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hulkingunicorn
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Everything posted by hulkingunicorn
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It's what's going to be in the next patch.
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From his topics and latest posts, I'd say it's a simple case of giving the admins on the server a spectate tool to combat cheaters; whether the admins abuse that or not I wouldn't know, but I think you're being too harsh unless you've played there.
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When the thread is locked. I believe the gear action is disabled if a vehicle (in the broad ArmA term) is locked, but that's rather hackish. Does the bicycle have the gear menu (I haven't played in a while)? If not, changing the transportmaxmagazines, -weapons and -backpacks config settings to 0 should be sufficient (but would be inconvenient, as those values could be used for the custom solution). A custom solution could prevent gear dropping on the ground when you thought the vehicle had enough space as well. He's talking about where you for example try to move a weapon from a car inventory into your backpack, but there's not enough room and the weapon is simply deleted (a transaction using the gear menu).
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There's currently no other penalty than a serverside chatmessage telling everyone you chickened out. When/if a penalty is implemented, it will be to combat otherwise legitimately playing cowards and not hackers. Kill confirmations are rather gamey, I'd rather not know whether someone died from my attack until I hear him returning fire or I stumble upon his corpse. Collectively answered: This was changed to prevent duping. _____________ It would still trigger the serverside chat notification (and later, possibly kill you/get you banned). BIS updated ArmA2 with the magazine indicators and scripting commands for managing inventory magazines; they could conceivably change containers as well. If not, someone could change it so objects like tents can't store items the ArmA way and then script his own container storage menu that maintains the ammo count.
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Yes, that's the thread. It's about integration of the private hives: Read: Have the DayZ community share the same code base. Also: It's not game over for you though, you can still contribute.
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The countermeasures are triggered. Search for 'cdn' in the topic, someone posted a link in the first few pages. Try the github repository. Difficulty settings on the server. They're meant to counter the limited FOV, but I agree they're overpowered. It doesn't matter how; if the server loses touch with your client when you're deemed to be in combat, the system triggers. There was a thread where the community was invited to participate, but there was little interest... Rocket mentioned this in the pending update thread.
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Pending Update: Build 1.7.3 (community edition)
hulkingunicorn replied to rocket's topic in Mod Announcements & Info
Not exactly, you can go to the user page of an "important person" and click "Find content" to see his posts though. The topic title mentions it's a pending update. -
Pending Update: Build 1.7.3 (community edition)
hulkingunicorn replied to rocket's topic in Mod Announcements & Info
Keeping the bodies of disconnected players in the game for 10 seconds was attempted in a previous patch and resulted in item duping. The pending update won't kill you (read more than the first post before posting). Even if the pending update would kill you for combat logging, it wouldn't happen accidentally, since the abort button would be disabled and you would see an icon and a timer. -
Surely underground structures are a mistake.
hulkingunicorn replied to scaramoosh's topic in DayZ Mod General Discussion
If you can't be bothered to explain, then maybe you shouldn't bother posting at all? Even when he starts developing the standalone it will still be an alpha; the perfect time to try crazy shit and see if it works. If it doesn't it will be changed or scrapped, but let's wait and see before we pass judgement on some vague plans, shall we? -
An all-round solution to alt-F4 & server hopping
hulkingunicorn replied to chaR's topic in DayZ Mod Suggestions
No. Did you even read the three pages of this thread? -
An all-round solution to alt-F4 & server hopping
hulkingunicorn replied to chaR's topic in DayZ Mod Suggestions
Do you expect people to search all your posts because you're too lazy to link to it (I just verified it wasn't in this thread), or do you simply hope we'll blindly accept that you came up with something better? While the suggestions of the OP aren't ideal (as I've discussed myself (before you get started, I don't consider my own as flawless)), there have been several variations posted here.In the end this thread is probably moot now though, considering rocket has laid out his plans for dealing with this (possibly with the exception of the suitable punishments): a, b, c, d, e. -
Hotfix Build 1.7.2.5 Rolling Update
hulkingunicorn replied to rocket's topic in Mod Announcements & Info
He was joking. If even your torrents keep getting corrupted, something might be really wrong with your pc. Try running some tests on your RAM, perhaps it's failing. Read the first post again. Did you see it in the changelog? Did you see rocket post about fixing it? If not, that not's likely to happen. Did you even read the first post? Go to your favorite search engine and type <torrent program> without the brackets. It was not specified in the first post or by rocket's replies when someone asked two times earlier is this very thread... Default normally allocates more memory than high as well (tries to use everything), might be nice to have it relabeled to 'Maximum possible' or something. If you read the first post you'd know the update wasn't pushed to SIX yet. -
It seems this infection has more to do with controlling behaviours than making them rot, they're not corpses at least;
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Checking and changing speed and direction of the wind is already in the game, though I'm unaware of whether rocket controls the wind directly or sticks to letting the weather influence it. I'm also not sure if he uses it for hearing calculations or not, but it's available for his use if he wants to. They would have to add a simple way for the player to determine this though. As an example, the ACE mod has both a tool for accurately measuring the wind (Kestrel something) and a hotkey-triggered arrow indicating the direction (and a few different colors representing the speed).
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You seem to be confusing facts and opinions; do you have any experience with OFP/ArmA scripting? Sure, they might need a few development iterations to iron out bugs, but not any worse than for other features. In any event, it can't get more complex than the zombie sight/hearing raycasting.
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I don't see anything in your suggestion that couldn't be done in ArmA 2, was that the trolling part?
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"So you want hear a little story..."
hulkingunicorn replied to Nero57James's topic in DayZ Mod General Discussion
Enjoyable read, but I don't like the capitalized rant at the end. -
I didn't comment on the duping/not saving bugs, or if it could be fixed or not :) On that topic, it seems their fix failed or perhaps there were simply other issues they were unaware of. In any event, I expect them to fix/attempt to fix the issue before wiping the tents again. If you get a spawn point you're unhappy with, stick with it like a man. Constantly respawning puts the server under stress.
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That won't be fixed anytime soon, I'm afraid. See post by rocket. Do we entrust the server admins with that information locally though? Shut down server, open sqlite (or whatever is used) and fill up some tents with goodies. On another note, the team also seem to love statistics.
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Yes
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Here are the commands available in ArmA 2 and setVariable is the one you'd want to assign an ID to something with. If you take a look at what you can run it on, you'll find weapons aren't included (they're not objects - you take weapons out of weapon holders, even if you see them on the ground). The issue has to be adressed in the engine. The ACRE mod solved this by creating a bunch of classes for every type of radio that existed (they wanted to store settings like volume and frequency for each radio in the mission). This was workable, since they only needed them to be unique in the context of a single mission on a single server. In terms of dayz, rocket would have to create an incredible amount of classes per base class of item, and these would have to be patched into the mod in advance (you can't modify classes at runtime).
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This would be nice. Rocket has talked about this. Basically, you have to remove the rifle and replace it with a melee weapon due to the animation system - this will generate network traffic. That said, we do somewhat the same thing with moving the axe to/from toolbelt, but I suppose we would do that a lot more often if we could toggle between melee and regular firearm with a key press (storing the rifle in the toolbelt while the axe is used). The ACEmod for ArmA 2 has a similar feature where you can carry a second primary in addition to a rucksack/launcher.
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That would depend on the server population, a chopper crashing can contain quite a few players; then imagine it crashing into a full bus. Then the hackers stagger the kills instead so that not everyone dies at the same time
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An all-round solution to alt-F4 & server hopping
hulkingunicorn replied to chaR's topic in DayZ Mod Suggestions
Developer disables key X -> exploiter binds key Z to do the same thing Developer completely hijacks the keyboard -> exploiter uses second computer/device to send a process termination signal Developer prevents process termination -> exploiter uses modded OS or simply pulls the network/power cable Anyways, rocket's plan is for now to log player/client behaviour. Then, based on collected data, write rules do determine whether you've been a bad boy disconnecting in combat and jumping servers for loot. Finally, have players triggering those rules result in a ban. -
Tracking vehicles and tents is different, since you can easily give them variables (in this case an id), but this does not hold true for things in your inventory. See the biki. Try changing the "evade left" and "evade right", as I believe the bindings for rolling and leaning are different. I might read your post if you bother including stops (including full stops).