← modperf · analyzed mods

BS Patrol Tank

BS Patrol Tank — BTR-82A An AI-controlled BTR-82A that patrols your map, hunts players who get too close, and goes down fighting — leaving a burning wreck guarded by AI with loot. No drivers, no scripts to babysit. Drop it in, set a route, and a hostile armored patrol comes alive on your server. ⚙️ What it does A BTR-82A drives configurable patrol routes with terrain following. Fights back with a cannon + coaxial… (more)

BS Patrol Tank — BTR-82A An AI-controlled BTR-82A that patrols your map, hunts players who get too close, and goes down fighting — leaving a burning wreck guarded by AI with loot. No drivers, no scripts to babysit. Drop it in, set a route, and a hostile armored patrol comes alive on your server. ⚙️ What it does A BTR-82A drives configurable patrol routes with terrain following. Fights back with a cannon + coaxial machine gun, tracers, custom fire & smoke FX. On destruction it spawns a burning wreck + AI defenders + loot crates. 📚 Full docs & guides: BS Patrol Tank Wiki 🧠 Smart combat AI Threat-based targeting — prioritizes whoever hurts it most / uses AT weapons. Bone-accurate line of sight — peeking from a tiny window won't save you; it tracks your head/arms. Movement prediction — leads moving targets, including players inside vehicles. Suppression fire when it loses sight, and it gives up if you stay hidden. Roadkill — crushes players, infected and animals it drives over at speed. Fells vegetation it plows through and with the cannon blast. Ignores admins in godmode (admin invisibility). ⚡ Lightweight by design Built to be extremely performance-friendly — just like the Patrol Helicopter. You can run 8-9 tanks at the same time and still not see any noticeable hit to your server. Drop it in without worrying about FPS. 🎨 Tons of variety 12 BTR skins — Default, Arctic, Autumn, Black, Blue Tiger, Chocolate, Desert, Green, Olive, Tan, Red Tiger and Urban. Multiple loot crate models (Military Cases & Weapon Cases in several colors). Pick the skin and crates per preset, so each patrol can look and loot differently. 🛡️ Fully configurable Preset system — a global file controls how many patrols run and which presets they roll (by % chance). Run an easy patrol, a normal one, and an airfield boss in the same rotation. Armor options — full damage, reduced bullet damage, or explosives-only. Difficulty templates (easy / normal / hard / boss) as a base — your JSON values always override. Progressive damage smoke (grey → black) as its health drops. Map / notification icons, killfeed, and spawn / despawn / destroyed / killed notifications. Self-healing config — new options are added to your JSON automatically on update. Works on any map (ships with a Chernarus example route). Dedicated log file. 🚧 This is just the beginning This first release ships with the BTR-82A (wheeled). A tracked tank model is already on the way — more armor, more chaos, same lightweight footprint. Stay tuned. 📋 Requirements Required: Community Framework (CF) Optional (auto-detected, nothing breaks if missing): DayZ-Expansion-AI — use Expansion AI bots as wreck defenders DayZ-Expansion-Navigation — 3D/2D map marker LBmaster — alternative map marker & loot presets 🚀 Install Add @BS Patrol Tank after CF in your start line: -mod=@CF;@BS Patrol Tank Start the server once to generate the config under your profiles folder. Set your patrol route (ships with a Chernarus example — edit for other maps), then restart. 🐞 Bug reports & suggestions Found a bug or have an idea? Let us know on our Discord — every report helps make the mod better. BS Patrol Tank Copyright 2026 BS Patrol Tank. You are NOT allowed to repack or reupload this mod or its contents. This item is not authorized for posting on Steam, except under the Steam account https://steamcommunity.com/id/cjcarww. REPACKING IS PROHIBITED. If you would like authorization, you can request it on our Discord.

Workshop 3753969009 · mod updated 2026-07-17 · analyzed 2026-10-03 10:08 UTC · history · 21 script files

MechanicsVehicleWeapon 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 91% of 328 scripted mods analyzed.

0.0752% of each server frame at 100 players (0.752 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; 27 others share it. Ranked list.

10
20
30
40
  • 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
  • 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
  • This mod
  • 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

Repeating timers carry 99.9% of this mod's structural load. 0.752 ms/s in all.

Event hooks · <0.1%
2 hooks · 0.0004 ms/s
Lifecycle hooks · <0.1%
2 hooks · 0.000004 ms/s
99.9%Repeating timers · 99.9%
5 timers · 0.75 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 2 hooks 0.0004 ms/s <0.1% PlayerBase.EEHitBy, ZombieBase.EEHitBy
Lifecycle hooksrun when an entity is created, loaded or deleted 2 hooks 0.000004 ms/s <0.1% MissionServer.OnInit, PlayerBase.EEKilled
Repeating timersstay in the timer queue, which is walked every frame 5 timers 0.75 ms/s 99.9% 2 × every 25 ms, 2 × every frame, every 500 ms

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.

EEHitBy × 2 classes
per event
no I/O, timers or RPC
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
ActionConstructor.RegisterActions — yes ✓ BTR_82A.pbo::scripts\4_World\BS_BTR_ActionConstructor.c:3
ExpansionIcons.Generate — yes ✓ BTR_82A.pbo::scripts\3_Game\Icon.c:3
MissionGameplay.OnInit T3 yes ✓ BTR_82A.pbo::scripts\5_Mission\MissionGameplay.c:4
MissionServer.OnInit T3 yes ✓ BTR_82A.pbo::scripts\5_Mission\base.c:19
PlayerBase.EEHitBy T2 yes ✓ BTR_82A.pbo::scripts\4_World\BS_BTR_PlayerBase.c:4
PlayerBase.EEKilled T3 yes ✓ BTR_82A.pbo::scripts\4_World\BS_BTR_PlayerBase.c:15
ZombieBase.EEHitBy T2 yes ✓ BTR_82A.pbo::scripts\4_World\BS_BTR_DefenderDamage.c:76
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
ZombieBase.EEHitByT2 8.0placeholder0.0002
PlayerBase.EEHitByT2 8.0placeholder0.0002
PlayerBase.EEKilledT3 0.1placeholder0.0000
MissionServer.OnInitT3 0.1placeholder0.0000

Repeating timers

period (ms)residency ms/sfiring ms/swhere
00.1400 0.024800BTR_82A.pbo::scripts\4_World\BS_BTR_TurretDebris.c:67
00.1400 0.024800BTR_82A.pbo::scripts\4_World\Bsbtrpatrol.c:269
250.1400 0.000992BTR_82A.pbo::scripts\4_World\Bsbtrdrivecontroller.c:129
250.1400 0.000992BTR_82A.pbo::scripts\4_World\Bsbtrpatrol.c:188
5000.1400 0.000050BTR_82A.pbo::scripts\4_World\BS_BTR_TurretDebris.c:41

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.

BTR_82A.pbo

  • BTR_82A requiredVersion 0.1 — requires DZ_Data, JM_CF_Scripts
  • BS_Tank_Patrol requiredVersion 0.1 — requires DZ_Data, DZ_Gear_Consumables, DZ_Gear_Camping, JM_CF_Scripts
  • BS_Tank_Boxs requiredVersion 0.1 — requires DZ_Data, DZ_Scripts, DZ_Gear_Containers
  • BS_BTR_Patrol_Config requiredVersion 0.1 — requires DZ_Data

census 1.1 · findings 1.1 · hash d11baff37bfd2cea