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Your DayZ Team
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Everything posted by r4z0r49
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Not so much silly as truth :-). https://github.com/R4Z0R49/DayZMod/blob/Development/SQF/dayz_code/compile/player_zombieAttack.sqf#L28 <<< attack when in vehicle https://github.com/R4Z0R49/DayZMod/blob/Development/SQF/dayz_code/compile/player_zombieAttack.sqf#L69 << else https://github.com/R4Z0R49/DayZMod/blob/Development/SQF/dayz_code/compile/player_zombieAttack.sqf#L71 << hit in range there's a few other bits like the los checks and so but yea the basic system is you attack your self :-)
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Check your arma 2 beta version check your dayz version.
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The save issue could be caused by the server admin not updating everything as they should or using custom hive files. You mention new wrecks witch means the server.pbo has been messed with. Top 5 servers running now are all running fine the admins have spent time setting everything up to work with .5.1. They report no issues saving yet.
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The ammo issue is part of the newest beta a lot of mods have been complaining about it. Back packs - Ignore the weapon slots listed on the github wiki. Weapons take 10 slots. Script errors - Server admins need to updated filters. Epeen Monitor - Ill look into the removal of the bandits or delay it somehow. Dev Info - If you wish to have a say about new versions hit github i don't always have time to read the forums and git hub issues and work 2 jobs and deal with 3 kids. line of sight - Nothing changed here its always been the same the only difference now zeds shout before they chase this is the chain reaction of speak we mention. Zeds hitting tho walls. This has always been possible we have looked at many ways to stop this but we have found every way is going to take needed cpu cycles away from the system. Zeds don't hit players, players hit them self's when zeds are within 3 meters of the player (if ((_unit distance player) <= 3) then {). Don't put yourself up into a corner or too close to a wall this has always been a rule of DayZ :-). Zeds Moving thought objects does need to be fixed this is a bug. As for bugs and issues this version has had the least reported issues so far. Outside of general stupidity. Oh look car lets see what rolling into it does!!! Install info Servers need to install both @hive update and @dayz folder updates as well as mission file and battleye filters. Clients need to update the @dayz folder and arma 2 beta.
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For now its just animations.
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1.7.5.1 Upgrade . . . all Tents and Vehicles Missing
r4z0r49 replied to splinter2k's topic in Mod Servers & Private Hives
We are looking into this issues. I've started a new server full download of all files and started the game and got all the vehicles. Im getting the list of vehicles without any issues at all on the official server. We need to see the .rpt log to see whats going on with your server. My guess you don't have the newest mission file -
Running forward with main weapon in hand and pressing v = combat vault
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This is because the server admin hasn't updated the mission file. Check the rpt file it should be spamming about the mission file
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Info can be found here http://dayzmod.com/forum/index.php?/topic/121631-filter-updates-for-1751/
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Not sure where that info came from but you need to read the hole changelog from page 1.
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That is player disconnect the 2 is disconnect, 0 is connect. Can we gte more info on the server package you use and the dlls?
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1 Try killing a rabbit with a melee weapon you have to waste ammo to kill and ammo is becoming harder to find + the noise from weapon fire. 2 you can fill 4 backpacks full of gear that's 24 slots X 4 bags = 96 slots (just don't forget to remove the backpacks before a restart) We are trying to pull back some survival to make players think about what they do. It's not perfect but we feel we are getting closer.
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* [NEW] - Cutting down trees now attracts zeds. * [NEW] - After you have eatern a canned product you now get an empty tincan back. * [NEW] - Added definition of arrays for meatraw / meatcooked * [NEW] - You can now eat raw meat (low hp add + possible infection), and Coocked meat (high hp add w/o infection) * [NEW] - RawMeat blood values (beef-100,rabbit-400,bacon-150,chicken-100,mutton-100). * [NEW] - Cookedmeat blood values (beef-600,rabbit-1600,bacon-400,chicken-400,mutton-400). * [NEW] - You can now boil water using a fire,TrashTinCan or ItemSodaEmpty and fullwaterbottle * [NEW] - Water (possible infection), and Boiled Water (w/o infection) We have thought about this. As part of the thoughts towards survival
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v175 beta: meat issues [solved] [old]
r4z0r49 replied to Dayzo's topic in DayZ Mod General Discussion
We don't release the patches. Our original schedule was release every 2 weeks. -
v175 beta: meat issues [solved] [old]
r4z0r49 replied to Dayzo's topic in DayZ Mod General Discussion
Epeen Monitor is like the debug monitor but only shows a limited amount of stuff (Dayz survived, Zombies Killed, Headshots, Murders, Bandits Killed, Humanity). On key press it loads then disappears it does not stay loaded. This is a temp system while i can create or find someone to create a new gui just for the player stats. -
v175 beta: meat issues [solved] [old]
r4z0r49 replied to Dayzo's topic in DayZ Mod General Discussion
* [REMOVED] - MPTable now removed. * [REMOVED] - Peripheral Vision. * [REMOVED] - Axes now have a small chance to fail due to them being blunt (others later) 9% Chance. ** Can still be used as weapon ** * [REMOVED] - Matches can now run out (others later) 9% Chance. (at this time this is a random chance) * [REMOVED] - Knife will now have a chance to go blunt causing it to give less food from gutting animals 9% chance(Blunt), 50% less food(Gutting) * [REMOVED] - You can now longer apply more then one blood bag per 10 mins per player * [REMOVED] - You can no longer regain blood from cooked food for 1 hour after eating. (ie spamming cooked meat to regain hp) * [REMOVED] - No longer need tool box to place bear traps. * [REMOVED] - You can no longer consume food while your not hungry (within 3 mins of eating) * [REMOVED] - You can no longer drink while your not thirsty (within 3 mins of drinking) * [NEW] - Toolbox is now needed to build Wire,tanktrap. * [NEW] - Etool is now needed to build Sandbags. * [NEW] - 5 New types of food models ("FoodmuttonCooked","FoodchickenCooked","FoodBaconCooked","HIDDEN","FooedRabbitCooked"). * [NEW] - 4 New Raw food models. ("FoodbaconRaw","FoodchickenRaw","FoodmuttonRaw","foodrabbitRaw") * [NEW] - Blood bags now have an infection chance. * [NEW] - 6 New items added to loot tables. (Inplace of item lockup or braking) * [NEW] - Added moving combat roll (KK's Volt). * [NEW] - Survived Dayz added to Epeen monitor * [uPDATED] - Animal Meat reset. 2(Default),4(sheep),4(goat),4(boar),8(cow) * [uPDATED] - Epeen monitor moved to scroll lock key and work started on moving to diary * [uPDATED] - Massive cleanup remove all useless files. * [uPDATED] - Redone all public EH's * [FIXED] - Epeen monitor animation should now work correct without the fps drop. * [FIXED] - DZ_Czech_Vest_Puch backpack class config. (Warning Message: No entry 'bin\config.bin/CfgMagazines.DZ_Czech_Vest_Puch'.) * [FIXED] - Variable spelling mistakes should be corrected now. * [FIXED] - Moved all new foods to string table. * [FIXED] - Fixed infection chance when giving blood.(No longer apply s to player giving blood) :-( Red = All removed Green = Still added (for this test phase) Above is this months changes. Full change log can always be found at the below link. https://github.com/R...on/Changelog.md -
Closed
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The changes you have listed do not exist close this thread.
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v175 beta: meat issues [solved] [old]
r4z0r49 replied to Dayzo's topic in DayZ Mod General Discussion
So the current change notes for the Daily Release yes Daily Release. These changes are from the 10th/12 so M1D12 they would be released under ie today's build [NEW] - Axes now have a small chance to fail due to them getting blunt 9% Chance. ** Can still be used as weapon ** [NEW] - Matches can now run out 9% Chance. (at this time this is a random chance) [NEW] - Knife will now have a chance to go blunt causing it to give less food from gutting animals 9% chance(Blunt), 50% less food(Gutting) [NEW] - Toolbox is now needed to build Wire,beartrap,tanktrap. [NEW] - Etool is now needed to build Sandbags. [NEW] - 4 New types of food models ("FoodmuttonCooked","FoodchickenCooked","FoodBaconCooked","HIDDEN") Blood given ranges from 200-600. [NEW] - 3 New Raw food models. ("FoodbaconRaw","FoodchickenRaw","FoodmuttonRaw") [NEW] - Bloodbags now have a random infection chance. (Chance will be based on locations) [NEW] - You can no longer give a bloodbag to the same person in under 10 mins. [NEW] - 6 New items added to loot tables. [REMOVED] - You can no longer regain blood from cooked food for 1 hour after eating. (ie spamming cooked meat to regain hp) [uPDATED] - You can no longer consume food while your not hungry (within 3 mins of eating) [uPDATED] - You can no longer drink while your not thirsty (within 3 mins of drinking) [uPDATED] - Animal Meat reset. 2(Default),4(sheep),4(goat),4(boar),8(cow) [uPDATED] - Much slower spawn rate for zeds compared to previous builds. [FIXED] - Epeen monitor animation should now work correct without the fps drop. [FIXED] - DZ_Czech_Vest_Puch backpack class config. (Warning Message: No entry 'bin\config.bin/CfgMagazines.DZ_Czech_Vest_Puch'.) The main reason i added this here most of the changes you guys seem to be still bringing up where removed on the 9/10th build. Pendragon nice post.- 245 replies
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v175 beta: meat issues [solved] [old]
r4z0r49 replied to Dayzo's topic in DayZ Mod General Discussion
Now for the guys asking why we haven't fixed this yet its pretty easy. These changes started on the 10th of this month with build M1D10. We took all feedback given from the 10th and edited the system for build M1D11 (Yesterday). brings us to today M1D12 My time 6:20 AM :-). Patience. -
1.7.5 - Cows will now run for their lives
r4z0r49 replied to Play (DayZ)'s topic in DayZ Mod General Discussion
The random blood systems was changed within a few hours of it being added this topic is dead :-( and should be closed. In place of any sort of random blood we have decided to move along the lines of adding different types of cooked meat Chicken Leg, Haunch giving different amounts of blood. 200-600 For the 3 new types of food models. -
v175 beta: meat issues [solved] [old]
r4z0r49 replied to Dayzo's topic in DayZ Mod General Discussion
Yes we do Nice idea Thanks -
v175 beta: meat issues [solved] [old]
r4z0r49 replied to Dayzo's topic in DayZ Mod General Discussion
For now it's just a random occorance once there done you need to find more. (As it is now) We have been looking into bloodbags and having the one player sitting there while blood regens over time (idea). This system only got added yesterday to the dev builds busy dealing with comments/ideas and stuff like this not to mention the new issue we have been faced with doing models, textures, rvmats just for the new food :-) Thats just in the past 2 dayz so yea add work family :-) and you get more time needed :-) -
v175 beta: meat issues [solved] [old]
r4z0r49 replied to Dayzo's topic in DayZ Mod General Discussion
For now the models get replaced displaying a box of wet matches you lose all light abilities. (Keep in mind this is a brand new system) Meat regen is instant as soon as you eat you gain 800 for cookedmeat, 200 for tinned and between 200 - 600 for the new models being added. Once you have eaten you become full the 5 minute delay to eat again is to represent this change. Now we know this will bring an issue with blood bags and two players being able to instant bring others back to Full blood we just haven't got to the point in looking over that yet as its a dev build :-) family, work and everything is always against us. -
v175 beta: meat issues [solved] [old]
r4z0r49 replied to Dayzo's topic in DayZ Mod General Discussion
However you only gain blood once every HOUR that you eat <<< this was removed yesterday due to the comments raised by others the only system in place is the 5 min limit from last ate.