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Everything posted by colekern
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When you look at a crowbar or hatchet, an option should appear that says "Take Hatchet" or something along those lines. When that appears, you press enter to pick it up.
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The Offical DayZ forums Animation thread
colekern replied to Wolfensteinsaurus's topic in DayZ Mod Gallery
I love you too, Diddums. -
The Offical DayZ forums Animation thread
colekern replied to Wolfensteinsaurus's topic in DayZ Mod Gallery
So I would basically have a blue tint on me at all times? -
The Offical DayZ forums Animation thread
colekern replied to Wolfensteinsaurus's topic in DayZ Mod Gallery
Now, now, we can forget Steak and Potatoes and Hetstaine. And me, jerks. -
It was a misunderstanding, my mistake.
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You sure made it seem that way with the way you talked about the weapons. And I'm pretty sure "sheriff" is not a term in Russia.
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VirusTotal vs DayZ Commander
colekern replied to Dancing.Russian.Man's topic in DayZ Mod General Discussion
Option* -
Dogs/Children/Tracers/Cannibal gene/Traps/Human meat-shield
colekern replied to Day Unit's topic in DayZ Mod Suggestions
If I remember correctly, eating human meat when you're a human can cause disease; perhaps the survivor could have a natural immunity to it? 1. Not really a big fan of it. One reason being is that a large percent of the community couldn't the game due to it being banned. 2. Great idea, actually. 3. Already in, albeit buggy. Perhaps more traps could be added in? Again, good idea. 4. Another good idea. Perhaps an animal control center could be added so there would be an authentic place to find it. 5. Another good idea. 6. See the first line of my comment. 7. It's... interesting. I'm not a very big fan, however, I could see a shock collar working fairly well. 8. Sounds like a cheap kids toy... it could work, maybe. 9.It seems they're doing something similar with the restraining system they've detailed in the standalone. Overall, not bad, and welcome to the community. -
So, when's the last time someone saw gummy around here?
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You guys are heartless (and hilarious). But, I think it's time to show our friend the correct thread: http://dayzmod.com/forum/index.php?/topic/146536-can-i-run-dayz-post-here/
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Sad to say, no.
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I use either an M14 AIM or MK48 AIM whenever I can.
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It uses OpenGL, so it all comes down to whether or not the Real virtuality engine can be ported to it.
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Will the release of the single player game signal the death of the modding community?
colekern replied to piffaroni's topic in DayZ Mod General Discussion
You misunderstand what the Standalone is. -
Hey everyone. So, I saw this pretty cool idea on reddit, and although I couldn't find the original post, I decided to post the basic idea here. Basically, the suggestion is to change the 24-hour day to a 22-hour day. Why? Well, a lot of people have a very narrow window in which to play DayZ, due to work or school. Some people might only be able to play at say, 3:30 PM, while someone else might only have a chance to play at 8:30 PM. Both of these people will always either have to play on day or night due to the fact that they can only play at certain points during the day. This is where the the 22-hour day comes in. Let's say I log on at 1:30 in real life, and it's 1:30 in-game. Due to the 22-hour day, if I logged back in the next day at 1:30 in real-life, it would be 3:30 in-game. If I logged in the next day at the same-time it real-life, it would be 5:30 in-game. If I logged in the next day at the same-time it real-life, it would be 7:30 in-game. I think you get the point. This way, everyone would experience day and night an equal amount in DayZ, regardless of when they log on. If you're worried about this affecting the in-game clock too much, don't be. This would only make each second slightly faster by about .094 seconds. The human reaction is normally around .15-.30, so the change wouldn't be very noticeable.
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How to do the Bandit / Hero System in Standalone
colekern replied to 1S1K-Airborne's topic in DayZ Mod Suggestions
It was a thread made a few months back. I'll have to find it. I'll post when I get it. -
Give me one logical reason why gear destruction will delay KOS
colekern replied to Ozelot (DayZ)'s topic in DayZ Mod General Discussion
Good luck shooting everything that moves. Rocket had said MANY times that ammunition will be ridiculously rare. Have you heard of the road? It's going to be like that. If you shoot everything that moves, you're going to run out of bullets in a heartbeat. -
How to do the Bandit / Hero System in Standalone
colekern replied to 1S1K-Airborne's topic in DayZ Mod Suggestions
Personally, I'm not a big fan of forced clothing. One better idea I've seen was different animations for hero's, survivors, and bandits. -
First, use buildings with two entrances to lose zombies. Second, there's nothing that can really be done about the inventory in the mod, as the mod can't really change it. As for the hatchet, drop it and pick it back or add it to your toolbelt then back into your inventory. Hand to hand has been talked about multiple times as a possibility for the standalone. Simply put, don't put the weapon in a backpack that's to small. You need ten slots to fit a gun in your pack. Finally, yes, most all of what you've talked about is being completely re-done. See this video for a click glimpse at what has been done so far: http://www.youtube.com/watch?v=03Mpxtl4Rdg Finally, read the devblogs for info on the major under-the-hood changes: http://dayzdev.tumblr.com/ Hope I helped!
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I wish I could go back in time...
colekern replied to Statik (DayZ)'s topic in DayZ Mod General Discussion
Man, if I could go back, that would be awesome. -
If it's your server that;s not connected to the main hive, you have the power to do the banning yourself. DayZ staff has nothing to do with it.
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I don't think complicated is a bad thing. If it's done right in a streamlined and approachable way, it makes the game better. Although I do agree that the degradation is a little ridiculous right now in terms of severity, I think that's kind of the point; that way, they can balance it.
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Facts of patch 1.8 - loot is nonsense
colekern replied to timedance's topic in DayZ Mod General Discussion
Please make better posts in the future. -
How well can this computer run DayZ and other games?
colekern replied to Skat3rat's topic in Technology/Programming
Skat, what's your budget? I could help you get a better rig. -
Bringing a sense of value to players which lose their loot.
colekern replied to mazeash@mail.com's topic in DayZ Mod Suggestions
I don't really like the psychology-bonus-thingamabob, but I do like the inoculation thing. Some ideas the devs were throwing around were carrying more weight.