Jump to content

Forums Announcement

Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

Search the Community

Showing results for 'Vehicles'.


Didn't find what you were looking for? Try searching for:


More search options

  • Search By Author

Content Type


Forums

  • Official
    • News & Announcements
    • DayZ Badlands Expansion
    • DayZ Frostline Expansion
    • PC Updates
    • Console Updates
  • General
    • General Discussion
    • Gallery
    • Suggestions
    • Servers
  • DAYZ - GAME
    • PC
    • PS4
    • Xbox
  • DayZ Modding
    • General Discussion
    • Scripting
    • Terrain
    • Modelling
    • Misc
    • Official Tools
    • Community Made Tools
  • The Original DayZ Mod (Arma 2)
    • Mod Announcements & Info
    • New Player Discussion
    • DayZ Mod General Discussion
    • DayZ Mod Gallery
    • Mod Servers & Private Hives
    • DayZ Mod Suggestions
    • DayZ Mod Troubleshooting
  • MiniDayZ
    • MiniDayZ
  • DayZ Mod

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Steam


Twitter


Twitch


YouTube


Discord


Location


Interests


Bio

Found 41868 results

  1. Perks: - Already 3 clans on the server, along with several random players doing their own thing. - General store near kamenka + komoravo, also a place called UpRiisE's playground north of Komoravo with everything you would ever need (except a vehicle.... well maybe sometimes that too) Otmel has everything you would ever need aswell. - 120+ vehicles on the server including up to 10 choppers (unlikely to have all spawned at once obviously) - Active admins, very solid and quick to remove any and all hackers. - Side chat enabled, including VON allowed - just dont SPAM! - Clans are all against one another, rivalries galore (LBX is the best) - Everyone spawns in with NVGs because night time is enabled and we want to make life slightly easier. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Bottom line is we enjoy our server, but would love to add a couple more people to it. Currently the numbers of players are around 10-15 on average. Looking for somewhere around the big 30. If you are interested in joining send me a message and ill let you know what the server name is. Questions are welcome
  2. If a fatigue system is introduced it would make traveling across the country longer and more dangerous. Do you think that would make people use vehicles a little bit more?
  3. Phredrick

    Bandit looking for small squad.

    I'm in the same boat. I'm looking for a group with active players that likes going north and using vehicles as much as camping Elektro. US timezone and 18+ please (I'm 28). PM me if you think you might want the company.
  4. Double Vehicles passworded private hive.
  5. How long you have been playing? Phew, I think I started in June or July but don't nail me on that. How often do you play? I started out playing every day but after 1.7.2.5 my team stopped playing regularly. Now I'm usually logging in once a week unless I'm on medical duty. Why you have chosen that lifestyle? I have played FPS games in my past, so I was already used to the shoot-on-sight mindset. Despite that I chose to live as roaming medic, pacifist to the core, because the game lets me play this way. I firmly believe that there is more than just your kill and survival. You can meet interesting people and make friends you would have never met if you just shot them. I don't mind dying so I am one of a few who can play this way without regrets and bitching. What drives you to play like that? As aforementioned, I know how hard it can be sometimes to scavenge the high-end gear just to be taken out by some stranger who did not even have to shoot you. I want to establish trust between me and others, I want to believe that even in the worst outcome there would be some people still unwilling to throw away their kindness and ethics. This game is just a deathmatch if you let it be, so many have given up on being the good guys and create new aggression towards others. It's a vicious circle - unless we change it. A normal session in DayZ for you Running across the map from one corner to the other in order to meet my patients, giving away my last can of food or soda despite my flashing icon. Or getting shot by people who I randomly meet and try to help. Nothing special. Has this game affected aspects of your real life? Has a game ever affected me in real life? I don't think so, after all it's just a game. I do not wonder whether society would crumble into chaos and people would turn into murderers. I do not change my lifestyle because it would not fit an apocalypse scenario and thus I would die quickly. What changed, though, is that I tend to find trucks in movies and think to myself: Oh, an Ural! What made you choose DayZ? The recommendation of friends and some LPs I watched. Also the premise of a hard and unforgiving zombie survival MMO. Why you play DayZ? Because it is fun and I like to meet new people, especially helping them. How you feel the team has done with the game? I think that rocket has made a fabulous mod, though some bugs are really annoying. Hacking is a serious problem, though the team can not do much about it. If the devs would be a more talkative in the forums regarding updates, status reports and suggestions, I'd be happy but I think they do the best they can do. The impact of Hackers/scripters Well, what can you say about them? They ruined the game. Duping alone is already enough of a problem but it's hard to keep playing when you get teleported into mid-air and die shortly thereafter on every third server login. I still wonder how they can have fun with that. I mean, wouldn't it get boring after teleporting people around the map for the fiftieth time? Those people forgot the meaning of games: To compete and have fun with ordinary means. Cheating doesn't make you a better gamer, it just makes you a sad existence hated by both survivors and bandits. If you have stopped playing or thinking of stopping, why? Well, the problems we face are still the same: lack of end-game content, problems saving items in tents and vehicles, glitches, hackers etc. You can either go on a killing spree or help newbies at the coast but else there is nothing much to do. Even gearing up becomes pointless after you get the gist of it. The game is far too repetetive to keep you playing. Will I stop playing? One day, for sure. I just don't know when that will be. Will you be buying the stand a lone game? I consider it, to say the least. It all depends how good the standalone will protect us from scripters/hackers and if it will give us something more than just doing the same thing all over again - a bit of end-game content like defeating the Enderdragon in Minecraft is needed to keep us hooked. Whatever may come, DayZ has been one of the most interesting games/mods I have ever played. I seldomly felt so immersed into a game and I fear that will not change anytime soon.
  6. In my post http://dayzmod.com/forum/index.php?/topic/95666-stormseekers-operations-server-60-vehicles-3-hueys-custom-mods/#entry900613 I mention all the allowed vehicles that I've found with a video. For vehicle list See: AramA2/DayZ Class codes (in Order as appears in Video): ["UH1H_DZ","Old_bike_TK_CIV_EP1","Old_bike_TK_INS_EP1","TT650_Ins","TT650_Civ","TT650_Gue","TT650_Ins","TT650_TK_CIV_EP1", "TT650_TK_EP1","M1030","M1030_US_DES_EP1","old_moto_TK_Civ_EP1","ATV_CZ_EP1","ATV_US_EP1","car_hatchback","car_sedan", "Lada1_TK_CIV_EP1","Lada2_TK_CIV_EP1","LadaLM","Skoda","SkodaBlue","SkodaGreen","SkodaRed","Volha_1_TK_CIV_EP1", "Volha_2_TK_CIV_EP1","VolhaLimo_TK_CIV_EP1","VWGolf","policecar","datsun1_civil_1_open","datsun1_civil_2_covered", "datsun1_civil_3_open","hilux1_civil_1_open","hilux1_civil_2_covered","hilux1_civil_3_open","UAZ_RU","UAZ_Unarmed_TK_CIV_EP1", "UAZ_Unarmed_TK_EP1","UAZ_Unarmed_UN_EP1","LandRover_CZ_EP1","LandRover_TK_CIV_EP1","SUV_TK_CIV_EP1","SUV_TK_EP1", "SUV_PMC","S1203_TK_CIV_EP1","Ikarus","Ikarus_TK_CIV_EP1","UralCivil","UralCivil2","Ural_TK_CIV_EP1","V3S_Civ","Tractor"];
  7. Dayz Private Hive Servers Hosted By Steam Group The Dysfunctional Soldiers http://steamcommunit...ctionalSoldiers http://dysfunctional...iers.enjin.com/ We Are Hosting Cherno With More Maps On The Way We Have Active Admins And Moderators Server Will Be Moving To A Dedicated System Soon Custom Starting Gear Custom Faces Being Added Soon 4 Restarts A Day! We Also Host A TeamSpeak Server For All Members To Use! MutiGaming Community! Server And Community Events Are Being Planned For The Future! Join Today! Server Is White-Listed! Dayz Chernos - 65.185.188.48 Port 2302
  8. pbrunk

    Looking for a vehicle

    correct, vehicles and tents are server specific. Me and my friend have found 2 bikes, one of which we broke, and we have been hunting on and off all day for more vehicles in the interior
  9. you need a hard reset of the server bro only way to get it back a friend of mine who runs a lingor server has had to do it several times in order to get the chopper back It wipes everything so your gonna lose tents and all other vehicles as well
  10. kflo01

    DeSpawning Items?

    Damnit!! I have been trying to find a vehicle FOREVER. I looked at all the youtube videos on wehere to find them and everything. So I have a color print out of the ap and the spots where different vehicles can be found and I find a ATV. I crawl up to it. Thru 4 or 5 zombies and under bridge. I finally get to it and use the wheel of my mouse to start repairing it then it disappears. In thin air. I thought it was a graphics glitch but I backed up even left the area and came back. GONE!!! I was so pissed you dont even understand. Is this normal for vehicles to despawn for the lack of a better term?
  11. Got bored after the endless hours I put into it, drove every vehicle in the mod, shot every weapon in the mod, even weapons and vehicles that weren't in the mod, I've seen buildings get demolished by smoke grenades and satchels, seen a huge radio tower impaling a battle ship on top of the cherno hotel, and a few helicopters flying around it fighting each other over control, got bored after messing with people became boring because now all they do is disconnect at the first sign of danger or shoot me while I'm unarmed, without even giving me a chance to mess with them. Also script kiddies everywhere, but that actually makes the game fun if you're not planning on surviving anyways.
  12. DevilDog (DayZ)

    Camp sites - (Pictures)

    Yeah I like the look of them as well. I am working on one now just to stock with medical supplies, food and water. Just something to work on and call home. As for vehicles. I found a quad, but could not drive it (was a newb) think it was out of gas lol. I now have two bicycles, found and fixed a bus last night then drove it off a pier by mistake lol, then found a PBX and small boat. Took the PBX, not the small boat yet.
  13. birdman

    Vehicle Camo

    No flaming intended! I clicked one of your tags, "camo" and this immediately came up: http://dayzmod.com/forum/index.php?/topic/46508-camo-tarps-for-vehicles/. You didn't even bother to search the tag that you made. As it stands alone it is better than the vehicle tracker idea. I think hiding vehicles is a better play.
  14. Erizid

    Simple Changes, Big Results

    When clans can't dupe carparts, it will be harder to maintain a horde of vehicles. There wont be any reason to store more than 3 or 4.
  15. andrewmont

    Vehicle Camo

    Simply what title says. Effectively an oversized ghillie suit you can put over your vehicle when stationary to camouflage it. 2. Also perhaps the ability to get vehicles with camo paint jobs. 3. I know they're talking about proper bases for the standalone, camoflauging your base would be brilliant. Similar to what u see at berezino at the military base with the camo and user placed military tents etc :D Different versions for weather/maps would be good. IE: snow and desert
  16. Calinthor

    No chopper

    Okay, the "Chance Percentage" for spawns is in the table, which is smart and good coding. You will need to just check your "spawns" table and check the UH1H_DZ entries. If the entries are just "UH1H" that won't work, it has to be the dayz version "_DZ". Also, since this is based on Guru Abdul's Sanctuary server, the spawn locations will not necessarily be standard. He put some on castles, on roofs, in the wilderness, etc. Some of his spawn locations were 'bad' locations to and would cause vehicles to phase through buildings, slide down hills, or be half in/half out of the ground. I found that I had to actually physically stand were I wanted the vehicle, copy my position and paste it in the spawns table to make sure I got a good spawn.
  17. Agree more vehicles but make fuel rarer and finite (i.e a tank has X litres when thats expended it doesnt replen for a defined and LONG time) Melee function on all weapons ok buttstroking with a rifle is not super effective but its a quiet option that doesnt require ammo.
  18. Calinthor

    No chopper

    Looks like you're running "Bliss" server based on Guru Abdul's Sanctuary Server. The file "db_spawn_vehicles.pl" has the code to spawn in vehicles. look in that file and see if you can find the huey code: #!/usr/bin/perl -w use warnings; use POSIX; use DBI; use DBD::mysql; use Getopt::Long; use List::Util qw(min max); print "INFO: Started vehicle insertion.\n"; my %args = (); GetOptions( \%args, 'instance|index|i=s', 'hostname|host|dbhost|h=s', 'username|user|dbuser|u=s', 'password|pass|dbpass|p=s', 'database|name|dbname|d=s', 'port|dbport=s', 'world|map|w|m=s', 'limit|l=s', 'cleanup', 'help' ); my %db = ( 'host' => $args{'hostname'} ? $args{'hostname'} : 'localhost', 'instance' => $args{'instance'} ? $args{'instance'} : '1', 'limit' => $args{'limit'} ? $args{'limit'} : '500', 'user' => $args{'username'} ? $args{'username'} : 'dayz', 'pass' => $args{'password'} ? $args{'password'} : 'dayz', 'name' => $args{'database'} ? $args{'database'} : 'dayz', 'port' => $args{'port'} ? $args{'port'} : '3306', 'world' => $args{'world'} ? $args{'world'} : 'chernarus' ); if ($args{'help'}) { print "usage: db_spawn_vehicles.pl [--instance <id>] [--world <chernarus|lingor>] [--limit <limit>] [--host <hostname>] [--user <username>] [--pass <password>] [--name <dbname>] [--port <port>]\n"; exit; } print "INFO: Connecting to $db{'host'}:$db{'name'} as user $db{'user'}\n"; print "INFO: Instance name dayz_$db{'instance'}.$db{'world'} \n"; # Connect to MySQL my $dbh = DBI->connect( "dbi:mysql:$db{'name'}:$db{'host'}:$db{'port'}", $db{'user'}, $db{'pass'} ) or die "FATAL: Could not connect to MySQL - " . DBI->errstr . "\n"; print "INFO: Cleaning up damaged vehicles\n"; # Clean up damaged vehicles and old objects my $sth = $dbh->prepare(<<EndSQL DELETE FROM objects WHERE damage >= 0.95 OR (otype = 'Wire_cat1' and lastupdate < now() - interval 3 day) OR (otype = 'Hedgehog_DZ' and lastupdate < now() - interval 4 day) OR (otype = 'TrapBear' and lastupdate < now() - interval 5 day) OR (otype = 'Sandbag1_DZ' and lastupdate < now() - interval 8 day) EndSQL ) or die "FATAL: SQL Error - " . DBI->errstr . "\n"; $sth->execute() or die "FATAL: Could not clean up damaged/old objects - " . $sth->errstr . "\n"; $sth = $dbh->prepare(<<EndSQL DELETE FROM objects USING objects INNER JOIN survivor on objects.oid = survivor.id and survivor.is_dead = 1 WHERE objects.otype = 'TentStorage' AND objects.lastupdate < now() - interval 4 day EndSQL ) or die "FATAL: SQL Error - " . DBI->errstr . "\n"; $sth->execute() or die "FATAL: Could not clean up damaged/old objects - " . $sth->errstr . "\n"; #Remove out-of-bounds vehicles if ($args{'cleanup'}) { print "INFO: Starting boundary check for objects\n"; $sth = $dbh->prepare("select id,pos from objects"); $sth->execute() or die "Couldn't get list of object positions\n"; while (my $row = $sth->fetchrow_hashref()) { $row->{pos} =~ s/[\[\]\s]//g; $row->{pos} =~ s/\|/,/g; my @pos = split(',', $row->{pos}); my $valid = 1; if ($db{'world'} eq 'chernarus') { if ($pos[1] < 0 || $pos[2] < 0 || $pos[1] > 14700 || $pos[2] > 15360) { $valid = 0; } } elsif ($db{'world'} eq 'lingor') { if ($pos[1] < 0 || $pos[2] < 0 || $pos[1] > 10000 || $pos[2] > 10000) { $valid = 0; } } else { print "Cannot check valid bounds for the world $db{'world'}\n"; } if ($valid == 0) { $delSth = $dbh->prepare("delete from objects where id = $row->{id}"); $delSth->execute() or die "Failed while deleting an out-of-bounds object"; print "Vehicle at $pos[1], $pos[2] was OUT OF BOUNDS and was deleted\n"; } } } # Determine if we are over the vehicle limit my $vehicleCount = $dbh->selectrow_array(<<EndSQL SELECT COUNT(*) FROM objects WHERE instance = ? AND otype NOT IN ('TentStorage', 'Wire_cat1', 'Hedgehog_DZ', 'Sandbag1_DZ', 'Hedgehog_DZ', 'TrapBear') EndSQL , undef, $db{'instance'}); if ($vehicleCount > $db{'limit'}) { die "FATAL: Count of $vehicleCount is greater than limit of $db{'limit'}\n"; } print "INFO: Fetching spawn information\n"; my $spawns = $dbh->prepare(<<EndSQL SELECT uuid, spawns.pos, spawns.otype, chance FROM spawns LEFT JOIN objects on spawns.uuid = objects.uid and objects.instance = ? WHERE world = ? AND objects.uid IS NULL EndSQL ) or die "FATAL: SQL Error - " . DBI->errstr . "\n"; $spawns->execute($db{'instance'}, $db{'world'}); my $insert = $dbh->prepare(<<EndSQL INSERT INTO objects (uid, pos, health, damage, fuel, otype, instance, created) VALUES (?, ?, ?, ?, ?, ?, ?, CURRENT_TIMESTAMP()) EndSQL ) or die "FATAL: SQL Error - " . DBI->errstr . "\n"; my $spawnCount = 0; # Loop through each spawn while (my $vehicle = $spawns->fetchrow_hashref) { # If over the global limit, end prematurely if (($vehicleCount + $spawnCount) > $db{'limit'}) { last; } # Determine count for this vehicle type my $className = substr($vehicle->{otype}, 0, index($vehicle->{otype}, '_')) . "%"; my $count = $dbh->selectrow_array("SELECT COUNT(*) FROM objects WHERE instance = ? and otype like ?", undef, ($db{'instance'}, $className)); my $limit = 0; if ($vehicle->{otype} =~ m/Old_bike/) { $limit = 10; } elsif ($vehicle->{otype} =~ m/UAZ|S1203|boat/) { $limit = 4; } elsif ($vehicle->{otype} =~ m/ATV|Skoda|TT650|UH1H|hilux|Ikarus|Tractor|Volha/) { $limit = 3; } elsif ($vehicle->{otype} =~ m/V3S|Ural|PBX|SUV/) { $limit = 1; } # Skip this spawn if the vehicle is over its per-type limit if ($limit > 0 && $count >= $limit) { print "INFO: Vehicle $vehicle->{otype} is at its limit of $limit spawns\n"; next; } # Skip this spawn if the spawn chance was not met if (int(rand(100)) > ($vehicle->{chance} * 100)) { next; } # Generate random damage value my $damage = ($vehicle->{otype} =~ m/Old_bike/) ? 0 : sprintf("%.3f", rand(0.75)); if ($damage <= 0.05) { $damage = 0; } # Generate random parts damage my $health = ''; if ($vehicle->{otype} =~ m/Old_bike/) { @parts = (); } elsif ($vehicle->{otype} =~ m/TT650|boat|PBX/) { @parts = ('["motor",1]'); } elsif ($vehicle->{otype} =~ m/UH1H_DZ/) { @parts = ('["motor",1]','["elektronika",1]','["mala vrtule",1]','["velka vrtule",1]'); } else { @parts = ('["palivo",1]','["motor",1]','["karoserie",1]','["wheel_1_1_steering",1]','["wheel_1_2_steering",1]','["wheel_2_1_steering",1]','["wheel_2_2_steering",1]'); } $health = genDamage(@parts); # Generate random fuel value between 0.2 and 0.8 my $fuel = ($vehicle->{otype} =~ m/Old_bike/) ? 0 : sprintf("%.3f", min(max(rand(), 0.2), 0.8)); # Execute insert $spawnCount++; $insert->execute($vehicle->{uuid}, $vehicle->{pos}, $health, $damage, $fuel, $vehicle->{otype}, $db{'instance'}); print "Called insert with ($vehicle->{uuid}, $vehicle->{pos}, $health, $damage, $fuel, $vehicle->{otype}, $db{'instance'})\n"; } $sth->finish(); $dbh->disconnect(); print "INFO: Spawned $spawnCount vehicles!\n"; sub genDamage { my $h=""; my $damParts=0; my $damCount=0; my $random = rand(); my $chance = 0.99; my $chanceFactor = 1.15; my @parts = @_; my @restricted; while($chance>$random && $damParts<scalar @parts) { $chance /= $chanceFactor; $chanceFactor += 0.15; $damParts++; } $damCount=0; while($damParts>$damCount) { $random = floor(rand(scalar @parts)); my %restr = map {$_ => 1} @restricted; if(!exists($restr{$random})) { push (@restricted,$random); if($h eq ""){$h = $parts[$random];} else{$h .= ",".$parts[$random];} $damCount++; } } return "[${h}]"; }
  19. This thread is now limited to posting changelog/version updates. The poor performance of dayzmod.com has rendered these forums a chore to post/reply to. DayZ Redux now has our own forums up just for this mod. Please try and shift all discussions related to DayZ Redux to that forums. Thanks! Forums: http://www.dayzredux.com DayZ Redux v0.4.0 DayZ DIAF (Die in a Fire) has been renamed! To what I randomly named under suspicion of nobody being interested in the mod, it now has a proper name that communicates the intentions/goals of the mod. It's the same mod, just renamed as a result of this patch. Please note that those who had played DayZ DIAF will need to make sure they setup/reference the new mod directory "@DayZRedux" instead of the old "@DayZ_DIAF" Before you read through the change log, I want to explain what DayZ Redux intends to be. It's goals are: [1] Fix bugs/exploits [2] Introduce and change mechanics/features to appeal to DayZ "purists". By this, I mean people looking to play in the spirit of "post-apocalyptic survival". You'll never see changes introduce things like "100 vehicles!", "golden weapons!", "tanks!" and other bullshit. I am to keep DayZ difficult and frustrating, if not more so! I love Rocket's design philosophy for DayZ and am attempting to stay reasonably close to it. All in all, this project *will* fork from vanilla DayZ and take its own direction (it won't just be a "bug fix" release for stock DayZ). But it will try and keep in the spirit of Rocket's design. If I ever start adding ridiculous things, please smack me! GETTING ACCESS: The server is now up and available for play! It is a WHITELIST only server based on GUID. To get access, you need to visit http://www.dayzredux.com and register on the forums. Then, follow the instructions in the "Whitelist" section. While this may be a bit of work, it's intended to be more work than the average hacker would bother with. INSTALLATION: http://forums.dayzre...um/4-downloads/ RECOMMENDED LAUNCH OPTIONS: Just set your launch options in Steam or make a shortcut with: TROUBLESHOOTING: - If you get an error about not having the proper Arma2 version, be sure that you have the latest Beta client (See install instruction for link) and that you've copied "Expansion/beta/arma2oa.exe" over top the regular arma2oa.exe in your main 'arma 2 operation arrowhead' directory. This will make sure Steam launches with the beta client. - If you get something like "ca_dubbing_counterattack" missing, you did not merge your ARMA2 and ARMA2:OA Addons. Launch "Combined Operations" through steam once to have Steam do it, or copy "Addons" from your regular "arma 2" directory to your "arma 2 operation arrowhead" diretory. - If you get something about keys not being approved by the server, you likely still launched the game with "@DayZ" as a mod (which the server won't allow). Make sure you're only loading "@DayZRedux" and nothing else. DayZ Commander seems to force load @DayZ no matter what :( AS OF 0.3.0 ALL RELEASE NOTES ARE JUST GOING TO BE ON THE MAIN SITE. PLEASE GO THERE: http://www.dayzredux.com/download * RELEASE v0.2.11 * Begrudgingly tuning back Zombie spawning mechanics closer to vanilla, as they seem to be the primary cause of all of the remaining lag/desync/redchain. We'll see how this goes. * RELEASE v0.2.10 * Fixed loot based logic mistake relating to checking if players are near/in a building during attempts to spawn loot. * RELEASE v0.2.9* The "improved performance" adjustments for loot seem to have made loot entirely too rare (this is different than the logic error before, loot was "working" here, it just was made too rare). Hopefully this should be last of this! So hard to test the effects of loots long-term with multiple players by my lonesome :( * RELEASE v0.2.8* Fixed stupid logic error that resulted in loot only spawning when the 6 moons of xarthos aligned. Which is to say, not very often. Loot should be spawning normally now. * RELEASE v0.2.7* Actually slightly increased the CZ 550's spawn rate this time (apparently last time I did not actually do it) Introduced basics of "Vehicle Inspect" action. *MORE INFORMATION* Repairing ANY vehicle now requires that you have a Toolbox Toolboxes are now more common in industrial spawns Fuel Tanks and Engine Parts have swapped rarities. The Fuel Tank is now the most rare part instead of an engine. (Vehicles can't move without an engine, you'll just burn through fuel quicker without a fuel tank. I like the rare fuel tank situation better) SuperMarket loot pile chances reduced to be in line with regular residential chance. Parts only display in the repair action menu if they're not already 100% repaired (if it lets you try and repair it, it's not 100%!) Damage to players is now logged server-side. This should help significantly in investigating hack reports. The origin unit who ultimately caused you damage will always be reported in logs. The creation of ChernarusRedux buildings are no longer done like trash/garbage/barricades, but spawned by the server. This should resolve all oddities reported with multiple buildings/loot/buildings not showing/etc Loot spawning has been optimized a bit to improve overall performance and fix the performance problem when in towns Loot no longer despawns in spite of a player being near the pile at the time [ Vehicle Inspection ] Shows up in the same situations "Save Vehicle" shows up. Displays a break down of ANY part that is not 100% repaired. (Individual part damage) Displays the damage value of the vehicles itself (vehicles maintain a separate damage value from parts) If the vehicle's general health is 61% - 100%, the picture is green. If the vehicle's general health is 31% - 60%, the picture is yellow If the vehicle's general health is 1% - 30%, the picture is red. At this point you pretty much can just ignore the in-vehicle HUD green/yellow/red. If your helicopter is leaking fuel, use this tool. Anything that shows up is not 100% and therefore needs fixing! If you have 0.2.6, just get the hotfix patch: http://www.dayzredux....2.7-hotfix.zip * RELEASE v0.2.6* [CHANGE] Chloroform spawn chance increased slightly [CHANGE] CZ550 spawn chance increased slightly (There were 4x M24s in use, but 2x CZ 550s) [CHANGE] Guns now spawn with 1-2 mags instead of 1-3 mags. [NEW] Helicopter Crash weapons spawn with 2-3 mags [NEW] AKS 107 PSO introduced as Heli Crash only loot. [CHANGE] Loot spawning is back to being calculated 100% client side - BUT, it's still customized. *MORE DETAILS* [NEW] Initial preview/testing of ChernarusRedux concept and mechanics. *MORE DETAILS* [ Loot Spawning ] Long story short, ARMA2 can't handle the extra load of calculating loot server-side in spite of various methods/efforts on my part. I guess it's no surprise given that Rocket would've likely done this in the first place if it was feasible. However, the vanilla DayZ loot system wasn't just rolled back in place. I've customized it slightly to hopefully be more friendly/dynamic and less irritating than the bone stock mechanic. Please provide feedback on this. This should (hopefully) spell the end of the loot droughts and desync/redchain Note that there is a mechanic that rewards you for NOT loot piling/cycling buildings. If you don't want loot, LEAVE the pile. It will slightly increase the chances of goodness next loot cycle. If you clear buildings out of loot and pile it out, then you'll have LESS chance of goodness next cycle. [ Chernarus Redux ] The preview of Kamenka and North East Airfield have been placed in game. These are by no means the final product of the towns, and I already have plans for tweaks. But, my intent here is to [1] get things rolling [2] test for any oddities in the method used to add these additional buildings into the map. Please provide feedback on any oddities you see. * RELEASE v0.2.5 * [CHANGE] M240, M249, Mk48 removed from barracks loots. M249/Mk48 left as HeliCrash loot, M240 no longer in game (Reducing to 2 LMGs now bring it in line with the 2 snipers and 2 silenced weapons) [CHANGE] Guns with optics removed from military loot. Now only exist as Barracks loot * M4A1 CCO * M4A3 CCO * AKS 74 Kobra [CHANGE] Food is a bit more rare in Supermarkets [CHANGE] Tweaked drop rates of various items (numerous amount) [FiX] You can no longer change clothes/eat/drink/etc. while in a vehicle (exploit related) [CHANGE] Very slight tweak to zombie spawn mechanic to further try and reduce chance of desync If you have 0.2.4, just get the hotfix patch: http://www.dayzredux....2.5-hotfix.zip * RELEASE v0.2.4 * [FIX] Made changes to eliminate chance of rapid-respawn zombies, also other changes to reduce/eliminate desync If you have 0.2.3, just get the hotfix patch: http://www.dayzredux....2.4-hotfix.zip * RELEASE v0.2.3 * [FIX] Add back in the zombie code that I commented out during internal testing at 5AM last night and forgot that I did so... If you have 0.2.2, just get the hotfix patch: http://www.dayzredux....2.3-hotfix.zip * RELEASE v0.2.2 * [CHANGE] Adjusting some zombie mechanics in efforts to reduce desyncing If you have 0.2.1, just get the hotfix patch: http://www.dayzredux....2.2-hotfix.zip * RELEASE v0.2.1 * [FIX] Woops. The unload patient fix bungled refueling vehicles. Reverted it. If you have 0.2.0, just get the hotfix patch: http://www.dayzredux....2.1-hotfix.zip * RELEASE v0.2.0 * [NEW] DayZ Die in a Fire Edition has now gone with a more serious title given people seem to actually like the mod. It is now dubbed "DayZ Redux" in honor of the mod's goals. [NEW] Combat Status icon introduced to indicate combat status. Combat Status text indicator will eventually be removed entirely. [FIX] "Unload patient" action no longer permanently sticks in the action menu (Untested fix. Please confirm) [NEW] Zombies will still spawn even if you're on/in a vehicle. [NEW] Zombie spawn mechanics heavily modified. *MORE DETAILS BELOW* [NEW] Heli Crashes spawn mechanics revamped entirely. *MORE DETAILS BELOW* [FIX] Heli Crash smoke is *actually* removed now (I confirmed it this time :D) [NEW] Reduced amount of possible loot piles per heli crash. (This will be watched closely for loot table and/or loot pile tweaking) [NEW] Ghillie and Camo no longer spawns at Residential. Moved to military/barracks instead (still spawns at heli crash). [NEW] GPS removed from Military spawn, remains at Barracks and Heli crash [NEW] "Assorted" loot piles will have 1 less item per pile. Weapons/etc. are unaffected [NEW] M240/M249 belts no longer spawn outside of with the gun itself. [NEW] M9 SD/ MP5 SD added to Heli Crash. Just like snipers/LMGs, ammo only spawns with the gun itself. [NEW] Loot spawning system moved server-side and spawning algorithm redone. *MORE DETAILS BELOW* [NEW] 4 new vehicles. They're not particular fancy/game changing, but add some nice change to the existing loadout. [NEW] This is technically not a mod change, but the official DayZ Redux server no longer has waypoints enabled. [ Zombies Mechanics ] Most folks, when modding DayZ, immediately take to the "Dial the zombie spawning to 11" approach and quickly run into mass lag/desync issues. I've taken a different approach. The avenue taken hopefully will make it SEEM like the towns are much more congested and busy while you're in the town itself, but the actual number of zombies will remain virtually unchanged. Please please report back your assessment of this new mechanic. It is stage one in what I plan to be a two stage process to make zombies matter more and less able to run around town balls out. [ Heli Crash Mechanics ] No longer do heli crashes spawn immediately on server up, allowing those who can login at that time to scoop up the loot. Instead, heli crashes are now completely randomized over the life of the server (as configured by me). Heli crashes are intentionally spawned in such a random fashion that no singular point in time is more advantageous than another to go look for them. You could look for a heli crash and have one spawn at a place you just visited 5 minutes ago. The only way to catch all the heli crashes now is if you scan the entire region 24/7. This should allow more variety of people to find them and no singular person to be able to farm them all unless they dedicate their entire 24 hour day to scanning for them. [ Loot Spawn Mechanics ] Loot spawning is now exclusively handled server-side. No longer do players handle the spawning mechanism. I will *NOT* explain the intricacies of the mechanic to minimize people "gaming" the system. However, loot now spawns 24/7 regardless of players being near a town or not. There are still anti-farm mechanics involved to prevent someone from sitting on a building. "Cycling" loot is significantly less effective than moving on to a new house. Less frequently looted locations have a higher chance of containing more loot. In other words, it is more effective to "loot a town" and move on to another town than it is to stay in town and try and farm respawns. Please note due to the nature of loot being completely redone, it may be too rare or too frequently spawning. Only so much testing can be done alone on a test box and checking only a few towns over the course of 30-60 minutes. PLEASE REPORT BACK ANY FEEDBACK. [ SERVER CHANGE ] Waypoints disabled [ MORE CHANGES ] Added 4 vehicle types. They're rare though! HMMWV_Ambulance (2-seater medical vehicle) GAZ_Vodnik_MedEvac (basically a Ural grade truck that's amphibious) Old_moto_TK_Civ_EP1 (Same as the other bikes, just looks different) VolhaLimo_TK_CIV_EP1 (Same as the GAZ, just looks pretty bad ass) * RELEASE v0.1.2 * [CHANGE] Spawn rate of Chloroform reduced [NEW] Chance of loot piles spawning per cycle has been universally reduced by a slight amount. (This will be watched closely. Please send feedback) [NEW] "Special" Heli Crash gun/tool loot made exceptionally more rare. More common to find lots of ammo/supplies than amazing guns/NVG/etc. [FIX] Removed the AKM's second spawn entry in the "Military" and "Barracks" loot table so that it only has a single entry. Consequently, it will be slightly more rare. [NEW] The crowbar now spawns in its "Toolbelt" form vs. its "Primary Weapon" form (just like the Hatchet) [FIX] Removed CZ550 Ammo from 'hunter' zombie loot table (missed it from before) [NEW] Loot cleanup logic should now clean backpacks/boxes in addition to loot piles [NEW] Loot spawn logic should no longer spawn a backpack/box/ammobox if a backpack/box/ammobox already exists at that spawn point [NEW] Medical Box contents have been halved. [NEw] Medical boxes will spawn less frequently (but still spawn independently of loot piles existing or not) [FIX] Players who decide to try and crawl inside a vehicle before flipping it right side up should be less likely to K.O.d by said vehicle [FIX] You can no longer cook infinite free meat from camp fires [FIX] Survivors should no longer pickup a single item at the same time and both receive it. [CHANGE] Heli Crash smoke has been removed (should be, at least). It made it ridiculously easy to spot crashed helis. [CHANGE] Loot tables have been adjusted to make generic type loot piles more common and 'specific' items more rare. Trying to make it take longer to gear up. [FIX] You can no longer generate multiple tents while packing up a deployed tent. * RELEASE v0.1.1 * [FIX] No longer possible to drink/eat without consuming the food item [FIX] No longer possible to pitch a tent without consuming the tent [FIX] No longer possible to put on clothes without consuming the clothing [FIX] No longer possible to build sand bags/cat wire/hedgehogs without consuming the itme [FIX] No longer possible to consume medical supplies (bandages/etc) without consuming them [FIX] No longer possible to generate free filled water bottles with an unfilled water bottle [FIX] No longer possible to create axes out of thin air if you already have one [FIX] Switching skins no longer repairs pain shakes/broken legs [FIX] Switching skins no longer resets/dupes/screws with your backpack [FIX] Switching skins no longer resets ammo [NEW] Switching skins now properly remembers your chosen weapon vs. switching to the first 'weapon' item you ever obtained [NEW] Picking up a "weapon" form of a crowbar/axe no longer switches you to the first 'weapon' item you ever obtained [FIX] Duping no longer possible through zombie corpses/backpacks/etc [FIX] Vehicles save fuel properly [NEW] Getting in or out of a vehicle auto-saves everything about it [NEW] Adjusting gear contents of a vehicle or tent auto-saves it (Prevents duping) [NEW] Vehicles now save upon taking damage and take proper damage (no insta-repair on getting out/in) [FIX] uicontrol UI error fixed [NEW] Debug Menu removed entirely from game. Not even a toggle. [NEW] Weapons now spawn with 1-3 mags vs. previous 0-3 mags [NEW] The crowbar can be placed on your toolbelt just like your axe. [NEW] Disabled automatic player body cleanup (will leave this to scheduled restarts to give players a chance to get their stuff) [NEW] You no longer start with any backpack [NEW] MH-6J Helicopter added to vehicle spawn table. Non-combat vehicle with flares removed. Seats 6. Very vulnerable! [NEW] "Map" will no longer spawn by its lonesome, but with other residential goodies (just like other tools already do) [NEW] Ability to flip vehicles right side up (MORE DETAILS BELOW) [NEW] Combat system introduced as Anti ALT-F4 mechanic (MORE DETAILS BELOW) [NEW] Many loot/item spawn changes modified (MORE DETAILS BELOW) [NEW] Added new item/mechanic "Chloroform" (MORE DETAILS BELOW) [NEW] It should now be impossible for a new spawn to spawn unconscious (wasn't too uncommon when dying/respawning in stock DayZ). [ DETAILS ] * Ability to flip vehicles right side up * When any ground vehicle has been flipped over, it can now be flipped right side up by getting up next to you and using the new action menu "Flip <Vehicle Name>". -Vehicles can only be flipped when nobody is on the vehicle. -It takes 6 seconds to flip the vehicle. -If anyone is touching the vehicle other than the person flipping, they may take severe damage. Stand clear! * Combat system * As a means of eliminating ALT-F4 and force combat, this new mechanic has been introduced. If you are subject to ANY of the below criteria, you will be put in combat for 30 seconds. -If you fire a weapon/throw an object -If anyone else within 70m of you fires a weapon or throws an object -If any bullet or object impacts within 50m of you An indicator in the upper-right shows your combat status. The "Abort" button is disabled while in combat to prevent accidental logging. Any disconnect for any reason while in combat ensures the player is instantly killed and a body produced. This will be highly subjective to distance/duration tweaking. Eventually a DB will be setup to track combat logging for purposes of considering item reimbursal when a legit connectivity problem is implicated. * New Item: Chloroform * Rare item spawn. Find for yourself where it spawns (won't take you long to find out!). One use per item. Activates like giving someone a blood transfusion. Knocks the player unconscious for 3.5 minutes (subject to change). Useful for bandits looking to screw with people or survivors/heroes looking for non-violent ways to escape a situation. * Many loot changes * REMOVED FROM GAME: -FN FAL AN/PVS-4 -L85A2 AWS -M9 SD -MP5 SD -M4A1 CCO SD -Bizon SD -DMR -M14 AIM -SVD Camo -M107 -AS50 -Cat wire (was only really used for building griefing) -Hedgehogs (was only really used for building griefing) -Satchel Charges (so rare that they were only used by hackers/dupers for griefing) -Flashlight (removed from spawn tables, but everyone still starts with one!) Most of the snipers/all of the silenced weapons were removed to foster more squad interaction and less one-sided instant kills. Just because an item was left in or was taken out does NOT mean that's how it will stay. Community feedback/testing will help direct what goes on here. SPAWN MOVED: -M24 -> HeliCrash ONLY (Ammo only comes with the gun itself, doesn't spawn on its own anywhere!) -CZ550 -> Deer Stand ONLY (Ammo only comes with the gun itself, doesn't spawn on its own anywhere!) AMMO BOXES: -The two ammo boxes were removed and replaced with a single ammo box carrying (10x Stanag / 10x AK / 10x AKM) HELI CRASH LOOT: -With the weapon removals, you can now find Rangefinders, GPS, M4A1 Holo, M16A4 ACOG, and the M24 here. BACKPACK CHANGES: -As mentioned, you no longer start with a backpack. Backpack loot, in my opinion, was also jacked up. Bags have been relocated. + Residential bag spawns changed from Pouch(4), Czech(16), ALICE(20) TO Pouch(4), Patrol(8), Assault(12) + Military bag spawns changed from Assault(12), Patrol(8), Coyote(24) TO Czech(16), ALICE(20), Coyote(24) (The "best" pack from a supermarket is now the 12 slot Assault. You can only find an ALICE or better at military spawns!) SPAWN CHANCES: -Coupled with the item removals/changes, some loot was adjusted to spawn a bit more frequently/less frequently to try and keep high-end guns quite rare. Exact changes would be too numerous to enumerate, though.
  20. Asuka

    Simple Changes, Big Results

    Many more vehicle spawns? We already have a metric shit ton of vehicles spawning per server, the reason you don't see them a lot is because everyone hoards them, they'd do the same if there were more anyways.
  21. Server is picking up, slowly but surely. Hacker free and full of great players- bandits and survivors alike. If you are looking for a Day Z experience that revolves around realism and having survivors/bandits interact with you in a way that it is meant to be- this is the place... We have people forming groups of arms dealers, making deals with other survivors... This is not a kill on sight server... This is not a "lets camp cherno and sniper flashlight wielders" server... this is a server where you can make a name for yourself... become that notorious bandit that is feared... become that hero survivor that is the savior of so many wayward survivors... Become that clan that comes in and sets up shop in a major city.. .build your fortress and stake claim... leave your mark any way you want.... This is a community/server that heightens the risk/reward system.... A server where you have to think about your decisions more than "Oh theres a survivor, im going to shoot him for the lulz"... Sure you can do that... but will word spread of your banditry?... will survivors band together to end your reign of terror?... Will other bandits join your cause, making you the ring leader of a infamous raider clan?... Will you be the boss of some cartel that makes weapons and vehicles deals?... or will you just be that lone survivor that watches all the chaos from the sidelines... waiting for the right moment to go in and pick up the leftovers and carry on your way unnoticed by the masses?.... We want to bring about that real feel of danger... along with that real feel of heroism... Not just the "hey im friendly in cherno"... We want to bring back that emotional division in decisions you have to make... is it worth shooting that guy for the beans? or will you stay hidden and allow him to pass and go about his merry way?.... What kind of name do you want to make for yourself?.... join us and start.... This is a community based server where everyone's name will mean something with each decision you make or alliance you break...
  22. Lingor Badlands Team Vs Team Warfare Server (don't let this fool you, the server IS up.) :: Key points of my server :: Large Scale Warfare between the two main factions Multiple wars happening in the small factions that can carry over to the large factions Trade Faction that will have unique weapons via Database (Example: G36c SD, SCAR, etc etc) Safe Tents (You are NOT allowed to poke around inside of other factions tents.) Set Vehicle limits to make them accessible but scarce Admin inspired events (Racing, Town DMs, ETC) Role playing is desirable and welcome Private Lingor Hive Introduction Welcome to the Lingor Badlands TvT server. Basically, there are 2 main factions that must compete for supplies, along with several minor factions. This isn't your typical Rambo hide and seek DayZ server. You need to rely on your faction to play. Your faction base will be a safety zone, a place to chill, gather, trade, and horde. I will not tolerate random acts of Rambo ism in my server. This is NOT to say I will not condone violence. This is war, after all, but you must go at it in a logical sense. PM me with an introduction to you, your goals and whatever else you want to tell me. I'll PM you back with the password, TS server, and such. it goes without saying do NOT hand out the password. You are also REQUIRED to use our clan forum for various communication issues (car crashes, car parking, flight rights, tent placement, ETC.) If cars keep disappearing, I will be issuing out Driving rights. Our forums are located at http://lingorbadlands.enjin.com/forum We run on a Private Hive, and so far it's been a very smooth experience. There are currently 25 odd vehicles in the server, but I can jack them up to 100+. I will NOT be doing this unless I'm forced to. Vehicles need to be a resource that's a bit harder to get, but accessible. Lingor is a pretty small Island, so 25 is great number at the moment. Our server is located in North Carolina, USA. To start with, each of the main factions will have their own base. The west is called for Southern. the Northwest is called [LR] for Last Resistance. You are not allowed to attack or raid these bases unless special circumstances are met. This is a safe zone for your faction. The minor factions, however, have no true safe zone. Smaller factions, such as Medics, Traders, Transporters, Mercenary Groups, ETC will take residence in a city. These minor factions will be able to fight and take control of other city states, but cannot own more than 1 as a base of operations. A Minor factions main goal will be to procure a City state or establish themselves in a certain trade. This server is a Vanilla Lingor DayZ private hive hosted in the USA by HFB at the moment.. Down the line, if this gets big, I'll run it off my own rig + connection [i have a little monster that can easily do it.] so I can begin screwing with scripts and such so I can make this a one of a kind experience. For now, I can only moderate the piss out of this server. Any ideas/suggestions will always be welcome warmly guys Apply To Join My Server Here If you want to join us, throw an application here : http://lingorbadland...com/recruitment If you don't fill out an application telling me what faction you want to be in, you won't receive a tag, hence you won't receive server information. Once your application is submitted, I'll give you the proper user tag for the forum, then you can see the proper sub forum for your faction, with the server connection and base location info stickied at the top. Minor Factions MUST be approved by me. Minor factions are welcomed in my server. If you and your clan want to settle in and show you're supreme, bring it. You'll need to go through a few steps if you're going to create a minor faction. I'm looking for many different factions. For example - A police force, A medical Squad, Merc Squads, Scavenger Groups, Zombie Hunters, Gladiators, Bandits, ETC. The list is only limited to your imagination and persuasion powers. 1) How many people will be in your minor faction - - I would recommend a minimum of 3 players. 2) The name of your Minor Faction - - You also need to submit your tags that MUST be worn in game. 3) Your intended purpose - - What is your faction going to do? 4) Where your faction will set up. Current Factions and Leaders 21st Battalion [21B] Main Faction [21B] Kris Current Active Player Count : 18 Southern Faction Main Faction [GM] Scuba (Faction Leader) (Pilot) Current Active Player Count : 7 Legion of the Apocalypse [LoA] Minor Faction [52 : 36] [LoA] Chaos(Leader) Main Function : Mercenary Current Active Player Count : 4 San Arulco Trade Federation [$ATF] Minor Faction [39 : 42] [$ATF] aduff(Leader) Main Function : Trade Current Active Player Count : 4 Last Resistance [LR] Minor Faction Leaderless Main Function : Unknown Current Active Player Count : ?? Omen Squad / O.Squad| Minor Faction (Not Recruiting) O.Squad|BadOmen Main Function : Bandit Current Active Player Count : 3 Faction Safety Zones You are NOT allowed to enter the enemy factions territory UNLESS you are invited in by the faction or squad leader! You cannot steal cars, loot, or ANYTHING ELSE. If you happen to spawn there after a death, you are EXPECTED to tell the enemy faction that you're in their base, and leave IMMEDIATELY. do not stop to loot anything, just get out. If you see someone entering your base that isn't your guy, kill him, and take a screenshot so I can ban his GUID. Hostage Situations and Robbery Grit your teeth and bare it. I'd love to see some hostage situations and robbing. More to come if needed. Revolution and Coup d'état If your underlings decide you or your faction isn't right for leading, they can call a Revolution or a Coup on you. A revolution can happen if a minor faction with a minimum of 10 players declare a Revolution on you. This is a move to replace the main faction with a minor faction. This will then turn into a 2 City state war. The City state will be chosen by the Current Main faction, and will proceed like a normal City state war. There will be several skirmishes for the outer towns, and then proceed into the City State battle. If your underling(s) aren't happy with your leadership abilities, they can call a Coup on you. This will be whoever backs you vs whoever backs the other player. The leader of the winning side is the new Faction leader, and they can then kick the losing faction member(s) off their faction roster. Server Rules Breaking ANY of these rules will result in a BAN. I'm fair, and will judge each case as it comes, but if you're here just to be a douche, you'll be ejected and added to our wall of Shame. Common Rules 1) Do not kill for the sake of killing. There's a ton of other dayz servers to satisfy this. Killing IS fine, but use your judgement or ask me if you're unclear. Try to avoid KOS 2) Do not Hack (duh.) 3) Do not Battle Log. 4) No Racism, Trolling, or otherwise being a moron. 5) You must be in our teamspeak while in our server, mic or not. This is the best method I know of to combat DM'ing and promote RPG elements. If you don't want to use our TS don't join our Server. 6) No Spying - - We'll have enough drama to contend with if the server does what I want. There's no room for this bullsht. 7) You are required to use our forums. http://lingorbadlands.enjin.com/forum Faction Safe Zone Rules 1) You are NOT allowed to enter an enemy faction base unless - - You have permission from the enemy faction leader - - You are a new spawn and it happens. - - - - You are EXPECTED to tell the enemy faction that you are in their base if you spawn there after death. 2) You are NOT allowed to shoot at or in an enemy factions Safe Zone 3) You ARE allowed to shoot from your own base at enemy players Tent And Vehicle Rules 1) Vehicles are FREE game outside of the base. 2) Do not Bank rape your team. 3) Be reasonable with what you take from the faction tents. 4) Faction tents are NOT to be looted - - Inside of the grid box listed underneath the faction names are a couple tents that are NOT to be looted. - - If the tent is in a grid box NOT listed, it is free game. Revolution and Coup Rules 1) All revolutions must be ok'd by me. The War will then turn into a war like taking over a City State. All the minor towns must be requisitioned first. - - There must be a minimum of 10 players in the Minor faction to declare a revolution - - The battle will be much like a city state battle. 2) Coups will be staged in the City State Maruko or Calamar. - - All resistance coup members must be escorted off the main factions Island and left in Maruko or Calamar. - - - - No killing is allowed during the escorts. - - There will be a 24 hour notice before the battle. - - This will conduct in a City state chosen by the Current faction leader. - - No Team balancing. If you're backed, you're backed. - - Loser will be at the Victors mercy. - - - - No hard feelings. Don't fk the server because you got ousted.
  23. Calinthor

    No chopper

    If this is a private server, then just add a record in the objects (or whatever name is of your table that has vehicles and objects) for the huey. You will need coordinates, and if you want it to be damaged you'll have to add damage points. example of entry for a sanctuary/saintly server entry: '606', '79', '[97,[13441.5,2782.33,-0.0587497]]', '[[[],[]],[[],[]],[[],[]]]', '[["glass1",1],["glass2",1],["glass3",1],["glass4",1],["glass5",1],["motor",1],["elektronika",1],["mala vrtule",1],["velka vrtule",1]]', '0', '0', 'UH1H_DZ', '0', '1', '2012-09-30 11:59:45' 606 = unique record (auto increment), 97 = "id" from spawn table, position, inventory, damage, fuel, damage amount, class, owner, instance, lastupdate. That will spawn a huey on Skalisty Island in the middle of the little fishing village. I don't know what your table structure is, so I can't give you the exact entry to use for it. Also, you might want to check your code for making vehicles. it's most likely the percentage chance of spawning is so low you may not see a huey added for some time.
  24. Brinkk

    No chopper

    Hey My server that i started some days ago have 1 small prob, there's no chopper that ive seen (other vehicles have spawned). Is there any way to spawn in a chopper manually? Thanks for reading.
  25. Yes, they are listed as banned in the "config.bin" in the "dayz_anim.pbo" file. You can unpack the pbo, unrap the bin, edit the cpp file, then make an new config.bin and then repack the pbo. The problem is that everyone that plays on your server has to have the same version "dayz_anim.pbo" file that you have in order to see the vehicles. I already have a modified dayz_anim.pbo file that allows all vehicles, weapons & units, if you want it. Like I said though, everyone has to have the same files. If you are only running a private "Invite Only" server, then that's not a problem.
×