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Found 41868 results

  1. TrainwreckUS2114

    Story of a 30 year old kid and his new Dayz server!

    I agree with you its a free mod and that is awesome. Really I just want to have vehicles on my server. I guess my expectations are too high. Do you have vehicles on your server? Can I play on it? Anyone want a free server for the remainder of the month? SOrry but there are no vehicles on it:)
  2. Vehicles should definitely be randomized. I've found helicopter crashes literally in the middle of the road. Why can't a same system be applied for vehicles like SUVs in open fields or pickup trucks abandoned in the middle of the road. I really like this idea, Starkey, it seems strange that it hasn't been implemented yet considering how many other items randomly spawn in the environment. Anything that foils players simply looking it up on the internet is a good idea for keeping the game going strong.
  3. Scenario is as follows : Last night I was patrolling south of Zelenogorsk and I came across a bus missing two tires on it. I moved into investigate and checked the vehicles inventory since it was just me online. I looked inside and found a Water Bottle, Painkiller, and an M4A3 ACOG GL. Now for those of you who play a lot you will know this is a hacked in weapon that is not part of the game. What I want to do is I want to find out WHO brought it onto my server. I'm very new to admin work but I want to keep my server as clean as possible so how do I do this? I have Cheat-Finder because someone said to use that but i'm lost beyond that. Help me clean my server up, please. Thanks in advance.
  4. I have no objections to the .50 cals being removed from the game though I don't necessarily think it's needed. If vehicles become more prevalent in later versions they could be re-added for anti-material purposes.
  5. Hey I was wondering if anyone had any extra vehicles I could trade for or borrow to transport my friends (who are new to the game) to a safer place. lmk, thanks!
  6. So we had another script kiddie get on our server... it was AWESOME! Not usually the response you hear when someone talks about "hackers" aka script kiddies. We had one join our server today going by the name of John. He did teleport players, especially on request. Spawned in cars, gear boxes, helos, ect. It was a blast. Just absolute screwing around, blowing crap up, crashing into stuff. Respawn, get teleported, play with something else. At the end of it all, it was all blown up. At the end of it all, the remaining vehicles and choppers, gear boxes etc ended up in the same area and were destroyed before a server reboot. Server got pretty laggy. But for a script kiddie getting on our server, it was the most fun I've ever had. So thank you anonymous player John, you made my night, along with some other players on my server.
  7. So sick of running around with new players I've introduced to the mod, and trying to find vehicles. I know it's highly unlikely that they'll be in their expected spawn location, maybe one or two will parked by unwitting players, poorly obscured by a tree near a town. Most (as you know) are parked in a fucking row, surrounded by suspicious amounts of tents at the map edge, and collected (SEE: stolen after others repair) by two or three douchebags. Yada yada it's part of the game, but with the reintroduction of the chopper to the map, hoarders now have eyes on every vehicle, wherever it may be hidden and regardless of cover. I've flown the chopper (taken from a hoarder camp) and the view into treelines is ludicrous. Every tent, even bicycles can be spotted from hundreds of metres away. This essentially means, whoever has the chopper, has all of the vehicles. Four, maybe five guys needlessly controlling all of the vehicles for fifty players. Add to this that someone will likely find this pointless showroom and then blow it up, thus endlessly repeating the cycle on every server restart. My suggestion is this: If more than two player-saved vehicles are parked within proximity of say 200/300m of each other, they instantly spawn thirty zombies. You want a car showroom that basically forces players into playing and enjoying the experience in only one way (or endlessly running in featureless hell trying to find your nest of douchebaggery)? You best be prepared to fight for it and be prepared to defend spread-out clusters of your stolen vehicles and duped tents. There is no need for a group of four people to have nine or more vehicles. Part rant, part suggestion, I know. But I hope some of you are as bored of this behaviour as I am...
  8. tomany

    When exactly do Vehicles

    this would be true if the last patch didnt break vehicles so bad that they respawn where they were destroyed on every restart
  9. that problem is known and will be fixed in the next good patch - as far as i know - on our server we also cant save vehicles or tents
  10. For some reason whenever I restart my server, everything in my vehicles (gear/backpacks/weapons) gets reset and disappears. Does anyone know of a surefire way to make sure the gear in vehicles get's saved?
  11. Vehicles and Tents lead to nothing but resentment and anger, stop using them entirely. There's no way to guarantee items will save inside of them.
  12. Fiskbatch

    Your body should disappear after death

    I would probably stopped playing if I was to be unable to use tents/vehicles/bodies. Your idea is bad and you should feel bad.
  13. Tfortacos (DayZ)

    Found A Helicopter, But I Can't Save It?

    I heard they made new spawn points. Also hacked in vehicles aren't able to save if it is still there by server restart it's legit.
  14. I think it's a shame for the devs, because you are not allowed to do anything with your server, except of paying and even then you don't even get vehicles. It's really annoying and the answer the vehicles would spawn in 7 days is a bad joke, when I see how long some people wait now.
  15. manta-avoid

    FN P90 added to the game

    STOP The Škorpion (Sa61_EP1) is already in A2:CO, and if you haven't used it in vanilla gameplay, you're sorely mistaken if you think it's a lousy sidearm. Secondly. Stock P-90 doesn't have any magnification OR scope - it's just got a miniature red dot sight built into the receiver group. Effective range would definitely not be augmented by this. And thirdly. Chernarussia's military uses Warsaw-Pact weaponry. It's bad enough that there are HEAPS of western weapons in the game. There's very little reason for there to be another Belgian weapon in there, too. If anything, Warsaw-Pact weaponry, vehicles and helicopters should be prolific, with Western and European weaponry rare or unique-spawn.
  16. @ BazBake Unless I've horribly misunderstood someone's post in this thread, I don't think anyone is asking for skills that enhance or modify your performance in a firefight, it's things like the application of medicine, preparing of food, construction of shelters, upkeep of vehicles, etc. A system that gives an edge during an actual firefight would be fundamentally un-DayZ. I don't think anyone is actually asking for + gun damage or + damage resistance skills, Now I do realize in the OP I stated that "Skills could even go so far as affecting combat, 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" and after re-reading it, with your previous post in mind, I realize that I worded that passage very poorly. What I was alluding to was that guns could degrade over time, and require that their owner perform maintenance on them. Never in a million years did I mean to imply that someone would be able to get something like a +10 aim stat that would make their bullets go straighter.or some nonsense like that. The skills that I suggest are purely to add depth to already existing survival mechanics, not to make player X better than player Y in a firefight, because player X has 300 confirmed kills, whereas player Y just spawned on the beach. Will be editing that passage to reflect that
  17. Server: UK929 Vehicle: Bus Location: Tents at Stary Sobor, between the "broken" vehicle lot (Unrepairable vehicles) Gear in the bus: At 04:16 +1.00 GMT 13-08-2012, the bus has a Bizon SD with 1 mag, and a FN Fal AN/PVS (Nightvision-edition) with 1 mag, including other random stuff like a wheel and a jerry can. To drive it, the bus needs 2-3 wheels and some engine parts. The fuel tank is at 50%. Why am I not taking it? 1: It's a bus. Impossible to keep it hidden, even in forests. 2: I'm somewhat one of the lonewolves. I do play with friends from time to time, and when we play, we are always finding some vehicles. Like today, we found a working truck with almost full tank, and a 4-seat person car. We had fun. 3: It's almost morning in here, and I don't feel like scavenging stary and novy for engine parts for a damn bus that I don't need. I have my own legs to walk/run away. Story: I was playing on a server with only 2 players (Me, and someone else) - in the night. I was bored and ran to Stary Sobor, as I spawned not far from there - to my luck, I found a damn bus. As soon as I entered it to check the gear in safety from the hordes of the undead, I heard someone fire 2 shots with a makarov. It was the second player in the server, I've shot that dude earlier today, I remember his clan tag. Him and his clan are known dupers. (This kept me stunned for quite a while, my first thought were that this guy was a hacker and would kill me in less than 10 seconds, though I refrained from doing the pussy disconnect to see what happened. He was shooting at zombies and preparing to loot the tents.) As soon as he was done killing the zombies, I wanted to make a little fun of him, as he clearly hadn't noticed the bus yet. So I moved to the front seat, and started honking the horn on the bus. I was laughing so damn hard, as he was clearly shitting his pants - he started zig-zagging down to the long barn/cowshed or whatever people call it. I didn't see him for a few minutes, so I kept honking the horn now and then to awake his curiosity. He failed to overcome his temptations, and sprinted straight for the tents. I had yelled earlier several times over the mic "Hey dude, I can't believe I found you when we are the only players on the server!" - but enough of that. When first he came to the tents, he still hadn't noticed the bus (Guess he didn't have any nightvision goggles - I'm glad I have my LEGIT nightvision goggles from the barracks.) - so he were just running around, finding hordes of zombies with his silly makarov. As a true gentleman, I jumped out of the bus, yelling "FRIENDLY, I'M GONNA TAKE THEM OUT FOR YOU, RUN FOR COVER AS I AM OPENING FIRE!", and took down the zombies till the area was completely clear. I was still jumpy, as I didn't recieve any indication if he were friendly or not. He stepped out of the bushes next to the northern one of the big tents, and was just looking at me. Guess he were typing - anyways - he were aiming directly at me, even though it was only with a crappy makarov, I did not feel comfortable standing in his firezone, so I started running around him. Stupid move, as I started attracting a heckload of zombies. He started shooting randomly around, I don't know if he shot at zombies or at me in the confusion, so I started opening fire on him with my M16A2 ACOG. He sprinted away, zig-zagging between the bushes, and I lost sight of him. I knew he were hiding in the bushes, as that's where I heard his footsteps stop, so I ran to the other side of the wall, where the dead body bags are. Oh boy, this was getting exciting. Time passed, and I checked frequently if he had left the server - which he hadn't - and if he had sneaked away without me realizing. At some points I swear I thought I could hear a second player nearby breathing. At this point, I started filming this with fraps - stupid as I am, I didn't do it from the start -.- I told him one more time over VON that the zombies were down, and that I couldn't believe we were the only players on the server and still somehow managed to find eachother. After that, he died of a wound - guess he were bleeding and didn't use any bandages. Maybe he didn't have any, I don't remember. After he died, he used voice communications (I am still wondering how he did this, maybe he was holding down the mic button at the moment he died), and said "Yeah, it's a shame that I died though", or something very similiar to that. I feel sorry for taking you down dude, and I am looking forward to see your friends again on UK929 ! (Will ofc upload this so I can share my last moments with this guy to the world). By the way, there's also a video of me encountering your buddy (Is his name Jaranten or something like that?) - after my sniper buddy shot both of you in the treelines outside of Chernogorsk. We found your tent with duped goods and destroyed it.
  18. We have like problems with vehicles too. They are not saving. So when you saved it on the server before it came to 1.7.2.5. Now every restart reset it location to last saved in 1.7.2.4. So it's like vehicle saving is not working anymore. Also some kind of cars are changing. We had a bicycle at the store. After restart it was replaced with motorcycle (da faq ?). Also today, we were driving Skoda, after restart it came up to replace it with fully working (other car gear) Off-road pickup. I don't get it. That update it's the biggest fail. Should I mention, that I get Artifacts ? (Before this patch I even didn't get 1 f.cking artifact) -.- FAIL UPDATE ;s
  19. As vehicles are a luxury item already i could accept that B)
  20. At least you have vehicles.. http://dayzmod.com/forum/index.php?/topic/68541-no-vehicles-spawning-on-new-server/
  21. I suggest the construction of a wall at the border of the map, where the vegetation ends and a huge area with empty hills and plains is starting. I have read that despite of the last patches, there is still the possibility to save vehicles outside the border for several days. So maybe know you think that I am too lazy to go looking for them in the mentioned area and am just frustrated by not finding those vehicles. Well that’s not true, I already had a lot of fun with them and my friends and me are still finding them even inside the map, but what I want to achieve with this suggestion is, that all the stuff that is supposed to enrich the action and gameplay keeps available in this “normal” area. When I am thinking of such a wall, it could possible look like this from the movie doomsday: The wall should be high and solid enough, that you can’t climb over it or even destroy it with satchel charges. It could be explained by an attempt to contain the infection. This could also add some claustrophobic aspects. To prevent helicopters and boats of leaving the “zone”, there could be a warning to return in several seconds or being killed by some kind of anti air/boat weapon. So what do you think about this? I have to admit that English is not my mother language and have used the search function but didn’t find something relevant. I came to this idea by this thread: http://dayzmod.com/f...es/#entry616356
  22. DayZ Standalone – Promoting Codependency & Targets of Opportunity Note: All comments, suggestions, criticisms are welcome, but please, if you disagree, explain why and provide an alternative. Responding with; No, No and No…….. Or This is a stupid idea….. Does not provide the design team with any ideas, which is the purpose of this post. Be creative and give some details. Purpose: The purpose of this post, is to introduce some concept ideas that would promote Meaningful PvP Targets of Opportunity Codependency Moving away from the standard mainstream fast paced PvP, where the main objective is to get a high kill count. There are already a number of these types of games already out there that many of us are familiar with. And for a large number of gamers, this play style can get boring real fast. Different skins, different weapons, different backdrop.... it's still the same type of game. Survival: The main emphasis of DayZ, is to survive in a post apocalyptic world that has suffered from a devastating virus with the thousands of Infected people. Survival could be achieved either solo, or cooperated team play. Solo should definetly be much more challenging. Survival Needs: The basic survival needs boils down to 3 things. Water (fluids) Food (need the Baked Beans) Shelter this does not seem to be a real need as of yet, protecting yourself from the elements, may be more of a necessity in the Standalone version A weapon certainly helps in defending yourself against the Infected, and other players intent on taking your items that you gathered, in order to survive. I have what I need to Survive: So you gathered all requisite items to survive, what next. In a post apocalyptic setting, you will probably want to seek out, and join up with like minded people. A force in number working together have a better chance of survival. The game has already identified 3 Factions. Bandits (a threat to Survivors & other Bandits) Survivors (Humanitarians) Zombies - NPC Faction (a threat to all.... or should be) A Safe Haven: This is not to be confused with a “Safe-Zone” !! No place is safe… And a well placed Sniper outside the city, would be major problem for those in the city. But rather, the ability of a group of players (maybe a very large group), from either Faction to rebuild the infrastructure in a city of their choosing. A random city as opposed to a static city, so that neither Faction knows where the other is re-building. This would then require scouts to recon all cities, in order to identify where there enemy is located. Roaming Scouts would promote PvP. A Faction with a Helicopter would definitely have an advantage. Should there be a limit of 1 city per Faction that can be rebuilt? Need to discuss, but my initial thoughts are yes, 1 city per Faction. If the answer is yes, than this again would promote cooperation for both Bandits & Survivors, and also provide the remaining cities to be infested with Zombies and places to loot. With whatever method, the designers choose, for Faction identification, this would promote more cooperation amongst the Survivors, more so than the Bandits. As Bandits would require much more communication and trust, to trust another Bandit, or Bandit group. But as the Survivor Faction grows, so does the threat to the Bandits, as they run into larger groups of Survivors. Also, if a small group of Bandits decide to rebuild a cities Infrastructure, they would be more successful clearing that city, and defending that city with a much larger groups. This may promote co dependencies between Bandit groups, to form up, and cooperate against a growing threat…….. an every growing population of Survivors that have decided to form up. A city would first need to be cleared out of all Zombies. This may be a major undertaking. So what can be rebuilt, and what purpose would it serve ? Survivors Infrastructure: City Generators (requires a constant supply of fuel, to keep the Generators online, a shit ton of Jerry Cans to completly fill the Generator Tank.... how often to refill ?? ) (required components to rebuild…….?) (can be destroyed with Satchel Charge) City Lighting (requires operational City Generator) (required components to rebuild …….?) (can be destroyed with Satchel Charge) Baked Bean Factory (only Survivors can rebuild) (requires operational City Generator, Water Supply Pump) (requires empty tin can to resupply yourself with Baked Beans) (required components to rebuild…….?) (can be destroyed with Satchel Charge) City Water Pump Provides Water Source (requires operational City Generator) (required components to rebuild…….?) (can be destroyed with Satchel Charge) Bandits Infrastructure: City Generators (requires a constant supply of fuel, Bandits would use their Fuel Trucks to refill Generators) (can be destroyed with Satchel Charge) City Water Pump (can be destroyed with Satchel Charge) City Lighting (can be destroyed with Satchel Charge) Fuel Truck Repair Facility (only Bandits can rebuild ) (Fuel Trucks would be introduced) (Repair Facility can be destroyed with Satchel Charge) (required components to rebuild…….?) Generators or Cities Lights: Once a Cities Lights are operational, the Zombies would spawn less frequently, and perhaps in lesser numbers. If the City Lights or Generators were destroyed (Satchel Charge), or runs out of fuel, then hordes of Zombies would begin to move in on the city. Zombies would not spawn directly in the city, but from a distance and from all or a few different directions, but there would be many of them. This would require that Faction to again, clear the city, requiring a number of players, coordinating together, to be successful, and get the Generator operational again. Bake Bean Factory: If this concept was introduced, then the amount of canned Baked Beans currently available that is randomly looted, would need to be reduced. Bandits would need to either raid a Survivors’ city to resupply their Baked Bean inventory with empty tin cans, Satchel Charge the Baked Bean Factory (eliminating the Survivors food supply), or take over the Survivors City. A Survivor’s City, that has been taken over by the Bandit faction, would provide the Bandits with an operational Baked Bean Factory. Bandits could resupply with empty tin cans. Survivors could either Satchel Charge the Factory (Bandits cannot repair the Baked Bean Factory), or retake the City. One strategy would be to destroy the Generator, wait for the Zombies to move in on the city, as a diversion. Fuels Trucks: Both factions can repair a Fuel Truck to be mobile . But only Bandits can repair storage tanks in Fuel Trucks at the Repair Facility in their City. But in order to make use of the fuel trucks storage capacity, it would need to be fully repaired at the Bandits repair facility. With a Fuel Truck, Bandits can resupply a large amount of fuel at fueling stations….., So they have a much larger mobile capacity, to fuel their vehicles, and also their Generator. A Bandits Fuel Truck can be Satchel Charged primarily; weapons fire would have some effect, but would require a lot more rounds, to destroy the truck. A Bandits Fuel Truck can be stolen, and then used by the Survivors. Fuel stations local to Bandit Cities would be potential targets of opportunity, as this may be where Bandits fill the Fuel Trucks. Survivors can only repair a Fuel Truck’s storage capacity at the Bandit’s Fuel Truck Repair Facility. If this concept was introduced, then the amount of Fuel a Jerry Can, can hold, would need to be reduced, or, increase the amount a fuel, a vehicle requires. How many operational Fuel Trucks can be out in the world , unlimited or not ? Good question. The components required to rebuild/repair both the Baked Bean Factory & the Fuel Truck Repair Facility, should not be a common loot item, and further, once a Faction’s City Infrastructure is up and running, (Generator, Lighting, Water Pump), then the likelihood of that Faction City spawning an item required by the opposing Faction, would be higher, than a random city. This would encourage opposing factions to either raid, or approach with stealth to the opposing Faction’s City, and search for the required component(s). Trading Hub: In this scenario, I could see the strong potential for trading, particularly in a Survivors City, As there would inherently be more trust amongst the Survivors. Since the Bandit Faction has no means of producing Baked Beans, could they trade a fully functional Fuel truck, for a Truck load of Beans ? Absolutely, and I’m sure that trade would be risky for both sides. Just as the Survivors may initiate the trade, as they need an operational Fuel Truck. An opportunity for a temporary truce ...... or an ambush ? Factions ability to Build/Repair: I think that in order for a Faction to be capable of building or repairing a Cities infrastructure, An individual’s Humanity or Bandit level, needs to be high enough, where they cannot simple tip the point scale, but need to be established with a consistent high figure. This would reduce the possibility for a Survivor to flip their humanitarian points to become a Bandit, repair a Fuel Truck, drive off, and perform humanitarian type deeds quickly, and swap back to being a Survivor, with a fully operational Fuel Truck. The Lone Wolf: I don’t’ want to be part of a large group in order to survive…. Absolutely, but it will be harder, and more challenging. Baked Beans, and other canned goods will be scarce, but hunting is an option. The animals need to be hunted with stealth. Not be able to run up to a goat and kill it with a hatchet. Instead, you need to stalk the animal, and shoot it. If the animal senses your presence, they will run. Dogs are being introduced into the game. And as I understand it, a player will have the ability to to train the dog to hunt. I assume that the dog would be able to track and kill small game (which provides some meat), but for large game, your dog can only track. When tracking large game, will the dog be barking and making a lot of noise for you to follow ? If you get the kill, that would be a lot of meat, but the barking dog could be a risk. If desperate for supplies, you could travel to your Factions main Hub, if you know where it is. Conclusion: What I outlined here, are just examples of creating codependency’s between the 2 Factions, and within a Faction. Creating targets of opportunity, required by both factions, to survive. Suggestion Sub-Forum: Some of these ideas I outlined have been suggested by other players, particularly the ideas concerning the rebuilding of a cities infrastructure. (Generators, Lighting) Multiple Ideas provided by ruarz Great suggestions, my idea with Faction Cities could be the Factions main infrastructure hub, and a base (bases) might be built nearby. But not next door so to speak. Again the question would be how many Cities/Bases can 1 Faction build/re-build ? Multiple Ideas provided by TanX Great list of suggestions to make survival more of a challenge. **************************************************************************************************************** Moderators, if this post should be merged, no problem. My suggestion does touch upon both ruazr’s & TanX’s post to some degree, but not entirely.
  23. This is how hacking works in Day Z now. 10 guys get together and pitch 2$ a piece or 5 guys pay 5$ etc. Then 1 guy installs the game and uses the hacks spawning in as many weapons and vehicles as they want and the rest simply pick it up and use it because that isn't a banable offense. IE hacking has no consequences because of the corporate interests (BIS) that employ the anti cheat engine. They would rather sell another copy of the game here n there then hardware ban ppl (block the computers hardware configuration from playing again)
  24. BazBake you get my beans for that post but social stratification is already plagueing the game. People with vehicles getting all the crash sites after server restarts, people with high end gear able to defend important loot locations better than less equipped groups and the list goes on. Skill progression like i suggested earlier in this thread would help newcomers to close this gap. Of course it could divide the different "social classes" in this game even more but to prevent that you set a maximum level of mastery if you will call it that. With time you catch up. It's the same with items, with time you get more loot and catch up to the already geared up people. You just have to be careful.
  25. MuchHigher

    Lost 2 cars got a bus :/

    Lol thats pretty funny. Like previously said, atleast you had something. I've had so many vehicles disappear along with the gear inside them.
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