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Everything posted by r4z0r49
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I've just msged the server owners they will look into it ASAP. Try to reconnect let me know if you can reconnect ok In the meantime there are other servers http://www.dayzmodlauncher.com/ this will list just a few of the vanilla dayz servers while we wait for 434 to be debugged.
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[updated] - Negative effects for rain and night time temperatures. Rain from 1.5 to 0.5 Night from 2.5 to 1.5 [updated] - Cleaned up animations. Done a basic cleanup of the animations file [Fixed] - transitions between kneeling rifle and kneeling unarmed.
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[updated] - added 200 extra thirst values to all sodas. Increased all sodas base thirst values by 200
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Contact epoch support forums they should be able to help you out.
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Search dayzMod on steam.
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New to the Dayz mod (Vanilla) throw me some bones!
r4z0r49 replied to gianni001's topic in DayZ Mod General Discussion
We are working on the buildings side. As for info id also like to see more info added but I also feel not having the info about every little item in game helps. Experiment with different stuff and learn from your own mistakes. Not mistakes others have made -
[New] - Build Lock When activated by the owner of the fence this will remove the option to upgrade and disassemble the fence until unlocked again. (does not effect maintenance). [Fixed] - Updated Fences owners of fences will only be able to snap to other fence panels they own. (make sure only one person builds foundations so your team can build the fences sections up) This should stop players adding fences then using an exploit to gain entry. [Fixed] - Object collision, fences will no longer be able to be overlapped, Other objects like tents will no longer be able to be placed in rocks and stones again. This should fix a few issues we have been seeing with objects. This is a temp fix until we have finished the 2nd iteration of the fence system. Id like to say thanks to the community for helping us get a clear picture of how you would like the base system to work
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[New] - Water bottles can now be emptied. [Fixed] - Changed Winchester RPM from 60 to 120. [Fixed] - Changed MR43 RPM from 30 to 600. [Fixed] - Jumping is now possible while wielding a pistol and while unarmed. [Fixed] - Weapon is now automatically raised again after getting off of a ladder. [Fixed] - Opening gear while holding a pistol no longer causes the player to get up. [Fixed] - Dropping pistol while having no primary weapon no longer causes player to get up.
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Thanks for now its more about time i really don't have any with work.
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So what's the deal with the hatchet handles?
r4z0r49 replied to chisel's topic in DayZ Mod Troubleshooting
If your talking about the vanilla mod we are trying to create game play elements to make sure nothing lasts 100% of the time unfortunately sometimes we just cant mimic real life with current items we have to hand. Maybe at a later date we can get our hands on some new models to make it a little more realistic. If your axe is breaking that much post an issue on github about it might just be a chance issue. -
Might wont to try the overpoch forums they should be able to direct you better on installing the mods
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You answered your own question on github the animations got moved back to the smooth transition but none of the attack system was updated to match this change. Im afraid zeds will never be perfect we will always have bugs the more we try to tame the beast of ai the more issues we run into from both the community and game. Agents the main source we use for zeds just does not have the control needed to be useful with a melee type character as they still have animal behavior. I'll try and settle it out a little more but the mix of local/remote and the lack of control is the big problem we are having. We still class the mod as an alpha for a very good reason.
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Since 1.8.6 all updated servers should have it. There is a sticky topic with a small list of vanilla servers. Sorry I cant link it on my phone atm.
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Vanilla does have some in testing base building systems currently in the public builds.
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We call them Point of interest (POI) they are spawned as the server starts not loaded with the map. We do have permission now to look at updating the map its more about getting some time atm.
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I've answered both on github. To save me having to keep copy pasting stuff back and forth i've inked the topics below. https://github.com/DayZMod/DayZ/issues/520 https://github.com/DayZMod/DayZ/issues/521
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Plan and simple it needed a big update to provide a bit more randomness to the hole vehicle layout. As you have posted this as well on github and had a reply ill leave it there rather then pulling info back and forth.
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FIX - Addon 'CorePatch' requires addon 'CAAir_ACR_L159'
r4z0r49 posted a topic in DayZ Mod Troubleshooting
Open steam Right click Arma2: Operation Arrowhead Click properties Select betas tab. In the drop down select opt out of all beta programs For anyone having an issue with a popup during the launch of dayzMod -
Disappearing backpacks is a known issue we have a hotfix in slack being tested. It will be resolved for the next public patch. As for weapons we are still looking into reports. We do not support any AI system you will need to speck with the owner.
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Its an issue we know about and are working to fix
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There is no write up yet.
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Vehicle inventory is on our todo list admins are more then welcome yo add some random loot for now.
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DayZ Mod Version 1.8.6.1 Packpack Bug
r4z0r49 replied to ZelosAvalon's topic in DayZ Mod General Discussion
Not sure why we need a github issue and two posts about this. https://github.com/DayZMod/DayZ/issues/508#issuecomment-114356455 -
its a known big we have a server side fix being tested on slack. Ask your server admin to pm me his email and name and ill drop him an invite.
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There is a mission side fix for this server admins can join slack to get this fix or wait to get the next patch. To join slack pm me your name and email.