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Midaychi
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Everything posted by Midaychi
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Rocket has actually got to go around remoting to each server and triggering said spawns before they will spawn. They're not actually automatically spawned unless he does so. He'll get around to it, maybe.
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Stupid idea: Go below -100,000 humanity and you gain lycanthropy, and at night you lose the ability to use guns and some items. Bullet points: 1. Turn into ugly noisy bitey thing. 2. Probably shot on sight for understandable reasons, unless cooperated with. 3. Not a transmutable disease because that's even dumber than this idea 4. A little more agile than normal players to compensate for being wtfpwned by marakovs, but not as fast as Kenyan zombies. 5. People who really want to just kill players with guns and not with claws and biting often would have to moderate their humanity in the 'sweet spot' between lycan and survivor to avoid losing ability to use said guns, thusly promoting some basic form of teamwork due to most humanity gains being centered around nonlethal interactions with other survivors. Discuss, flame? Whatever. I'm not reading replies.
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I think that maybe rocket has stealth added an item culling system in the last two or three patches in an effort to address server instability, and that its glitching out along with zombieagent.sqf expected result and got 'any' instead errors. If you want to look into something that could cause server instability, just visit a popular town's hospital after 10+ hours of being up, frigging mobius medsupply boxes, 16+ boxes spawned in the same place making a spirograph.
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How do vehicle saves work?
Midaychi replied to Outsider (DayZ)'s topic in DayZ Mod General Discussion
Yeah basically vehicles are 'saved', but only per server. They don't transfer over to other servers. Also, if the server restarts or crashes, and nobody gets into and out of that vehicle before it restarts or crashes, the vehicle and its contents are not saved and are lost. -
Probably! Seriously though, I have no major complaints about Dayz except this one, only predictable minor ones. Yeah I know its alpha. Yeah I was flaming for most of that post. I am, however, as 100% serious about the eating sounds as I was from day zero when I posted a suggestion in the suggestions forums, and was greeted by people that I'm still not sure were trolling or not when they basically said 'These are perfectly fine'. These are not sounds that should be able to be made by a human being. If these were considered perfectly fine noises made by eating then I'd consider your childhood full of child abuse. I often have to take off my headphones or mute them in a game where having situational awareness via sound is key to survival, just to avoid having to have an effluence of probably the most disgusting thing I have ever heard or seen or experienced in a zombie game. If there were just a little option that said 'disable eating sounds' I would have no major complaints with dayz. I would happily give up the ability to locate eating players via following the noise of pachyderms with flaming dysentery.
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The eating sounds are also still more disgusting then the mayonnaise squishing noises in poorly made hentai flash games, and the zombie sounds are still ripped from left for dead. I'd fire your audio director if I were you.
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Remove the bandit and humanity system altogether and just have outfits spawn around the world that you can put on. I don't think murderers irl spontaniously turn into a german with a turbincoifbalcalva on their head.
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Simple suggestion: Basically, after an hour (same duration as chemlights), take the inventory of a player corpse that hasn't been hidden, hide it and then spawn a zombie survivor in place with all the equipment on that corpse. Zombie with an alice pack and an ak47?
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I've also noticed that the zombies teleport and do crazy shit more often since this patch. Before 1.5 you'd have problems with them hitting through walls because rocket coded them to have hitscan radius attacks that operate separate of zombie awareness. (ie: regaurdless if a zombie knows you're there, being within x meters will cause a hitscan attack, and being within a closer y meters will cause that attack to hit. Hence why zombies, even being faster than you, can't hit you. It's because they run at you, then have to stop to trigger their attack, but the player gets out of that range if they're running away so they just flail at the air. Thus, if you're within x or y meters, regardless of being through anything, it will trigger the attack, and hit if close enough.) But that I guess can't be helped. What has been happening lately is they've been able to rocket through and sandshark their way through walls and floors, smack players, then get rubber banded outside. I've even been knocked unconsious by a zombie I've killed from 10 meters away because it flew at me and landed a hitscan attack as it played its death animation.
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Trolls trolling trolls in order to troll for things to troll? I don't get it. The knockout chance tends to be a bit much though. It's supposed to be a 5% chance, but it happens so often, almost like the random number generator they're using favors small numbers.
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Only as long as it has the same sound range as a running crouched human, else you're going to be mountain biking with 1000s of zombies in tow
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At the very least, making broken bikes a medium-rare spawn in cities and towns and having to scavenge parts to fix them might be viable.
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Drag-Drop Inventory System and Timed Warnings for Server Shutdowns.
Midaychi replied to numerics's topic in DayZ Mod Suggestions
I thought you could already drag and drop? You can also double click on the objects. Any widespread modding to the inventory system though would either have to work like rpmod/citylife's menu system or be some crazy exe hack that'd have to be updated every time BI released a beta patch. -
Tl;dr: Would you spawn in as a creeper in multiplayer minecraft if you could and had infinite, albeit random spawns? Would other players appreciate the upgrade in ai?
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Load problems be gone! (Soonish)
Midaychi replied to Sam Maunder's topic in Mod Announcements & Info
Nope. Gone 4 ever. -
Load problems be gone! (Soonish)
Midaychi replied to Sam Maunder's topic in Mod Announcements & Info
Yay! Seems like a silly arma2 bug though, guess arma 2 was never intended to be persistant. -
Well I managed to connect and play, but not for long cause I'm busy with other stuff. Couldn't test if it still bugs after death.
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This guy kinda has the bug too. http://dayzmod.com/forum/showthread.php?tid=226 Not sure what to say though. Without an error message, I have no idea what could be causing it!
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Only bandit I've ever seen snuck up on me and unloaded his revolver into me while a zombie was after me. Luckily the zombie got stuck and I went prone immediately, so in that time he figured I was bleeding out, I was turning around and popping him in the head. He was my first human kill in this mod, although it didn't credit me with the kill because he bled out. He had a lot of canned food on him and some revolver ammo, as well as a Cz550 and a buncha other stuff which I didn't need, which made up for the blood loss. Also had some misc gear that I also had. I hid his body after I looted it, just to be a dick. And no he wasn't shooting at the zombie. He was at an angle where hitting me while aiming at the zombie would be really really difficult, and almost every shot he fired was into my legs or chest. Not sure how I survived actually but it was on toothpicks and bubble gum to be sure. Blatant luck! I probably won't shoot at a bandit on sight unless its a really lucrative shot or I'm bored, but I'll certainly avoid them.
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You make it sound like you're barely surviving on a liter of coffee D:
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I spend time sneaking around and looking around every so often, and treat each player I don't know as if they're gonna shoot me if I come close. So I keep my distance and study them if they don't see me first, otherwise I take cover and/or gtfo. I once nearly ran into a group of three survivors this way; they were a little north of Nadezhdino, near that pond and standing on the road. They were standing in place there with their revolvers out, in a near perfect equilateral triangle, and occasionally looking around. Never got to meet them, but never got shot by them either. They eventually wandered off east and I got to visit that pond there north of Nadezhdino to try to fill a water bottle. Unfortunately the water there doesn't work for filling, for some reason. At least it didn't for me. This way, though, I only die from two things: #1: Zombie one hit killing me from 9000+ blood by knocking me out or snapping my leg or typically both in their first swing. Or #2: exploring near the southern coast and taking a revolver bullet to the knee from survivors that spawn behind me in the water as I'm walking by. I also like the idea of glowsticks but find more often then not that using one simply gives a bright stick-like glowing object for other players to shoot at.
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Receiving Data, then crash back to server browser
Midaychi replied to dewbydo's topic in DayZ Mod Troubleshooting
It gives me the same error usually, but it doesn't boot me back to the main menu. I've no idea. You could try checking the integrity of operation arrowhead via steam (if you have the steam version), and using -nointro -nosplash -nopause as your only command line options (set launch options in steam via properties on the shortcut), and that the expansions/addons you have loaded are only the combined ops games (oa/arma2/brit/PMC), and @dayz. -
"You Cannot Play This Mission. It Is..."
Midaychi replied to rizuhbull's topic in DayZ Mod Troubleshooting
I've no idea! Can you remove @dayz from your loaded mods and join a normal vanillia oa server? My steam launch options are: -nointro -nosplash -nopause The only extensions/mods I've loaded ingame are the ones I've listed above. Shows the four arma logos on the bottom left and @dayz in the upper right on the menu screen. These let me join a server, and if they don't let you join a server and you have the full combined ops or combined ops lite, then I dunno! -
Whoops. I meant "something that would require some creative flumuxing to rescript and not something that the dayz admins can fix quickly." Yeah its a limitation of arma 2. I'm not entirely sure how you'd go about changing or fixing it, but I'd bet something to do with dynamic lighting..