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Everything posted by -Se7eN-
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Dean hasn't updated his Twitter in, like, days?
-Se7eN- replied to HumanBeing25's topic in DayZ Mod General Discussion
We need to be patient and let the good man deal with the Heckers. Dont worry young one, all will be good, Rocket with give us teh standalones. -
BIZON PP SILENCED CAUSES DAYZ TO AND DAYZ TO CRASH
-Se7eN- replied to piffaroni's topic in DayZ Mod Troubleshooting
You say your manually porting the gun yeah? send me the code your using for that. -
does this stop you from playing? i have this on my server and i havent had any issues.
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setpos.log entry (not sure if a hack or normal)
-Se7eN- replied to haywardgb's topic in Mod Servers & Private Hives
im not sure, ive seen that a few times and the players have seemed legit to me. -
Yeah unfortunately they will both blow up, why didnt you try this on the server wep? would love'd to have watched xD
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Crafting Journal ... How to access it!
-Se7eN- replied to Dr.Duff's topic in DayZ Mod General Discussion
as far as im aware you cant craft scopes in 1.8 -
Need Medical Assistance in the Mod? Find a medic here!
-Se7eN- replied to Dr Wasteland MD's topic in DayZ Mod General Discussion
Totally forgot to update. I healed JackOneill about 2/3 days ago. feel free to drop me a message if you need anything again bud. -
Ill be there!
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Assistance with Scripts and Patch 1.8
-Se7eN- replied to Johnnytorrance's topic in DayZ Mod Troubleshooting
Here is how i set it out. Change : #include "\z\addons\dayz_code\system\mission\init.sqf"to: #include "init2.sqf"then go to "\dayz_code\system\mission" and copy init.sqf, rename the copied version to init2.sqf and move it into your mission PBO, now the mission will call the editable version instead of the directory version. Just do this for all 3 files. -
ahh see what you did there. and yes i think the concept of base building and lots of goodies to loot appeals to people.
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Should really give us some more details, so people know what scripts are on your server and such, along with rules. Im pretty sure that is either a feature of epoch or multiple epoch servers have this.
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DayZ Epoch on EU46 hosted by mustygaming.com is pretty good. here is the game tracker link:
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ive heard of this issue but dont know the direct fix. as a simple troubleshoot, make sure that in the "install/updates" tab both the newest version of ArmA2 is installed and newest version of what ever mod your trying to play. also id recommend ticking these options in the settings if you have arma 2 with steam: p.s im sure amberhelios will come in here and save the day shortly if that doesnt work.
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DayZ Commander wont start dayz without starting Arma through steam
-Se7eN- replied to DaveAzoicer (DayZ)'s topic in DayZ Mod Troubleshooting
indeed, as skat3rat said. if not try checking it, these are the options hes re-fairing to to clarify. -
DayZ Standalone... ...Let's Talk.
-Se7eN- replied to GoonSquadCentral's topic in DayZ Mod General Discussion
viktor is correct, we have invested nothing into the standalone, the fact that it is taking time is no reason to moan, being a developer is hard, if your annoyed with how rocket is doing things, go make your own zombie game, call it "warz" or something, thats catchy! -
Actually a nice idea, i know there is a grave model in arma, multiple in fact with the addition of crosses. You could potentially (seen as in the next patch there adding a spade/shovel) have a self action on a grave that allows you to dig it up or whatever? basically check it for loot, after a specific animation timer is met it spawns loot on the grave. Thats if you wanted to give the graves some actual functionality, or am i straying away from what you are getting at?
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The reason (at least from what i believe) loot re-spawns is to substitute the fact that there is very little places in a building that can spawn loot, where as in reality there are loads of places you could search, if they where to make look a one time spawn, it wouldn't be realistic in a sense of there would be allot less loot than in reality. I actually kind of like the fact that cherno/elek are over populated, simply because in the case of an outbreak they would be, and i would avoid them at all costs like i do in DayZ =) just my thoughts though, im sure there are other reasons as to why it cycles, just cant remember =)
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[Video] Dayzero - M136 Launcher = bullshit! No damage!
-Se7eN- replied to uzbek's topic in DayZ Mod Gallery
Correct me if im wrong ArmA veterans. but doesnt the m136 fire AP rounds and not HE? meaning that its not designed to do amazing splash damage, but instead be able to pierce through and destroy armor, so basically its just meant for tanks, if you would have directly hit the car it would have killed it. -
When you die, you take continuous damage depending on how many bullets where shot into you, its a lag and blood issue, frankie is not the new anti cheat and does not know how to identify a hacker, the guy you just accused is most likely legit. Edit: Id also like to add, damage hacks dont exist, yes they can script kill you, but they cant change the damage table of a specific weapon, and even if they could, why would they? there just guns spawn an as50 any way :P
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you seem to be running an old version of dayz, hop to commander and update, you should be good to go. pm me if issues reoccur.
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When used correctly there kind good, certainly better than a big blue ural in a green forest.
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Thats why in the upcomming 1.8 patch they added: Dome Tents (Dark Shade of Green) Camo Nets (Conceal camps from helicopters) and in prior they added both variant of stash, if you find that tents are being found too often (couldn't agree more) start a stash network, i had a tonne of stashes spread out over a forest, they still haven't been found =)
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there two separate games.. of course you need arma 2 for "arma 2's : DayZ Mod". how ever there is a dayz mod with different devs for arma 3 i believe.
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Hello all. So ive been quite excited about this change for some time and im quite glad to see it finally make a appearance in the mod. I really like the change, the way its going to work (From what i remember) is that you wont spawn exactly at the location given, but within like 1-1.5 k for the location you selected, this could be a nice way to stop coast spawn death-matching for the people who don't want to be caught up in the death-match, now you have the option to spawn in places like Solnichniy and Kamenka, to avoid the fire fights. Im also quite happy to see that Berezino has been added to the spawn list, as i think its kind of an unused town. Also from a server Admin perspective i like this change, this means less server lag from people throwing themselves of buildings and adding bodies to the server. What are your thoughts on the change? Link to the original changelog thread and image of the Choose Spawn screen: http://dayzmod.com/forum/index.php?/topic/141571-rolling-changelog/?p=1435210
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Do you think the 1.8 update will be the update so far?
-Se7eN- replied to DayzForumer's topic in DayZ Mod General Discussion
so far i like it, i know razor is still messing with the chance of "sepsis", i think once that gets balanced out ill be happy.