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Your DayZ Team
TheSzepy
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Everything posted by TheSzepy
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rev up the engine in neutral(with turbo binded,really high, to redline), then quickly switch to first/reverse (what you need) while still holding gas+turbo, unfortunately 2 years after release BI still doesnt know how vehicle gas pedal, torque, and basiclly whole car works without artificial boosts(same as vanilla physX vehicles in A3) to engine inertia/performance, because why learn how to use bullet physics lib properly when you can screw every aspect of the game and its mechanics
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thanks to GDPR you can request all data game dev/provider/whoever have about you, including the proof why you got banned one player from guildwars who was false positive managed to get an unban thanks to this more info:
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personally for me the biggest thing the game lacks(if we dont count the removed/not yet added/broken stuff) is some kind of endgame/deeper content/features, right now without heavy modifications the game is just "slower PUBG", which is just wrong on so many levels compared to "original idea" of Dean Hall’s DayZ edit: if you have time, go watch the three video "essay" about dayz which was made by sovietwomble, basicly everything which needs to be said about everything wrong with dayz(and it’ develompent) is there, he’s one of the biggest Ytubers/streamers who made the original dayz mod so popular:
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I personally dont use these web maps, 1.) i played a lot(few thousand hours) on an original A2 chernarus and already a numerous hundereds on the chernarus+, so i can navigate on it being literally blind 2.) as i said, it breaks the "immersion" for me, even when i play on private server(the feeling that you "accomplished" something without external help, in this case going from 1 place to another without getting lost, in some way you can look at the izurvive map as some kind of cheat) but the "offline gps" is not that bad idea considering the online maps such as izurvive
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https://steamcommunity.com/sharedfiles/filedetails/?id=2303483532 its few years after some "apocalypse"(virus etc..) so the only electronics which would work on a place like chernarus is something simple like generators, vehicles, lights, maybe some computer from the 90’s etc. and it would completly destroy the immersion/lore but there are some mods for that, for example https://steamcommunity.com/sharedfiles/filedetails/?id=2381686295 Altar radio tower(radio zenit) works like that, as for something "player built", it would need to be really large/built really high to work across whole map(lorewise) there was an option to make a grenade traps, unfortunately nearly 2,5 years after "release" we still dont have more then 75% of content we had back nothing wrong about that all of the other things - could work, but there are more important things the game needs before that tbh the most important thing the game needs is being actually finished, it’s nearly 2,5 years after release from early access and we are still missing 80% stuff/mechanics we already had or were promised, and the 20% we have is 50% broken
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5 new/returned weapons - this is fine, but still, could be more, especially when we know that visual models are already done for years(and they are in game files), only thing left is to make anims and config Returned broken legs -doesn’t work properly, bigger chance for you is that you die from falling before you manage to break the leg Returned the M3S truck - with totally broken gearbox params, cmon, took me 10 minutes to make the truck drive properly as close as possible to IRL Massive upgrade to the cooking and cold survival -yes, which broke server perfomance Upgrades to Chernarus - because amusement parks and tractor wrecks are the most important things this game needs right now New base building flags for easier base persistence this is fine Continued modding support "this is fine" (every update some mods are broken, and not purely by modders fault)
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second weapon - Deagle
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to be honest i dont know what may cause this anymore, maybe try getting rid of presets in randompresets and just set everything in spawnabletypes? something like this: <type name="Safe_Static"> <cargo chance="0.20"> <item name="Money_Ruble50" chance="0.10" /> <item name="Money_Ruble20" chance="0.20" /> </cargo> <cargo chance="0.10"> <item name="Money_Euro5" chance="0.10" /> <item name="Money_Euro1" chance="0.20" /> </cargo> </type>
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did you tried if the money is there if you just let the safe spawn as a normal loot from the types.xml?
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then the last thing which comes to my mind right now is to put the safe into types.xml, something like this <type name="Safe_Static"> <nominal>0</nominal> <lifetime>28800</lifetime> <restock>0</restock> <min>0</min> <quantmin>-1</quantmin> <quantmax>-1</quantmax> <cost>100</cost> <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0"/> </type>
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is the safe made as a normal "storage thing"(tent,barrel etc.) with cargo space or is it made as a "vehicle" with attachments for different things?(doors etc.) i’m not using these trader/money/whatever mods so i dont know, but if it is made as a "vehicle" with attachments then leave the events as it is, but change the randompresets from cargo to attachments: <attachments chance="0.80" name="SafeLvl1"> <item name="Money_Ruble1" chance="0.25" /> <item name="Money_Ruble2" chance="0.20" /> <item name="Money_Ruble5" chance="0.15" /> <item name="Money_Ruble20" chance="0.10" /> <item name="Money_Ruble50" chance="0.10" /> <item name="Money_Dollar1" chance="0.15" /> <item name="Money_Dollar2" chance="0.10" /> <item name="Money_Euro1" chance="0.005" /> <item name="Money_Euro2" chance="0.005" /> <item name="Money_Euro5" chance="0.005" /> </attachments> and spawnabletypes too <type name="Safe_Static"> <attachments preset="SafeLvl1" /> <attachments preset="SafeLvl1" /> <attachments preset="SafeLvl1" /> <attachments preset="SafeLvl1" /> <attachments preset="SafeLvl1" /> </type>
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<type name="Barrel_Blue"> <cargo preset="foodVillage" /> <cargo preset="toolsMedic" /> <cargo chance="0.20"> <item name="TacticalBaconCan" chance="0.14" /> <item name="Tomato" chance="0.14" /> </cargo> </type> this for example will spawn items from foodvillage and toolsmedic category defined in cfgrandompresets, where these categories have their own spawnchances defined, + there is a 20% check and if that will pass there is another 14% check for bacon can and tomato, dont forget that this works only for fresh spawned items, and since barrels have their default lifetime set to 45 days or something like that(types.xml) this will not work until a barrel respawns(or you delete a database) after you change/set this <type name="FirstAidKit"> <tag name="shelves" /> <cargo chance="1"> <item name="BandageDressing" /> </cargo> <cargo chance="1"> <item name="BloodTestKit" /> </cargo> <cargo chance="1"> <item name="BloodBagEmpty" /> </cargo> <cargo chance="1"> <item name="StartKitIV" /> </cargo> </type> this is how the first aid kits are done so they always have these 4 things when you find them
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If 2,000,000+ sold copies(lets count with EA 23€ price, which is over 46 million euro, which is over 1.2 BILLION CZK, and that is A LOT for some big companies here, let alone for BI which has only around 400 employees,maybe even less, in 2017 they had 220 of them) are not enough to generate money which would last till the end of development cycle then you(BI) are doing something wrong, and it’s not like they dont earn enough of them from all their games, as can be seen in their yearly financial/share holders/whatever it is report for year 2017 https://or.justice.cz/ias/ui/vypis-sl-detail?dokument=55955006&subjektId=298178&spis=81160 (PDF at bottom, but in czech only), this report is for the year 2017 and even there they admit they sold SEVERAL MILLIONS of dayz copies, so i guess it is WAY more then 2 millions i used for the callculation at the beggining of the post, so these arguments about "not enough money for development to continue/finish" are absolutely INVALID and everyone who is still trying to defend them(i know you’re not, but some others here) in 2020 after dozens and dozens of broken promises is just blind and should not even be self-lawful(not sure if this is the right translation of this word), and ofcourse this https://segmentnext.com/2013/02/20/dayz-standalone-wont-charge-for-dlc/ , one of those dozens broken promises. E: i forgot to add, all of you who is still trying to defend this game, ask yourself, do you feel like the product you’re playing/trying to defend/whatever is worth the 46 Million € in gross revenue? dont forgot that these numbers are from the end of 2017, which means before price increase and before console/PC releases
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this, this and 45676550x this
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fixing issues/making old content available? lol this is BI you are talking about, they cant even fix issues from OFP in arma 3 and that’s 18 years old, what do you expect from them in 6 years looks like they’re trying to get their source code/files stolen like few years ago, so some russian communities can get bigger development progress in 1 month then they did in 2 years, because i can’t explain this level of incompetence otherwise
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Private Console Servers Pre-Order and FAQ
TheSzepy replied to ImpulZ's topic in News & Announcements
paying for server where the only thing you can change is literally name and password... 😂 -
uh i forgot that this is the ps4 section, they´re not in 1.02 i think
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there is a civilian and a tactical one, tactical one spawns in military buildings and civilian one spawns mostly in garages, both are same except for texture, you can put a canteen, knife holster and pistol holster on it
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tanned leather is in game(you can make it), however you cannot craft anything with it
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mine one - https://pastebin.com/42Mkhndi steamapps/common/dayz DayZSetting.xml is the name of file(put it in there alongside dayz_x64.exe) btw have you tried to verify the game files on steam?
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how about dayzsetting.xml in game folder?
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create one then https://pastebin.com/cfCuAA0A
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Survivor GameZ - Alpha Keys now available!
TheSzepy replied to ImpulZ's topic in News & Announcements
that’s cute, how about actually finishing dayz first? 6 years was not enough? -
no, you get engine damage only when your waterlevel is under 50%, anything over means no damage to the engine
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if ( IsVitalRadiator() ) { if ( GetFluidFraction( CarFluid.COOLANT ) < 0.5 && GetFluidFraction( CarFluid.COOLANT ) >= 0 ) { dmg = ( 1 - GetFluidFraction(CarFluid.COOLANT) ) * Math.RandomFloat( 0.02, 10.00 ); AddHealth( "Engine", "Health", -dmg ); } } water under 50% = engine gets damaged water over 50% = no damage to the engine a.k.a very complex car fluids mechanic (/sarcasm)