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Everything posted by colekern
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Evidence of Military 'Defense' in Cities
colekern replied to gesundheitk's topic in DayZ Mod Suggestions
It actually makes sense, even though he is getting confused with DayZ mod. It would probably take several years for the infection to take down most of the world when humans are working against it. It would also, help explain the shoot on sight mentality. Resources got rare as factories and stores started shutting down and looters started taking everything, meaning it was a desperate battle for resources. -
Why is it doing this? - DAYZ Commander Q
colekern replied to [email protected]'s topic in New Player Discussion
Its the server. Find a better server and your problem will be solved. Believe it or not, the loading was working perfectly for you, it was just a slow server. -
Drop the gun and pick it back up. This is a glitch with custom starter gear.
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Playing Dayz through play with six and want to use my account on my bfs computer?
colekern replied to Nerdzrage's topic in New Player Discussion
I think there is a way to set up support for shared computers, but you'd have to google it. -
Holding a key to raise weapon? Your thoughts
colekern replied to Clumzy (DayZ)'s topic in DayZ Mod Suggestions
For anyone who's wondering how it will work. If you happen to have Arma 3 or Arma 3 lite, go into control options>Infantry movement and delete the C key from combet pace toggle. Then add the C key in combat pace and press OK. Now you have to hold C down to aim. -
(SA Concepts) "Character Hub". Replace inventory with a character hub. (LOTS of pictures.)
colekern posted a topic in DayZ Mod Suggestions
MAJOR EDIT: Big props to Joeyslucky22 for inspiration. Yes, I did use character artwork similar to his too, however I don't believe that the character artwork was made by Joeyslucky so I think I'm good. Original post: Hey guys. I had been working on an inventory concept for the SA for several months and it’s finally ready to be shown off. I know Rocket beat me to the punch, but I thought that there were a lot of really cool ideas in my concept, so I posted it so that the devs can take any ideas they like from it. It's a lengthy explanation, so bear with me: The Character Hub: The main idea behind the system is that your inventory would be replaced with a "Character Hub" that gives basic info on your character and also acts as your inventory. Here's what you get when you open it: You'll notice that there are a few tabs up top. You would be able to rearrange these to your liking. But enough about the hub, let's get into it's features. First, the inventory. The Inventory: The inventory is one of my favorite parts in the entire concept, next to the status screen. Here's what I would see if I open my inventory: The first thing you'll notice is that there's no slots whatsoever. You would be free to place the objects inside wherever you want and be able to rotate them and rearrange them however you want. You'll also notice that there are multiple tabs for each item. Right now, I'm looking at the items stored inside my shirt, my pants, and my jacket. However, if i open up my backpack... Here's what I get. One of the special things about this inventory design is that every pocket can be represented fully (as you saw with the individual pockets of my shirt and pants and jacket). My alice pack has four pouches, hence there are four pouches to store items in. Let's open up my vest: Again, all pouches are represented here. The inventory also allows multiple variants of familiar clothing items to exist. For example, a vest with fewer, but much larger pouches would allow me to carry bigger items, such as the M249 ammo you saw in the pic. Picking up items off the ground: If there are items on the ground, a small box would appear in your inventory. Ok, a large box: Again it would be drag and drop. If there are too many items on the ground to be shown in the box, they would be scaled down, and go back to normal size when you pick them up.If you look in a vehicle, a tab would appear next to the “on the ground” text: The Hotbar and "at the ready" inventories: Next, the hotbar, or "quick access bar". The hotbar would allow you to quickly switch between, and use items and weapons. You could add anything to the hotbar; it would be an easy way to use a bandage, or pull out a melee weapon, or throw a grenade. However, there are some restrictions. This where the ,”at the ready inventories” come in. Actaully, rocket nailed the basic idea at PAX. Basically, it takes a lot of time to pull an item out of your backpack if you have it on the hotbar, but you could pull something from your pocket quite quickly. You would need to have useful items stored intelligently. Alright, let's jump to the equip system: The Equip System: The equip system is something I thought was pretty cool: First, you'll notice the mini inventory system where I can drag and drop items to equip them. But let's talk about how you'll equip them. Equipping clothes: To equip clothes, you drag and drop them into the slots that correspond with what body par they go on. There are five slot categories; the feet, the legs, the chest, the back, and the head. You'll also notice that in each category, there are multiple items equipped. For example, I have a shirt and a jacket equipped to my chest. That's one of the cool things about it: everything is layered. I can equip multiple clothing items, anywhere from jackets and shirts, to sheaths and slings and stack them on top of each other. I could stack up to five items on one slot category. Now, for weapons... Equipping Weapons: Equipping weapons is a little more involved. If you’ll look up to the equip screen again, you’ll notice a large space holding an M4A3. Now, what would happen if I tried to equip another weapon? Well, nothing, right now at least. I need a sling for my rifle in order to switch from it. Why? Well, in real life, you can’t just make your rifle magically float on your back when you pull out a pistol. You need something to hold it, such as a sling. I’m going to equip some holsters now: I also went ahead and equipped my weapons. Take a look at the holsters I equipped. A sling for my rifle, and a holster for my pistol. Also, you an see that I have a sheath for my machete under my backpack. I would switch between them using my hotbar. Also, for small items, at the ready inventories would serve as holsters if you wish (for pistols and flashlights and such) if you equip the item to your hotbar. What about equipping items on the ground? Simple fix, really. Just add an option to pick up items off the ground: The Status Screen: This is my favorite part. The status screen gives you info on your character physical condition in a detailed and intuitive way. The reason I think DayZ needs it is that Rocket is wanting to remove the HUD and replace it with visual and audio cues. However, that info isn’t enough to tell you which bones are broken and they would most likely only appear occasionally, meaning you could be badly hurt and not even know it. That’s where the status screen comes in: It’s fairly easy to read, but I do need to clear some things up. First, look to the left. See that box? That gives you detailed info on a certain body parts condition. I would right click on a body part to find out more about. Next you see the blood, food, and water meters. Then you see the 3d representation of your character (although, for the concept, it’s just going to show my character in 2D). Certain parts of his body are highlighted in colors of orange, yellow, and red. Yellow means that I just have a scratch that may need to be cleaned or bandaged, orange means I have a cut that may bleed and should be bandaged and cleaned ASAP, while Red means that I’ve done serious damage and it will affect my movement or overall health. A deep, intense red, such as the one on my leg where I broke it, has a very high chance of infection, and needs medical assistance from someone else to prevent permanent problems. Next, you’ll see another bar. This is your health. Everything contributes to it, and it drops as you take injuries.So that’s the basics of the status screen. The Crafting Screen: The crafting screen is kind of…. Meh. I really didn’t do a lot of work on it, and added it just because it’s a confirmed feature. Here it is: So, the first thing you can see is your mini-inventory where you grab your items. You drag and drop them onto the crafting area. Then, if you found a successful recipe, something like this would pop up: I taped my mags together. It’s that simple. The ID screen: The ID screen is still something I’m kind of iffy on. The basic idea behind is that everyone has an ID that contains info on their character, such as blood type and name. But the ID could just as easily be a spawn item instead. I barely did ANY work at all on the ID screen, as I wasn’t even sure I wanted it. Here it is: Yeah… like I said, extremely rough. Controller support: Before you call me out on supporting controllers and talk about how superior a mouse and keyboard is, hear me out: 1. I don’t like controllers. I don’t use them and avoid them like the plague most of the time. 2. Lots of people do use controllers, therefore we need to support them. So there. Anyways, the first step in making the UI controller-friendly is to give it button mapping like so: It would still be drag and drop, but you would use the thumbstick and the RB and LB keys to rotate the object. You would use the other button mappings to navigate quickly. The second step is to replace the hotbar with a radial menu for quick access: Pretty simple. Tell me what you think!!! I put a lot of hard work into this, and any feedback is appreciated. If you read the whole thing, good for you! Thank you for taking the time to do so. This is Cole, signing off or something like that. Edit: Somehow, the entire post got messed up when I copied it from word. That's what I get for using word. It should be fixed now. -
(SA Concepts) "Character Hub". Replace inventory with a character hub. (LOTS of pictures.)
colekern replied to colekern's topic in DayZ Mod Suggestions
I really loved the slotless idea. -
(SA Concepts) "Character Hub". Replace inventory with a character hub. (LOTS of pictures.)
colekern replied to colekern's topic in DayZ Mod Suggestions
Also, reload the page and take another look at my post. I fixed some errors caused by word. -
(SA Concepts) "Character Hub". Replace inventory with a character hub. (LOTS of pictures.)
colekern replied to colekern's topic in DayZ Mod Suggestions
Ehh... half life 2. -
All right. The problem is most likely that you don't have the latest Arma 2 OA beta update. Use DayZCommander to launch and update your game.
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Holding a key to raise weapon? Your thoughts
colekern replied to Clumzy (DayZ)'s topic in DayZ Mod Suggestions
I actually kind of like the idea. I'm currently working on a custom control scheme in Arma 3 similar to it. -
Have you downloaded any programs such as DayZ optimizers or hacks?
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I know the inventory system will probably be shown in a complete, non-blurry form in a dev blog soon (probably tomorrow, lol), but I had to make a mock-up of the inventory system for a suggestion, so I figured I might as well post it here. The pic in the suggestion will be slightly different, because it's based off of all the info Rocket's given us, but I decided to make a straight copy of the one shown at PAX to put here. Here you go: Note the wonderfully crappy 2D representation of your character in the pic. Here's all we could make out of the inventory at PAX: Also, yeah, I know my colors are a little messed up. They looked much different in photoshop. Here's the system shown at PAX : Also, the full PAX presentation can be found here: http://dayzmod.com/forum/index.php?/topic/129619-pax-east-march-2013-presenationqainterviewsarticles/ Edit- this is based off a very early inventory concept. DayZ's art team hasn't touched it yet!
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DayZ standalone inventory mock-up.
colekern replied to colekern's topic in DayZ Mod General Discussion
I'm not actually a developer, just a guy who got bored and happened to have phototshop. I will be updating as we receive new info, but as for the crafting, well, from what rocket has said, no, I don't think there will be a crafting screen. To me, it sounds more like the crafting will happen in-inventory. -
Check the devblog (http://dayzdev.tumblr.com/) and check out the thread that shows the new inventory system (it looks ugly because it's a work-in-progress): http://dayzmod.com/forum/index.php?/topic/130320-dayz-standalone-inventory-mock-up/page__view__getnewpost
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DayZ standalone inventory mock-up.
colekern replied to colekern's topic in DayZ Mod General Discussion
Actually, your character has to be there, because you drag clothes onto him to equip them. -
Wow. Talk about maturity. There's a reason this guy got banned, he acts like a seven-year old.
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Wasteland style objectives.....but done very differently
colekern replied to nox81's topic in DayZ Mod Suggestions
I've gotta say no. One of the great things about DayZ is that you make your own decisions and objects on your own. The game doesn't make them. -
Maybe. If a decal system (for example, if you get shot in the leg, you get a bullet wound on your leg, not everywhere like the current game) it would be possible fairly easily, and since it would just be a texture on a face, I don't think it would have a performance impact.
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http://www.speedtest.net/
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DayZ Alpha won't launch until launched !
colekern replied to [email protected]'s topic in Mod Announcements & Info
How exactly you got that from two words, I will never know. -
(SA) Inventory shows your characters physical condition (Status Screen) (HAS PICTURES!).
colekern posted a topic in DayZ Mod Suggestions
Hey guys, I came up with what I think is a pretty cool idea for the standalone. The new inventory system was recently revealed, and although it looks pretty ugly (the art team hasn't actually touched it yet, it was all done by programmers), it has some really cool ideas, such as clothes themselves having mini-inventories and the fact that it's completely drag and drop. If you haven't seen the inventory, yet, here's what was shown at PAX: Here's the link to the rest of that article: http://dayzmod.com/forum/index.php?/topic/129619-pax-east-march-2013-presenationqainterviewsarticles/ It's a super blurry picture of a screen. Sorry. For the suggestion, I've made a quick mock-up in high-def. You'll notice there are some things missing, such as the green squares that show what you're wearing. Rocket said those weren't actually supposed to be there and that they're just placeholders, so I removed them to make room. The suggestion is that the inventory be adapted to show your wounds. It would show where your wounds are, and what they are. But first I'd like to tell you why I think it needs to be implemented. One of the developers goals for one of the later updates to remove the HUD entirely and replace it with visual and audio cues. I support this, but I also think that there has to be a way to get in-depth information about your character on-demand. I have two ideas on how to how to do this, so I'll start off with what I think is the most logical way to do it. Like it? Oh wait, you may not have noticed it. I'll point it out. They're pretty easy to read. You can see that my right leg is broken, and bleeding. You can see that my left arm is scratched. You can see that I'm somewaht hungry and thirsty. That's why I like this one. It conveys lots of info in an easy-to-read way. Now for the second idea: You can see that certain parts of my character are highlighted. Red means badly injured, yellow means somewhat injured. However, I'm not sure how to show you that you're bleeding (maybe highlight it in orange?), so it would have to be slightly modified. So, yeah, that's the idea. Pretty simple. Tell me what you think, and make sure you vote! EDIT: If you can, post what you think in the comments. Otherwise, the thread will die off immediately because it never got bumped.- 25 replies
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(SA) Inventory shows your characters physical condition (Status Screen) (HAS PICTURES!).
colekern replied to colekern's topic in DayZ Mod Suggestions
The poll was designed to let you choose which one you like more. If you can't decide, choose "I can't decide". But thanks for your post. I'm glad you like it. -
Thread of the day. Anyways, don't feel too bad. Believe it or not, we've had posts like this before. Find DayZwiki, it will tell you what's in the game.
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how much is Player respawn time & why people go to North?
colekern replied to nikhilkdipsar's topic in New Player Discussion
1. five seconds. 2. Avoid hostile players.