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amentes
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Everything posted by amentes
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Need a better explanation of Storage
amentes replied to Alexspeed (DayZ)'s topic in New Player Discussion
Minor tip, but try to use Middle-Mouse for selecting options in the wheel menu. Using left mouse works, but you're using the button that also makes your weapon discharge. If something odd happens, or you accidentally close the wheel menu, and then press it? Yeah, you just shot your friend. Take that for what it is :P -
Eating while running, yeah, I wouldn't mind that, really. It's gonna be kinda hard to do, 'cus right now we're opening inventory to do so, though. Reading a map while running, we can already use the GPS. Personally, I think it would be fine to have a miniature map down in the corner, if it was possible to make it so that it would get fuzzy, more or less depending on your movement speed. It doesn't make sense that I have a 100% clear view of my GPS when I'm sprinting. Taking a weapon out my pack, nah. Is it possible to do, sure. But it's a massive stretch of the argument, and you know it. It's a massive hassle to do that while you're moving. What I'd love to see for something like this, is having two different ways to sling your long gun. Either on the back, as now, which would take a little time either way, or in front of you, single-point, which would be very quick but hinder your movement somewhat. I 100% agree that the game, ArmA and DayZ both, would benefit from the ability to change between primary and sidearm on the move. Not in sprint, but in normal run, sure.
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(Another) Trading Post that might actually succeed?
amentes replied to Publik's topic in DayZ Mod General Discussion
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(Another) Trading Post that might actually succeed?
amentes replied to Publik's topic in DayZ Mod General Discussion
Yeah, that's been discussed in the forum before. Of all the places to be stationary, Skalisty is the safest in terms of bandit attacks, as anyone trying to swim over will be seen doing so on-server, and anyone server-hopping can be shot while still in Loading or Receiving black-screen. That's also a major part of why I don't think any "civilians" should be allowed to bring weapons or explosives into the trading area, leaving such items in the custody of the guards. On the subject of moving trade posts, there's a number of problems, many of which have to do with security and the dangers of certain bugs. I also believe that driving around sounds a lot more secure than it is. It's important to keep in mind that, while Chernarus might well be the largest map in video game history(?), it's still relatively small in real-world terms. I don't think it would be as hard to find you on the move as you'd want it to be, and you would have to make stops eventually anyway, at which point any semi-experienced group of bandits shouldn't have a hard time finding you before you move on. Then there's the problem of random people just wanting to troll you for the lulz, popping off a few rounds at your convoy from a distance. Hitting a man with the Winchester at 200 meters takes some practice. Hitting the side of an Ural, does not. -
It's called not having PMC or BAF. Some of the textures, including the standard survivor skin, are from those two expansions. Not having them means you see the Lite version.
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(Another) Trading Post that might actually succeed?
amentes replied to Publik's topic in DayZ Mod General Discussion
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which instructions did you use to install 1.7.1/beta?
amentes replied to fml's topic in DayZ Mod General Discussion
http://forums.bistudio.com/showthread.php?101615-How-to-run-Steam-ArmA-2-Steam-OA-Beta-Patches For reference, my batch files Run part started as: :run call "%_ARMA2OAPATH%\Expansion\beta\ARMA2OA.exe" "-mod=%_ARMA2PATH%;EXPANSION;ca" "-mod=Expansion\beta;Expansion\beta\Expansion" -nosplash %1 %2 %3 %4 %5 %6 %7 %8 %9 I then changed it to: :run call "%_ARMA2OAPATH%\Expansion\beta\ARMA2OA.exe" "-mod=%_ARMA2PATH%;EXPANSION;ca" "-mod=Expansion\beta;Expansion\beta\Expansion" "-mod=@DayZ" -nosplash %1 %2 %3 %4 %5 %6 %7 %8 %9 Had it all working in about five minutes. Should also say that I used the third Zip from the top _runA2CO_beta.zip Which one you need would depend on how you have ArmA running, but if you've got ArmA 2 and Arrowhead on Steam, you should need the same one as me. -
(Another) Trading Post that might actually succeed?
amentes replied to Publik's topic in DayZ Mod General Discussion
To clarify: Just two days ago, after I accidentally threw myself off the hospital roof in Berezino (don't ask), I was running up from Balota to Stary Sobor. On the way there, I came across a Mk48 Mod0 on the ground next to a crashed UH-1Y. If I had four or five guys, I could take that thing, plus one of the guys with an easily obtainable AKM, and blast away at the top of the treeline of Skalisty from 100 meters up the hillside on the mainland, where it's all covered in forest. I'd have trouble hitting anything. It wouldn't be effective fire. Unless it caused a panic, and my four guys were allowed access to their automatics in the guard tent :P To me, having people with weapons on the island is a massive security risk, and I'm 100% sure you will slowly disintegrate without making people check their weapons. If the old west made it work, so can you :) -
(Another) Trading Post that might actually succeed?
amentes replied to Publik's topic in DayZ Mod General Discussion
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Two days ago I found a Mk48 Mod0 next to one of the Gray birds with the right-side M134 bugged, showing a muzzle blast. On the left side of it, just next to the gunner position, was the M48 with two belts of ammo, and two smoke grenades. I tried going around it, looking for a Gear menu. Tried down at the anti-torque rotor too, with no luck. It could have been a player who left the stuff there, but then, why did he leave it? Would be very odd.
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(Another) Trading Post that might actually succeed?
amentes replied to Publik's topic in DayZ Mod General Discussion
Yeah, that'd actually work. I still think it'd be a good idea to have people leave their weapons in a guard tent prior to letting them into the main area, but prior to leaving the weapon, yeah. If people then wanna bring in a weapon for trade, the buyer would then pick it up upon leaving. The same thing could be done with any form of explosives. I do think this guard tent would have to be on the island itself though, and not on some place next to it. It'd be too juicy a target not to properly secure it, and you wouldn't wanna use extra manpower for that. -
Sounds to me like you're just a very unlucky guy. Any place that spawns food and ammo also has a chance to spawn a weapon, so yeah, sounds like an extreme streak of bad luck to me. All I can say is keep on looking, really.
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I'm not sure how exactly it would work, but if it has incremental throttle control, I can see it being useful for flying and driving. I routinely use a Logitech X360-style USB gamepad for stuff like that, although rarely in ArmA. Incremental throttle can be very, very nice though.
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What I think would be the coolest: Vehicle: ATV Primary Weapons: M24, M4A3 CCO Sidearm: M9SD Equipment: Rangefinder, NVG, Compass, Watch, Hatchet, Matches, Ghillie Suit Pack: Coyote Backpack Yes, a lot of people will say "Why not M4A1 CCO SD?" or "Man, DMR is much better than M24". And they'd be right. But I think this is cooler. Also, no, I'm not a bandit. I'd want to use the M24 for covering fire and remote termination of Zombies and other threats, while my mates move in for the prize. What I'd consider "best": Vehicle: British off-road Jeep-type vehicle. Primary Weapons: AS50, M4A1 CCO SD Sidearm: M1911 Equipment: Rangefinder, NVG, Compass, Watch, Hatchet, Matches, Ghillie Suit (and all other tools) Pack: Coyote Backpack AS50 for precision sniping with guaranteed kills even at extreme ranges. I would consider the FAL, for the scope, but the ammo is only obtainable from crash sites, making it too hard to rearm. I'd choose the 1911 because, if I had to go for my sidearm, I know I'd be in a fucked up situation, and I'd need something with more persuasive power than a 9mm weapon. That leaves the Revolver, which is ruled out because I choose firing rate and ammo capacity over accuracy. If accuracy over longer ranges is an issue when you pull your sidearm, chances are no sidearm is gonna save you.
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I've personally never been killed without also going into negative blood count. By that reasoning, it sounds like a bug to me.
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Look for a forum user called Maxander. He's made a colour-coded loot map, which is 16500x14600 :P It's a picture with a load time! Seriously though, being able to zoom in that much can be very useful.
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Hey. I'm a veteran pilot in ArmA, having flown PvAI and PvP scenarios with upwards of 80 players on the field. Sadly, I've yet to have the pleasure of fixing up a UH-1 in DayZ, but after trying to get some practice in, using the editor to spawn the UH-1 found in Empty, I immediately noticed that the handling of the UH-1 just seems... off? I'm not sure if its supposed to be like that, or if it even is in DayZ and I'm just using the wrong version in the editor, but could anyone who has flown it in DayZ tell me if they too feel it handles very differently than the other 'copters in ArmA2?
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Actually want to take lessons at some point, but such a thing costs money I don't currently have :P I've flown shotgun and backseat in Robinson piston engine birds and once in an MD500. MD500 was a totally awesome experience, can't describe it. Loved it :P But yeah, thanks for the replies to all.
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I mean like the MH-6J, if not even quicker than that. I can also slow it down from 165 to 10-20 in a second or less, without gaining much altitude. Also, yeah, I know that TO:H is much more advanced, but I was talking about how the MH-6s in ArmA 2 handle pretty similliar to the MD500 in TO:H, while the UH-1H in ArmA2 is worlds apart from the TO:H version, flown in that Veterans Day mission. It was more like a point of reference :) But yeah, I may just have to suck it up and work with what I'm given here. Comparing it to the other choppers, if I take the UH-1V out to 165, and I wanna slow it down quickly, I'd do a bank turn 180 to bleed off the speed laterally instead of vertically. Basic stuff, I'd guess. But, if I do that in the Venom, I have a noticeable turning circle. In the UH-1H, there's no turning circle, or at least it's so small that it might as well not exist. It just stops right then and there.
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Using the mouse, it's easy to make slow inputs. However, when I begin practicing, I jump out into third person and use the keyboard, as that allows me to look around using the mouse. I find that to be the easiest way to get the basics down before I go into cockpit view and start working on greater precision. When using the keyboard then, the input is MUCH greater than on the UH-60, UH-1Y, AH-1Z and AH-64D. Hell, even greater than an MH-6 It also feels like it doesn't carry much inertia, making the physics and how it handles feel very odd. It weighs less than the modern versions, but it's still something like three tons, right? Again, I honestly have difficulty explaining it, so bear with me please :P EDIT: If it is indeed the Takistani version, then it might have to do with me using a wrong version. I'm gonna fire it up and find the Takistani one right now, see if there's a difference. I just tried the OPFOR - Takistani Army - Air - UH-1H version. Same problem. I'm considering making a video and uploading it to showcase what I mean. SupWithThat mentioned that he found it hard to correct for mistakes when flying low to the ground. I actually find it to be the direct opposite. Both at low and high speeds, it seems to react extremely quickly to input. I'm somewhat inclined to comparing it to that level in Take On Helicopters. Looking past the engine changes and how flying is handled better in TO:H, it's extremely different to that. Whereas the civ version of the Little Bird used in TO:H handles closer to the ArmA version.
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From what you describe, I'm suspecting that I might be using the wrong bird in the editor. The one in Empty seems to react violently to command inputs. It's kinda hard for me to describe, honestly. I wonder if anyone who has flown it in DayZ has time to do me the favor of trying out the one found in the Editor, in the Empty section? I'm really interested in knowing whether or not it's the same one used in the mod, as I'd like to get some proper practice in with it. About the agility, the UH-1 found in the editor under Empty seems to slow down and turn with very little input necessary. It may be supposed to do that, due to lower weight or other factors, but that's basically what I'd like to know for sure. About the Venom suggestion, that's actually the one I have the most hours in, virtually. That's also the one I've been using to compare with, primarily. In comparison, the UH-1 just seems like something is wrong with the physics or something. Again, it's very hard to describe, so if anyone has the inclination to try and use the UH-1 found in Empty, I'd be very thankful.
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Lets do this, Trading Station Delta - Edited
amentes replied to combatcomm1's topic in DayZ Mod General Discussion
The Korean War is not "still going on." It ended with an armistice in 53', and lead to the division of Korea into North and South. If you were sent to South Korea in the course of your military duties, then you still haven't been a part of the Korean War. Call it a cold war or a war of intelligence, I don't care. But it's not the Korean War. -
Lets do this, Trading Station Delta - Edited
amentes replied to combatcomm1's topic in DayZ Mod General Discussion
No, actually, he's not kidding at all. I've personally gotten great results, simply by being diplomatic and never resorting to name-calling and other negative attacks on peoples character or ideals. In my experience, people, including myself, are perfectly happy to follow, as long as they're convinced that the leadership, whatever shape it may take, is in control of the situation. As it stands, you've throwing out personal attacks left and right, and yet you're wondering why you're having trouble keeping people around? -
Lets do this, Trading Station Delta - Edited
amentes replied to combatcomm1's topic in DayZ Mod General Discussion
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As I've said in one of the OPs other posts, I don't disagree with the idea of banning out-of-game real-time communications, but only if/when Rocket gets the systems setup in-game. However, even then, preventing people from using out-of-game comms is simply not possible. You'd need to have spyware on peoples clients, and even then people would find ways to fool it, just like they always do.