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Found 41868 results

  1. nik21

    Players - Server Population

    Yea, "Players in last 24 hours" have been over 200.000, now they are at ~110.000. I guess it's the lack of patches and other support for the mod (For example the vehicles not saving makes me sick).
  2. KField86

    Servers overflowing with AS50s

    Just do what I did. Wrote a ticket to Vilayer complaining about the state of the game and how horrid it is that everyone just has duped weapons and it's become nothing but an AS50 no scope competition in cherno and elektro. They reset my instance ID 30 minute after they received my ticket. Everything gone. All tents gone. All vehicles are in spawn locations. Loot spawning properly. The funny thing? They didn't just reset the ID. They gave me a NEW one. So now in my config, I have two instance IDs I can choose from. One that is loaded with dupe tents, and the other that is as clean as a whistle, where people are actually running around up north with winchesters, and AKMs, and sniping with CZ550s. Oh, and no more rangefinders and nvgs on every body. It's simply beautiful. It may have pissed some people off that had tents on my server full of 10+ L85s and AS50 and AS50 TWS variants, but they got what they deserved. Now they'll have to find them legitimately. And until the tents get fixed, there won't be any duping for the time being since its virtually impossible due to the broken tent mechanic. Truly lovely I tell you. Server still gets packed full though. It's rare to hear an AS50 being shot now, nand whenever you hear one, the person pulling the trigger on that beast better run for his life because the entire server is coming after him since they want to have it themselves since they cant just goto one of 20 tent locations that have one. :)
  3. You don't need a toolbox to repair the vehicles :)
  4. Hi all, registered an account here just now to leave this stuff: Brief history of me - I played DayZ the mod for many uncounted hours, though I stopped playing about 3 months ago. I was pretty darn successful, both learning to survive, and then after that playing around like it was a PvP sandbox. I guess that's to say that I'm "qualified" in existing DayZ content, as I'll be basing my suggestions here primarily off of what already exists. Things I'd like to see changed about DayZ the mod in an official DayZ standalone game - All the bugs (my first death after about 15 hours of play was glitching through a rock and breaking my everything instantly because it wasn't properly clipped against players walking through it), hacks, exploits, griefing, etc. etc. you've heard this before. Some way to prevent the game from turning into a PvP sandbox that happens to have some zombies in it (NOT to prevent PvP entirely, just to reduce it from how it was around the time I stopped playing; I felt it was just too much). My feelings here is that it was some combination of the zombies being too "easy" (predictable, kite-able, whatever; also it meant you didn't need to rely on other people to protect you from the zombies as much), players acting as a sort of gear filter/aggregator (players will only carry the best gear they come across, which means you save a lot of time if you harvest gear from players instead of spawn points since players won't be carrying tin cans around), and a lack of cooperation-based end-game activities (once you had a vehicle, a DMR, ghillie suit, and nightvision that was basically it - you had won DayZ, so now all there was left to do was to hunt people for sport). That's basically it for basic changes to the mod that I'd like to see in a standalone version. They're obviously two very broad categories, so here's some more specifics: Bugs, hacks, exploits, etc. I can't comment on. I'm no coder so I have no clue which end's even up for that. However, ways to address the reasons I think the game turned too easily into PvP Sandbox Which Happens to Have Zombies... The zombies are too easy, which means you don't NEED to work together with everyone you find. Ways I'd improve zombies to make them more of a threat to help fix that problem would be to have more of them (this was experimented with during the mod itself, primarily through respawn time tweaks), make them less predictable (lots of random triggers would help here: zombies randomly not paying attention to you, for instance) especially by placing them in locations they don't presently inhabit (the middle of nowhere) and by giving them a bit more initiative (essentially keeping zombies spawned for longer and having them roam the map of their own volition). Of course also the issue of "zombies can't run and attack at the same time" being fixed by making every zombie usain bolt should probably be addressed, too, since that's what makes them sort of a pain to hit while simultaneously making them easy to kite regardless. Another way to improve the difficulty of zombies is not just by improving the zombies themselves, but also by lowering the resources players have access to. If you have an M4 then three or four zombies doesn't seem so bad, but if you have a double-barrel shotgun you're going to need to reload in the middle - or worse yet, if you only have a fireaxe then only ONE zombie might be a threat! Basically: the existing zombies don't necessarily START easy in DayZ the mod, but they GET easy, which encourages you to ignore the zombies as a valid threat. Players acting as a loot filter/aggregator I'm not entirely sure what to do about. This just sort of seems like a normal thing that will happen, as players will obviously bring along their best gear whenever they go somewhere that will put their (virtual) lives in danger. Even having reliable bases wouldn't really do too much, since you're not going to stash your AK-47 in favor of a makarov assuming you have the ammo for both and it's up in the air as to which you bring along. However, one solution I can think of for making killing people for their loot less reliable would be that you might damage some of their gear in the process. This is a trick I commonly see employed in tabletop RPGs of all things, because commonly you will want to loot your enemies (after all, they tried to kill you, it's only fair!) Essentially maybe your bullets hit some of the magazines on their assault vest, so now the magazines are all bent out of shape and are useless, or you hit their water bottle so now you'd need to fix it or it would leak, stuff like that. This might be kind of pie-in-the-sky to model accurately, though, because I imagine it'd take a lot of processing power to damage gear in a player's inventory using hit location modelling, so more realistically it might potentially involve simple random gear damage/destruction. Damaged gear leads, obviously, to the proposition that there be wear and tear on your gear. This is something that the STALKER games did in a very simplistic way (I mention this because the level of detailed that's ultimately used for this feature could be relatively simple and still have a good effect), such that as you used a gun more it'd jam more often, or as your armor became more used it'd be less protective from the damage it took before, stuff like that. Repairing this wear and tear might be an important feature as well, or gear could simply become worn and ultimately useless and need to be discarded, which could lead to an interesting resultant economy of its own (but would probably require that things spawned infinitely, rather than there being a fixed amount of DMRs in the world, or else the DMR as a gun would go extinct - just as an example). A lack of cooperation based end-game activities is basically what it says on the tin. Getting a vehicle functioning again, especially a helicopter, is really accelerated with teamwork much beyond how much teamwork helps you scavenge for beans. This is a great example of AN end-game activity, but DayZ the mod really only had this one. Once had a vehicle that was it for cooperative endgame activities. The proposition of "base building" is a great solution to this, however, as building a base is much more complex than building a vehicle, and having a fleet of bases is much more useful than having a fleet of vehicles (because you can position your bases both near important locations to guard them, and far from important locations to be kept secret, so having many bases in many different locations is very important). In addition, base building is incredibly important as it affects the world itself. However, and this brings us back to zombies, bases in dayz mod as it stands currently wouldn't make a lot of sense. The only way they'd be overrun is by other players, since zombies don't roam. An archetypical situation in zombie lore is the survivor base attracting a giant shambling hoard of zombies, so that definitely needs to be in there! Some other cooperative end-game activities that I can think of are events, like those mentioned by other people. People mentioned things like "convoys", though I don't think that would work well with NPCs like in most traditional MMO games, since that doesn't seem to be the kind of thing DayZ is all about, mod or standalone or otherwise. Rather to enact events like that, I think you'd probably need to have a core of people who either volunteer or are on payroll to act out situations like that for other people to stumble across. It's kind of staged, so that's not necessarily very "DayZ" in principle, but unannounced "improvised" events in the game like that by some sort of staff members would be really cool to liven things up, because if they get killed they didn't just spend 20 hours scavenging the gear necessary to enact that sort of cooperative cinematic event moment in the game world. Finally, I have some general suggestions that don't really fit into any of the above categories. DayZ seems like a more simulationist game than most (probably because it uses ARMA as its base), and while the gunplay is pretty realistic by nature, I'd love to see all of the other stuff be that way, too. Imagine if repairing a car in DayZ was like a simple version of repairing a car in real life? The game would make it easier but the real info would still be there to learn about. DayZ taught me a lot about actually navigating real places using a map and compass (and also about the importance of roads and power lines as landmarks!), and some years ago there was an article about somebody responding to a real emergency using what they learned from the America's Army game's medic tutorial. This game seems like a prime opportunity to "do the research", as it were, and to keep things as realistic as possible (although at the same time, this runs the extreme risk of being too daunting and shutting people out, so it would take a lot of work). The obvious benefit is that this would aid immersion, assuming you could keep intrusive menus out of the way. The secondary benefit is that it might actually teach people a thing or two. I see a lot of existing suggestions for extremely realistic inventory management, but I did spot some mistakes in the suggestions for very realistic injury models, so obviously a big problem here, besides being hard to avoid lots of menus and clunky UI and overcomplicating things, is making sure that the research is right. Not the top of my list, I'd rather have a good game that makes some abstractions than a bad game that's really realistic, but I think the game is in a unique position to take advantage of that. Some sort of group affiliation system seems like an important idea. If you're going to have a base, you're going to want to know who's allowed in that base and who's not. This takes a cue from EVE, where probably the most excellent part of that game is the system of alliances and no-holds-barred power politics. Some existing suggestions make mention of groups fighting over a gas station in order to control the diesel that powers their generators, but without what amounts to a "clan system" that seems hard to pull off. Also, since EVE is notorious for backstabbing, that seems like it'd fit strongly in to the "late game" of DayZ. At the same time, it's also important that these features not get carried so far away that people have essentially rebuilt modern civilization, just now there's a few zombies running around - it is meant to be an anarchic apocalypse after all, and organization should be hard. Entirely enterable buildings seem like a must, so that it's not quite as fake feeling as seeing "oh there's that one building model that I know is enterable, time to head over there and ignore the other 95% of these buildings". My final suggestion is basically a word of warning about suggestions (ironic, I guess). The design space in DayZ needs to be kept properly organized. I learned a lot about game design across disciplines, first from music, then from tabletop RPGs, then from video games, and all three have very similar rules about space. Film does, too, actually, but I'm not really as much of an expert on that. In music you have three dimensions within which to place elements: volume (loudness), frequency (pitch/tone), and panning (audio field). If you have any two elements occupying all three of the same locations in these spaces (say, "loud", "high pitched", and "panned left") at the same time, they're going to blur together and form a sort of amorphous blob, which is bad. Sort of like in film, if you place one actor behind another relative to the camera, the first actor will block the second from view, so he may as well not even be there. Games work the same work, so if you have too many fiddly bits for the same purpose, it starts to get really weird. The ultimate analogy, though, is that a game's set of features is a lot like a song's volume: once you hit +- 0dB you're done, and anything else you add is going to make it horrible. You need to strip things out in some places to make room for things in others. Basically, DayZ is a pretty niche concept: post-apocalyptic zombie survival, with an emphasis on relative anarchy and anomie. This means that there's a short list of things you should be focusing on, that fits within this archetype. Weapons, obviously, is one of them. What you can carry on your back is another. The things that can hurt you is a third, and comradery, or a lack thereof, is a big fourth. There may be more, I haven't thought too long about it, but some suggestions (perhaps even my own, and my personal bias prevents me from seeing it) can start to creep outside of the original archetype of the game. This is commonly known as "feature bloat", something I'm sure Rocket is aware of being in the business of game design, and I'd personally quite like to avoid it in any future DayZ Standalone game. Stuff like bases, or clan systems, or whatever are probably important to reducing the amount of PvP gunbattles in the "end game" of DayZ, that may be true. What's also true, though, is that giving players that power to organize and fortify reduces the sort of "transient wanderer in a wasteland" archetype that DayZ the mod is famous for. I'm not sure if that's "ok" with the vision of DayZ, but I still think it'd be cool, so I suggested that sort of stuff, but as my closing words I would ask Rocket to pay close attention to what is, and is not, DayZ - and no matter how cool a feature sounds, to absolutely under no condition implement it if it is not about what DayZ is meant to be about. I had a lot to say, so I'll leave it at that. Cheers to Rocket for the fun game I played those few months ago and I look greatly forward to what DayZ standalone might bring!
  5. Icarus619 (DayZ)

    Server update what happens to tents/vehicles?

    What the hell? We downgraded cause it didnt make any sense to go on without the possibility to save loot in tents or vehicles. But on 1.7.2.4 no on joins the server. And without that it doesnt make fun... there is no danger to die and it diesnt make any sense too... but we got a Pick Up and two ATVs... is that hording?! We just would like to know if this is gone after an upgrade or not... what is wrong with that?
  6. Your meant to be running a server for a mod in alpha not chopping and changing versions so you and your manchild fag buddies can hoard up all the vehicles. I hope you get blacklisted so never find out if an update does what you wonder or not.
  7. AADiC

    Server Ban for AS50 TWS: Debate

    Negative. It is common sense that if the weapon/vehicle does not spawn in the game it is not allowed to be used regardless of how you obtained it. With your interpretation of what rocket said, Friend A with a bypass could spawn in a plethora of high powered weapons (RPG's and such)/vehicles(Tanks and so forth). Friend B could then take possession of them and proceed to destroy everyone on the server, and the SA could nothing about it???? Common sense says the SA warn the player, if they don't respond they remove them. Our server has been warning people with the illegal weapons to drop them or be kicked. If they return with the weapon, they are banned. Server is still going, no blacklist.
  8. bazbake

    anti-wiki tactics

    There are some easy solutions to this I've been thinking about. Create far more loot spawns and divide the chance for loot to spawn over the new number of spawns. For instance, instead of residential loot spawning in 20 locations, have it spawn in 400 with only 1/20th the chance of the loot spawning. This would force players to range over a wider area looking for gear with most locations producing absolutely nothing but with an overall chance of useful loot appearing eventually being the same. The same could apply for military loot, making it extremely rare in any one location but increasing the number of locations it spawns so that it balances out (the military was everywhere, after all). Campsites would also be an excuse to hide loot in the woods. And, likewise, to place roaming zombies in the woods. As someone else suggested, have more "helicopter crash" style loot spawns. Ambulances, car crashes, tractor crashes, etc. Useless vehicles, but if you wander around the vicinity you can find industrial, medical, and residential gear along the side of the road. Tie the chance of finding a certain kind of loot at higher rates to places where it is obviously more likely to be found instead of just randomly assigning it. That way people are rewarded for thinking intelligently about their scavenging choices. While people could still create maps, having one filled with dots would be pretty useless.
  9. Buffjesus

    Soz again bro

    for whoever is saying its a waste of vehicles and theyre rare etc... http://dayzmod.com/f...er/#entry742885 as you can tell, finding vehicles is perhaps the easiest thing to do in this game if you know how to do it correctly.
  10. Icarus619 (DayZ)

    Server update what happens to tents/vehicles?

    So the chopper got saved at his last position of 1.7.2.4? If it is so, i assujme that all other vehicles will do the same then... but loot is not saving, right?
  11. melted349

    Server Ban for AS50 TWS: Debate

    Actually admins use to have the power to check player's coords. Not so much anymore since the latest updates and coords being stripped from the logs. But I think player coords should be kept in the logs for this reason, so scripts can be made to check for teleporting. Keep the vehicles, tents, and other items coords out, I know some admins were abusing this and using it find gear and vehicles on their servers. But the two things you could do with a player's coords in the logs is check for teleporting, and if you feel like being an a-hole you could used the collective data to create a heat map. Kinda off topic, but admins at one time did have the capability of creating scripts to check for teleporting. Now we don't, or least not that I'm aware of. Possibly reported? Lol what are you going to report? Because unless the player spawned the weapon themselves, they've done nothing wrong. Part of the reason I started this debate is because be the current rules, server admins that ban players based on them having an AS50 TWS in their inventory are in the wrong. As a server admin I can perfectly justify the kick/ban, but when it comes down to the rules, a player can carry and use an AS50 TWS without being banned, and a server cannot kick/ban a player on the assumption of hacking. Meaning that if you're going to kick/ban a player, you're suppose to have logs to prove they hacked, ie spawned that AS50 TWS into your server. And I like how you wish you could turn that player into a pig and teleport them to the nearest player. Cuz that makes sense. You're upset that a player uses a weapon that was spawned in (likely not by them due to the new script detections), but your response would be to "cheat" and screw that player over hardcore. What if that nearest player doesn't kill the player pig? Then they are stuck as a pig forever?
  12. I was on the server, met some guys, with 3 vehicles, but they only took 1 with them, and then I took one of their vehicles, picked up my friend, and later when we tried to get the other vehicle, we randomly died (probably hacking) and then we joined the server again, and I saw admin banning all on the server, for cheating/hacking, also my friend, who doesn't hack and I don't hack too, so does anyone know if the server got hacked or admin is mad or just doing something weird?
  13. Denalb US1 Chicago (v1.7.2.5/build 96061) [Private Hive|Veteran|CH:ON|3DP:ON] Only Daytime - Hosted by Denalb With all of the craziness that 1.7.2.5 and scripting has brought, I want to give everyone a second option. I created a 50 player server using a private hive for anyone to play on. Remember, with a private hive, your character will not save to other servers. You will be forced to play on my server if you want to play the same character you create on my server. Some advantages to this are: No server hopping/ghosting. Local bans to cheaters/scripters without the need to justify on the DayZ forums. Always Daytime so nightvision goggles/gamma aren't required for US players who play at night. More vehicles! I've added plenty of vehicles to share including two helicopters for some nice air battles. Vehicles and Tents save! Thats right. Inventories, locations, you name it, it saves. Two choppers, 1 SUV, and about 50 other vehicles to find and use! I created new random spawns for most vehicles. If a vehicle is deemed out of bounds/is destroyed on a server restart, the vehicle will be reset back to its original spawn point. Less lag/desync as the hive is local to my server and not being flooded by thousands of servers. New spawn locations on the east coast to help newcomers explore the northeast part of the map. Moved the southwest spawns further east to help new spawns get to the major cities without running for 45 minutes. *Future Update*Out of bounds prevention. Players/Vehicles will die/explode when crossing over to out of bounds. This will also help those who may spawn out there. *Possible Update in the Future* Alt+F4 prevention. If I see enough requests for it, I am also willing to modifiy your starting equipment if it isn't outrageous. (I was thinking about giving players some food/water and a hatchet). I may also provide a teamspeak server if I get enough requests for it. So come try it out. It will be up 24/7. It will be fast loading with minimal lag. I will also be able to admin it a lot better due to some extra protection I have installed for script kiddies and hackers. Denalb US1 Chicago (v1.7.2.5/build 96061) [Private Hive|Veteran|CH:ON|3DP:ON] Only Daytime - Hosted by Denalb I've made a twitter account and a gtalk account so you can contact me if needed. I will also post updates to the server status/upgrades. Twitter: @DenalbHive GTalk: [email protected] E-mail: [email protected] Feel free to contacts me with questions/issues/comments.
  14. Wiley

    Dynamic Hard Loot Caps

    It seems to me some of the lower tier stuff up to the level of the common AK variants should have really high cap numbers, and maybe a couple of them should be pretty much unlimited. Like the Makarov/Winchester for example. Just kind of thinking out loud here, and I realize exactly what it would take on the technical end of things, but... What if the degradation was only somewhat accelerated? Supposing a system that is kind of like the vehicles, with different components having their own wear life. Say, 4000 rounds through an assault rifle and the bolt assembly is worn out. The number is completely out of my ass for illustration, and different weapons could have different wear rates. Same with the different components. A barrel isn't going to wear out as fast as a bolt. The world starts out, everything's new, everything's shiny. People find their weaponry and do their thing. As time goes on though, stuff gets used. Maybe it takes 100 owners before the bolt on an AK gets used up. However, if I get sniped in a field and don't get looted until my body disappears, the gear I was carrying goes back into the 'pool' for respawning, with all the wear on it still intact. So when it spawns again, it's not brand new and shiny anymore. That way, people will get reasonable wear and tear out of their weapons, but they won't work indefinitely. As game time rolls on, stuff gets worse and worse. Of course, when a component is finally all used up, it goes back into the pool to respawn new.
  15. I know there was a lot of downtime last night, but I was moving the private hive over to a more stable software. The server is now way better than the first night. I made sure that all possible vehicle spawns are on the map. When the server restarts, all destroyed vehicles will respawn without waiting a few days. Also, I just added new spawn points on the east coast to get more new players in Berezino. The best thing I can say so far is: Tents and vehicles save! and they do it automatically when you are nearby. So come hoard your vehicles (including two choppers at unknown spawn locations) so others can hunt them down! There are also about 4 heli crash sites that spawn randomly every server restart. I will probably add a few more to make it more exciting. So come play! The server will be up all day and will be more stable. Lets get in there and have some fun. I've made a twitter account and a gtalk account so you can contact me if needed. I will also post updates to the server status/upgrades. Twitter: @DenalbHive GTalk: [email protected] E-mail: [email protected] Feel free to contacts me with questions/issues/comments. Thanks!
  16. trifecta

    Detta Company is Recruiting!

    How long have you played? Since 1.6 How frequent do you play? Pretty Often, like 3-5 Hours a day What role would you like to play? I wouldn't describe myself as a leader but i have potential to lead small squads (2-4 people) I like playing support, Sniping (When i have the proper equipment) and Assault. Can you pilot a heli, or drive a vehicle with a decent amount of skill? I played Arma 2 before but believe it or not, i could not master a helicopter... Something i don't have. I can drive vehicles. Can you navigate the map? Yes, I can navigate just using a map and a watch, or stars at night if ths sky is clear What area of the world do you live in? I like roaming on the coast, raiding Cherno, Electro and all the way to NE Airfield. Tell us a bit about yourself. I am from Malta (A tiny island south of italy), I can speak english very well, although i have a strange accent, but it's understandable. I have DayZ experience since I played with another clan, but it got disbanded because it was too unorganized. After getting Killed on Sight multiple times, i decided to follow the darkness, and join a bandit clan. I like to play for fun... Ohh I FUCKING HATE HACKERS. :) I can handle myself well in firefights and I will leave nobody behind.
  17. 1. No, sorry, you're avoiding my point. If you spend 20 hours gathering 10 vehicles, and all but two are gone, then the cost is enormous. No person or group of a normal size needs ten vehicles. Most groups of players are 2-4 people, and so you really only need two or three. The OP was wasting time hoarding vehicles that were unneeded (and likely to be unused), and all of the unnecessary vehicles were destroyed. He lost 4/5 of his fleet. He could've reduced the losses by simply having 5 vehicles- one is enough to shorten travel times for gathering parts and other needed supplies. Using vehicles risks losing them- it's best to risk as little as possible, which is the entire point behind my argument. The inevitable outcome of any situation is that the vehicle is gone for good- and the only benefit is shortened travel times. Having multiple vehicles only subjects your vehicles to greater risk due to transporting them and securing them. It is difficult to transport a large number of vehicles successfully (as the OP has indicated) and it is difficult to place them such that they will not be found. I'm consolidating this with point 2 and so the next point will refer to your point 3. 3. Admit it- your assumption was wrong. I'm waiting on you to admit that your point was wrong and that you don't know if I'm jealous or not. As you stated already, you cannot prove that I am jealous. Ad hominem. Ignoratio elenchi, or fallcy of distraction. http://en.wikipedia.org/wiki/Red_herring_fallacy http://en.wikipedia.org/wiki/Ad_hominem I suggest that you read up on logical fallacies so you can learn to stop using them. http://en.wikipedia.org/wiki/List_of_fallacies What do you want me to say? There's a problem with losing vehicles. The obvious solution is to either A. Not use them period or B. Don't use more than you need. There's not a whole lot else that can be done because we aren't the developers. If you were smart, you'd have noticed that the OP didn't put this in bug reports and instead came here.
  18. This is just getting out of hand. Teleporting hackers. Invisible hackers. Hackers with ESP shooting through walls and dense foiliage. Hackers with mini-guns and .50 cal machine guns Hackers carrying 8 different guns and 50 magazines Hackers with hacked in guns Hell, I don't even mind the hacked in normal guns (AS50 TWS, etc) What I don't like is when someone shoots my clan mate, then dissappears into thin air before anyone can shoot back, only to reappear behind for a second shot and kill another clan mate, the dissappear again. Or hackers who fire continuously for over 2 minutes with a mini-gun from the side of a UH-60. Or hackers who keep up with a chopper by teleporting along the ground and shooting it with a .50 cal machine gun (M2 - usually found on top of tanks and vehicles). Hoping stand alone will fix a lot of this crap.
  19. shagohad

    SO i tried out lingor island...wow

    Its kinda just a new and fun, non-hive, place to play around. I find the different survivor skins make it more interestin. Also lots of vehicles, good sound effects. Its all just kinda well done and enjoyable as a break from Chenarus. If you force yourself not to look at a map online you can have the experience of exploring and navigating again, I think there are deinately problems but its fun to try.
  20. Goof Juice

    Q: Can I eject bandit from car?

    That's some straight up James Bond shit. I like to imagine that all of the citizens in chernarus had ejector seats in their vehicles.
  21. Started playing, found a boat and a bus, both broken D: But still, found two vehicles within an hour of each other. Seems like a good server, was low pop, only me and two other people :P But it does look like a cool server!
  22. Quite some vehicles available to!
  23. Hi just need some input please To Rollback to version 1.7.2.4 with the new security patch installed = 1. Tents all save plus the gear 2. Vehicles all save including chopper Not to rollback and stay with Version 1.7.2.5 = 1. No Tent saves gear, but the tents stay empty after a restart :( 2. Vehicles don't save, which means each time the server restarts you have to do the same thing over and over again 3. the only good thing is, each time the server is restarted the chopper and all the cars re-spawn So what to do? Are there anymore bugs in version 1.7.2.4 then there is in 1.7.2.5 Any help please i want to roll back but im not sure of the negative side of things Thanks PainKiller
  24. hairydavey

    CSA Murders ZH Clan/Admins Angry VIDEO

    I haven't been in [ZH] long and I'm still only a limited member, but there was NO hacking going on from us last night. In fact, quite the opposite as pretty much all of us on the server last night were killed, we lost almost all our vehicles (no, none magically reappeared, so no hacking from us I'm afraid), our base camp got raped and totally emptied and I ended up running around for an hour with just a hatchet for company. Talking of hackers, I actually died at the hands of one last night. Three us us disembarked our bus only for someone to teleport right in front of us and take us all out. I lost loads of top end gear, but hey, it's the nature of the game. Respawn and carry on, no point crying about it.
  25. Kraegan

    Rollback 1.7.2.4 or stay 1.7.2.5

    Is it possible to use this Hive if the server is not hosted by Vilayer? 1.7.2.4 is much more stable. Tents and vehicles works fine. I recommend doing the rollback! Hero / Bandit skins are useless and they don't work properly anyway. 1.7.2.5 doesn't introduce anything new except a ton of bugs!
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