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Stay safe out there,
Your DayZ Team

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Found 41868 results

  1. Reacher (DayZ)

    First vs Third Person Discussion (Dslyecxi video)

    Why not keep it a choice??? Like it is now?? What´s the problem with that?? If I want to play 1pp I´d seek one of them servers up, same thing with 3pp. Simple. I think this whole "1pp or nothing!!! 3pp rules, s***w you!! 3pp is for kids!! Blah blah" is stupid. It´s like from the Battlefield series, wich I have played lots, people argued about vehicles or infantry servers...we had both. And it worked just fine. Peace
  2. Chaingunfighter

    New vehicles - discusion

    The two glaring problems I can see with this idea is that they would need to make tons of unique vehicle models for it to feel natural and it would probably kill performance to have hundreds or even thousands of "functional" vehicles on the map at a time (not to mention they would need to spend a lot of time and resources trying to make this work right.) The classic system they have now of only a few vehicles with parts scattered throughout the map is the better choice for them, for now. That could change towards the end of development or when modding comes around, but the change is way too drastic mid-development.
  3. sneakydudes

    How do you use vehicles

    What do we need to do in order to use the .58 vehicles? Battery, glow plug, tire?, and what else gas? am i missing anything? I havent really played since .54 so some of this is newer to me. Right now, i am just doing the pvp thing without vehicles. thanks
  4. Hicks_206 (DayZ)

    Status Report - 26 Nov 2015

    In most cases, once the physics system stops calculating the objects movement - it changes to a static object. (Thus - a V3S hitting a boot suddenly ruins its wheels) - that said at least for vehicles we'd like to prevent this and treat the object as dynamic just before the collision. For player movement however.. I'm uncertain - as these things are calculated by the server.
  5. Hicks_206 (DayZ)

    Status Report - 26 Nov 2015

    1) Answered that question just a moment ago! 2) Of course the new UI looks silly - its effectively programmer art. It has not been skinned, the design team have not spent nearly the amount of time on it that will be required to roll it out. This is why it is only accessible via a manual start up switch. It is -not ready-. When it is - it will replace the legacy technology. :) 3) To say 0.59 is all about vehicle desync is an overstatement. Improving vehicle position sync was one of the things we wanted to improve on for certain. I suppose if you got a bunch of players with a bunch of vehicles together, it COULD be about a demolition derby? Hehheh 4) Both of these systems are going to be iterated upon as development moves forward. Do not expect any of them to be working as expected entirely until the game gets ready to leave Early Access. 5) We just recently showed a good deal of work in progress screenshots from the new renderer - you can bet your bottom that as soon as we're ready to show more, I'll be putting them into the closest Status Report. :) 6) Obviously we are going to be working hard on iterating systems as we move forward, but its important to understand that we are still in core feature development. Nearly all the teams focus is on new systems and tech, and a minimum amount is spent on bug fixing and such - as long as this title is still in its development phase they are going to be bugs, things are going to break - the store warning is there for a reason :) That said - as we enter beta, most of our resources will switch over to bugfixing - as we *should* see a steady progression towards a more stable and enjoyable experience!
  6. MrAerospace

    New vehicles - discusion

    Vehicles should always be the best source of vehicle parts. If the Dev's are careful with the regional control, they could spawn hundreds of cars in a single town and yet only provide enough usable (not ruined) parts to fix one or two vehicles in total. - The more vehicles in an area, the lower the chance of success. (both for the mechanic and griefers) - The more scattered the vehicles are, the more time is required for scavenging parts. - The more complex the vehicle diagnosis system / parts retrieval & inspection/testing is, the less reliance is needed on the previous two for making it difficult.
  7. Espa

    New vehicles - discusion

    I'm really enjoying the vehicles present in game! I've only rode shotgun to someone who was gracious enough to let me ride with them for a short time, but it was glorious. One thing I'll say is, it's extremely difficult and time consuming to fix up a car. - With that said, I do think that there should be a heavier population of cars/parts for cars. Perhaps even some already running vehicles placed into game. Vehicles I'd like to still see are, Motorcycle, Dirtbike, Police Car, Humvee, and some sort of luxury car.
  8. Jamryl

    Status Report - 26 Nov 2015

    Hey there! I would like to know something. As you say somewhere, you planned to why not, add some AI events (random safe house invasion) I wish to know if you planned to work on a military AI. I'm pretty sure somebody already asked about that. If I'm asking this is it's because I'll find amazing the fact that you'll need to fight against an AI military faction to get some camo pants, NATO's weapons and military vehicles. All cloths and stuff from the soviet/Comintern/Warsaw pact era could be found on military base but if you want more "modern, west type" equipments you'll have to fight those AI military. Obviously when I'm saying military faction it is as an event. Try to imagine a convoy made of 2 Humvee and 2 trucks. One of those trucks contains troops the other one is filled with stuff. This convoy spawn randomly on map, following a random road. Convoy's road could be found by listening radio and "catch" conversation for example. If you want to succeed you'll have to ally with others dudes and imagine some strategy to get vehicles and defend against others player and most of the time best stuffed military enemy. It's gonna add some more realism in my opinion, and could be set off in server option. But still a balanced military AI is needed. Most of us just don't want op AI from Dayz origins for example.
  9. mfratane

    Status Report - 26 Nov 2015

    Brian, Why when people asks for game improvements in performance, zombies, vehicles and stuff you and dev guys always says "it's alpha", but you increase the games's price like a complete game does? Why don't you put a alpha price? Is Alpha only for development and not for the price? Considering when the 0.50 was released, dean hall said that the game wasn't 50% done, and the game's price was 25 dollars. Will the game cost more than 50 dollars? Are we getting a less-than-half-done game and paying for a more-than-half-done game? if the open alpha is for users test the product, why are you developing the core of the engine in this stage? Users can't test the engine, i can't report to you that you are not allocating memory in the correct way, but i can report to you that the zombie's ai is not working properly. Why didn't you do it in the closed alpha(2013), or maybe why didn't you don't extend it?
  10. azimov

    Status Report - 26 Nov 2015

    Hi Brian, With the introduction of vehicles, ragdoll and now the sneak peak we got into global physics for all objects, I wonder if the 'sliding' could be adressed. Dead bodies sliding of slopes, vehicles behaving like they are driving on ice. Overall there seems to be a lack of friction in Chernarus :) - since I can't recall this being adressed yet I would like to know what the issue with this is. Is it fixable? At what stage of the engine will this be fixed? And talking about dead bodies: Will we see (semi) persistent dead bodies in the forseeable future? Nothing compares to the feeling you got in the mod when you stumbled into a heap of dead bodies. Trying to reconstruct in your mind how the conflict went down and the fear that came over you, when you realised the killers might still be around. Will we also see bodies go trough different stages of decomposition? Untill they disappear after their final stage? Will eating corpses, or wounded be added into the zombie AI? Another thing I miss from the mod. Thanks for taking the time to do this. Looking forward to the answers.
  11. bcharlez

    Status Report - 26 Nov 2015

    Hi Hicks, thanks for another QA. First off, I'd like to say, amazing work with the recent 0.59 experimental builds. I logged 400 hours between 12/13 release and 4/14. I'm coming back from a long break since then and it's nice to see how far CLE, persistence, zombies, vehicles, and desync have come. I could ask a million questions, but right now my main ones follow: 1) Despite how great of an experience the current 0.59 exp is, the extended night-time and accelerated day-time really detracts from it in my opinion. Will you be tuning the day/night cycle for experimental any time soon? Why not 1 hr real time = 2 hr game time, so that a 12 hr session mimics a full day in-game? 2) Will the 12 hr up-time we see in 0.59 experimental be enforced in stable when it gets pushed, or will it be dependent on the admins' choice for that server, similar to time acceleration? The constant restarts really break immersion and I didn't notice much of a performance hit with the 12 hr duration in experimental. 3) Are there any plans for giving players a queueing system for entering a server that is filled? And when are 75-man servers making a return? Edit: I just realized this question was asked in your QA last time and you said: Any updates since then on the development of the queuing system? If not 0.59 stable can we hope for something in 0.60 exp? 4) As is currently stands, the throwing physics in-game consists of a mixture of old and new tech, which still results in a very crude placeholder system. When will we see a newer more robust system taking over the legacy stuff? It is still near impossible to tell where an object lands when you throw it with the current system. 5) How is work going on the updated ambient sfx? When can we expect to see this implemented? Will this include a fix for hearing the ocean from across the map? 6) What is the current vs planned status for randomizing door states, gun conditions, and chance of ammo spawning with guns? 7) We saw a sneak peak of the motorbike recently. Any plans for the return of the non-motorized bicycle from the mod? What about skateboards, scooters (motorized or not), or other small mounted methods of getting around? When boats come in, will there be motorized AND non-motorized options? 8) How would you like the idea of players being able to man a handcar on the railroads for an alternative means of getting around the map? I think it's time we put the tracks to good use! 9) How is internal work on the new ui and server browser going? When can we expect to see more updates on those from the design team? The performance enhancement is great but functionality-wise and aesthetically they are still very lacking. 10) Currently you can fall off of a set of stairs, hurt your leg and foot, and ruin your pants (and everything inside of the pants) and shoes. Are there any plans for distinguishing between fall damage and weapon damage? I understand the leg and foot hurting if you fall, but I don't think it should always result in ruined pants and shoes. 11) Any chance to get a spawning system that lets you choose a region but still adds randomness to where in that region you spawn? It's god awful trying to meet up with newbie friends now. I feel like you can give players some control over where they spawn and still not entirely sacrifice the random nature of exactly where. 12) On that note, are there any plans for expanding upon the current armband technique for improvised buddy systems in-game to keep track of friends or represent your clan? 13) Any news on player-controlled regions and how that would affect spawning? 14) Right now, the current player migration behavior being instilled is spawning on the east/south-east coast and heading inland towards the northwest. Does the team have any plans for re-incentivizing visiting the northeast ? Any plans to spruce up the lackluster east coast so it's not just a marathon sprint to Berezino or Elektro? 15) Any plans for implementing player mental states like in Project Zomboid? I'd be interested in seeing a player need to sleep, have interactions with others, smoke cigarettes, or play mini-games like darts to retain sanity. Edit: I saw a question about sleep being answered with a NO from you: I am interested to hear your thoughts on those other things, however. Mental states like panic might make your heart beat fast and have high chance to faint or something in a fight, or reduced player interaction maybe making you hallucinate. 16) When will things like flu and accompanying symptoms like fever/chills join the two diseases currently in the game? Cheers!
  12. en1mal

    Status Report - 26 Nov 2015

    Hi Brian, thx for doing this - first question is mby for Eugen. sorry for double questions. 1) I only see one 1st and about 7 3rd person EXP Servers from CEU. Any plans to double server numbers and turn them 1st? 2) Legacy systems and -newui / the performance boost is amazing but items in vicinity are so small. Overall, usability and design is "weird" even for a placeholder, regarding -oldui is a placeholder too. Changes to this are WIP? 2.1) -oldui feels much worse now you know the boost from new. Is it correct to assume that as soon as the blockers are resolved the complete transition to newui with finished basics will occur? 3) 0.59 is all about vehicle desync - does this also mean multiple crashing vehicles, like a derby, with physics? 4) Also if yes, vehicle desync works before stable push, does that mean player desync works even better? Correlation? 5) Renderer. A treat for the community would be a screenshot of the improved nighttime in a SR in the future. Or is it all about implementation first? 6) Physics and ragdoll, regarding we'll soon have alot of different vehicles and alot of zombies for the first time, will weird(deadly) physics behavior be addressed during 0.59 or is in one of these ongoing battles? thx again
  13. blacktwin0

    Status Report - 26 Nov 2015

    Will objects that are moved/destroyed remain so? For how long? Will the picnic tables and light pole reset after server restart? Will we be able to haul these objects to our base? Once in base will these objects have their reset locations set to inside the base? Once moved back out of base will the reset locations be reset to original location? Will small structures like the wooden barn next the light pole be destructible/movable by a larger object (car/truck/bus)? I noticed in the newest exp update that the physics was running a little smoother. I threw a bag of rice to another player, when it eventually hit the ground I noticed that the bag was rolling. I haven't seen any item roll on the ground before. They usually just stop. Will the physics of items mirror the physics of the objects from the video? Meaning will items move if touched by players or vehicles? Something similar to Demon/Dark Souls, with less silliness? Can you speak to the Physics "Up next" feature "Manipulating bodies"? How much manipulating do you foresee possible? Dragging players (dead/alive)? Rolling players/bodies? Positioning players/bodies? Pitchfork suicide was cool looking, will we see suicide animations for other weapons/items? Stick? Box of nails? Wire? Nooses (rope + tree)? The two video clips really opened up new possibilities for what can be done in this game. Can't wait for more.
  14. Experimental (with vehicles) is out for over a week or so. Id like to know what fellow survivors think of new vehicles. How do you like looks of them. How do you like required parts? I personally like new cars, I see Lada Niva every day at least one. They are cheap robust and capable off-road cars used by hunters, foresters and everyone that has to drive off roads. GAZ Volga was most luxurius Soviet car. There are also leaked pics of Škoda 1203 van known from mod. I like how cars look, how many parts they have. I especially like the fact that they now have different wheels (compared to mod where same wheel did fit on ATV and URAL truck). My only complain is size of new cars. I think they should be bigger compared to our carachter, at least 25-30%. This is not topic about vehicle handling, that will change in next updates. Remember V3S that lounched in orbit and things like that.
  15. Bricktopserver

    ! WE NOW HAVE OVER 100 MODS INSTALLED !

    [RELEASE] NEW MOD ADDED - Ph(F)alcorp custom crafting To access the crafting system just scroll your wheel and click on the item you want to craft. You will see a message on the screen with the requirements to build. There are upgrades options available once you craft an item. _________ VEHICLES _________ Bicycle 4-Wheeler Gyro Mossie _________ INVENTORY ITEMS _________ Fuel pump Chainsaw Sledge Handle Lock box _________ BASE DEFENSE PLACEMENTS _________ Searchlight Kord Dshkm M240_nest _________ Thanks to Ph(F)alcorp for this addition _________ Enjoy, Bricktop
  16. Mine, and others, collaborated ideas to turn this game into the Survival Gem we all wish it to be! I deeply welcome ideas and criticism! Also, some of these ideas may actually be already IN-GAME - Therefore, if it is listed, it is merely because it is desired in greater quantities! Have a look, tell me what you like, tell me I'm an idiot, or what have you! I don't mind! Sections: StatusesFatigueMore Injuries/AilmentsRight Hand/Left HandRemoval of Inventory TAB/Updated Bag EntranceItems (Weapons, Food/Drink, Appliance, Medical)Vehicular WishesWeather CyclesInteractionsAdditional BuildingsInfected PersonalityOther Dangerous Foes (Animals/Humanoids)Atmospheric Horror AdditionsStatuses: Fatigue: More Injuries/Ailments After some deep thinking today, I would like to propose a much more in-depth Injury/Ailment chart that would be in addition to what is currently in place. This came to me because I believe the current effects of damage to a bit too simple - Unconsciousness or Death shouldn't swiftly arrive from a gunshot/melee attack, but the breaking/disabling of the body should be occurring a lot more. I'll try to refrain from posting things that are already in the current state of the game - Simply more for complexity. Please feel free to add more ideas. Right Hand/Left Hand Removal of Inventory TAB/Updated Bag Entrance Items: Weapons Food/Drink Applicable Items Medical Vehicles!: Weather!: Interactions!: Additional Building Types!: Infected Personality!: Other Dangerous Foes While I have read that Wolves, Bears, and certain other dangerous wildlife will be entering the game eventually, I thought I might as well add them also in the list for reference. Animals To increase the chance of an attack while hiding out in the woods, I propose we add certain animals that are lurking and follow their own AI path and locations on the map to make them unique. This also gives players an entirely unique way of playing the game. Rather than traveling to cities for goods and guns, one could (dangerously) live out in the woods. (Link: http://rbth.com/articles/2011/04/26/the_twelve_most_dangerous_russian_animals_12694.html) Other Humans To branch out further from the natural dangers of Players/Infected/Animals, I thought. . why not improve upon the setting of the map by including other human-type characters controlled by the AI that are just as dangerous. To this point, I would believe the area to be in absolute quarantine after whatever war occured in the massive area. Adding to that, there being Helicopter crashes and military areas that are still standing. . This makes me believe that other forces may be in play. Atmospheric Horror Additions
  17. Baker.

    Updated Timeline

    I mean a new time line, like Q1 2016 New rendererNew Zombie AIBasic stealth system (zombies, animals, ...)DiseasesQ2 2016 Advanced vehicles (repair, modifications, ...)Advanced animals - life cycle, group behaviorPlayer statisticsNew UI Stamina / fatigueQ3 2016 TrapsBarricadingCharacter life span + soft skillsAnimal predators + birdsAerial transportConsole prototypeQ4 2016 BETA versionAnimal companions (dog, horse)Steam community integration (Achievements, Steamworks modding, etc)Construction (building shelters / walls / ...)
  18. KenoSkir88

    Helicopters ETA?

    Little Bird is well capable of cruising at over 250kph, pretty sure it would leave any of the ground vehicles in a cloud of dust. That said i hear what you're getting at. Hopefully once new fixes for player position / vehicle desync are in it should be a relatively quick addition. I have run tests, and a round trip from northwest airfield to the southeast coast and back takes under 8 minutes including takeoff and landings :) assuming the Little Bird is modeled similarly to Arma3.
  19. Conrad_The_Comrade

    So I Found An Offroad...

    So, I've been on the hunt for one of the new vehicles in .59 Exp, and while travelling through the woods, I saw one hidden off in the distance. I was super siked, and sprinted for it. i get to it, and it had all the required parts, but alas, I couldn't enter the vehicle for I had just moments before switched over to the old ui again. So, I logged out, switched back to the newui, and tried to log back into the server by clicking play... It got full. So I spend the next 20 minutes trying to find the server I was just on, and I finally, after so much anger and annoyance, find the server. I load in, and hear someone hitting metal, so I'm kind of freaked out. I'm stuck in the darkness because of the horrid amount of time it actually takes to load in, fearing that I'm going to be killed while loading in. So after a minute of finally gaining vision, I see four people sitting there DESTROYING the vehicle, beating the living hell out of it. So here I am, ticked as hell, getting so close, but thanks to the fact that you cant do jack shit without the newui in Exp, and the horrid History list in the server browser, am having to start from ground 0 again. Needless to say, I just logged off, and am ranting here. (No, I'm not saying the game is broken, nor am I suggesting anything, this is just a story, and I know things will be fixed in time)
  20. Fixed: Lock House option doesn't come up for locked houses, so no more accidental gear wipes! ISSUES: You get the option to buy and sell vehicles at Hero and Bandit traders via the Advanced trader menu. You cannot buy or sell vehicles using the advanced trader menu, it will tell you that you don't have enough space in your inventory. For vehicles please use the regular trading menus. Thank you.
  21. Whyherro123

    Limit modding in the beginning

    Agree as well. We all know what will happen to the game if "unlimited" modding becomes available. I have absolutely no issue with new maps, new vehicles, new weapons, etc Just, PLEASE, no " No zombiez 1000% loot self-bloodbag FART NOISE FART NOISE FART NOISE" modded servers, please
  22. thefriendlydutchman

    Limit modding in the beginning

    Im gonna make a very selfish suggestion which many wont like so its more of an opinion only map modding should be allowed. atleast for awhile Because the moment modding comes in we will have maybe 2 vanilla servers with actual difficulty and the rest of the servers will be pumped full with 100+cars and 10 rifles in every house and every possible thing of arma 2 ported in not because the majority of us likes it perse, but because its the best way to get people to join your server and thus I make the selfish remark that a part of me wishes that modding would be limited, although a part of me want the freedom of modding possibilities aswell And many will say, let them have their servers you can play in your own server, but honestly I think vanilla servers will die out then so its more of a concern really, I hope there are many players that will stay in either full vanilla, or small adjusted modded servers (for example extra vehicles and a different map however the vehicles are still very rare etc.)
  23. Greetings Survivors! We're going to mostly cover Status Updates on the critical engine work this Status Report - as well, we'll talk a bit about infected spawning changes, and our current goals for .59 experimental builds. We've been hard at work on resolving issues with both server performance, player position desync, and problems plaguing dual core CPU users. We've been testing out several different builds, both with profiling running and without to try and nail down the root cause of the issue. Those participating in testing and reporting from experimental branch are *greatly* appreciated. .59 Exp Critical Must-Fixes - Player Position Desync (Potential fixes being pushed to exp tonight) - Poor Server Performance (Potential fixes being pushed to exp tonight) - Local (Visual) Item Duplication (Potential fixes being pushed to exp tonight) - Dual Core bugfixing - Standing/Frozen Corpses That said - we mentioned in previous Status Reports potential changes to how infected are spawned in DayZ. Historically, throughout the entirety of the project we have spawned our infected globally - distributed evenly across the whole of Chernarus. Now while this resolved the previous metagaming vulnerability that DayZ Mod suffered from - it led to the infected being -way- too spread out. Internally we've recently settled on a hybrid system - entirely not dependant on the original trigger system used by DayZ Mod. Instead relying on the same tech that runs the dynamic events and spawns - allowing us to (in addition to globally spawning a specific number of infected) dynamically spawn large amounts of infected around cities/villages/bases/etc that players congrate to. Pairing this dynamic spawning method with the existing global spawning of infected means players shouldn't be able to sight into a location and identify it as "free of players" because it does not have any infected - HOWEVER, it will also allow for an overwhelming feeling of constantly having to fight off the attention of large numbers of infected in high-traffic areas such as Chernogorsk, Berezino, Zelenogorsk, or so on. We're expecting this to hopefully be one of the first changes within the begining of the new year. In addition to this - regional loot control is being prepared for internal testing. CLE functionality is present, and the designers are now working with a fairly versatile new tool allowing them to set location types, regional areas, and even more - with rapid flexability. In addition to allowing us even more precise control over the in-game economy, this should also be a huge tool for mod authors. Now lets take a look at the current status of some of the major engine changes under way: Renderer: Completed - Post Processes - HDR Current Focus - Multithreaded Optimizations - Ocean/Ponds Rendering - New UI changes to support DX 11 Physics: Completed in November - Helicopter Support - Small Object Interaction Current Focus - New Character Controller support Next Up - Physical Doors support - Manipulating bodies (Dead/Unconscious) Animation System/Player Controller: Completed Recently - Improved Handling of Animation Events - Animation Groups/Sets Current Focus - Improved Animation Graph Nodes - Adding Subgraphs/Conditional Nodes - Polishing Animation Graph for Player - Implementing User Actions (Drinking, Eating, Medical) - Adding Gestures to new Sys Next Up - Inverse IK for Feet/Hands - Sync of Animation Loops - Rewrite of functionality for additive and override animations - Improving Vehicles w/ Additional Animations (Turning, Reacting to Speed, etc) Lastly, I'd like to leave you all with two little gems from Lead Designer Peter Nespesny, and Lead Animator Viktor Kostik. - Brian Hicks / Lead Producer
  24. Notice: In the event that DayZ Launcher is down, enable the mods manually in ARMA 2 OA settings, in this order: Lingor Island (Skarinator) Origins 1.7.9.5 Epoch 1.0.5.1 Or..... In your Operation Arrowhead folder check the names of your mods and add this line to your launch parameters in Steam for ARMA2OA: Change the mod names to the ones you have, these are default though so they should work if you downloaded via DayZ Launcher :) -mod=@DayZLingorSkaro;@DayzOrigins1795;@DayZ_Epoch1051 Then connect to this IP: 212.129.63.140 , Port: 2302 IMPORTANT: You must start Arma 2 OA via Steam , or it won't load Battleye and you'll keep getting "connection lost" messages! --------------------------------------------- xxx ------------------------------------------- ADDED: Plot pole management. Add friends/clan members so they can build on your base (they can also remove/downgrade epoch buildables, so only add people you trust). Also, remember to add yourself so you won't lose access after death. We will not accept responsibility for plot friends griefing your base, sorry. ADDED: Fingerprint KeyCode system ADDED: Faction system that effects Humanity. Choose Bandit and all your Zed / Mission AI kills give negative humanity. Choose Hero and all your Mission AI / Zed kills give plus humanity. Human players still give standard humanity for kills, so killing a player bandit will give you plus humanity regardless of your faction and killing a player hero or survivor will give you negative humanity. Once you reach Level 1 in either Hero or Bandit, getting to the other faction will not be easy. This means that you can work towards being a bandit even if there aren't many players online to murder :P Note: Only mission AI and Zed kills are effected by the Humanity Faction system, not roaming AI or Human Players. ADDED: Friends added to your plot pole will now get access to your origins house/garage within the plot pole radius. Adding people to your plot pole is always an action of trust, so only add people you know won't grief your base. Remember, plot pole friends can also remove epoch walls, floors etc in your base. Safes and Lockboxes are not effected by this system, you will need to share your combination with friends/clan members if you want to give them access to your safe or lockbox. ADDED: Door management with Eye-scan access only (No more codes). Only people you add to your Epoch doors will be able to open them. ADDED: Generators at every fuel station. You only need to start it up and you can then refuel any vehicle within range without a fuel can. This is not auto-refuel. You still need to get out of the vehicle and turn the generator on, then choose the option to refuel the vehicle while next to the fuel pump. FIXED: Gear now saves in Origin houses and garages (no more lost gear after restarts). Please note though that any NPC occupied origin building will not save the gear contents of that building between server restarts, so don't put anything inside an NPC occupied property gear if you expect it to be there after the restart, because it wont be (use the gear as a temporary place to place items while your sort you backpack or as an area to exchange items with another player without having to give them access to your backpack or vehicle). So in short: Only player owned origin buildings will save gear in the database. Follow us on Steam: http://steamcommunity.com/groups/epoch-origins --------------------------------------------- xxx ------------------------------------------- We're called the Tea Party, but not the one you're thinking of. The owner loves his tea, what more can I say! IP: 212.129.63.140:2302 You will need: DayZ Epoch 1.0.5.1 Origins 1.7.9.5 Lingor Island 2.3.1 Server is set to VETERAN Basics: You start a new life with no gear. Everyone does, even admins.NO PAY TO WIN. But if you want to show your support and help keep the server running then ask Tea or Hayward for the PayPal email address. Zombies only die with a head shot. This is tough as hell when you're being swamped with no way out!No crosshair. The server is set to Veteran! Watch out for AI bandits, they are rare but they will hunt you down if you're spotted (human bandits are a worse threat though!!).NO self bloodbag. God, I hate needles!With full food and water stats your character will slowly regain blood over time.You could also try asking someone to bloodbag you. This is where Hero's get to shine :DTrader zones exist, but there's no rules about stealing vehicles or killing players, so watch your back!Sorry, but asking people not to kill or steal on a PVP server is like asking people not to eat food in a restaurant.NO FANCY TOW/LIFT SCRIPT, AUTO REFUEL or anything like that. This isn't a bambi server!We have added Advanced Trading menus only to make it faster to get in and out of trader zones! NO Salvage Parts from vehicles, you have to actually buy or find the parts.5 Humanity Levels for Hero and Bandits with Origins Houses/Garages/Stronghold/Pyramid(King) as your tier rewards.Hero: Lvl1 = 5000 , Lvl2 = 10000 , Lvl3 = 15000 , Lvl4 = 20000 , Lvl5 = 25000Bandit: Lvl1 = 0 , Lvl2 = -5000 , Lvl3 = -10000 , Lvl4 = -15000 , Lvl5 = -20000You need to right click your Toolbox to get the option to build the Origin buildings (you also need 1 scrap metal).Each building costs a set amount of Briefcases. (we may make the requirements tougher in future updates).Lvl 1 House = 5 Briefcases , Garages = (small x 2 Briefcases / large x 5 briefcases), Lvl3 House = 10 BriefcasesStronghold = 20 Briefcases (Need to be Lvl 4 Bandit or Hero)Pyramid (King) = 20 Briefcases (Need to be Lvl 5 Bandit or Hero)The server owner is Tea. He is helped by Hayward. Together they are "The Admins" !
  25. leozim225

    List of items

    I need to know the list of items that are " released " in version 1.8.6.1 ( clothing, weapons , vehicles ) and future release. Items that are in the mission , you know? Items that BEC will not kick if I lootear it , or the game will let me spawn . Thank you
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