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Everything posted by -Cdn-Chard
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On the flipside, I think the "halo's" as you call them were introduced by the ARMA2 developers to better simulate that sense of peripheral vision that FPS's don't have by nature of their tunnel vision view. Granted you can free look (I do it constantly with and without Track-IR), but it does try to make up for all of the little sounds and cues that are missing in a PC game (like cruching gravel, a broken stick, smell or just a sixth sense). In the end, I personally think it need to be reduced 75%, but I do still like it. Of course, as has been said, you can opt for veteran or expert servers where the setting for halos is turned off.
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DayZ fan made trailer (Short film)
-Cdn-Chard replied to enaver's topic in DayZ Mod General Discussion
Very nice... But where's the Mountain Dew, beverage of the Gods?? -
I believe this is a complete list of items currently spawning into 1.7.0. Don't now if it differs from previous versions. I imagine weapons not on this list were either remnants from previous versions or hacked in... AK_47_M/weapon (Farm:0, HeliCrash:0, Hospital:0, Industrial:0, Military:0.125, MilitarySpecial:0.15) AK_74/weapon (Farm:0, HeliCrash:0, Hospital:0, Industrial:0, Military:0.15, MilitarySpecial:0.1) AKS_74_kobr/weapon (Farm:0, HeliCrash:0, Hospital:0, Industrial:0, Military:0, MilitarySpecial:0.1) AKS_74_kobra/weapon (Farm:0, HeliCrash:0, Hospital:0, Industrial:0, Military:0.08, MilitarySpecial:) AKS_74_U/weapon (Farm:0, HeliCrash:0, Hospital:0, Industrial:0, Military:0.05, MilitarySpecial:0.1) AmmoBoxSmall_556/object (Farm:0, HeliCrash:0.1, Hospital:0, Industrial:0, Military:0, MilitarySpecial:0.04) AmmoBoxSmall_762/object (Farm:0, HeliCrash:0.1, Hospital:0, Industrial:0, Military:0, MilitarySpecial:0.02) BAF_AS50_scoped/weapon (Farm:0, HeliCrash:0.02, Hospital:0, Industrial:0, Military:0, MilitarySpecial:) BAF_L85A2_RIS_CWS/weapon (Farm:0, HeliCrash:0.01, Hospital:0, Industrial:0, Military:0, MilitarySpecial:) Binocular/weapon (Farm:0, HeliCrash:0, Hospital:0, Industrial:0, Military:0.06, MilitarySpecial:0.1) Binocular_Vector/military (Farm:0, HeliCrash:0, Hospital:0, Industrial:0, Military:0, MilitarySpecial:0.01) bizon_silenced/weapon (Farm:0, HeliCrash:0.05, Hospital:0, Industrial:0, Military:0, MilitarySpecial:) Crossbow/weapon (Farm:0.06, HeliCrash:0, Hospital:0, Industrial:0, Military:0, MilitarySpecial:) DMR/weapon (Farm:0, HeliCrash:0.1, Hospital:0, Industrial:0, Military:0.01, MilitarySpecial:0.02) DZ_Assault_Pack_EP1/object (Farm:0, HeliCrash:0, Hospital:0, Industrial:0, Military:0.06, MilitarySpecial:0.02) DZ_Backpack_EP1/object (Farm:0, HeliCrash:0, Hospital:0, Industrial:0, Military:0.02, MilitarySpecial:0.02) DZ_Patrol_Pack_EP1/object (Farm:0, HeliCrash:0, Hospital:0, Industrial:0, Military:0.04, MilitarySpecial:0.03) FN_FAL/weapon (Farm:0, HeliCrash:0.02, Hospital:0, Industrial:0, Military:0, MilitarySpecial:0) FN_FAL_ANPVS4/weapon (Farm:0, HeliCrash:0.02, Hospital:0, Industrial:0, Military:0, MilitarySpecial:0) glock17_EP1/weapon (Farm:0, HeliCrash:0, Hospital:0, Industrial:0, Military:0.1, MilitarySpecial:0.2) huntingrifle/weapon (Farm:0.01, HeliCrash:0, Hospital:0, Industrial:0, Military:0, MilitarySpecial:0) ItemEtool/weapon (Farm:0, HeliCrash:0, Hospital:0, Industrial:0, Military:0.05, MilitarySpecial:0) ItemFlashlightRed/military (Farm:0, HeliCrash:0, Hospital:0, Industrial:0, Military:0.1, MilitarySpecial:0.05) ItemGPS/weapon (Farm:0, HeliCrash:0, Hospital:0, Industrial:0, Military:0.01, MilitarySpecial:0.01) ItemHatchet/weapon (Farm:0.06, HeliCrash:0, Hospital:0, Industrial:0.12, Military:0, MilitarySpecial:0) ItemKnife/military (Farm:0, HeliCrash:0, Hospital:0, Industrial:0.08, Military:0.1, MilitarySpecial:0.15) ItemMap/military (Farm:0, HeliCrash:0, Hospital:0, Industrial:0, Military:0.05, MilitarySpecial:0.03) ItemSandbag/magazine (Farm:0, HeliCrash:0, Hospital:0, Industrial:0, Military:0.02, MilitarySpecial:0) LeeEnfield/weapon (Farm:0.04, HeliCrash:0, Hospital:0, Industrial:0, Military:0, MilitarySpecial:0) M1014/weapon (Farm:0, HeliCrash:0, Hospital:0, Industrial:0, Military:0.1, MilitarySpecial:0.2) M107_DZ/weapon (Farm:0, HeliCrash:0.01, Hospital:0, Industrial:0, Military:0, MilitarySpecial:0.01) M136/weapon (Farm:0, HeliCrash:0, Hospital:0, Industrial:0, Military:0, MilitarySpecial:0.01) M14_EP1/weapon (Farm:0, HeliCrash:0.05, Hospital:0, Industrial:0, Military:0.01, MilitarySpecial:0.03) M16A2/weapon (Farm:0, HeliCrash:0, Hospital:0, Industrial:0, Military:0.05, MilitarySpecial:0.1) M16A2GL/weapon (Farm:0, HeliCrash:0, Hospital:0, Industrial:0, Military:0.01, MilitarySpecial:0.05) M16A4_ACG/weapon (Farm:0, HeliCrash:0, Hospital:0, Industrial:0, Military:0, MilitarySpecial:0.05) M24/weapon (Farm:0, HeliCrash:0, Hospital:0, Industrial:0, Military:0.01, MilitarySpecial:0.01) M240_DZ/weapon (Farm:0, HeliCrash:0, Hospital:0, Industrial:0, Military:0, MilitarySpecial:0.01) M249_DZ/weapon (Farm:0, HeliCrash:0.05, Hospital:0, Industrial:0, Military:0, MilitarySpecial:0.01) M4A1/weapon (Farm:0, HeliCrash:0, Hospital:0, Industrial:0, Military:0.02, MilitarySpecial:0.1) M4A1_Aim/weapon (Farm:0, HeliCrash:0, Hospital:0, Industrial:0, Military:0.01, MilitarySpecial:0.02) M4A1_AIM_SD_camo/weapon (Farm:0, HeliCrash:0, Hospital:0, Industrial:0, Military:0, MilitarySpecial:0.04) M4A1_HWS_GL_camo/weapon (Farm:0, HeliCrash:0, Hospital:0, Industrial:0, Military:0, MilitarySpecial:0.02) M4A3_CCO_EP1/weapon (Farm:0, HeliCrash:0, Hospital:0, Industrial:0, Military:0.01, MilitarySpecial:0.08) M9/weapon (Farm:0, HeliCrash:0, Hospital:0, Industrial:0, Military:0.05, MilitarySpecial:0) M9SD/weapon (Farm:0, HeliCrash:0, Hospital:0, Industrial:0, Military:0.02, MilitarySpecial:0.02) MedBox0/object (Farm:0, HeliCrash:0.1, Hospital:0.5, Industrial:0, Military:0, MilitarySpecial:0) Mk_48_DZ/weapon (Farm:0, HeliCrash:0.03, Hospital:0, Industrial:0, Military:0, MilitarySpecial:0.01) MP5A5/weapon (Farm:0, HeliCrash:0, Hospital:0, Industrial:0, Military:0.04, MilitarySpecial:0) MP5SD/weapon (Farm:0, HeliCrash:0, Hospital:0, Industrial:0, Military:0.02, MilitarySpecial:0) NVGoggles/weapon (Farm:0, HeliCrash:0.01, Hospital:0, Industrial:0, Military:0, MilitarySpecial:0.01) PartWoodPile/magazine (Farm:0.12, HeliCrash:0, Hospital:0, Industrial:0, Military:0, MilitarySpecial:0) PipeBomb/magazine (Farm:0, HeliCrash:0, Hospital:0, Industrial:0, Military:0, MilitarySpecial:0.01) Remington870_lamp/weapon (Farm:0, HeliCrash:0, Hospital:0, Industrial:0, Military:0.08, MilitarySpecial:0.1) Skin_Camo1_DZ/magazine (Farm:0, HeliCrash:0.08, Hospital:0, Industrial:0, Military:0, MilitarySpecial:0) Skin_Sniper1_DZ/magazine (Farm:0, HeliCrash:0.05, Hospital:0, Industrial:0, Military:0, MilitarySpecial:0) SVD_CAMO/weapon (Farm:0, HeliCrash:0, Hospital:0, Industrial:0, Military:0, MilitarySpecial:0.01) UZI_EP1/weapon (Farm:0, HeliCrash:0, Hospital:0, Industrial:0, Military:0.05, MilitarySpecial:0.2) WeaponHolder_ItemJerrycan/object (Farm:0.06, HeliCrash:0, Hospital:0, Industrial:0.04, Military:0, MilitarySpecial:0) WeaponHolder_PartEngine/object (Farm:0, HeliCrash:0, Hospital:0, Industrial:0.01, Military:0, MilitarySpecial:0) WeaponHolder_PartFueltank/object (Farm:0, HeliCrash:0, Hospital:0, Industrial:0.02, Military:0, MilitarySpecial:0) WeaponHolder_PartGeneric/object (Farm:0, HeliCrash:0, Hospital:0, Industrial:0.04, Military:0, MilitarySpecial:0) WeaponHolder_PartGlass/object (Farm:0, HeliCrash:0, Hospital:0, Industrial:0.04, Military:0, MilitarySpecial:0) WeaponHolder_PartVRotor/object (Farm:0, HeliCrash:0, Hospital:0, Industrial:0.01, Military:0, MilitarySpecial:0) WeaponHolder_PartWheel/object (Farm:0, HeliCrash:0, Hospital:0, Industrial:0.06, Military:0, MilitarySpecial:0) Winchester1866/weapon (Farm:0.06, HeliCrash:0, Hospital:0, Industrial:0, Military:0, MilitarySpecial:0)
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20 words or less: Super-Low Humanity Detection
-Cdn-Chard replied to rocket's topic in DayZ Mod General Discussion
Nice. Keep the mask as a "conscience indicator". Your proposal favours bandit buddies checking each other over loners who can't. -
Long time Arma/OFP player here... I started getting the same CRC error soon after the 1.6 patch. At the same time, I found that whenever I tried entering a vehicle, my game would crash to desktop. I tried everthing I could think of or research off of the web, including system scans, reinstalling the game. In the end I bought a new hard-drive and dedicated it soley to Arma. I reinstalled Windows, loaded some basic software and Arma2 Combined ops - Retail version. I've never had the problem since and the game runs better than ever. In my case the solution was drastic, hopefully you won't have to resort to it.
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Can we have better kevlars or at least let us find it?
-Cdn-Chard replied to BaitedHook's topic in DayZ Mod Suggestions
Given that players can survive multiple shots, I'd say we're already wearing kevlar vests... What do you want to be, a tank? -
1st International DayZ DewRace 2012 - Stupid but Fun Idea
-Cdn-Chard posted a topic in DayZ Mod General Discussion
I thought of what might be a fun idea for those hardcore or wannabe hardcore DayZ players... (Temporary cease fire and amnesty) Basic Idea: Host a DayZ Biathlon (something like the Eco-Challenge meets Walking Dead) Task... Timed Biathlon from (Point A to Point B) For example from Balota Airfield control tower to NE or NW airfields' control towers. Measures - Racing - Speed over course - Navigation On Foot; No Vehicles, No GPS, No NVG. - Shooting - Minimum number of zombie kills (40 per participant) with bonuses for high headshot percentages. PVP discouraged but not forbidden Who: Open to all Survivors & Bandits: Individuals or teams (All members of starting group must cross finish line to qualify (repsawning if necessary)) Where: Veteran Server(s?) TBD (No Tags, Cross hairs, 3rd Person or Auto-GPS) Maybe night-time to minimize PVP. When: ASAP, we ain't getting any younger!!!! Requirements: Video recording of entire race for each entrant would be required to allow for cheat check before announcing winner...... Why: Why not? Surely some Rad Sports fans would survive the apocalypse and do something like this for kicks!!! Prizes: Bragging rights!!!!! Big prize at end (e.g. working helicopter, NVG, Mountain Dew) and all the steaks and water you could want..... We'd have to work out the security details carefully to avoid bandits camping the starting and finishing points, but those details can be worked out later. (e.g. secured server with only participants locked until the race begins and then let the pubbies come in and try to stop them). Feedback... Remember, think outside the box....... -
1st International DayZ DewRace 2012 - Stupid but Fun Idea
-Cdn-Chard replied to -Cdn-Chard's topic in DayZ Mod General Discussion
All good ideas... Bump! -
New section added to the forums for divorced husbands?
-Cdn-Chard replied to aphex187's topic in DayZ Mod General Discussion
Just show her the game, contrast the walkers and the survivors and explain that all those mindless angry zombies were probably guys whose wives didn't let them properly prepare and train for the zombie apocalypse!!! Seriously, I'm in the same boat... I play a couple of hours a day once the kids have gone to bed and my wife's watching those chick shows about bridal dresses and wedding parties... Ewww. -
1st International DayZ DewRace 2012 - Stupid but Fun Idea
-Cdn-Chard replied to -Cdn-Chard's topic in DayZ Mod General Discussion
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Aggro'd at least 20 walkers during a solo scout through a larger town... Started sprinting towards the big church where I planned to hold up and pick off the Z's at my leisure (my favorite pastime :rolleyes:)... Only problem once I stepped inside the church, I discovered to my horror that some a-hole had put barbed wire across the inner entrance way of the church. :@.. No way to get over it and no way back through the mob of angry undead warping through the door after me.... Didn't even get a chance to empty all of my pistol mags. One more survivor becomes zombie-tar-tar. :angel: Tragic... What a way to go.... Been playing Arma a long time and can avoid most of the normal killer-gliches. Pro-Tip, carry your frags in your backpack and leave a slot open for them in your main inventory to allow you to grab one or two just before combat. That'll save you from dropping one at your feet by mistake like a previous poster mentioned.....I'll keep a smoke on me for speedy escapes, but frags are just too dangerous.
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G17 all the way.. Flashlight for low light, not too loud accepts 2 type of clips (I believe) and since I headshot Z's, it's fine for that.
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RE: THE Firewood thread Hey guys, In general I don't have much of a problem with needing to collect firewood; it's a task that would need to get done in reality. On the other hand, presumably these "survivors" must have a bit of backwoods knowledge; after all, they can handle any weapon they pick up, skin game, administer first-aid and even rebuild helicopters from scrap metal and fly them. Call them "para-military". I don't think these guys would need much in the way of additional gear to get a fire going if they had a match and a knife. In real life, I'm an avid outdoorsman with 40+ years of experience and can manage to "survive" with only matches and a knife (not comfortably, but survive). In the world of ultralight camping, there's a real debate on the need for anything like a saw or a axe/hatchet, with most of the "hardcore" guys choosing to leave the heavy cutting equipment at home.. When camping, I can easily scrounge up enough firewood for a one or two hour fire using only pieces that I can break by hand or burn through. Add a good survival knife and you're set to deal with almost any firestarting/tending stuation. I personally like a good axe, but I don't need one. I use my knife to process my kindling and can get fires started in the pouring rain. Possible ideas... Free Collect Firewood Action Given the forested nature of Chernarus, firewood should be readily available almost anywhere except the beaches. It only needs to be collected. Maybe everyone could have a free "collect firewood" action/option that puts wood/lumber/construction/whatever into an empty slot, no tools required. Something like the "Make Fireplace" option. It shouldn't be difficult to collect firewood, just an effort to be a little more organized and deliberate. Just don't try to gather firewood wearing a full Alice Pack and no free slots... You shouldn't need an axe or matches to get the option, allowing a group to send some guys out to "collect wood" while the guys with the matches gets the fire going and maintains it. It makes establishing a camp a little more difficult, makes you a little more distracted and gives bad guys a chance to sneak up on you. Firewood Bundles If the free firewood option can be done then fires could be more fun... Start a fire with a fireplace and a match. Collect a single bundle for a small fires to cook meat (maybe 4 steaks per bundle), collect several bundles to maintain a sustained fire to restore body temperature or cook more meat, like a whole cow. Having to travel into town to get firewood makes for a good excuse to get killed, but just takes away from the lone survivor story. It may have been the only way the designers had to implement the firewood item, but I'd prefer the "Collect Firewood" option. Match Counts Talking about lighting fires, as far as a limited count of matches goes, I think they're tied to a slot in Arma that doesn't track usage like a magazine and I wouldn't want to give up a gear slot for a box of matches. Besides, in reality every home would have matches, zombies that were smokers would have matches.. unlimited usage is fine with me... Temperature and Shelter As far as temperature management goes, it would be cool if crawling into a tent could provide "shelter" and restore temperature. Add blankets as new items for extra warmth and you're all set. Tents are fairly rare... Blankets should be everywhere. Does seeking shelter in buildings guard against temperature loss? Could we have an option to build a "bush survival shelter" requiring only a knife. It would be very cool, but then we start moving from a Zombie game to a survivalist simulation. Conclusion In my mind's eye, whenever I'm offline, my character is attending to the basic necessities of life, including obtaining basic shelter and rest. I take for granted that they interact with their environment in ways I don't need to control. Taking a piss, wiping their nose, huddling under a tree when it's raining or grabbing some deadfall wood when they know they want to build a fire. These guys are tough... Give them some credit. Other Thoughts Finally, a couple of thoughts... 1) Can the "Panic" feature be tied, inversely, to the number of Zombie kills you have? A zero kill newbie should be terrified, but a seasoned pro with 100+ Zombie kills is a cold-hearted walker killing machine simply looking for the next restless corpse to practice on. At least that would make racking up the zombie kills as an objective in an of itself. 2) Arma has a rfile strike animation. I'd really like to see the development team come up with a viable melee option where we can use the rifle strike animation to fight off Walkers, as a last resort when all your ammo is gone. Not very effective, but you might take one with you. Great game and thanks for the nightmares.....
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Hey guys, In general I don't have much of a problem with needing to collect firewood; it's a task that would need to get done in reality. On the other hand, presumably these "survivors" must have a bit of backwoods knowledge; after all, they can handle any weapon they pick up, skin game, administer first-aid and even rebuild helicopters from scrap metal and fly them. Call them "para-military". I don't think these guys would need much in the way of additional gear to get a fire going if they had a match and a knife. In real life, I'm an avid outdoorsman with 40+ years of experience and can manage to "survive" with only matches and a knife (not comfortably, but survive). In the world of ultralight camping, there's a real debate on the need for anything like a saw or a axe/hatchet, with most of the "hardcore" guys choosing to leave the heavy cutting equipment at home.. When camping, I can easily scrounge up enough firewood for a one or two hour fire using only pieces that I can break by hand or burn through. Add a good survival knife and you're set to deal with almost any firestarting/tending stuation. I personally like a good axe, but I don't need one. I use my knife to process my kindling and can get fires started in the pouring rain. Possible ideas... Free Collect Firewood Action Given the forested nature of Chernarus, firewood should be readily available almost anywhere except the beaches. It only needs to be collected. Maybe everyone could have a free "collect firewood" action/option that puts wood/lumber/construction/whatever into an empty slot, no tools required. Something like the "Make Fireplace" option. It shouldn't be difficult to collect firewood, just an effort to be a little more organized and deliberate. Just don't try to gather firewood wearing a full Alice Pack and no free slots... You shouldn't need an axe or matches to get the option, allowing a group to send some guys out to "collect wood" while the guys with the matches gets the fire going and maintains it. It makes establishing a camp a little more difficult, makes you a little more distracted and gives bad guys a chance to sneak up on you. Firewood Bundles If the free firewood option can be done then fires could be more fun... Start a fire with a fireplace and a match. Collect a single bundle for a small fires to cook meat (maybe 4 steaks per bundle), collect several bundles to maintain a sustained fire to restore body temperature or cook more meat, like a whole cow. Having to travel into town to get firewood makes for a good excuse to get killed, but just takes away from the lone survivor story. It may have been the only way the designers had to implement the firewood item, but I'd prefer the "Collect Firewood" option. Match Counts Talking about lighting fires, as far as a limited count of matches goes, I think they're tied to a slot in Arma that doesn't track usage like a magazine and I wouldn't want to give up a gear slot for a box of matches. Besides, in reality every home would have matches, zombies that were smokers would have matches.. unlimited usage is fine with me... Temperature and Shelter As far as temperature management goes, it would be cool if crawling into a tent could provide "shelter" and restore temperature. Add blankets as new items for extra warmth and you're all set. Tents are fairly rare... Blankets should be everywhere. Does seeking shelter in buildings guard against temperature loss? Could we have an option to build a "bush survival shelter" requiring only a knife. It would be very cool, but then we start moving from a Zombie game to a survivalist simulation. Conclusion In my mind's eye, whenever I'm offline, my character is attending to the basic necessities of life, including obtaining basic shelter and rest. I take for granted that they interact with their environment in ways I don't need to control. Taking a piss, wiping their nose, huddling under a tree when it's raining or grabbing some deadfall wood when they know they want to build a fire. These guys are tough... Give them some credit. Other Thoughts Finally, a couple of thoughts... 1) Can the "Panic" feature be tied, inversely, to the number of Zombie kills you have? A zero kill newbie should be terrified, but a seasoned pro with 100+ Zombie kills is a cold-hearted walker killing machine simply looking for the next restless corpse to practice on. At least that would make racking up the zombie kills as an objective in an of itself. 2) Arma has a rfile strike animation. I'd really like to see the development team come up with a viable melee option where we can use the rifle strike animation to fight off Walkers, as a last resort when all your ammo is gone. Not very effective, but you might take one with you. Great game and thanks for the nightmares.....