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janus0104

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Everything posted by janus0104

  1. janus0104

    Tent duration after death

    Necro thread is necro. You realize the last reply before you was in july? There's no longer manual saving, vehicles and deployables stay on the server until removed by destruction or by the admin. Someone correct me if I'm wrong.
  2. janus0104

    New Update Makes DayZ Extremely Difficult

    That's kind of the appeal, you know? Unlike games that take you by the hand and changes your diapers until you have successfully mastered WASD movement and the concept of a mouse, this one just places you on the footsteps of Mt.Everest and says "here you go, have a try, see how far you get".
  3. Have you tried Shift+Num Lock? Also, might require Dell QuickSet ( https://www.dell.com/support/drivers/us/en/19/DriverDetails/Product/inspiron-n311z?driverId=R305770&osCode=W764&fileId=2731118123 or so ) In lieu of a native solution, get something like this as a work-around: http://www.howtogeek.com/howto/windows-vista/map-any-key-to-any-key-on-windows-xp-vista/
  4. Unless I'm mistaken (only have horrible quality photos from google to go on), it's FN+F3 or FN+F4 on that asus keyboard. Remember, Scroll Lock isn't the same as Num Lock! The scroll lock key is used, today more rarely than it used to be, to scroll down the page without changing the current cursor position. That being said, it usually has a downward pointing arrow icon or an icon that involves the keyboard, sometimes with a lock above it or similar. Check if your laptop has the usual three LEDs (num lock, caps lock, scroll lock), if so there is a key combo for it somewhere. Also, the existence of a numpad has nothing to do with num lock, it's meant to switch between having the numbers 0-9 and the comma or rather have up/down/left/right arrows aswell as insert/del/home/end/pg up/pg down.
  5. janus0104

    Dust/ash storms and strong winds?

    Sounds/Looks like the EVR or at least part of it's script from Namalsk, usually triggered by some script kid (I refuse to call them hackers).
  6. janus0104

    Jumping

    That video was by far the most amazing ArmA 2 vid I ever saw! How are these movement options not added to this mod yet? The key combos surely require some getting used to, but other than that, all of these look wonderful!
  7. janus0104

    DayZ SA: One Key One Character

    I believe you should be allowed to change your name as often as you want within your first 24 hours, just in case you realize you typo'd or someone points out something you didnt notice at first, like a horrible pun that can be made with your name. After that initial grace period, names should be tied to your life. You stick with your name until you die, then you can change it. After all, you're playing a different person now. As for nameplates, I'd love to have a system where you don't see strangers' names but you can chose to show certain players your name all the time in a similar manner to how you can currently mute certain players. Even if there's a limited amount of models / clothes, there'd be certain differences in physical appearance that the game is simply unable to reproduce on necessary scale, by which your character would recognize his friends.
  8. Sure, and in how many of these movies do zombies run exactly as fast as humans? Fix the glitches so zombies can be dealt with reasonably, then up the infection chance. Not the other way round ;)
  9. janus0104

    I hate walking dead the series....

    Yes, one can dream, or else I wouldn't have sent my CV over there ;) But other than dreaming of what we hardly will get, the changes brought with SA look amazing.
  10. Let's go a little nuts, shall we? How about losing a limb? Say you break your leg or catch a bullet in your arm/leg (I get told ArmA2 is so simulationy, surely it knows where you got hit), there is a chance that wound get a sepsis that develops within hours of the initial wound. Recognizing an infection as soon as possible is vital to surviving, if you just ignore it your organs fail and you die. Antibiotics are a viable course of action against a sepsis, but there's at best a 50% chance of having success, and the infected area has to be treated with a scalpel (chance for a 'normal infection' there aswell), getting a bullet out or cutting off infected flesh. So in total, you'd need a scalpel, painkillers or morphine to withstand the pain and do the operation yourself (or someone else treats you), antibiotics to fight the sepsis immunologically, bandages to stop the bleeding caused by the operation, remain stationary for at least a minute, and sheer luck. If it's treated too late, the limb may have to be cut off and the stump cauterized. A makeshift wooden stick to keep walking if it's a leg is no problem to come by, but you cant run anymore, you cant climb ladders anyway quickly, and for most of the time you would have to rely on others to assist you in survivng. I guess the whole process described is a bit extreme, surely it could be simplified, or you just give zombies the chance to rip off one of your limbs and simply require cauterizing the wound or you bleed out within 3 minutes. But it would change the game entirely for the character and the player in control of him, introducing the question of whether suicide is a vialbe way out - though to be honest, adding such a thing to a videogame is something we'd have to discuss on a few levels, we don't want to inspire anyone in reallife to hurt themselves -,and adds a whole new aspect to event the most sworn together group. Do you help your wounded comrade along, or put him out of his misery, grab his gear and meet up with him after he respawned? Discuss!
  11. janus0104

    1.7.5.1 Appreciation Thread

    Please tell me you meant this ironically. If I ever see someone combatrolling through the meadows, KOS -.-
  12. janus0104

    Incredibly Minor Gripes Thread

    Nope, chopper leakage hasn't been fixed, hence me thinking the addition of zeds attacking vehicles was added prematurely. In essence, they merged Taviana (attacking vehicles, different HUD) and Chernarus, tweaked the zombie difficulty and added meat types. And yea, some of the sounds are atrociously misleading. I frequently get scared because of a random sound effect playing. All in the game, though.
  13. janus0104

    I hate walking dead the series....

    Yea, not to burst your bubble, but you and I need to face the fact it's never going to be "relatively similar" with how painfully different zombies in the two installations behave. Do I prefer slow masses over sprinting loners? Yes. Does it have a lobby between the elitist "When I started playing, you spawned with broken legs and there was no morphine!" and the "zombies are only supposed to distract my victims" pvp enthusiasts? No. Would I make a version with slow zombies if the standalone had a proper modding API? Yes, but that's as likely as BI calling me for a job.
  14. On that I agree, but I disagree in what constitutes a plausible buff and what's just there to circle around short-comings.
  15. Needles are packaged in a sterile bag seperately, so a disinfectant would be more reasonable. Unrefrigerated donated blood, if taken under professional supervision (i.e., adding the chemicals that make it last longer), lasts around 30-45 days. I believe the idea behind the blood bag in DayZ is that the one survivor gives the blood to the other, as in it's never older than a minute?
  16. janus0104

    What's changed with the loot spawning

    No, the old 50m distance run if you got too close too quickly is still there.
  17. janus0104

    New Update Makes DayZ Extremely Difficult

    Oh please, do you honestly believe that was a deliberate choice and not a fluff explanation for why they are the way they are? The engine/AI is limited, slow&stupid walkers would be no threat to players at this point, so they're monsters with a human skin. They fall into the lesser zombie-esque category more like aliens than risen dead, and that's coming from someone who plays 'All Flesh Must Be Eaten'.
  18. janus0104

    adding buildings

    Uhm, haven't used it in a while, but iirc: - Fire up DayZ Commander and connect to a server running the map you want to edit. - Before it actually logs into that server, go back to main menu. It was just an easier way to start the game with a specific mod. - Hit ALT+E to open the map editor, the map you want to edit will be in the list, quite possibly with an icon or something like that next to the name. - Place a Center (dont change any values in the little window that opens up), a Group (dont change any values in the little window that opens up), and then a Unit (set 'Playable' to the Playable value, set the skin to survivor or s.th. if you want, doesn't really matter tho. Just the playable part matters) to the map anywhere. ArmA2 Map Editor doesn't let you save it otherwise. - Place objects via the Vehicle (most objects count as vehicles, just roll with it. Don't try to place actual vehicles like cars or helis this way. It doesn't end well!!) or Object Composition button, then save to a name. - Leave the editor, alt+tab out of the game. - Open your %USERS%/Documents/ArmA 2 Other Profiles/%profile name%/missions/ folder and you'll see a subdirectory named <the name you used when saving>.<name of the actual map>. In it is a .sqf and a .biedi file, drag&drop the .biedi file onto 3de_conv.exe (look for 3de on one of those arma2 mod sites, you'll find it), it creates an sqm file. - Open your %USERS%/Documents/ArmA 2 Other Profiles/%profile name%/MPMissions/ folder. Create two folders, one named original.<mapname> or s.th. like that and one named <whateveryouwant>.<mapname> - Put the .sqm file 3de just created into the whateveryouwant folder, grab the MP mission pbo for that map from your server, create a backup of it, open it up in PBO manager (you'll find it anywhere 3de is available too), and drag&drop the contained .sqm file to the original.<mapname> folder - Alt+tab back into the game. Go to multiplayer, chose the New button to create a server and hit ok to get to map selection, select the map you edited from the list at the bottom, then select <<New - Editor>> on the right side. It will open up the editor again. Click on load, the dropdown should show both the original and your version. Load the original. - Click on merge, select your custom version from the dropdown. Find the blue Unit thing you placed earlier. Select it and delete it, we can't have that there, we only needed it because of a restraint in the editor earlier. - Click on save, enter a new, third name of your liking, exit the editor and cancel starting up a server, leave the game altogether. - Open your %USERS%/Documents/ArmA 2 Other Profiles/%profile name%/MPMissions/ folder. There is a third folder now, <thirdnameyouused>.<mapname>, in it is a .sqm file. Open your pbo file from earlier - remember to keep a backup of that file somewhere - remove the sqm inside it and copy over the mission.sqm from that third MPMissions folder. Close the PBO and replace the one on your server with that new one. Done.
  19. janus0104

    I hate walking dead the series....

    You CAN get your ammo back, just have to find it on the ground/etc. Why a torch though? Anywhoot, standalone will give us a quiver to stash bolts into. I'm hoping for a little more crossbow love, as in at least two varieties and possibly being able to make your own bolts. Also think they should be more rare, any idea what an export crossbow costs? More than any of the assault rifles in this game.
  20. Yea, of course there's good and bad in it, it was off the top of my head ;) I didn't really mean instantly change weapons. I think I meant without stopping movement, currently if you switch weapons the character stops dead. If that cant be done animation-wise, make it instant but give the gun a waiting period before it's ready to be fired.
  21. You want realistic and fun changes? Here's a list, off the top of my head, keep in mind I did not consider what is impossible with the engine: Controls: - When holding shift, i.e. slow-walk mode, especially when crouched or prone, it shouldn't be possible to fall off a ledge/roof/similar. Pin the player to his current surface unless running. - Getting stuck in narrow doorways / between two objects, and similar obstructions (that apparently arent such for zombies). This is either poor implementation or poor map design, but the way movement feels should give a clear indication of whether something is traversable or not. - Add quick-assignments for weapons. When it's a weapon carried on the body (firearm / sidearm) change the weapon quickly, even when running, if it is in your backpack / the current firearm has to be switched out for a melee weapon, have the character stand still for a second. So many weapons / extra items are nigh useless because you can't get to them quickly enough when you'd need them. - Give us the ability to cancel actions that require time, such as applying first aid or taking in nutrient, if necessary (zombie approaching) - with a random chance of whether the item is "lost" depending on how far you got (harder to stash away that open dose of coke). Currently it's glitchy behavior, not a real feature. - The time it takes to do certain actions, like bandaging yourself, should be shorter when combat locked because of the adrenaline rush, but you pay for it, e.g. some blood lost because of your hectic bandaging. - Add a key so, while pressed, the character will not fire his weapon while pointing at another player. Add some risk to it by having auto/burst weapons ignore that past the first round, turning semi into "safe firing mode". This would also aid in helping others get out of a zombie's hold (see below for zombie's grab&hold ability). Interface: - When opening the backpack, show the same interface as when doing it with a vehicle's gear selected, actually show the slots. - Proper indication of how much will fit into a container (vehicle/tent/backpack/...) and stop the interaction rather than glitch all over the place. - When an item has a special key assigned to work, e.g. flashlight / nightvision goggles / maps, have the mouseover description show the key assigned for it. - When looking at a backpack you can switch out to, show the number of slots and whether it has more or less slots. - Move max 1 flare/chemlight to toolbelt, they're easily carried alongside. Vehicle: - Player-held weapon firing from non-driver seat. Yes, it should be nigh impossible to hit anything while the car is moving, but it should be an option. Especially for quads and such. - More realistic car damage. This isn't hollywood, driving into a wall may kill the engine, but it doesnt blow the entire car up. When damage CAN occur through risky maneuvering (running over a fence, making a jump), give it a random chance affected by what kind of car it is. A good pick-up can withstand a lot more bumps without requiring more than a car wash than what blows them up now. - Newly spawned vehicles should have a far lower chance of being damaged than having the tank be empty. Windows broken? Yes. Everything totally broken? Unlikely. - Give the option to salvage cars for parts / remaining fuel. Even a half-broken engine might have just the right parts to fix your other half-broken engine. - Categorize parts. A bus engine works for a quad? - If a spawned car IS entirely broken, spawn it in a place that makes sense, i.e. it was ran straight into a wall. - Why no randomly spawned police cars / ambulances / fire trucks? So many opportunities to provide an obvious reason as to why a group of items may be spawned inside it. - Motorhomes / Campers. - Using a hose to fill up a vehicle near a fuel tank, running to the tank and back 50 times with a jerrycan to fill up a helicopter is fine, but if you take away the safety net provided by rotor diameter, it's impossible. Items: - Give the option to take clothes off dead zombies / dead players and wear them. Instantly you have so many more clothing options. - New loot: Backpack attachment/toolbar item to carry 1 extra weapon "on you", carry your hatchet hanging off your belt etc, making it selectable without opening the inventory aswell (still takes the same inventory space, but it enables the quick-draw) - Have the option to carry an empty backpack in your backpack/inventory. If I can carry a helicopter's main rotor assembly, I can carry an empty, folded up backpack. - Performance enhancement drugs. Clearer aim / scoping with binoculars and such, resistent against exhaustion and sleep deprivation, but dehydrates faster and over-usage may incapacitate the character (give a message as to why he fell down and the timer comes up). - Weapon/Gear degradation: 1.) Weapons don't just stop working after firing 100 rounds. They jam, but they rarely just fall apart. Add repair/cleaning kits to fight degradation that dont just get used up, but the process of cleaning a weapon should take a certain time determined by the weapon, a sniper rifle takes more than a few seconds for an amateur to break up, clean properly and put together into a working piece again. Also, precision weapons such as the mentioned sniper rifles need to be tuned in after reassembly to fire accurately / match the scope again. 2.) Either do it right, or don't do it at all. Just giving any usable item a 10.000 uses meter like with hatchets is not a fun feature 3.) Any item with degradation needs to be spawned in random condition. 4.) Silencers DO turn useless after a while. - Ability to recycle emptied ammo magazines, allowing the use of ammo across a larger group of weapons, determined by caliber. Moving the bullets should take reasonable time. - Ability to merge non-full magazines into a combined one (or a full one and an almost empty one if going over the capacity of that weapon's ammo magazine) - (At a later point) Item attachments. What makes modern weapons great is the ability to add a multitude of attachments, from slings to silencers, muzzle flash suppressors, folding stocks, bipod / tripods, different scopes, bayonettes, under-barrel breaching shotguns and grenade launchers, even caliber conversion kits to have e.g. an AK-74 use STANAG magazines. - Sub-sonic ammunition should be a beneficial kind of ammo, not the exclusive ammo, for silencer-mounted firearms. - The crossbow. So many problems with the crossbow. A quiver is a nice addition, but so would be being able to easily get your bolts back. You have so many key combinations, add one where the character focuses on finding his bolts when stationary, and they light up for the player to see. Either move the bolts to a corpse's inventory or let us roll them over to get the bolt / have a mousewheel option to retrieve it when targetting the corpse. - Booby-traps for doors / vehicles / containers. - Claymores / mines / wiretraps. - Improvised weapons. Hit a zombie with a sturdy tree branch / metal pipe / the back of your gun. - Molotov cocktail. Turn that empty whiskey bottle + piece of cloth + fuel from a jerrycan = burn up those zombies. - Ability to carry a bag alongside your sidearm / stash even your sidearm to carry two bags for temporarily increased carrying capacity. Bags ranging from grocery bags over duffle bags to weapon cases. By carry I mean in the physical world, not in the inventory. Persistent world: - When logging out in a vehicle, whether deliberately or because the server went down / your internet connection broke off, spawn them in a sensible position on login. If it's a helicopter, it will crash down, spawn the player in the air with the parachute open. For vehicles... NEVER spawn a player inside one. So many unwarranted broken legs. - Sensible spawning. Simply having them spawn when you get near an interactive intangible, and respawn until the player moves away, is not a fun nor realistic approach. It works, but it could be so much better. Cities should be literally flooded with zombies whose pathing would be far easier if they always move in walking speed, even when aggroed, and their sheer number would be the hindrance to get to loot, not their speed. Smaller towns should have fewer numbers that move a bit faster. Military sites should have reasonable numbers, after all this is AFTER the outbreak, but run as quick as they currently do. The type of zombie, i.e. their appearance, should decide on how fast they can move. When a set amount of zombies are killed in a certain location, it should take a reasonable time, not seconds, for new ones to appear. How long it takes could be determined by whether players died there (attracting supposed roamers by smell) and how loud players went about killing the zombies (attracting supposed roamers by hearing). - Allow more resilient fortifications than tents and bundles of vehicles. Locked containers/vehicles that require a lockpick to get open. Gameplay behavior: - Exhaustion. Running straight for 4 hours isn't possible for the characters we currently play (jump off a container, always break your leg). Taking a short break from running to catch one's break would replenish it. - Sleep deprivation. Humans have to sleep at least 4 hours a day, or they start to deteriorate mentally and physically, to the point of simply falling asleep on the spot. Sleeping in a tent / shelter is beneficial to replenish it. - Active grouping with group members being shown on the map if both sides have a map or GPS and carry a radio. Group chat only when carrying a radio. Frequency scrambler so other people with a radio cant listen in on the frequency. Setting up traps that group members automatically avoid (the characters know it's there and refuse to open that door / automatically step over that wire). - Infection. Being bitten/hit by a zombie has a small chance of infecting even the living, with no immediate indicator. When symptoms start to show, there is only a small window of opportunity to apply antibiotics (giving them more value) before the player loses control over the character and he turns into a zombie with a running speed even greater than that of a normal zombie, adding the "kill group member before he turns into a zombie" factor into the turmoil that is social behavior in DayZ. - Differentiate between food/drink sources. Soda cans and such may fill up your drink meter, but it dehydrates far quicker afterwards. Only eating canned foods is unhealthy, there are plenty of vegetable gardens in the game and trees that could just be apple trees. Make them lootable, might even allow planting vegetables. - Disguise yourself as a zombie by killing one and smearing it's blood all over your clothes. It will stink, attract flies, your character walks as slow as unaggroed zombies do, but they wont aggro you until you start running again. - Every few minutes or so, if a player is close to a stationary vehicle or a tent, there's a chance for a zombie to spawn within a distance of 100-200m. There is no such thing as a safe place. - Give the character skills (that reset on death) with varying fields: medical, firearms, vehicle repair, gutting/cooking, ... Everytime you perform an action in that field with a result (no free medical points for munching painkillers when you dont need em) the skill increases, improving your performance and lowering the chance for a mishap. Spawn books on various topics that you can read to slowly improve your skill to a certain degree, but it takes reasonable time to read (like 1 skill point per minute reading). - Glasses / Contacts. When you spawn with a new character, there is a chance he is shortsighted and needs glasses or contact lenses to have proper vision on ranges of 100m+. They can get broken, then you have to find a new set. - Add a bolt-cutter tool with which fences can be cut to create an open just like the ones occassionally placed already - Add a fishing pole to go fishing. - GPS / Flashlight / NVG / Rangefinder are electronic tools, so they need batteries. Batteries spawn with varying charges, and in two versions: non-rechargeable and rechargeable. Rechargeable ones can be reloaded at a slow rate if you find a handheld solar panel (you can attach them to your wrist, those exist in real life, but you're as likely to run into one as a range finder). - The ghillie suit is just a wearable net, you have to attach trees and bushes to make it look good. Add 3 or so different models for the varying states. - Different camo clothes and camouflage makeup (wood/urban/desert) to be found mostly at barracks, also a few uniforms to be found there. - Civilian clothing variety - That other tent type. - Add a medic box, character can only carry either toolbox or medic box at one time. Medic box will hold up to 6 bandages, 6 out of morphine/pain killers/epi-pen/antibiotics and 2 blood bags (random example numbers) - Hallucination: PTSD, or shell-shock, can set in randomly after certain bad things have happened to a character (he has passed out once, lost blood, broken his leg, been within 100m of a survivor getting killed). When it hits, he may see zombies where none are, he may perceive other survivors as zombies. Haloperidol or such could be a remedy for this, albeit rare. Chance of getting hit with this is weighted by distance from the default humanity (heroes and bandits are less likely to get affected, as they have deviated from normal response to the point of being adapted to the new state of the world) NPCs: - Give a max amount of zombies a client will calc for the server as to AI/pathing, then keep track of that stack of zombies even when moving out of range (>500m), having them stroll around, into the woods and whatnot. When new zombies have to be spawned due to location change, drop the oldest ones unless they can be taken over by another client. - Slow down them zombies! Seriously, on times they run faster than player characters, they don't suffer any movement penalties. It's fine you don't want walkers because you'd need ridiculous amounts for them to be a serious danger, but the way pathing/ai glitches around, especially when another client handles the pathing, firearms turn into against-bandits-only items. See above for ideas on how to break it down, other than that, 50%-75% their current speed is enough. - Instead of having zombies run at survivors' speeds and stopping to hit the dead air, have them grab and hold back the character, who has to struggle free. This may take some engine changes, but it's a game changer, too. It makes zombies more dangerous without having to give them the super speed / strength they currently possess. - Have dead players rise as zombies after a random amount of time, with their appearance and gear (ghillie suit zombies!). - Add living NPCs, from the hobo survivor to the sole remaining military checkpoint. Have them respond differently to player survivors depending on whether he's a bandit / survivor / hero and whether he's armed / lowering his weapon / actively firing / trying to take their resources.
  22. http://dayzmod.com/forum/index.php?/topic/121791-who-else-thinks-1751-pushes-annoyance-and-survival-too-far/page__st__60#entry1162826
  23. janus0104

    adding buildings

    As of the latest version, the HMMWV is in the game, albeit no mounted weaponry. You heard bunk about this new update having stuff. I'm no expert, but from what I picked up it goes like this: - Some buildings/scenery can be placed with the ingame map editor and uploaded on your own server as part of the mission file, a small file containing changes to the hard-drive stored default map sent to each player when logging in. If it's buildings that can be entered already, such as those warehouses with the two big doors (called hangars in the ingame editor) or the medical tents. Afaik, loot will spawn there as well as zombies in a normal fashion. Some objects the game will recognize as zombie spawners, some it won't. Experiment, plenty of tutorials for this on these forums or youtube. However, most of the actual houses in DayZ are not accessible through the ingame editor. - There obviously is a way to add custom buildings and stuff to the map, but the process is next to equal with making a new map. Your players would have to download a big file before they could even connect to your server, and you'd have to familiarize yourself with the ArmA II modding tools in general. There are tutorials etc for these, but afaik no simple "how to do this" for DayZ stuff, and asking the ArmA 2 modding community about DayZ stuff is apparently like running into the field, naked, during the final minute of the superbowl. Everyone will hate you, and it will hurt. Build notes have nothing to do with buildings, "building" is a term used in computer programming to describe the steps required to bundle a bunch of compiled code into the specific files needed to run the server/client. Build notes are a commentary on that, e.g. if a new file had to be added that is now mandatory for players or server admins, that'd be part of the build notes.
  24. janus0104

    New Update Makes DayZ Extremely Difficult

    So you're saying the Standalone is turning DayZ into DeathmatchZ? Hardly. I don't want zero zombies. But suppose I kill every zombie in a town it should take a few minutes for them to respawn, not seconds.
  25. janus0104

    What Is Your Favorite Map in DayZ

    Lingor. It's an interpretation of the Jagged Alliance 2 map, nothing will ever come close to that game.
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