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attorney1977

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Everything posted by attorney1977

  1. attorney1977

    realllllllllyyyyyyy??????

    Sounds like you've put the mod files directly into the addons folder. You've probably gone for option 1 in this link: http://www.armaholic.com/plug.php?e=faq&q=18 If you know exactly what you've put in there, then delete them and use option 2 or option 4. If you can't work out what you've done, uninstall the game, reboot and reinstall. Make sure your Arma 2 (and Operation Arrowhead - you did buy that as well didn't you?) is fully patched if you're not using the steam version. Then run the game, to make sure it plays without DayZ Then readd in DayZ. Google a vid tutorial. Here's one for you. You'll need the beta installed as well. (Google for installation vids etc) http://www.arma2.com/beta-patch.php EDIT: It would be more useful if you could tell everyone what version you've got steam/disc etc....
  2. attorney1977

    Pending Update: Build 1.7.2

    suppressor silences the noise of the gasses escaping the barrel. Bullets are subsonic so there is no supersonic snap as they fly through the air. That's layman terms by the way. It's probably a bit more complicated than that.
  3. attorney1977

    DayZ players attending Rezzed, Brighton

    I live in Brighton so this is a nice surprise. Looking forward to it!
  4. attorney1977

    Salad dodgers vomit

    Idea: If you eat too much food within a given time frame, your character feels sick and pukes. Benefits from eating would be nullified because your beans are all over the floor. Pros: Stops people eating meal after meal to get back health (get a blood transfusion somehow instead) Cons: Maybe a custom anim would need to be put in for the vomiting. Optional: Puke object would be spawned on the floor (useful for other players to track you with). Like a vomit based Hansel and Gretel trail.
  5. attorney1977

    For the millionth time magazines are NOT clips!

    "Call them shells."
  6. attorney1977

    STANAG / STANAG SD - Whats the point?

    Because when BIS added the G17 to Operation Arrowhead, they decided to allow M9 mags for it. This is the magazines config entry for the G17: magazines[] = {"17Rnd_9x19_glock17", "15Rnd_9x19_M9", "15Rnd_9x19_M9SD"}; There's a lot of peculiarities in the ammunition system between Arma 2 guns and Operation Arrowhead guns.
  7. attorney1977

    STANAG / STANAG SD - Whats the point?

    Unless Rocket has changed it for DayZ, all assault rifles should accept their SD equivalents. The round won't make a supersonic crack, but the muzzle sound will be loud.
  8. attorney1977

    STANAG / STANAG SD - Whats the point?

    It's a limitation of Arma 2, not this mod. Basically, all ammunition within a magazine shares common properties. That is to say, they cannot be mixed. Also, the weapons are not moddable, so you cannot attach a scope, silencer, sound suppressor or any other paraphernalia to a weapon you have. You can get around it (with scripting) by deleting your weapon and spawning in the weapon with the item attached. This creates more work for the modder though as you need to have a model of the weapon for each conceivable combination of accessories. For more in depth reading check out http://community.bistudio.com/wiki/CfgWeapons_Config_Reference http://community.bistudio.com/wiki/CfgMagazines_Config_Reference and http://community.bistudio.com/wiki/CfgAmmo_Config_Reference
  9. attorney1977

    FPS Issues? READ!!

    http://community.bistudio.com/wiki/Arma2:_Startup_Parameters#exThreads http://forums.bistudio.com/showthread.php?100519-exThreads I assume you're using a quad core with HT enabled. It's probably best to leave it as default. If you read up on it, you'll see there was a lot of beta testing by end users so it's most likely correct for your system. (Run the Arma 2 benchmarks to compare if you want to check). Same goes for malloc settings.
  10. Yes - try it out. You can remove if not working out. Maybe you could do something about their eyes/facial expressions too: http://community.bistudio.com/wiki/setMimic .
  11. attorney1977

    Watch me die

    I n00bed out when this happened to me. I was doing really well at the time. I had a combat shotgun and an Ak-74. Counted for nought though when I stirred the zombies and sealed my fate!
  12. attorney1977

    Watch me die

    Yeah I'm on the beers tonight. Good for fun and enjoyment, but utterly shit when sneaking around zombies ;)
  13. attorney1977

    Darwin List: Banned Users

    First post here - really enjoying the game BTW :) Two questions: 1 - I'll bite; why is the banned list called "The Darwin List"? 2 - Could an eventhandler be added to players so that if the weapon is not allowed then it won't fire/kicks them off the server? Something like: _unit addEventHandler ["fired", {_this execVM "naughtyWeapon.sqf"}]; And then in the script: _unit = _this select 0; _weapon = _this select 1; if ( _weapon == "GAU8" or _weapon == "GAU12" ) then { // code to punish _unit here; }; Obviously a really basic example and doesn't cover all of the banned weapons, but something like it could work. Thanks once again for an amazing social experiment (and game) :)
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