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miket
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Everything posted by miket
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Give Current Dayz Players Free Game Keys On Release
miket replied to Mikeloeven (DayZ)'s topic in DayZ Mod Suggestions
Rocket was a contractor to Bohemia. Kind of like how a person building a house contracts a plumber/electrician/tiler/etc.. And it won't use a modified Arma 2 engine. It will use a modified version of the latest iteration of the Real Virtuality Engine. It won't be Arma 2, Arma 3, or Arma 2.5. It will be everything from the latest engine that DayZ needs for DayZ, less a few features which DayZ doesn't need, plus modifications specifically needed for DayZ. What does that mean for us? It means a cleaner, leaner game engine which doesn't weigh our systems down with functionality the game we're playing doesn't need, and extra functionality specifically customised for the game we're playing. -
Start by increasing your High Dynamic Range lighting quality to maximum. You go from seeing absolute black to being able to discern shapes, such as trees, grass, shrubs and even zombies and other players.
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Where did DayZ commander install the DayZ files? Are they under a folder called @DayZ in your base Arma 2 Operation Arrowhead folder? PS. This is why I don't use shitty third-party programs to launch mods.
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You could also go to your base ARMA 2 OA folder and double click the "Lauch ARMA 2 OA Beta Patch" shortcut. If this still brings up DayZ, then maybe you've installed DayZ into the main ARMA 2 OA files, so ARMA 2 things DayZ is part of the regular game? I dunno if this is possible or not. Doesn't look like DayZ is actually running there. Did you try going into the Multiplayer "Filter" settings and removing "DayZ" from the filter. Are you trying to play multiplayer or singleplayer ARMA 2? If you're trying to play Multiplayer then maybe you're just seeing DayZ multiplayer servers, even though you're not actually running the mod.
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Another thing you could try is simply removing the @dayz folder from your Arma2OA folder temporarily.
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Go into your base Operation Arrowhead folder. Probably: C:\Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead Right click on arma2oa.exe. Bring up Properties. See if there's an -mod=@dayz parameters listed there.
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When launching DayZ through Steam, your Launch options should read: -beta=Expansion\beta;Expansion\beta\Expansion -nosplash -mod=@dayz To stop playing DayZ, you just need to remove the -mod=@dayz section. To get to this you right click your ARMA 2: Operation Arrowhead game in your list (NOT original ARMA 2), then click Properties, then click "Set Launch Options". Remove the -mod=@dayz section then be sure to click Okay to save your changes. If you've done this correctly, you should be able to launch it normally. If its still loading DayZ even after you've done that, then chaces are your actual ARMA2:OA exe has launch properties set on it too.
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You will never be able to shoot a target at 1000m
miket replied to devianc's topic in DayZ Mod General Discussion
They really need to implement more realistic sniping. Right now its far too easy for someone to pick up a high-calibre weapon and take out people from ages away with very little experience. ACE's wind dynamics would be a great addition. -
Give Current Dayz Players Free Game Keys On Release
miket replied to Mikeloeven (DayZ)'s topic in DayZ Mod Suggestions
My question to all the people who think they should get a free copy of the standalone is what would you be saying now if Rocket had signed up with a different company, and used a different engine, to develop the DayZ standalone? Rocket was not an employee of Bohemia, he was a contractor. His idea was his own and he was free to take it to whatever developer he wanted to. -
What's The Lowest Blood You've Survived At?
miket replied to chibigoat's topic in DayZ Mod General Discussion
Once I almost survived with 300 blood left but the stuck walking forward bug interrupted my bandaging and I passed out whilst bandaging the second time and bled out -
Today I have been legitimally global banned for cheating
miket replied to Thadeum's topic in DayZ Mod General Discussion
If you wanted to do all that stuff why not host your own server or create your own custom missions for ARMA 2? My clan just starts up a regular ARMA2 match if we feel the need for something different. -
Crashed Choppers Sites - Smoke glitch?
miket replied to echosyp's topic in DayZ Mod General Discussion
I've had this issue before. One clan mate could see the smoke right off in the distance on the edge of the fog. I couldn't see it at all, even though we were both running the same settings. -
No again. As this might reveal the positions of other people on the bullets path.
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Give Current Dayz Players Free Game Keys On Release
miket replied to Mikeloeven (DayZ)'s topic in DayZ Mod Suggestions
No. You bought a fully functioning game (ARMA 2) so you could play a mod. That's not Rocket or Bohemia's problem. No one forced you to buy it. I bought ARMA 2 because I wanted to play ARMA 2. I also paid release retail price for it on Steam, meaning I paid more for it than you did. Are you telling me that you should get a free copy of DayZ Standalone, and I shouldn't, because you bought ARMA 2 specifically for DayZ, but I bought it ARMA 2 on its own merits, even though I paid over double what you did for it? -
No. All that would happen is that people would use a freshly spawned clan mate to find the location of people.
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If all 50 players on a server worked together, the game would be too easy. Everyone would get bored of the mod after a week and go back to playing something else.
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There's also guns in the game. Does that mean its supporting the production and sale of firearms?
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No. Simply no. Anything which artificially penalises players for PvP in a game is a horrible idea. Giving people reason to work together on ther other hand is a good idea. Things like a skill tree which is impossible for one character to master, or end-game goals which are impossible to achieve alone or would take a ridiculous amount of time.
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How did your most recent character die?
miket replied to chris p. bacon's topic in DayZ Mod General Discussion
Other. Lets just say, it involved a fast vehicle, a sharp turn, a tree, and a clan mate who should've gone to bed 8 hours ago behind the wheel. -
Before I started playing DayZ, Steam showed I had 200 hours of ARMA 2 played. Now it says 408 hours of ARMA 2 played, and I've maybe played 2 hours of regular ARMA 2 since I started playing DayZ. That's about 206 hours of DayZ played. I need to get out more.
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Whats your autowalk contraption ?
miket replied to str33tsuite's topic in DayZ Mod General Discussion
You have a G series keyboard and this is what you do? Try this: 1. Open your Game Panel Software (if you don't have it installed, install it) 2. Create a new profile for ARMA 2 or just use your normal profile. 3. Right click on the profile you intend to use and click "Scripting" 4. If you're going to use your default profile, save whats already there in a txt document or something to keep it for later if you want to revert (although this isn't really necessary as I think you can just revert the default profile back to its defaults anyway) 5. Copy and paste this text into the script window. function OnEvent(event, arg, family) if event == "G_PRESSED" and arg == 10 then state = not state if state then PressKey("w") else ReleaseKey("w") end end end 6. Edit the arg == 10 line to any number you wish to use for the autorun key (1-12). 7. Enjoy. One day soon I'm going to add in a line which stops the script whenever I press S, but I'm not sure how to do that so I'm going to need to do a little research first. -
Whats your autowalk contraption ?
miket replied to str33tsuite's topic in DayZ Mod General Discussion
Try AutoIt or AutoHotKey. Or if you're using a G series keyboard from Logitech, you can use a script like: function OnEvent(event, arg, family) if event == "G_PRESSED" and arg == 10 then state = not state if state then PressKey("w") else ReleaseKey("w") end end end Substitute the "10" for the G key you want to use as your autorun key and "w" for the key you want to hold down. Personally I find it useful as cruise control whilst I'm driving vehicles. -
I thought the idea of a Defibulator for a toolbelt item would be quite good. The concept is, that a player would not truly be 'dead' until they reach around -3000 blood. After a player falls and 'dies', they would get a time, kind of like the pass out timer, which indicates the time before they actually die. The time left would depend on how low their blood is. Someone with -1 blood would have 1 minute to be revived. Someone with -2999 would have 1 second to be revived - impossible to get to them on time. The process to revive someone would involve: 1. Bandaging them to stop the bleeding. 2. Bloodbagging them which would take them to over 0 blood. 3. Hitting them with the defibulator for a chance to revive them. The chance of reviving someone could be between 10 and 50%. Their revive timer would continue to count down after bloodbagging them to over 0 health. Epi-Pens could be used to increase the chances of reviving the player. This might increase the chances by 10 to 30%. Once successfully revived, a player is then treated as a normal injured player. There would also be exceptions to the rule. Firstly, someone who's died by a shot to the head would be dead permanently - regardless of their ending blood (even if they're on -1 blood, they'd be dead). Secondly, someone hit with a high calibre weapon (AS50, M107) to the chest, would be dead (I'm pretty sure this is always the case - the only hit I've survived from an AS50 was from the richochet when the bullet hit the ground right infront of me - still broke my leg and took me down 7000 blood though). Thirdly, someone who has fallen from significant enough height, but is still over -3000 blood, would not be revivable. This is to reflect the fact that high falls cause severe spinal damage along with other injuries. Making this a toolbelt item might be a little too forgiving. Perhaps it should be a standard item which takes 2-3 inventory slots, meaning not everyone is going to be able to run around with a defibulator. They should also be extremely rare loot found only at hospitals, military camps and chopper crash sites. They would be as rare, if not rarer, than NVG's and Rangefinders. Finally, if possible, it could be made that each defibulator has a limited number of charges. Perhaps between 5 and 20. After that it would either be destroyed, or need recharging. They could possibly use the "Portable Generator" which I've seen in hacked in crates as a generator to recharge these defibulators. After finding a portable generator, you would need to refuel it with a jerry can and run it to generate a charge, after which you can recharge the defibulator. Of course the petrol powered generator would be noisy and take a decent amount of time to build up a charge, and also be quite large - maybe 3-4 inventory spaces. I personally think bloodbags shouldn't restore full health, but 3000 to 4000 blood. This was, blood bagging someone on -2999 blood would take them to 1 blood, after which they would be revivable.
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How many people play DayZ with TrackIR?
miket replied to miket's topic in DayZ Mod General Discussion
I really don't get the TrackClip Pro. I have it, but I don't use it. I use the regular TrackClip which attaches neatly to the top of my headset (Steel Series Siberia V2). I have used the TrackClip Pro and played around with it plenty, but I can't really see it giving smoother or more accurate tracking. If I had tested it out before I bought it, I definitely wouldn't've paid the extra for it. Even if it does give more accurate tracking, I don't see myself using it because the cable for it just gets in the way. They really need to make a wireless version. -
How many people play DayZ with TrackIR?
miket replied to miket's topic in DayZ Mod General Discussion
You will never want to play without it if you do. You have been warned. In other games with no TrackIR support I frequently turn my head out of habit and am constantly dissappointed when nothing happens. :-p