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Your DayZ Team
-=Grunt=- (DayZ)
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Everything posted by -=Grunt=- (DayZ)
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What settings do you use?
-=Grunt=- (DayZ) replied to cutzero's topic in DayZ Mod General Discussion
My current game shortcut using the latest beta patch (With improved Intel TBB4 memory allocator included in the patch): "D:\Games\ArmA 2\Expansion\beta\arma2oa.exe" -nosplash -world=Utes -maxMem=2047 -cpuCount=4 -exThreads=7 -malloc=tbb4malloc_bi -mod=Expansion\beta;Expansion\beta\Expansion;@DayZ Link to beta patch, fully working in MP: http://www.arma2.com/beta-patch.php I use: Texture Detail: Very High (Doesn't really make my performance drop from Low to Very High) Video Memory: Very High AF: Very High AA: Low in order to activate AToC for trees and grass (I got SMAA enabled using the latest beta patch so no jaggies for me) Terrain Detail: Normal Object Detail: Normal Shadow Detail: High HDR Quality: High Pose Process effects: Disabled (I don't like the blur, if only there was a separate option for bloom, blur and ambient occlusion, the game looks way better with ambient occlusion but the bloom n blur ruins it) In order to use SMAA with the latest beta patch: 1. Go to your My Documents/ArmA 2 folder 2. Open ArmA2OA.cfg with notepad 3. Add these lines in: PPAA=3; PPAA_Level=3; 4. Save http://community.bistudio.com/wiki/arma2.cfg#ARMA_2:_Operation_Arrowhead -
The New Zombie Count is AWESOME
-=Grunt=- (DayZ) replied to WildGunsTomcat's topic in DayZ Mod General Discussion
I agree. Respawn times and them literally spawning almost beside you needs to be changed. -
I play with 300 ping in US servers. No "jumping" or skipping. It's just that my damage is delayed by 0.3 seconds. For a full list of servers: http://arma2.swec.se/server/list
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Yeah, theres a British woodland camo land rover in DayZ. A friend had it a couple of days ago until a server crash made it disappear.
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Player "Login" is a skilogger
-=Grunt=- (DayZ) replied to nullkid's topic in DayZ Mod General Discussion
Haha... "Login" and he "Logoff". :P -
Do the devs get paid at all?
-=Grunt=- (DayZ) replied to [email protected]'s topic in DayZ Mod General Discussion
It's a mod. I don't think any cash goes to the dev team. (Just like in other games' mods) Although the mod's team leader, Rocket, is already working at Bohemia Interactive Studios. So who knows... -
New starter weapon [PIC]
-=Grunt=- (DayZ) replied to Natalia Poklonskaya's topic in DayZ Mod Gallery
Haha, that's pretty good. Actually not a bad idea... A craft-able makeshift suppressor that wears out after 1-3 shots? -
Ideas and the ARMA Engine (Lets be real here) (ENGINE CAPABILITIES)
-=Grunt=- (DayZ) replied to NeptuneHydro's topic in DayZ Mod Suggestions
Melee might be possible. I remember in RPG servers that people can knock others out with a scripted melee attack (Hitting the person with the weapon) and I believe the SLX mod has a bayonet? Problem is that, the animation system... You'd be a sitting duck while doing the melee animation. -
The New Zombie Count is AWESOME
-=Grunt=- (DayZ) replied to WildGunsTomcat's topic in DayZ Mod General Discussion
I like the new zombie spawns except for one thing... Zombies respawn out in the open. I was with a group of 3 others, we fired 3 AK shots outside of Elektro near the docks, we got charged at by about 80 zombies, most of them just spawned in the open out of nowhere. -
Happy birthday Rocket! Have a good one. :)
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Don't listen to the casual gamers
-=Grunt=- (DayZ) replied to droznig's topic in DayZ Mod General Discussion
Nope. Difficulty setting doesn't change weapon damage or player health in ArmA 2. It only changes 3rd person, crosshair, units-on-map thing, etc. (Experience from playing ArmA 2 for about 3 years now) It's due to the blood system having issues with PvP I believe. When it's only supposed to take 1 bullet to the chest, it takes 2-8. The M4A1 for example, takes 2 bullets to the chest to kill an AI or player at close range, but in DayZ, due to the blood system... It takes a lot more. (I emptied half a mag into a Bandit's chest before he dropped dead at point blank) -
Dance script in DayZ
-=Grunt=- (DayZ) replied to cheeki_breeki's topic in DayZ Mod General Discussion
DanceZ competition. Loser gets shot. Winner gets beans. -
I'd like to see groups in the game too. Takistan Life style where you can lock/unlock the group you have created.
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LOL. That's awesome.
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I agree with this. Or a soldier has been eaten in that house and turned into a zombie for example... Or a survivor that died there... There are a lot of ways to explain as to why is a military grade weapon there. (I would expect the farmers at Chernarus to have some AKMs just like in the ArmA 2 campaign when they resisted against the Chedaki)
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I like it. Hopefully they add that into the mod.
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British Soldier Skin
-=Grunt=- (DayZ) replied to IverineRevolver's topic in DayZ Mod General Discussion
Huh? I got like 3000+ Humanity at the moment... And I met a guy with 5000ish. -
I believe the rareness of the rangefinder is due to it's in-built night vision. At night, you can press B to look through it and then press N to activate the NV.
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British Soldier Skin
-=Grunt=- (DayZ) replied to IverineRevolver's topic in DayZ Mod General Discussion
UN Guard would be cool as a High Humanity skin. (They're CDF but with a dark blue beret so it would make sense location/lore-wise + it can use backpacks... The UN CDF Rifleman with the bright blue helmet would kinda suck and US Army camo is worse, lol) -
If any of you guys know the changes to the guns of OA where you can't use NVGs while looking through a sniper rifle's scope... Then you'll get the idea. What I would like to propose is exactly this but for the ArmA 2 (Non OA) weapons such as the DMR and others I can't remember. This would make it harder for people with NVGs to just snipe other people at night. This also opens up a new array of possible weapons - Night vision scoped ones introduced by OA such as the FN Fal AN/PVS-4 and SVD NSPU. Useless at day, great at night.
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Sniper rifle scopes and NVGs
-=Grunt=- (DayZ) replied to -=Grunt=- (DayZ)'s topic in DayZ Mod Suggestions
^ I guess he could do that too. View distance is 500 meters so zeroing won't matter much. -
Any way to further lower the mouse sensitivity?
-=Grunt=- (DayZ) replied to Gaspa79's topic in DayZ Mod General Discussion
I suggest lowering down the smoothness to the lowest as it gives mouse lag. (Delayed movement) Is your X and Y axis sliders all the way down in the control options? (It's the game's mouse sensitivity) -
Great job on the map. :) I would like to suggest including the military camps spawned in DayZ since they got loot too. Like the medical base beside Balota.
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I guess they could just change the Bandit skin from German desert camo into German Flecktarn. No new models needed, just new skin. And I kind of like the idea of getting an opposite to Bandits... After X bandit kills perhaps? EDIT: They could probably also make Bandits automatically become OPFOR instead of BLUFOR so that they got a separate side chat.
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We just gotta wait for ArmA 3 to unleash Limnos guys... All buildings enter-able... 300 km square map. I personally don't think the map is too big... Once you know the map, you'll think that it isn't big too. The illusion of the size is due to the lack of vehicles and low view distance, it makes traveling long. That's what makes DayZ great though, the atmosphere, the feeling of danger in every corner and being forced to do choices that will make you or other people experience the 'feel'... Whether it's happiness, anger, frustration, etc. Lets take a Bandit for example, he sees a lone survivor with a lot of beans and he experiences a happy and excited feeling with the wet thought of beans in his head! Bean jokes aside - As he shoots at the survivor the guy, getting shot at, becomes panicked, the Bandit misses and feels the frustration (Due to the fact that one or two bullet(s) is/are enough to kill someone), then the survivor takes a sniper rifle out and kills him. It's a change of sides now: Bandit - Raging. Survivor - Happy and excited. These are some of the best parts of the mod, the mood quickly changing from one to another/the opposite. Punishment ends up with reward. It's good at simulating the 'human side', whether it's the bad side or the good one. Other 'zombie apocalypse survival' games don't really do this these days... They're mostly just gunning down a lot of zombies with a machine gun absent a thought like "This guy has good gear... Should I shoot him or not? He probably spent a lot of time getting all that so maybe not, I don't want to be an asshole or douche..." In order to experience this, I believe it is vital to spread the players apart, building up the tension whenever a guy sees another.