of 328 scripted mods analyzed.

less than 0.001% of each server frame at 100 players (0.001 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; 32 others share it. Ranked list.

20
40
60
  • 24 mods
    0.0000022 to 0.0000046 ms/s · grade A
  • 7 mods
    0.0000046 to 0.00001 ms/s · grade A
  • 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
  • This mod
  • 22 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
  • 41 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

Event hooks carry 99% of this mod's structural load. 0.001 ms/s in all.

99%Event hooks · 99%
3 hooks · 0.00059 ms/s
Lifecycle hooks · 0.3%
1 hook · 0.000002 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 3 hooks 0.00059 ms/s 99% ActionPushBoat.ActionCondition, ActionPushCar.ActionCondition, PlayerBase.SetActions
Lifecycle hooksrun when an entity is created, loaded or deleted 1 hook 0.000002 ms/s 0.3% 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.

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.

ActionCondition × 2 classes
per event
no I/O, timers or RPC super() on some paths
SetActions on PlayerBase
per event
no I/O, timers or RPC

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 5 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
ActionConstructor.RegisterActions — yes ✓ VehicleRecovery.pbo::scripts\4_World\modded\ActionController.c:3
ActionPushBoat.ActionCondition T2 yes conditional VehicleRecovery.pbo::scripts\4_World\modded\actions\ActionPush.c:27
ActionPushCar.ActionCondition T2 yes conditional VehicleRecovery.pbo::scripts\4_World\modded\actions\ActionPush.c:3
MissionServer.OnInit T3 yes ✓ VehicleRecovery.pbo::scripts\5_Mission\modded\mission\MissionServer.c:5
PlayerBase.SetActions T2 yes ✓ VehicleRecovery.pbo::scripts\4_World\modded\PlayerBase.c:3
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
ActionPushCar.ActionConditionT2 8.0placeholder0.0002
ActionPushBoat.ActionConditionT2 8.0placeholder0.0002
PlayerBase.SetActionsT2 8.0placeholder0.0002
MissionServer.OnInitT3 0.1placeholder0.0000

Includes 0.001 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.

VehicleRecovery.pbo

  • VehicleRecovery requiredVersion 0.1 — requires DZ_Scripts, DZ_Data, JM_CF_Scripts

census 1.1 · findings 1.1 · hash 0644190b5529a80a