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Everything posted by -Gews-
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The bullets have a value called "timeToLive" which states how long until they disappear. For rockets it can be up to 20 seconds or more. For bullets it might be only about 4 seconds, which still means the bullet is travelling a few thousand metres. Damage is defined at a certain velocity, and loss of velocity means loss of damage, I believe it is scaled linearly. Velocity loss varies by projectile. Accuracy is defined by the "dispersion" value. Dispersion is the diametre of the circle in which the bullets disperse, measured in radians. (When prone, the dispersion value was halved in ArmA. I'm not sure if this made it into ArmA 2). With a Lee-Enfield on my tiny low-res monitor, 400m is nearing the maximum range under ideal conditions. 250-300m would be a more realistic "effective range" for me using that weapon. In my mind, effective range just means the range at which I can still be largely effective with a given weapon under most conditions, not the extreme long-range shots.
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That avatar... careful there.
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Swing your mouse far and quickly and watch as your character barely turns. Move the mouse slowly and your character responds better.
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Melee Weapons Ideas (Megathread) Post your ideas
-Gews- replied to Robert Shannon's topic in DayZ Mod Suggestions
Mmmmm, I'd like to see more everyday objects being used. Perhaps you could go into the kitchen of a house and find an iron pipe, or a piece of rebar or a framing hammer in a construction zone. Axes, fire and standard, as well as hatchets. Keep the crowbar. I'd also like some knives, some type of Buck 110 style folding knife, a larger hunting knife, butcher knives, chef's knives, and cleavers. Maybe a large bowie-type blade. I don't want to see any swords, and I don't want to see a chainsaw. I don't really want to see a spiked baseball bat either (too WarZ for me). I hope the melee system is improved, instead of just clicking the mouse to hit, it would be nice if you could "direct" the hit to certain locations by swinging your mouse slightly as you release it. Some form of blocking would be good too. All this could become a moot point depending on the availability of firearms - too many guns and no one wants or needs to use a melee weapon for PvP. -
Sure, introduce punching, but don't let people turn into Muhammed Ali and score knockout shots all the time. I don't think you should be able to kill someone with it unless you punch them down a flight of stairs and they hit their head on the ground, or you go John Hartigan on their face while prone or unconscious.
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Season 1 of Dexter should have revolved around his brother hacking his games instead of hacking up prostitutes.
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Hypothetically, let's just assume Leo wasn't hacking DayZ. Even so, it would appear, by his registration on the hacker sites, that he still hacked some game, at some time. Now that's coming back to bite him. Karma, I guess?
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Blowout. :lol:
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Yup, I was playing as Goose and that is my GUID. I already discussed it here: http://dayzmod.com/forum/index.php?/topic/111389-banned-from-us-843/#entry1054101 I don't hack, so either there's been [a] a mistake of some kind, or there's been "mischief afoot", and not from me. Back to the topic at hand, I think it's pretty conclusive. OP is not getting unbanned. :lol:
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Can't tell if serious... I already elaborated Here: http://dayzmod.com/forum/index.php?/topic/128059-aa-12-in-dayz/#entry1234033 And here: http://dayzmod.com/forum/index.php?/topic/128059-aa-12-in-dayz/#entry1234253 And here: http://dayzmod.com/forum/index.php?/topic/128059-aa-12-in-dayz/page__st__20#entry1234343 And here: http://dayzmod.com/forum/index.php?/topic/128059-aa-12-in-dayz/page__st__20#entry1234409 And here: http://dayzmod.com/forum/index.php?/topic/128059-aa-12-in-dayz/page__st__20#entry1235019 And here: http://dayzmod.com/forum/index.php?/topic/128059-aa-12-in-dayz/page__st__40#entry1235658 And here: http://dayzmod.com/forum/index.php?/topic/128059-aa-12-in-dayz/page__st__40#entry1236900 And here: http://dayzmod.com/forum/index.php?/topic/128059-aa-12-in-dayz/page__st__60#entry1237293 And here: http://dayzmod.com/forum/index.php?/topic/128059-aa-12-in-dayz/page__st__60#entry1237838 Holy crap I got myself worked up over this. I'm not coming in this thread anymore, and that's a Pinkie promise! :lol:
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I don't actually want flintlocks in DayZ. Bottom line is I don't want it in because it would take away from an "authentic" experience for me. I think I made my point of view clear enough so I'll leave this to other people now. :P
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Dang, the plot thickens! Edit: that looks like the same cat avatar, too. Snap.
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I bet lots of civilians have Mosins, they're cheap. The Nagant revolver would be for fun. The Tokarev is still pretty common especially with remakes from most of the ex-Soviet countries, Egypt, and China. PPsh-41 is just cool and since 6 million were produced I bet plenty are still kicking around in backwater militias and among criminals. RPG-7s are seen in every little conflict in Africa and the Middle East, as well as in Albanian, Croatian, Serbian and Bosnian militias and irregular forces in the thousands during the 90s and probably today as well. I'd like to see it with the OG-7 high explosive warhead because the normal PG-7 basically only kills troops if it hits them in the chest, which is pretty unrealistic.
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Is your brother okay?
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Probably would do very little or no damage at that range, the fragments only weigh 1.5 grains. Rocks sent flying and larger pieces would do much more damage. As for hit locations, more games should feature them. Look what Phoenix Command was featuring back in 1986! Screw it, I'm not even going to finish that list. And to top it all off, each bullet decreased in speed as it travelled, and each bullet could penetrate to different depths or nick an artery, there was a large element of luck like in real life, penetration through secondary obstacles was modelled, very specific recoil was modelled for every gun, the list is endless... The downside? You had to calculate it all by hand and page through voluminous manuals and charts for each location and weapon. Simply shooting one or two men could literally take hours and drive you mad. :(
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It says "setPos", which is what you use in the editor to spawn your guy on top of the Green Mountain radio tower and other such ridiculously fun things. Seems like you were banned for teleporting, not for killing the admin.
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Cheaters already planning to hack in the SA..
-Gews- replied to Death_Dealer's topic in DayZ Mod General Discussion
There are gonna be hacks, no doubt. It's (going to be) a popular PC game! Hopefully there will be much less than right now, and hopefully some losers continue their losing and lose the right to use their CD keys. -
The difficult part is actually making things... "authentic". Just random examples... a guy with a gun in real life can be very dangerous. Even if he only has one bullet. People made do back in the times of flintlocks and such, and they were worth their weight despite only having one shot and being totally innacurate. In the game right now a guy with a modern semi-automatic pistol like the Mak is pretty much a joke...
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Eeeeeee... I like the sound of the grenades in ACE, if you're not deafened by the blast you can hear the fragments bouncing off walls and such. I'd like that to be implemented in DayZ - just a simple change in sound can make a big difference. I don't think ACE actually models individual fragments but I haven't checked. The real-world differences are interesting... Wikipedia says the RGD-5 contains 110 grams of TNT and a liner that produces around 350 fragments. It says lethal radius is 3m and injuries out to 15m. It's a bit lighter than the M67 and can apparently be thrown a few meters further. The M67 has 6.5 oz (184 grams) of C4 and has a lethal radius of 5m and injuries out to 15, similar. C4 is a bit more powerful than TNT... about 1.2-1.3 times in blast pressure. No idea how many individual fragments are typical. In the game they're the exact same and no fragments are modelled. The British L109 / HG 85 has 155 gram RDX and TNT filling and will fragment into 1800-2000 very small pieces. This probably contributes to the low safety radius since the fragments would lose velocity fast. Lethal radius is 10m for unprotected enemies, 5m for armoured troops. Throwing range is about 30m. I wish all games could be that complicated. Oh, daydreams, daydreams. Remember when people had to do this shit analog instead of letting a computer work it out? Pre-computer computer games...
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Lee-Enfields are common. They made millions of them. They should have made a Mosin but it was easier to use the Lee-Enfield from Takistan. The Winchester I don't get, but lever-action rifles are not uncommon, even in Europe. Uberti even makes an 1866 to this day which is relatively popular for use in CAS. They probably wouldn't be in Chernarus. Fully automatic limited-production prototype shotguns not used by any military or police force should not be in DayZ! I don't understand why that is hard to grasp. There are slight niggles with the existing weapons, true, but how does that justify adding even more outrageous weapons? If the AA-12 was used by the US military I'd say fine, go ahead, but it's not used by anyone and you don't find them anywhere. How many shooters have an AA-12? I don't even know how people can take the suggestion seriously... private hives, cool, vanilla DayZ? Nonononononononono.
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How bout this?
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Says "10Rnd. Slug" yet the description says it only has 8 rounds. The only ammunition for the M1014 should be 8 rounds.
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I'm guessing people will probably tell you to buy parts separately and build it instead of buying a pre-made one.
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This is how it's done, ladies and gents: http://www.youtube.com/watch?v=gkwosOW181Y Hehehehe, faaake. This is more like it: http://www.youtube.com/watch?v=wDpuNrA55-A
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That's really odd.