grezvany13
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Everything posted by grezvany13
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Makes my think of the "Cat Silencer" in Postal 2 and 3 ;) Single use only...
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By implementing/using something like ACRE would be a great asset for groups to communicate more realistic. It also gives the oppertunity (for bandits) to scan the channels and try to figure out where others are. By having multiple types of radios, it would be possible to secure the channel or have limits at distances (simple walkie-talkie vs radio pack vs vehicle mounted radio rack).
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MERGED: Booby traps, Explosives and IED's
grezvany13 replied to Scriptwolf's topic in DayZ Mod Suggestions
Something like this would be nice: http://www.armaholic.com/page.php?id=13919 Just make them as rare as NVG's and we all should be safe ;) And if you find them you can use them to secure yourself or your team from unwanted visitors. -
Let's figure out what happened in the Day Z universe.
grezvany13 replied to MattRB's topic in DayZ Mod General Discussion
ARMA2 took place in autumn 2009, whereas DayZ started in march 2013 (according to story found by Guatalian). ARMA2 has several endings, including a "bad" one which ended up in an even bigger mess (more military). This tells me that something between 2009 and 2013 something happend which caused the virus to be released and spreaded. The fact that most military installations are inland would explain that the zombies came from the shores and moved inland. Since it takes a while before the military could move in, the virus already reached halfway before the resistance could start. This also explains why the best loot can be found inland; people fled inland and took everything with them. The military had to fall back and were soon surrounded by infected which caused the total absense of "normal" people. Locations as Cherno and Elektro would be perfect as ground zero for the virus, although nobody remembers how and why. As for the survivors (the 2%); those are the people who tried to leave the mainland by sea at the early stages of the outbreak. The fact that they always start at the shore could be explained by trying to return to the mainland or ended up there after shipwrecked. Alhtough nobody knows what happened, I really hope that (at the final release) a real prequel is provided or some ingame references to the history of Day Z. -
Unofficial wiki: www.dayzwiki.com
grezvany13 replied to smokie (DayZ)'s topic in DayZ Mod General Discussion
I also note that some people are removing stuff which should be there... Not sure if intended or by mistake, but please make sure you don't remove important things... -
Unofficial wiki: www.dayzwiki.com
grezvany13 replied to smokie (DayZ)'s topic in DayZ Mod General Discussion
@Sonicle: you're correct, however it would be unfair to modify the guides so it's not the same as the original anymore. The markup should be fixed, although it's not easy without any structure at the original pieces. @sEi: templates are indeed a great way of normalizing stuff, however you'll need information first before you can create templates. Although the current tables (eg. at weapons) are terrible, that info can be used to extend the current weapons template. As for HTML instead of markup; wiki's have a very limited form of markup, so HTML is required to do "special" things. The HTML at the frontpage (which I did) is something which can't be done with the standard coding, unless it's programmed to do (with custom parse functions). However, it should be created with templates (which will include the HTML). And with a big project like this everyone should be able to help (but limited). So you're welcome to help us out and become "the grammar nazi dayzwiki.com" ;) -
Unofficial wiki: www.dayzwiki.com
grezvany13 replied to smokie (DayZ)'s topic in DayZ Mod General Discussion
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Unofficial wiki: www.dayzwiki.com
grezvany13 replied to smokie (DayZ)'s topic in DayZ Mod General Discussion
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Unofficial wiki: www.dayzwiki.com
grezvany13 replied to smokie (DayZ)'s topic in DayZ Mod General Discussion
Maybe a weird idea, but it would be nice if all contributers would sign up and make changes while logged in. This way others can see who made which changes (not to mention the fantastics kudos you'll recieve!) @Guatalian: you're right, but I guess you don't want everyone to be able to upload stuff. Maybe it's wise to have a small group of "moderators" who can do it (like us ;)) -
Unofficial wiki: www.dayzwiki.com
grezvany13 replied to smokie (DayZ)'s topic in DayZ Mod General Discussion
I signed up and willing to help out. Although I'm not a DayZ pro (not a lot of ingame time due low server count). I guess the first thing which needs to be done is creating templates for all kinds of stuff (eg weapons, vehicles, other items) to make a better and more understandable structure. I can start tonight/this weekend with some structure stuff which can be used by others to easily fill out the whole wiki. -
I'm running quite some mods at my crappy system, including some performance mods. I haven't found any mod yet which returns any errors while starting the game (codewise) including DayZ, however no server has the same modlist as I have and therefor makes it unable to use them. Although I can play DayZ without any problems without all my mods, I would really love to see ACRE as an "official" mod for DayZ.