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Showing results for 'Vehicles'.
Found 41868 results
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New Major BattlEye Anti-Cheat Features
Frop replied to cm. (DayZ)'s topic in Mod Servers & Private Hives
It maybe a bit off-topic, but could I also use this feature to log vehicles spawning in legitimately? I have a rather new server (nearly two days old) and I just want to know when and if legitimate vehicles have spawned. -
Avoid Elektro? Safe to say 90% of the hackers are near the coast and around the popular areas.. The hacked gear and vehicles I am fine with, more people with gear to kill and bury, more vehicles to blow up while they are driving. The shitty hackers are the ones that nuke servers, teleport you, teleport behind you after you killed them, god mode, invisible people and other grieving hacks and scripts. When I roam around Elek I encounter hackers all the time but once you leave that area they are pretty rare..
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I've got it! This is how item storage should work! I'm a genius!
ZedsDeadBaby replied to Taphonomy's topic in DayZ Mod Suggestions
Okay, fine. What about the ten other people who make regular use of my tents and vehicles? They get to arbitrarily lose all their extra gear and effort too, because a friend of theirs got shot when they weren't even online? Great idea... This whole "wipe everything on death" idea is a non-starter. It destroys the entire notion of an end game in DayZ and completely dismantles any long-term goals that a group of players might set and attempt to achieve for themselves. What about when underground storage bunkers are added to the game? My group cooperates for a week to build one, and it's supposed to just up and disappear randomly at some point to satisfy your need to remove these structures and storage options from the game? Senseless. Persistent storage is critical to sustained gameplay and long-term, cooperative and team-based goals. That's really it. OP's idea is solid, but I don't see why it would work differently for solo players and groups. Both are/should be capable of farming supplies like scrap metal, tools, etc. Just have the smaller storage like crates and tents require small amounts of maintenance so it's viable for individuals, while larger structures like bunkers and shipping containers require more maintenance so they work better for groups. No point having the arbitrary wipe mechanic and "save for group" nonsense to draw a distinction between the two. What's next "save for duo," and "save for trio" etc.? But, yeah, all the other "everything disappears" ideas in this thread are shit. -
Saving tents and vehicle issues
Aerophonics replied to LoG Steppenwolf's topic in DayZ Mod General Discussion
To the people replying it might have been stolen, our case has been we are standing in our camp site vehicles saved, server restarts, we all log back in immediately and helicopter/ ural are gone. very saddening to say the least -
My group has massive problems with saving tents and vehicles. After a server restart, they always disappear,lose their gear or reappear 3 respawns later. We had 7 vehicles and now we are on 0. But maybe after the next restart we might have 5 again who knows^^ The question is now, is this a serverside issue or is it a global problem? We tried many different methods of saving, but none worked proper. So has anyone some informations about this?
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I've got it! This is how item storage should work! I'm a genius!
hatfieldcw replied to Taphonomy's topic in DayZ Mod Suggestions
I'm with you right up until "Group Save". Ditch that. When you die, everything you built, including tents, despawns as soon as your body is hidden, either manually or after the timer runs out on it. That way, you can kill a guy at his camp and then take his stuff. Respawning at the coast should be a fresh start for you, not a footrace to get back to your stash of gear and rearm to exactly what you were before. Vehicles are trickier. When you die, vehicles that you owned or had saved should be teleported to the nearest valid vehicle spawn point. So if you've got a GAZ stashed off-map in the West woods, then your death will cause it to spawn--with all repairs and contents intact--in Zelenogorsk. If you have a team, they'll have ways to protect it, like having someone else save it before your body is hidden or even just using their knowledge that it'll be respawning to prompt a salvage mission to nearby likely sites. No more parking it in a bush 3km away from civilization and using it like a cabin in the woods, vehicles have to be with your team when you run the risk of losing the guy it's linked to, or you need a guy who doesn't take chances and just babysits the ride, or you need to deal with the inconvenience of actually starting fresh once in a while. -
Why the Hero skin is useless
[email protected] replied to guidez's topic in DayZ Mod General Discussion
we need more variations a hero currently isn't really specific enough when you look at the skin. (Hero) Bandit destroyer - a skin with bandit skulls on them or scalps showing that this 'hero' hunts down bandits and not survivors. Helping Hand Man - a skin that has the ambulance plastered all over as a medic who bloodbags and morphines random players(hero/survivor/bandit, it doesn't matter who) Zed Sandman - wears all the zeds carvings/drabs as a player who headshots maybe 500 zeds or something in 1 life. Wrench man - wears the Black Mesa hazard suit for killing zeds/players(bloody version of the black mesa suit) with an axe/wrench 100(maybe less) (Bandit) Current bandit skin (Light version) - bandit who kills players in the day 8am-8pm Dark version bandit skin (Dark blue/Brown/Black/Dark green) - bandit who kills players in the night 8pm-8am Mechwarrior metallic skin(angled to look like barbwire glitching around) - Bandit who destroys vehicles - 3 or more. Duck shooter skin - Shoots down 1 heli and looks like Rambo running around. -
Arma 2's mechanics make dayz lame
DR@GON (DayZ) replied to Slobbergoat (DayZ)'s topic in DayZ Mod General Discussion
The only other game engine I'd like to see used would be grand theft auto... but I'd want all the survival aspects kept and more realism added to the gameplay... which would be A LOT of work. Only reason I say this is cause this game set in a more urban environment with more vehicles and no easy escape to "the forest just outside town" to ditch zombie aggro would make it even more terrifying. -
Hackers - UK25 - Some way of monitoring vehicle location
Aoridian posted a topic in Mod Servers & Private Hives
Server - UK 25 Time - yesterday roughly 4 oclock two days ago (when we were logged out) Afternoon Timezone - GMT We have been in this server for a couple of days, laying down tents in multiple hiding spots completely out of sight and out of any route to a popular location including vehicle spawns etc. We have had a vehicle with us at every camp, and every time we set up, our camp is found out within a couple of hours. We suspect that the UX clan who are hosting the server, or somebody else have some form of tracking the vehicles, since they have robbed our camps (with a vehicle near) every time within hours. This time they drove straight towards our camp with a jeep, took the truck and all our guns, then drove off. TLDR - Every time we set up camp with a vehicle nearby.. they find us within hours. -
wiechers.ws DE 65, 76, 77 | DE 274, 275, 276, 278, 279 | DE 679 | DE 1560
Fector replied to jwiechers's topic in Mod Servers & Private Hives
1) Because we only put one item in each tent respectively. I highly doubt, that someone would steal the single can of beans/road flare/epi-pen. Ofc, It's still possibe. 2) Tents tend to dupe. Even if someone raided it, I'd still expect the item to be there after the next server restart. They allegedly save only the first save (variation: first save before/since 1.7.2.4) and reload that from the next restart onward. Maybe they got raided before the first restart, though. Also, we found several tents of other players already, that definitely replenish themselves after each restart. 3) As mentioned in an earlier post, our tents often failed to load after the server restart (or restarts) following the placement of the respective tent. 4) A sizable amount of other players report similar experiences with tents. 5) Trying to get tents to work is our main concern atm (next to finding vehicles ofc). Each point on its own might not be too convincing (not 100% sure on the buggy mechanics yet), but in combination, I think it is safe to say that the tents being bugged is the more probable answer. -
Server: US 2145 Dallas Date: 8/14/2012 Time: 12:11:01 Player dsasadsa is in my logs spawning a chopper. I was alerted to this by another player who saw the chopper overhead. This server currently has no vehicles. _dsasadsa = createVehicle ['UH1H_DZ', [4264.49, 9863.53, 0], [], 0, 'CAN_COLL" 14.08.2012 12:11:01: XXXXXXXXXXXXXXXXXXXXXXXX) cf389c8eac7281ec179a008aa98566dd - #20 " if (isServer) then { _dsasadsa = createVehicle ['UH1H_DZ', [4264.49, 9863.53, 0], [], 0, 'CAN_COLL"
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Storage and Loot Inflation: Not a Problem, a Sleeping Crisis in Game Design
I2ejected replied to bazbake's topic in DayZ Mod General Discussion
Tents aren't the problem, it's the script kiddies and exploiters. People who don't use script or exploit the game usually have okay gear for themselves in their tents so they can kind of gear-up for a life or two. People who dupe have enough military grade weaponry to start up WWIII and be set for the rest of their gaming experience. While script kiddies spawn stuff in tents & vehicles and leave them there for their friends, themselves, and others which just ruins the whole gear up and survive aspect of the game. So no persistent storage doesn't need to be removed it needs to be fixed. All I have to say is hopefully in the standalone of DayZ they fix duping and hacking then this game will be fine. As for a current fix lower the amount of storage in vehicles & tents also lower the spawn rate of tents and higher grade weaponry. -
Could use more players on US 1313
KField86 replied to KField86's topic in DayZ Mod General Discussion
The script restriction kicks should be stopping now, the false ones anyway. This was an error on battleye's fault where they changed the scripts.txt to scripts_old.txt. In order to even be able to have my logs scanning players, I had to use a new file. When I upgraded, I noticed people were still getting kicked for script restrictions, so I had to find ANOTHER file that Dwarden released today I believe, and it updates the Remoteexec, Scripts.txt and Createvehicle.log files to catch the little script kiddies doing things like creating vehicles and it will automatically kick them. The script detection for the server has been ramped up now in a big way. So if you're seeing <so and so> was kicked. Createvehicle restriction or remoteexec restriction -- well... it's doing it's job. I'll look into the guy with the SUV but chances are he's not going to show up. If I see anything out of the ordinary he'll be dealt with. I sent you an admin private message today blurp :P -- although I don't think you responded or were AFK -
Story of a 30 year old kid and his new Dayz server!
Lady Kyrah replied to TrainwreckUS2114's topic in Mod Servers & Private Hives
What does this has to do with anything? OH I KNOW! Nothing! You simply had nothing intelligent to say! As for the 7 days, they probably have some sort of weekly scheduled task on the hive related to vehicles. -
DayZ: The state of death, and the Great Storage debate
The Sad Panda posted a topic in DayZ Mod General Discussion
DayZ: The state of death, and the great storage debate Ladies, gentlemen, and spaghetti monsters of all ages – welcome to the thread. Today I would like to address a few serious issues (and by extension, some of the issues they themselves cause) that exist in the realm of Chernarus, DayZ. Just to put everyone’s mind at ease, this won’t be a thread dedicated to the removal of perma-death, or allowing 135,167,876,345 items to be stored in a single tent or ural. Jokes aside though - death and storage, both being very integral yet opposite gameplay mechanics, need some revising for the overall health of the game. Fair warning, I will be going into detail with most of my reasoning’s, so this post will be very TL:DR, so if you’re not looking for a serious thread on game mechanics, I’d advice finding a different thread. For reference, MS word counts over 3,000 words to give you an idea of length I’d also like to point out, that I’m obviously biased on the issue, there’d be no point in me denying it at this point seeing as how I’ve posted my opinion on this in various discussions. However, I will be doing my best to step back away from my personal feelings on the issue, and analyze them from multiple angles, and as fairly as possible. With that being said, I apologize if I sway too far in either direction of the argument in my post here. Seeing as how this is a forum, you are all more than welcome to post criticisms of my ideas – you may even point out something that I’ve completely missed that adds a whole new dynamic to the discussion. However, just know that no matter what is said, no-one will convince me that having a REAL permadeath mechanic in the game, as well as external storage mechanics, is a bad idea. Shall we begin? > Perma-Death in the game, as it is right now, isn't actually permanent > While storage mechanics in the game can cause problems, the solution is not to create shallow gameplay by removing it, instead we should experiment with deeper gameplay mechanics that uses it in a fair way A not-so-permanent death Every day it seems there’s a new argument on certain aspects of death in DayZ, whether it be because players find it offensive that respawning players can re-gear at external storage, or by a quick run through Cherno / Elektro, or because the game’s “Perma-death” mechanic isn’t punishing in the least. I’ve given it some thought the last couple of days, and it’s occurred to me that DayZ doesn’t actually HAVE a perma-death mechanic. Think I’m wrong? Alright, that’s fine, but first I’d like you to do an experiment for me. 1. First off, I need you to find a tent and set it up. The location doesn’t matter. 2. Place all of your gear except a flashlight, bandage, and painkillers inside the tent. This includes any improved backpack 3. Run the tent over with a vehicle 4. Drive the vehicle into the ocean and get out 5. Stand on the coast and open your inventory Guess what, you just died. Huh? That can’t be – my character is still here. Nope, you just spawned on the beach my friend. Don’t believe me? Take another look at your inventory, you only have what’s given to new spawns. You don’t have any special skills or abilities; you’ve just a flashlight, some meds, and the clothes on your back. For all intents and purposes, you’ve died (except perhaps ghillie / camo you couldn’t take off, I won’t judge you for not placing it in the tent). Are you starting to see my point here? You can’t have a legitimate perma-death mechanic in a game without character progression. No matter how many times you catch a bullet in the skull, your character just respawns on the coast, and regardless of tent stockpiles or not, is only maybe 30 minutes – 1 hour away from being re-armed. “But Panda, my old character is face down in Starry’s tents! This is a completely new one!” Sorry to break it to you, but that’s not the case. You are in fact, controlling the exact same avatar that not 2 minutes ago had a bullet separate his brain from the rest of his body via an anti-material sniper round. If you want to prove me wrong, please take a screen shot of your old character’s skill sheet and post it here. Wait; there are no skill sheets in DayZ? Exactly It’s almost an insult to other games that feature “Perma-death” mechanics that we call death in DayZ permanent. No matter how many tears you shed about that bandit being able to grab another AKM from his tent and continue on his merry way after you put him down, or how much you wish people couldn’t stockpile medical supplies so you have more sniping targets in Cherno, you will never change the fact that in its current state, perma-death in DayZ simply isn’t possible. Now hold your horses there, I can already see you ignoring the rest of my post and heading straight for the quote / reply button. Calm down, I’ll explain. I’m not in any way shape or form against a harsh and punishing death mechanic. That’s right, read it again just to make sure you got it. I’m just stating the facts here guys, we can’t have a legitimate perma-death system in the game without some form of non-gear based character development. Most of what I see on the forums here is people screaming for the destruction of all things storage based – tents and vehicle inventories. I’ve come to offer an alternative that doesn’t completely destroy entire playstyles, while still (at least in my opinion) staying true to the authentic zombie survival gameplay that DayZ offers. Imagine if you will for a moment, a DayZ where all men and women are NOT created equal. Hang on, don’t form a protest rally and march on my doorstep just yet. Think about this for a second, if the zombie apocalypse (or infect outbreak, or whatever) happened right now, how many of you would be able to perform a blood transfusion in the field? I sure couldn’t, but perhaps a few of you could. Not everyone would be able to jump into the seat of a helicopter and pilot it either – are you starting to catch on here? Our characters lack the ability to learn in DayZ, mainly because they don’t actually need to learn anything. Somehow, some way, all these survivors managed to end up on the coast of Chernarus, possessing a good deal of knowledge on how to not only provide advanced forms of first-aid, but operate many different vehicles, gut and cook animals, and possess outstanding proficiency with every firearm they acquire. Does that seem right to anyone? There’s an opportunity here to not only add depth to the game, but also to give players a reason to somewhat abandon the KoS mentality that’s rampant in the game, as well as add actual meaning to death in the game. That sound interesting to anyone? I won’t bother listing off every single possibility that I can see this opening up, mainly because I don’t want to spend 4 more hours listing and elaborating on every one of them. I will though list a couple for example. What if morphine no longer cured broken legs, what if it only dumbed the pain so you could walk. What if, in order to run, you would have to splint your own leg – even then you’d go slower and with a limp. To mend your broken leg, you’d need to find a player that’s learned a good deal about medicine. Think about that for a minute, if every survivor on the other end of a sniper scope potentially had some special skills that could be used to further the snipers own goals, whether they be medical skills to apply a blood bag, or construction skills to set-up a better and more defensible nest (even if it’s just a decoy in the middle of a field), would that sniper continue pulling that trigger indiscriminately? Sure, some probably will, but I’d be willing to bet a good deal of them would at least try to see what the person has to offer. Skills could even go so far as affecting weapons, in it would require less parts to fix a broken weapon with the proper skills, and could serve to negate stockpiled weapons in a way, but more on that in the next section. Anyway, with a skill system in mind, take a moment to reflect on what it would add to the depth of the game. Post your ideas, criticize it, tell me I’m crazy – post your thoughts and add to the discussion, “Ohh emm gee, I saw that weapon on the ground and I TOTALLY pitched a tent” This brings me to the second point of my thread, to address external storage and what it brings to the table / detracts from the experience. Like I mentioned in the header of the thread, no-one will ever convince me that external storage has to be removed for the health of the game. Storage adds to the game in that it’s adding more options. No longer must your character magically be able to carry around three weapons, ammo, food, medical supplies, car parts, or other misc items that exist in DayZ. I can see the replies now, “HaHa! So there’s your true colors you #$%^ing carebear, GTFO!”. Yep, you caught me, you’d better believe that I want to hoard every single piece of loot that I can possibly carry. In fact, if this were real life, I’d probably be picking up things that I don’t even have a use for at the moment, just on the off chance that I’d be able to use them later. If I have the capability to keep my friends and family out of danger by bringing back more supplies than are needed, I’d do it 10 out of 10 times. I’m not delusional though, this is far from real life, and external storage DOES pose quite a few problems. First and foremost, it diminishes the power of “perma-death” mechanics, there’s no debate on that, it’s a fact. I’ve seen posts on the forums calling for a complete removal of tents and vehicle inventories just to make sure that no-one is able to hoard gear and re-gear immediately upon death. That’s not even a completely invalid way to look at things, although It is a little too destructive for my taste. Like I’ve stated in other threads, the complete and total removal of external storage would also destroy various play-styles. How will all the merchants and traders store their gear if external storage is removed? How will groups of players consolidate their gear to keep it readily accessible if a few members aren’t online? STOP IT! I can already see you in the reply box typing “Hurr Durr poor poor babies can’t escape death anymore QQQQQQQQ”. Now, because I’ve already seen you typing that message out, I want you to explain to me, in plain English, why it’s OK to destroy someone else’s playstyle, but not your own. What if tomorrow morning, Rocket were to come onto the forums and tell everyone that Banditry were at and end – you can no longer kill other players without a reason. That’s not very fair is it, it’s certainly isn’t good for the game. What if we removed medical supplies from the game, after all their entire purpose is stave off death, and everyone is so gun-ho to make the game more difficult right? Guess all the medics that play the game now are just SOL, but it’s ok because it’s going to help bandage the flawed death mechanic that we currently have, right? The way to increase difficulty in the game isn’t by making the game extremely shallow, rather it needs to be made deeper. Hoarding, from an authentic survival simulation standpoint, is not wrong in the least, but from a gameplay standpoint though it can pose some problems. As far as role-playing is concerned, it’s not a huge stretch of the imagination that players in the group who die and respawn, are just a new person joining the group to replace the loss of the fallen member. Naturally, groups want their members to be as well-equipped as possible, so obviously they will use whatever they have at their disposal. The problem comes with the fact that it leaves a bit of a bad taste in the mouth of other players that a fresh spawn is able to go from square one, to square ten in a matter of minutes because of weapons and supply caches that groups maintain. Now here’s the thing, we can’t allow supply caches to bypass an entire part of the core gameplay experience, but we also can’t punish players for simply being human – stockpiling supplies is just something that we do. Don’t believe me? Go to your refrigerator; is there enough food in there to last more than one day? What about your garage? Surely you don’t use all those tools, bottles of oil, grease, golf clubs, car parts, lawn chairs, etc. every day of the week, correct? No, but we keep these things around because we may need them in the future. A lot of people seem to look at tents like they’re just being used as a 1-up, a rainy day provision if you will. But you know what, that’s not how everyone else sees them. Personally, I want to use the things in my tent to prolong my current life, not reset my character in case something bad happens. Now I’ve been rambling for a while, so I’ll get to my point here: Why does “storage” need to be a blanket term for “extra life”? Obviously the Arma II DayZ mod has its limitations, which is why the inventory system we’re using now is somewhat of a mess. But, looking towards the future, why can’t we look into different forms of storage? Tents don’t need to be able to store everything in the game. Let’s look at a system like this Tents – still found in supermarkets and residential areas |able to store “Community” type items, such as Food, Water, Medical Supplies, and ammunition. That’s right, no gun storage in this one, but the items inside don’t disappear when any specific character is killed, they must either be packed up, run over by a vehicle, or destroyed with an axe in order to remove them. Now I’ve seen the arguments that state that tent proliferation will continue until a point is reached where the rate of tent construction is equal to the rate they’re being destroyed. However, if we restrict the things that can actually be stored inside them, and therefore limiting their actual usefulness, who knows if that theoretical point will even need to exist. Why can’t we experiment with it, is that not what we’re here to do? Gun Lockers – New item, must be constructed with scrap metal by a player skilled in construction (This is assuming that some form of character progression is added, remember that perma-death and external storage go hand-in-hand, and must be treated as such). This item is deployable, just like tents (or a place-able item inside the underground bases that Rocket keeps talking about), and would be the only form of storage that’s able to hold guns, military equipment (NVGs, rangefinders, etc.) and camo clothing (That’s right guys, not even vehicles could hold guns. I’m willing to talk compromises if you will). This would, in effect, make gun storage much more challenging since it would require a skilled craftsman to create. It also has the added benefit that gun stockpiles will be lost if only a single character was collecting them. Now you might be thinking, “But Panda, why would anyone not train up their craftsmanship to just make these, effectively making them common?” That’s a good point, but in effect they’d be making a tradeoff. Do I spend all my time trying to make a gun cabinet (and thus greatly increase the chance of death), or do I pick up some other skills first (like medicine, cooking, etc.) to make sure I can survive? Now I can also see a few people up in arms here (no pun intended) that I’m proposing a dedicated gun storage, which would in effect continue providing the extra life problem that we’re already having. Bear with me here. Assuming that in the stand-alone version of the game we’re able to attribute ownership of specific items to players, any items owning to a player who is killed, will be removed…in a sense. Instead of them vanishing into thin air, they will be converted (up to a cap of course) into spare gun parts that can be used to…wait for it…wait for it… Maintaining and repairing existing firearms, as well as helping characters increase their mastery of gun maintenance. That’s right, I’m proposing that guns and equipment degrade and break over time. That is, however, a subject for another time and another thread. But just let that linger in your mind for a while. Now I do realize that I’m contradicting myself here a bit. Earlier I mentioned how the removal of storage would hurt different groups, almost to the point of making the playstyle invalid. This change will essentially still do the same thing to one group – the traders. There’s never a perfect solution to problems like this, and it’s still a bit unfair to the traders who risk their lives every time they go and make a trade. Death during a trade mission would also mean that the stored guns back at their camp would be gone. The way to avoid this would be to expand the trading operation, and have different people in charge of different groups of guns. That’s really the best I can come up with. We’re still in Alpha of the Arma II mod, and when the standalone launches it’ll be in alpha too. Seems like as good a time as any to test and see if this actually works, we are, after all – experimenting. If it doesn’t work well enough, we go back to the drawing board. Industrial crate – constructed with wood by a craftsman (less skill required than for gun locker), for the purpose of holding excess industrial goods, such as car parts, scrap metal, and jerry cans. This would also be another form of storage that would not lose items on a specific character’s death. Fairly straight forward Go west, young man In closing, I’d like to remind everyone that the world of Chernarus is a sandbox, in which we get to explore, experiment, succeed, and on occasion – fail. I’ve came here today to provide constructive alternatives to the destructive ones that I see here on a daily basis. Maybe my ideas are right, maybe they’re completely wrong. The only way to find out is to do some experimentation. Like I said way back at the beginning, this is a thread for discussion on the matter. No matter what your opinions on the matter are, I promise that I’ll at least read them with an open mind. If you enjoyed the thread - tell your friends about it and have them share their opinions here as well. Hated the thread? Go get your friends and have them come argue against my points with you. It’s your turn, tell the world what you think about this important issue.- 53 replies
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server glitch, lag, and hackers. Admins have no power to despawn or respawn vehicles. Don't understand why people blame admins for so much when we have such little control over our servers thanks to Rocket and his rules.
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All Items in vehicles disappear after server restart
mihaaawk replied to KLM's topic in DayZ Mod Troubleshooting
THIS IS STILL NOT FIXED........... VEHICLES NEVER SAVING!!!! FIX THIS SHIT -
Story of a 30 year old kid and his new Dayz server!
TrainwreckUS2114 replied to TrainwreckUS2114's topic in Mod Servers & Private Hives
It looks like I am not the only one having this issue. http://dayzmod.com/forum/index.php?/topic/68541-no-vehicles-spawning-on-new-server There are many people with the same issue and the Dayz dev team is working on it. Good luck Dev team! I hope you find the issue soon and resolve it. -
No vehicles spawning on new server.
Sputnik (DayZ) replied to DarkEnergy's topic in Mod Servers & Private Hives
Last Resistance server: 4 days no vehicles! -
No vehicles spawning on new server.
Pheenix89 replied to DarkEnergy's topic in Mod Servers & Private Hives
I've more or less lost all my recurring players because now they all know that there is no vehicles spawning on my server... from 30avg to 3-5avg players at peak times... yay! -
1.7.2.4 no problems with tents / vehicle saving 1.7.2.5 tents / vehicles become useless
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Everyone I know still experiencing graphical artifacts around the military areas as of today. Also, vehicles are disappearing/repsawning/not saving since .5 No matter how many times saved, moved, etc.
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-The backpack glitch after using clothing has been there before .2.5 You have to drop it or relog before using the clothes. -I have way less graphical glithces in .2.5 and I can flush them, in .2.4 I had more artifacts and not all of them could've been flushed. -Tents/Vehicles saves maybe server-side problem, new tents placed after .2.5 work fine. Personally I like .2.5 more than .2.4
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Server was rebooted again! Whole Camp is back online and both ATVs are there. Didnt spot the Chopper but all the camps are full back online: Coords: 032/001 - 6-7 Tents full of Guns, Ammo and wtf +radio 052/018 - at the End of the mountain 6-7 Tents full of Guns and Ammo 005/006 - Big Camp on the most west Mountain - here where Chopper, 2Atv, 1 BlueTruck full of Shit 130/015 - 3 Tents Full of Shit at the Cove - There is a bus two - here we found their camp the first time with all vehicles
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Haha glad I'm not alone... We've had the magic admin fairy visit us countless times. Spend hours fixing up a V3S truck, drive North to camp. Hide, save, take two minutes to stash gear in tents, turn around and voila no truck. Hmmmm...... Had countless other vehicles just literally disappear before our eyes. Pretty limp IMO. Don't know if admins can do this but seems suspicious to me. Hackers can't be the only ones despawning vehicles.