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Found 41868 results

  1. No one is banned for using non-hack programs (like Fraps, overlays, etc.), picking up or using hacked in-game items, weapons or vehicles, being on a server at the same time as a cheater, or other passive non-cheating activity. Therefore all requests mentioning these things as possible reasons for the global ban are ignored. <_<
  2. Do you get anything special from having a lot of days standing next to your name? The point is that once you know how this game works, zombies aren't a threat anymore... You will be able to sneak through most to loot stuff... you will be able to kill zombies with better gear you have.... you know how to run to loose them fast.... You will have tools to cook food out of animals that you can shoot far away from any zombie + you can have refillable water bottles. In the end you could just stay in the woods near a water pond.... cook some meat... and that's it. What is left is to look for better gear (weapons usually) at the PvP hotspots and at crashed helicopter sites. If you make a camp or get some vehicles your stuff can just be stolen easily over night. Especially larger vehicles are not that hard to spot. What do you do with better gear or vehicles? You dont need it really against zombies, but against other players. Vehicles are great to pick up friends or scout the area for other camps or crashed heli sites. For Zombies it is fine enough to use pistols, since they dont attract that many zombies. Thus what do you need better gear for? The answer is PvP. Sorry, but you are wrong if you think the game is about surviving mostly. In the end it is about PvP. I am sure the standalone will be different, but this is a mod, so its possibilities are limited. As you said, you are new to the game. And thus you are frustrated becasue of getting shot so fast.... As someone stated before, try first a server that is not that populated and learn the game... Learn how to gear up fast and how to deal with zombies without wasting that much bulltets for them.... Once you are more experienced you will understand why people here focus on PvP and not on surviving anymore. Surviving by avoiding PvP is easy and boring.... Surviving while still trying to fight other groups its difficult and fun.
  3. I see hackers every day these days. Yesterday one teleported on top of me but coudlnt' find me in the trees (ghille suit, right in the middle of 3 big trees), heard him, spun around and shot him. Scripter? Yes, M240 Scoped, he also had a CAR HORN in his inventory. Next day, different server I'm running along when I see the kill feed light up with one name. Then another. Then about 15 in a row. I aborted straight away (I was in the middle of a forest). Server admin took that server down for a little after that. It is prolific, it's easy to do and you only have to look at the number of members on scripting and cheating forums to know how widespread it is. Some cheaters will just spawn in gear for themselves and use them to find vehicles - nothing you can see directly. A smaller portion prefer to grief by killing servers, teleporting, carpet bombing, etc. I think for every player griefing, there's probably another 3 or 4 just hacking in weapons for themselves (probably because they're sick of perma death because a hacker killed the server and want to get their gear back on restart). Just get used to it unfortunately. Battleye seems to be getting a little better, but it remains to be seen if it's anywhere near effective.
  4. stingzer

    More suggestions

    I think with your first suggestion is cool but the idea i had was to have car part retrievable from broken vehicles and make them really common, however make it so you need lots more parts making the hard part of building a car not finding the parts but transporting them instead
  5. Sounds worth discussing guys... but your welcome on my server anytime regardless! I don't kick people for making the effort to get vehicles up and running. I don't actually use Skype... My options here are Mumble (preffered), Steam chat (2nd), Teamspeak or Vent. Add http://steamcommunity.com/id/Darth269 if you use it. I may/may not be online a lot this evening, but should be on tomorrow daytime/evening also Saturday.
  6. the whole thing is thos do you know how many more military weapons there are and would be available during any sort of deployment? If anything, especially once the item impacted the fan there would be stuff EVERYWHERE. Zombies don't pick up lewts unless they accidentally eat it consuming your corpse. I would like to see however more realistic spawn locations of said weapons, ie near soldier corpses. Every time I used to see soldier bodies I would get all excited logically thinking OOO, here should be somma dat good military loot, but no. Also I would like to see greatly improved zombie spawns and behavior. Where is the zombie pawing at the glass window?? Where are the zombies eating randoim corpses or maybe trying to do something that looks almost human?? I would like more repairable vehicles but parts to be more rare. I would also like a much better communication system, like radios or something like that. Finally I would like full weapon customization WITH WEP BENCHES. Make a great situation for mayhem having to be occupied at a weapon bench whilst zack and namely bandits that know a wep bench is there and people going to it likely have higher end items. Also I would like to shift to a 100% pony based economy. You find little toy ponies out in the wild, rope em together, and lead em all along like little ducks and can trade say 1 pony for 1 gps module, 1/2 a pony for nvgs, and a whole or 2 for say a M16A2 w M203 and ammo for each. It would really revolutionize the gaming industry and after the initial ragerz saying "PONIEZ!?!?! WTF IS THIS CREPE!!?!?!?! I WAND TO GO BACK TO DA BEANZ!?!?!?!" but if they think about it! POeople would stop killing each other for said beans and just go looking for ponies, and we can rename the game my little pony adventure in zack town.
  7. I understand if upgrading to 95417 Beta Patch (or any patch) I would need to stop my server. My question though, does the stopping or patching servers wipe out server based items? (vehicles/tents etc.) Thanks in advance for the response.
  8. SupaFly1983

    Beta Patch - 95819

    ftp://downloads.bistudio.com/arma2.com/update/beta/ARMA2_OA_Build_95819.log (current patch candidate) [95783] Fixed: Some sounds (esp. say) queued if played out of hearing range. [95691] Changed: buildRequired is now limited by the server version, server can never require a higher version than its own. [95654] Improved: VoN now uses the same port as the game traffic, should make VoN more reliable (less NAT issues). [95406] Improved: Servers can set vonCodecQuality 11..20 for improved quality (wideband). Ultrawideband 21..30 will be possible in 1.63. The new setting requires a recent client on the talking side, server and listening clients can be any version. [95309] Changed: MP: Dayz servers are now visible if and only if the Dayz mod is active. [95308] Improved: MP: Custom game types no longer displayed as Unknown in the server browser. [95307] Changed: Default matchmaking filter now shows only servers with ping < 100. [95285] Fixed: Possible crashes after closing the game in MP (Alt+F4) [94918] New: command unit addMagazine[name, ammoCount] [94912] Fixed: Video memory detection on W7/x64 sometimes wrong because of bug in IDirect3DDevice9::GetAvailableTextureMem. [94886] Fixed: Possible gear item duplication (private [url="https://dev-heaven.net/issues/36648"]https://dev-heaven.net/issues/36648[/url]) [94761] TBB 4.0 update 5, (tbb40_20120613oss, [url="http://threadingbuildingblocks.org/ver.php?fid=187"]http://threadingbuildingblocks.org/ver.php?fid=187[/url]) [94699] Tweak Reinhard tonemapping pars [94629] Fixed: Wrong magazines are removed with weapon in briefing gear. [94206] Fixed: Disabled channels can be bypassed in briefing screen ([url="https://dev-heaven.net/issues/33906"]https://dev-heaven.net/issues/33906[/url]) [94049] New: terrainIntersectASL command [94049] Fixed: terrainIntersect reverted to ATL [94002] Fixed: PlayerId changed for users using Reinforcements or Arma X Anniversary edition to prevent PlayerId conflicts. [94001] Fixed: "enableItemsDropping = 0;" now even for MP clients [94001] New: moonIntensity command [94001] New: sunOrMoon command [93989] Changed: When dropping weapon unrelated magazine will not be dropped [93958] New: Dropping items while swimming can be disabled with "enableItemsDropping = 0;" in description.ext [93945] New: In gear added bars with ammo count [93945] New: setGearSlotAmmoCount, setIDCAmmoCount, gearIDCAmmoCount, gearSlotAmmoCount gear commands [93897] New: AToC & PPAA added into UI video options [93841] Fixed: AI using NVGs as binoculars after dropping their primary weapon ([url="https://dev-heaven.net/issues/27297"]https://dev-heaven.net/issues/27297[/url]) [93821] Changed: Authentication Timeout is distinguished from bad CD key [93812] Fixed: Restrict gamma value set by profile [93809] Fixed: Restrict brightness value set by profile [93722] Fixed: Effects of setDamage to buildings different on clients and server ([url="https://dev-heaven.net/issues/23915#change-136685"]https://dev-heaven.net/issues/23915#change-136685[/url]) [93701] Fixed: Changing gear in briefing screen is not working reliable in MP ([url="https://dev-heaven.net/issues/16421"]https://dev-heaven.net/issues/16421[/url]) [93680] Optimized: MP: attachTo no longer sends a message when the attachment does not change. [93672] Fixed: Unable to access AI soldier's gear in map [93670] Fixed: Prone units stop engaging ([url="https://dev-heaven.net/issues/32475"]https://dev-heaven.net/issues/32475[/url]) [93664] Fixed: Damage of buildings synchronization in MP after JIP ([url="https://dev-heaven.net/issues/25659"]https://dev-heaven.net/issues/25659[/url], [url="https://dev-heaven.net/issues/23915"]https://dev-heaven.net/issues/23915[/url], [url="https://dev-heaven.net/issues/18492"]https://dev-heaven.net/issues/18492[/url]) [93657] Fixed: Target is no longer stored in the long-term target list when forgotten for the second time ([url="https://dev-heaven.net/issues/27895"]https://dev-heaven.net/issues/27895[/url]) [93654] Improved: Tone mapping [93652] New: Scripting functions visiblePositionASL and nearestBuilding position [93648] New: Scripting functions ASLToATL and ATLToASL to convert between coordinate systems. [93624] Changed: Scripting function weaponDirection returns a primary weapon direction when empty string is used as a weapon name. [93622] New: Scripting function eyeDirection. [93598] New: Scripting functions eyePos object and aimPos object [93583] Fixed: Player-created markers not synchronised with JIP clients (see [url="https://dev-heaven.net/issues/6337"]https://dev-heaven.net/issues/6337[/url]) [93575] Fixed: StringLoad command reads unicode [93570] Fixed: Player-made map markers disappearing in MP under certain circumstances ([url="https://dev-heaven.net/issues/32160"]https://dev-heaven.net/issues/32160[/url]) [93542] New: MP Statistics screen (key I) contains the Server hostname [93528] Fixed: Max distance for DirectChat raised from 20m to 40m [93415] Fixed: empty weaponHolder is not deleted when used by remote player [93398] New: System chat like player connected/disconnected switched to CCSystem=6 channel. New configuration opportunity disableChannels[]={chan1,chan2,...}; in mission description.ext file possible. [93294] Fixed: Multiple Object not found problems such as Server: Object 6:4 not found (message 124) [93276] New: terrainIntersect command [93273] New: lineIntersects, lineIntersectsWith commands [93156] Changed: increased gear MP messages priority [93146] Fixed: LOD blending [93120] Fixed: JIP connecting players less affect other players network bandwith [93117] Fix: Crash: [url="https://dev-heaven.net/issues/31784"]https://dev-heaven.net/issues/31784[/url] - caused by fix: "LOD blending not working reliably (rev. 93017) [93017] Fixed: LOD blending not working reliably [92956] Fixed: Sound: Music often stop playing after window focus is lost and regained [92925] Fixed: switching backpack with dead unit in MP [92821] Fixed: Joining unit in the vehicle to a different side group did not change the perceived side of the unit. [92781] Fixed: SelectPlayer makes direct communication unreliable (see [url="https://dev-heaven.net/issues/30991"]https://dev-heaven.net/issues/30991[/url]) [92754] Fixed: scaling icons with grenade cursor [92706] TBB 4.0 update 4, (tbb40_20120408oss, [url="http://threadingbuildingblocks.org/ver.php?fid=185"]http://threadingbuildingblocks.org/ver.php?fid=185[/url]) [92705] Fixed: Possible crash when in out of VRAM conditions because of a race condition. [92679] Fixed: A Javelin missile often did not lock a target when playing with a Veteran or harder difficulty ([url="https://dev-heaven.net/issues/28865"]https://dev-heaven.net/issues/28865[/url]) [92612] Fixed: SelectPlayer in MP can break the Direct Chat or cause other MP issues. [92582] Fixed: AI detection after load [92463] Fixed: AToC ATi 77xx [92071] Changed: Observer RPT messages now once per 60 sec, [url="https://dev-heaven.net/issues/29985"]https://dev-heaven.net/issues/29985[/url] [92061] Fixed: AtoC on nVidia for CSAA [92059] PPAA pars tweak & SMAA use color edge detection method [91173] New: Registry driven mod can contain list of required mods in its REQUIRE string value (the same syntax as for LOADAFTER). Moreover, the reg.value CANDISABLE="0" can be used to make the Disable button disabled. [91055] Fixed: Respawn with backpack [90909] Fixed: crash of Linux server when player with custom face connects [90901] New: setUnitRecoilCoefficient command [89964] Fixed: Linux servers were never green in server list. [89899] Fixed: Helicopter is more accurate with unguided rockets [89898] Fixed: Secondary gunner tracks enemies [89603] Fixed: A possible crash when textures were loading too slow from the disk. [89523] Fixed: Crash during engine termination from multiplayer game. [89361] Fixed: Linux server slow startup [89205] New: Player can look up/down using a mouse while driving land/water vehicles. [89201] New: SMAA antialiasing introduced, use PPAA=3, PPAALevel=0..3 in Arma2OA.cfg. [89104] New: Implemented automatic looking intro turns when driving a car with a mouse. [89086] Experimental: A different way to handle mouse steering is implemented for cars, tanks, boats and bikes. [89079] Fixed: Multiple reload sounds in mp (see [url="https://dev-heaven.net/issues/28201"]https://dev-heaven.net/issues/28201[/url]) [89011] New: A cursor is shown to provide a visual feedback when steering a car. [88975] Fixed: Multiple reload sounds in MP (see [url="https://dev-heaven.net/issues/28201"]https://dev-heaven.net/issues/28201[/url]) [88948] Improved: Airplane thrust and brakes can now be applied at the same time. [88947] New: Full joystick axis can be mapped by mapping both positive and negative part of the same axis (map negative first to use the axis inverted) ([url="https://dev-heaven.net/issues/3546"]https://dev-heaven.net/issues/3546[/url]) [88918] Improved: AI scanning for the target more when a visual contact is lost. [88890] Improved: AI vehicles scanning area with their weapons when target position is not known exactly. [88870] Fixed: AI vehicles sometimes see player outside their field of view ([url="https://dev-heaven.net/issues/28203"]https://dev-heaven.net/issues/28203[/url]) [88850] Fixed: AI was sometimes able to reveal a unit which has detonated a satchel ([url="https://dev-heaven.net/issues/11610"]https://dev-heaven.net/issues/11610[/url]) [88726] Fixed: Frequent client/server crashes in MP (when merging multipacket messages) [88269] Changed: Application name changed to "ArmA 2 OA" for "ArmA 2 Reinforcements". [88195] Improved: -beta mods now always loaded first ([url="https://dev-heaven.net/issues/27762"]https://dev-heaven.net/issues/27762[/url]) [88147] Add: Optional FXAA sharp filter, *.cfg "FXAASharp" [88119] Improved: AI spotting reducing in high speed moving vehicles more accurate now (movement direction is considered). [88111] Fixed: Unguided rockets no longer explode when passed by the target ([url="https://dev-heaven.net/issues/27772"]https://dev-heaven.net/issues/27772[/url]) [88110] Fixed: AI gunner hits the ground with manually guided missile when "Auto guided AT" is disabled ([url="https://dev-heaven.net/issues/14297"]https://dev-heaven.net/issues/14297[/url]) [88015] Fixed: Aircraft gunner firing even when manual fire was selected by a pilot ([url="https://dev-heaven.net/issues/27689"]https://dev-heaven.net/issues/27689[/url]) [87963] Optimized: Reduced memory footprint in complex missions. [87840] New: Added scripting command productVersion ([url="https://dev-heaven.net/issues/25580"]https://dev-heaven.net/issues/25580[/url]) [87837] Changed: Addons config value requiredVersion ignored for easier addon sharing between various products (A2, TOH). [87824] Changed: Removed support for config parameter nightVision ([url="https://dev-heaven.net/issues/26117"]https://dev-heaven.net/issues/26117[/url]) [87768] Fixed: AI vehicles crews seeing targets badly ([url="https://dev-heaven.net/issues/23388"]https://dev-heaven.net/issues/23388[/url]) [87755] Fixed: Player automatically reveals targets which AI would never see ([url="https://dev-heaven.net/issues/27493"]https://dev-heaven.net/issues/27493[/url]) [87746] Fixed: Looking around no longer possible when combat mode changes in vehicle ([url="https://dev-heaven.net/issues/17777"]https://dev-heaven.net/issues/17777[/url]) [87745] New: Cheat Shift+Minus+FPS to allow artificially limit FPS for testing to 40,20,10,5. [87740] Improved: Targeting and firing always commanded by observer. ([url="http://dev-heaven.net/issues/2353"]http://dev-heaven.net/issues/2353[/url]) [87706] Improved: AI laser target detection at large distances improved. [87692] Fixed: Manual guidance not working for a helicopter gunner ([url="http://dev-heaven.net/issues/12025"]http://dev-heaven.net/issues/12025[/url], [url="http://dev-heaven.net/issues/27418"]http://dev-heaven.net/issues/27418[/url]) [87659] Fixed: AI was unable to engage invisible laser targets used for SSM ([url="http://dev-heaven.net/issues/26317"]http://dev-heaven.net/issues/26317[/url]) [87658] Fixed: Command doTarget on friendly unit did not work ([url="http://dev-heaven.net/issues/22724"]http://dev-heaven.net/issues/22724[/url]) [87655] Fixed: Text parameter file parsing not reliable ([url="http://dev-heaven.net/issues/27403"]http://dev-heaven.net/issues/27403[/url]) [87654] Improved: A behaviour of the leader player is now assumed to be the most restrictive behaviour of his subordinates ([url="http://dev-heaven.net/issues/11699"]http://dev-heaven.net/issues/11699[/url]) [87652] Fixed: AI always turned out when player is effective commander in cargo ([url="http://dev-heaven.net/issues/2733"]http://dev-heaven.net/issues/2733[/url]) [87646] Fixed: MP: Bullet hits of remote units not visible over large distance ([url="http://dev-heaven.net/issues/12973"]http://dev-heaven.net/issues/12973[/url]) [87645] Changed: Default memory allocator is now tbb4malloc_bi instead of tbb3malloc_bi [87643] Fixed: Manually guided missiles lost control when reaching 1500 m distance ([url="http://dev-heaven.net/issues/12101"]http://dev-heaven.net/issues/12101[/url]) [87640] New: RVExtension dll interface implemented ([url="http://community.bistudio.com/wiki/callExtension"]http://community.bistudio.com/wiki/callExtension[/url]) [87640] Improved: AI sometimes did not start firing at enemy which passed quickly just in front of it. Fixed: AI unable to target crew in vehicles other than tracked ones ([url="http://dev-heaven.net/issues/25847"]http://dev-heaven.net/issues/25847[/url]) Improved: AI units now give more preference to close targets ([url="http://dev-heaven.net/issues/25847"]http://dev-heaven.net/issues/25847[/url]) [87497] Changed: Default maxPacketSize reduced from 1490 to 1400 to improve compatibility with exotic MTU settings ([url="http://dev-heaven.net/issues/9719"]http://dev-heaven.net/issues/9719[/url]) [87496] Fixed: Player state transferred corrently even for distant players ([url="http://dev-heaven.net/issues/27200"]http://dev-heaven.net/issues/27200[/url]) [87495] New: -malloc=system can be used to force using Windows allocator even when allocator dlls are present. [87410] Fixed: Missing reloading sound while reloading animation from another player in Multiplayer ([url="http://dev-heaven.net/issues/18754"]http://dev-heaven.net/issues/18754[/url]) [87357] Fixed: Failed to load TextureHeaderManager from file on Linux servers [87274] Improved: Airborne airplanes now rendered in larger distances. [87273] Changed: AI airplane always using lights during landing, taxiing and takeoff. [87270] Fixed: Lens flares positioned badly when 3D resolution different from 2D resolution. [87077] New: Ground effect computed for airplanes (0-10% depending on height) [87075] New: Ground effect computed for helicopters (based on [url="http://www.cybercom.net/~copters/aero/ground_effect.html"]http://www.cybercom.net/~copters/aero/ground_effect.html[/url]) [87073] Fixed: Helicopter autohover was wobbling a lot ([url="http://dev-heaven.net/issues/4478"]http://dev-heaven.net/issues/4478[/url]) [87067] New: Commandline -checkSignatures to provide thorough test of all signatures of all loaded banks at the start game. Output is in rpt file. [86971] New: -beta=xxxx as alternative to -mod=xxxx to allow using beta files without affecting mod handling. [86965] Changed: Mod list configured by ModLauncher is saved inside game config instead of user profile. [86944] Added: HitPart event now contains Ammo type name [86925] Fixed: CWR2 Camel was unable to takeoff (flew close to stall after take off, never recovering). [86916] New: Player name validation when editing a profile name. [86882] New: Scripting command visiblePosition to obtain object position as visible on screen ([url="http://dev-heaven.net/issues/26591"]http://dev-heaven.net/issues/26591[/url]) [86880] Fixed: Helicopter slow after GET OUT waypoint when CYCLE was used as well. [86876] New: Editor: Visual indication of the selected target for CYCLE waypoint. [86851] Fixed: Vehicles attached on ships attached to objects sometimes destroyed ([url="http://dev-heaven.net/issues/26668"]http://dev-heaven.net/issues/26668[/url]) [86839] Fixed: Cannot manipulate doors after game was aborted with doors in transit. ([url="http://dev-heaven.net/issues/26702"]http://dev-heaven.net/issues/26702[/url]) [86737] New: Fast Approximate Anti-Aliasing (FXAA), [url="http://community.bistudio.com/wiki/arma2oa.cfg"]http://community.bistudio.com/wiki/arma2oa.cfg[/url] [86704] Fixed: "Direct" chat sometimes not working ([url="http://dev-heaven.net/issues/26422"]http://dev-heaven.net/issues/26422[/url]) [86702] Fixed: Dead body temperature was not saved ([url="http://dev-heaven.net/issues/25466"]http://dev-heaven.net/issues/25466[/url]) [86647] MP: Fixed: When a player was JIP-ing, traffic for all other players was significantly reduced ([url="http://dev-heaven.net/issues/26408#note-48"]http://dev-heaven.net/issues/26408#note-48[/url]) [86643] Fixed: Massive network traffic optimization during Join in Progress ([url="http://dev-heaven.net/issues/26408#note-48"]http://dev-heaven.net/issues/26408#note-48[/url]) [86620] Fixed: Searchlight turning itself off for non-server clients ([url="http://dev-heaven.net/issues/4449"]http://dev-heaven.net/issues/4449[/url]) [86566] Fixed: Action taking magazine from a backback has sometimes failed ([url="http://dev-heaven.net/issues/25927"]http://dev-heaven.net/issues/25927[/url]) [86520] Fixed: Gamespy Server signature list contains often twice "bi" ([url="http://dev-heaven.net/issues/23752"]http://dev-heaven.net/issues/23752[/url]) [86491] Improved: MP: Diary statistics not available in MP when NetStats is disabled ([url="http://dev-heaven.net/issues/26435"]http://dev-heaven.net/issues/26435[/url]) [86484] Improved: Dedicated server console now supporting Unicode and long output (using Rich Edit Control). [86431] Fixed: Issues with v2 signatures - causing random check to fail ([url="http://dev-heaven.net/issues/26323"]http://dev-heaven.net/issues/26323[/url]) [86296] Changed: AI gunner is no longer firing at friendly units when ordered to target them. [86271] Fixed: Locked MP role slots after BattlEye kick. [86257] Fixed: MP: Countermeasures released automatically for a player commanded tank ([url="http://dev-heaven.net/issues/17458"]http://dev-heaven.net/issues/17458[/url]) Fixed: MP: Countermeasures released by AI were multipled by the number of other connected players. [86233] Fixed: MP: Loosing gear due to water no longer multiplied for each player ([url="http://dev-heaven.net/issues/26162"]http://dev-heaven.net/issues/26162[/url]) [86217] Improved: Thermal imaging for models with no TI data ([url="http://dev-heaven.net/issues/16673"]http://dev-heaven.net/issues/16673[/url]) [86159] Fixed: Server response unreliable with long keys (e.g. mod lists) ([url="http://dev-heaven.net/issues/23389"]http://dev-heaven.net/issues/23389[/url]) [86128] Fixed: Soldier running instead of crawling through holes ([url="http://dev-heaven.net/issues/25348"]http://dev-heaven.net/issues/25348[/url]) [86122] Fixed: AI without weapon stuck when crouched ([url="http://dev-heaven.net/issues/16229"]http://dev-heaven.net/issues/16229[/url]) [86114] Prevent crouched AI from sprinting ([url="http://dev-heaven.net/issues/24405"]http://dev-heaven.net/issues/24405[/url]) [86060] New: A command line argument -par=filename can be specified to provide a parameter file ([url="http://dev-heaven.net/issues/26103"]http://dev-heaven.net/issues/26103[/url]) [86059] New: Window title includes player name when running windowed to make testing with multiple instances easier. [86035] Fixed: Tanks were not damaged under water when fps was very high ([url="http://dev-heaven.net/issues/25835"]http://dev-heaven.net/issues/25835[/url]) [85998] Improved: Improved AI/autopilot landing abilities ([url="http://dev-heaven.net/issues/25419"]http://dev-heaven.net/issues/25419[/url]) [85882] Fixed: Trigger "Detected by" sometimes did not fire when unit was only known about indirectly, e.g. because of a kill ([url="http://dev-heaven.net/issues/25768"]http://dev-heaven.net/issues/25768[/url]) [85881] Fixed: AI sometimes has forgotten a recently seen kill ([url="http://dev-heaven.net/issues/25768"]http://dev-heaven.net/issues/25768[/url]) (result of [url="http://dev-heaven.net/issues/2067#note-12"]http://dev-heaven.net/issues/2067#note-12[/url]) [85871] New: Custom memory allocator support ([url="http://community.bistudio.com/wiki/ArmA_2:_Custom_Memory_Allocator"]http://community.bistudio.com/wiki/ArmA_2:_Custom_Memory_Allocator[/url]) [85823] Fixed: Shadows were not cast on on-surface objects, like helipads. [85747] Changed: attachTo with the same object no longer resets attached object orientation ([url="http://dev-heaven.net/issues/25272"]http://dev-heaven.net/issues/25272[/url]) [85746] Fixed: There was no debriefing after MP game ends after saving the game. [85741] Fixed: MP: Bullet tracers of remote vehicles not reliable ([url="http://dev-heaven.net/issues/25601"]http://dev-heaven.net/issues/25601[/url]). [85737] Fixed: SaveVar did not work in MP Campaign. [85653] New: Scripting command reveal has a new variant, group reveal [target, accuracy]. To reveal target side use 1.5 (default reveal used accuracy=1). [85595] Fixed: Crash or game corruption when loading a game with clients already connected ([url="http://dev-heaven.net/issues/24676"]http://dev-heaven.net/issues/24676[/url]) [85594] New: Server admin can check build numbers of clients using #userlist. [85588] Fixed: magazinesTurret [-1] sometimes returning wrong list or even crashing. [85533] Changed: MP: BLUFOR roles are now assigned before OPFOR by default. [85529] Fixed: Reassign allowed clients to use a role reserved for a host. [85520] Optimized: Faster preload in multiplayer ("Receiving" mission, switching from map). [85497] Fixed: Remote units init event handle is no longer run before fully initialized ([url="http://dev-heaven.net/issues/25225"]http://dev-heaven.net/issues/25225[/url]) [85489] Changed: Init handlers executed immediately, not queued for later execution like other events. [85488] Changed: MP: Units are no longer moved to a new group when they timeout getin ([url="http://dev-heaven.net/issues/25095#note-75"]http://dev-heaven.net/issues/25095#note-75[/url]) [85448] Fixed: Scripting command "Reveal" left target side as unknown, requiring visual confirmation ([url="http://dev-heaven.net/issues/25266#note-8"]http://dev-heaven.net/issues/25266#note-8[/url]) [85440] Fixed: Bullets damage reduced too much over distance ([url="http://dev-heaven.net/issues/11479"]http://dev-heaven.net/issues/11479[/url]) [85429] Fixed: Global event handlers (including onPlayerDisconnected and onMapSingleClick) cleaned when MP debriefing starts ([url="http://dev-heaven.net/issues/16261"]http://dev-heaven.net/issues/16261[/url]) [85428] New: Window title includes Host or Admin status when running windowed to make testing with multiple instances easier. [85424] Fixed: in config parameter initTurn in turrets work again [85420] Improved: Direct damage is no longer artificaly reduced for lying soldiers ([url="http://dev-heaven.net/issues/20441"]http://dev-heaven.net/issues/20441[/url]) [85337] Optimized: Unknown targets no longer saved, significantly reducing savegame size. [85330] Optimized: No longer saving "visionPars" and "magazineSlotsOpticsModes" when not used. [85300] Fixed: Group names were not reused after deleteGroup ([url="http://dev-heaven.net/issues/11483"]http://dev-heaven.net/issues/11483[/url]) [85280] Improved: AI smarter in using binoculars. [85244] Fixed: Objects close to bushes or trees sometimes ignored during visibility testing ([url="http://dev-heaven.net/issues/25230"]http://dev-heaven.net/issues/25230[/url]) [85199] Fixed: Order of init event handlers and init commands was reversed since 1.57 beta ([url="http://dev-heaven.net/issues/14766"]http://dev-heaven.net/issues/14766[/url]) [85032] Fixed: script command FOR (BASIC) can use capital characters in variable [84977] Optimized: MP: Improved server performance in complex missions. [84957] Optimized: MP: Reduced number of messages send during JIP to complex missions. [84874] Fixed: Slight cursor offset when selecting items in the listboxes (like mission selection). [84871] Improved: MP: Smoother motion of distant units (Default value of MinErrorToSend changed to 0.001, introduced new value MinErrorToSendNear with a default value of 0.01). [84865] Fixed: MP game crashed after loading a save from a complex mission ([url="http://dev-heaven.net/issues/24676"]http://dev-heaven.net/issues/24676[/url]) [84692] Fixed: AI was often not watching unidentified targets (causing [url="http://dev-heaven.net/issues/24631"]http://dev-heaven.net/issues/24631[/url]) [84632] Fixed: turret tug after crew turn-in [84478] Improved: loading of binarized bikb files now supported. [84464] Improved: MP: Remote units should move a lot smoother. [84453] Fixed: DisableSerialization breaks spawn script variables after Load. [84388] New: New entry requiredBuild=xxxxx; in server.cfg preventing obsolete clients to connect. Not reliable until 1.60, clients are still able to connect. [84374] Optimized: MP: Reduced bandwidth used by standing AI soldiers. [84285] Fixed: MP: Remote units jumping back when stopping ([url="http://dev-heaven.net/issues/24034"]http://dev-heaven.net/issues/24034[/url]) [84271] Fixed: MP: Reduced bandwith usage in missions with many soldiers. [84266] Improved: Better error message shown when memory allocation fails because of too small page file. [84265] Improved: Abnormal program termination by an error message is now more robust, less likely to cause a bogus crash report or to miss the message box. [84259] Fixed: Weapons on pylons changed positions after fireAtTarget ([url="http://dev-heaven.net/issues/24046"]http://dev-heaven.net/issues/24046[/url]) [84221] Fixed: Tanks sometimes braking too much or even reversing a bit when slowing down. [84209] Fixed: AI subordinates sometimes slowing down too much when navigating around obstacles. [84057] Fixed: Possible crash after calling joinSilent and deleteVehicle. [83810] Fixed: Rare problem of AI fleeing when all enemies mounted vehicles. [83759] Fixed: AI not engagign through glass and other penetrable surfaces ([url="http://dev-heaven.net/issues/4438"]http://dev-heaven.net/issues/4438[/url]). [83726] Fixed: Lipsync for radio not working. [83721] Fixed: AI no longer seeing through dense grass ([url="http://dev-heaven.net/issues/5785"]http://dev-heaven.net/issues/5785[/url]) [83597] Fixed: Attached objects no longer causing slow car movement. [83544] Improved: AI skill settings in difficulty options easier to use. [83530] Improved: Soldier movement more natural when doing "scan horizon". [83496] Changed: Danger FSM event DCFire is now sent only when unit not in the combat mode yet ([url="http://dev-heaven.net/issues/23160"]http://dev-heaven.net/issues/23160[/url]) [83471] Fixed: AI units often not engaging close enemies ([url="http://dev-heaven.net/issues/18951"]http://dev-heaven.net/issues/18951[/url], [url="http://dev-heaven.net/issues/22935"]http://dev-heaven.net/issues/22935[/url]) [83400] New: scripting function "assignedTeam xxx" returns colored team to which a commander of given vehicle belongs to. [83390] Fixed: Most units had maximum skill, ignoring values set in the mission ([url="http://dev-heaven.net/issues/4483"]http://dev-heaven.net/issues/4483[/url]) [83310] Fixed: More space for GameSpy QR2 signature key answer. [83308] Fixed: low game fps causing innacurate AI weapon aiming (see also [url="http://dev-heaven.net/issues/22974"]http://dev-heaven.net/issues/22974[/url]) [83273] Changed: Temporarily abandoned vehicles are no longer considered neutral (AI continues engaging them). [83258] Fixed: tugging tracks on tanks [83156] Fixed: AI units no longer firing at empty enemy vehicles ([url="http://dev-heaven.net/issues/5183"]http://dev-heaven.net/issues/5183[/url]) [83137] Fixed: Walking no longer causes prone-style recoil to be used. ([url="http://dev-heaven.net/issues/22828"]http://dev-heaven.net/issues/22828[/url]) [83122] Fixed: AI no longer considering a car horn as a threat. [83118] Fixed: AI no longer using AA against ground targets or guided missiles against soft targets unless desperate ([url="http://dev-heaven.net/issues/7578"]http://dev-heaven.net/issues/7578[/url]) [83100] Fixed: Enemy fire no longer reported by units which cannot be aware of it. [83088] Fixed: Units equipped with NVG no longer turn on the flashlights on their own ([url="http://dev-heaven.net/issues/13041"]http://dev-heaven.net/issues/13041[/url]) [83085] Fixed: setMimic working, acceptable mimics are: "neutral", "dead", "danger", "hurt", "aware", "safe", "combat" ([url="http://dev-heaven.net/issues/6638"]http://dev-heaven.net/issues/6638[/url]) [83077] Improved: AI considering threats uphill from it a bit more when planning a path. [83076] Fixed: Object variable space was not cleared reset between missions ([url="http://dev-heaven.net/issues/13620"]http://dev-heaven.net/issues/13620[/url]) [83062] Fixed: Sky sometimes changing abruptly ([url="http://dev-heaven.net/issues/8072"]http://dev-heaven.net/issues/8072[/url]) [82969] Improved: AI is less able to detect enemies in forests (improved estimation on "disappearing in a pattern" for forests). [82939] Fixed: AI vehicles could spot previously known targets even out of their visual cone ([url="http://dev-heaven.net/issues/18846"]http://dev-heaven.net/issues/18846[/url]) [82928] Fixed: Occasional visual artifacts caused by rabbit animation interpolation since 79670 (thanks to Sniperwolf572 and F2k Sel for finding the repro). [82899] Fixed: Signature checking of BAF/PMC addons. [82874] New: Command line option -nosound to run the game without accessing audio devices. [82699] Optimized: Some background file operations are faster, esp. with low fps (should fix [url="http://dev-heaven.net/issues/22227"]http://dev-heaven.net/issues/22227[/url]) [82654] Optimized: Visual state interpolation fully enabled. ([url="http://www.bistudio.com/index.php/english/company/developers-blog/230-experimental-betas-interpolating-the-future"]http://www.bistudio.com/index.php/english/company/developers-blog/230-experimental-betas-interpolating-the-future[/url]) [82621] Fixed: Weapons no leaving hands while turning when prone [82590] Fixed: Message "Creating debriefing" no longer appearing in the rpt file. [82484] Improved: AI helicopter attempt to land when hit during an attach run. [82476] Fixed: Crash opportunity when camera object was deleted. [82464] Improved: AI landing more reliable with broken back rotor. [82451] New: AI FSMs can be disabled using unit disableAI "FSM". [82342] Fixed: AI road vehicle avoidance improved. [82295] Fixed: PMC videos flashing (since 80298). [82163] Fixed: No longer display names of buildings hidden by accuracy ([url="http://dev-heaven.net/issues/20503"]http://dev-heaven.net/issues/20503[/url]) [82130] Fixed: Occasional fps drop when AI was getting in a vehicle. [82117] Optimized: Much faster visibility testing when many units are around, esp. when they are not moving a lot. [81995] Fixed: AI planes were climing/diving wildly during formation flying. [81956] Improved: AI takeoff improved, L-39 or Su-34 can now lift from all Chernarus airfields. [81286] Fixed: Airplane control surfaces position could reach impossible values with keyboard controls ([url="http://dev-heaven.net/issues/2314"]http://dev-heaven.net/issues/2314[/url]) [80336] Optimized: Reduced frame rate drops caused by texture loading ([url="http://dev-heaven.net/issues/14397"]http://dev-heaven.net/issues/14397[/url]) [79768] New: Mods can be configured using Windows Registry. [79670] Fixed: AI warping at distance in singleplayer ([url="http://dev-heaven.net/issues/1915"]http://dev-heaven.net/issues/1915[/url]) [79645] New: parameter "angle" for reflectors [79509] Fixed: Possible freeze after alt-tab in window mode. [79500] New: Helipads can be placed on a carrier deck and AI helicopter can land on them. [79462] Fixed: Airplane sometimes crashed after landing autopilot was activated. [79441] Fixed: Crash when assembling GMG, L2A1 crew served weapons. [79432] New: AI able to STOL on runways shorter than 500 m. [79412] Impoved: Aircraft can be placed on carrier deck in the editor. (changes in data) fixed :[OA] SC 48 Sector Control is missing ammo for Mk17 EGLM RCO and Mk17 TWS SD
  9. I don't want to get all comfy on a new server and call it home unless i'm sure it has vehicles. Anyone able to tell me a way of checking the vehicle count, or if they are actually present on the server?
  10. -NoiX-JackFoda

    US 586 Hack

    See the image, Bloopie (vehicles -4, tank 1)
  11. Twyst

    US958 Notice and KUDOS!

    It is refreshing to get into a firefight and have everyone actually see it through to the end. It was a fun encounter to be sure. Honestly, we'd just stolen the bus from someone's camp. We figured it was yours and you guys were hunting for it. Stumbled across the van while joy riding the coast. Within like 30 seconds of finding the van I saw your ATVs coming down the road. Two of us in the Bus and one in the Van. Was my idea to park the bus as a shield (since we thought you were looping around from the north) and try and take out Skavik. Then we got greedy and decided we wanted both ATVs. I have no idea how we though 3 people could drive off with 4 vehicles. I hate that I was one of the casualties but we had NO idea where you were after we got Skavik. We figured you had doubled back somewhere but weren't sure and didn't have any L85 goodness with us. I opted to act as bait so that buddies could narrow it down. Was hoping you'd miss when I hopped into the bus. I was wrong. We had absolutely no idea that there was a third. But, that's the price you pay for a prolonged engagement. Shame about the Van getting exploded in the firefight. My guys barely escaped. Sub 2k blood on each of them as they drove off in the Bus. Rotating drivers as they passed out. And, glad you like the server. It's actually mine. So, I'll claim some good karma for not being the typical dick admin and restarting/rebooting because I died and lost my kit and some vehicles. ;) We'll be seeing you guys around, I'm sure.
  12. -NoiX-JackFoda

    US 586 Hack

    The player set fire to vehicles. And he created a wall of fire around our camp. We suspect that was a player named Bloopie. For a player who killed teleported in front of us, we kill him and appeared "Bloopie was Killed."
  13. Server: DE 466 Time: ~2:30 pm - 3:00 pm CET (UTC +1) What happened: 2 Guys named; JustinBieber and ThurstonMoore were teleporting single suvivors around the server and killing them and spawning vehicles. How do i know their names? Me and 2 of my friends (XDGott and Andi) played around elektro there we heard a heli, in that heli were 2 persons 1 with a ghillie (who was at the gun) and the pilot. After we got spotted they stopped. We were looking for them what they're going to do, so after a while the ghillie guy started shooting us and killed XDGott instantly. I dont know what my other friend did but he ran probably away and i hid myself behind a tree. Fortunately i had an AS50 sniper and tried to get the ghillie guy down and succeded after a while. The heli crashed and both died (im sorry that didnt take some pics) and i studied both bodies and saw their names. To cut a long story short after that heli crash they started teleporting people and kiling them and i was the first one... I've made a video about what happened while the teleportation and what happened then and took some pics. http://i.imgur.com/YjKuS.jpg http://i.imgur.com/irFnK.jpg http://www.youtube.com/watch?v=mG_al3S1HYo&feature=youtu.be
  14. Sorry if this has popped up elsewhere ( i did have a search but couldn't find any definitive answers ) Just wanted to know what the total vehicle limit was per server. Is it over number of active vehicles or per vehicle type etc etc. If this has been answered elsewhere please point me in the right direction and i will delete this thread.
  15. flexho

    DE 1225 Server Thread

    Did you see that admin online as the only one? - Also, the admins can't track any position of vehicles nor tents.
  16. Looking for people who are interested in raiding/looting/setting up camps and finding vehicles. I call myself a bandit because I usually shoot first if you've gotten too close to me. I don't kill unarmed players and in-fact sometimes I help them (drove a bunch of new spawns from shore to shore with a boat once, that kinda stuff). Looking for people with a similar playstyle. I also have a 15 slot ventrilo that me and my other friend use when we play DayZ. Looking for either a clan or just some other players to mess around with. Times: EST around 5pm-12am Location: Ontario, Canada Age: 26 Skype: steve.pcguy Ventrilo: 209.15.226.35:4194 EDIT: Added vent server IP for anyone interested in just coming on to play with us or use it.
  17. These are all good ideas but at minimum the vehicles off map should be reset every time server restarts. The vehicle blowing blowing up after 10 minutes of being off map is even better though. There should be no reason to have a vehicle off map, there are plenty of good hiding spots in bounds. My group has 5 vehicles stashed and all are in the boundaries of the map.
  18. Not with a bunch of random lackwits I bumped into and have never met before, sorry. That kind of "team" is a death sentence. Not enough people know how to play this game properly to make that a sustainable model for building cooperative team play. There are far too many considerations, especially once vehicles and tents become involved, to just team up with every random Joe Blow I run into in the game. Half of them just end up getting me killed by alerting zombies or nearby players. I cooperate with people I know and trust. Everyone else gets the business end of an M249. Make friends and then play the game with them, not vice versa. If you don't like or want to do that, then you will be at a disadvantage against those who do. And you will be victimized more often.
  19. I’d like to see player created/contested zones, for example split the map up into multiple zones and at the center of each zone have some sort of base or command centre so to speak, this could be a barn, police station, town hall, or any other significant structure. At the top of each command centre will be a flagpole, in order to raise a flag (which btw would be your particular clan tag) you’ll need for example 5 people to all click on it at the same time (the bigger a zone the more people it’ll take to capture) once this is done the whole zone will become Clan A’s area and will be notified by a global message informing everyone that Clan A has now taken control of zone B. What this will do is a: give clans/groups a place to call home and come with certain perks for instance a garage to store vehicles, boxes to store gear etc, it will also give other players/clans a target to either attack, trade with, avoid or set up allegiances and effectively give the game more depth with a constantly shifting powerbase. It also will give the game so called safe zones as the clan in control of a command center will then be able to build defences a certain distance from the base be it sandbags, tank traps etc and allow trading posts to be set up free of zombies for players to come and go. Outside the zone zombies will still spawn as before but not inside the compound. Inside players can set up stalls to sell or trade weaponry found whilst out and about, notice boards can be put up and modified offering jobs, hit contracts etc. That’s what I’d like to see, obviously contesting and taking over a rivals base would need some serious thought as siege mechanics would need to come into play and what’s to stop clans coming in when the other team is in bed/work etc and raiding the place as let’s face it with a global server base players will be on at all times of the day and night and a UK clan might have difficulty keeping a base when its 3am on a Monday night! Anyways just a few suggestions
  20. Zakificus

    Destroy vehicles safty?

    Off map stuff is only prevented if the vehicles are left 'unattended' for >24 hours. So you can save everything off map you want if you drive it around a bit every day, and save it back in the map at least once a week (there is another hard timer that removes everything out of bounds once a week). I'm hoping the team will fix this and make it so nothing can ever be saved out of bounds, or at least a shorter timer that only lasts minutes of being unattended.
  21. The only reason to take a vehicle outside the map IMO is so that you can travel quickly around the map. Point A -> Point B. It's reasonable to assume if you are relocating your Ural from southwest corner to northeast corner, you don't wanna drive around all the random roads or spend hours navigating between trees and up hills. So speeding along the edge of the map to get a large distance seems like a reasonable use of vehicles to me. That said, 20 minutes of "Unattended" time should be more than enough time to stop and address a threat if you are shot at. Or if you need to stop and eat/drink or any other reason for a stop. Hell, that even works if you need to make an emergency run to the door or something. Also, there's absolutely no reason not to just drive right on the inside of the border to the map. I can't think of one area where it has anything blocking you (there's at least a few car widths of 'empty space' on the inside of the map border). All of that is second however since this time is 'unattended' meaning 'not interacting with.' So driving outside the map is fine until you leave it parked there. I would say if you save your vehicle to coords outside the map it should auto-relocate then and there. Or have the variables adjusted to the nearest IN-MAP point, right on the border. TL;DR: Make it instantaneous. The second you save vehicles "out of bounds" relocate them to the map. Drive them out there all you want, but they should reappear in map on the next restart or earlier if possible.
  22. Timmymachine109 (DayZ)

    Destroy vehicles safty?

    Saving vehicles off the map isn't meant to be possible anymore...dodgy server maybe??
  23. I've currently got FN FAL w/ 4 mags. M4A1 CCO SD w/ 4 Mags 3x Ghillie Suits NVG Tools etc. Am looking to trade some of the above for working Vehicles: Ural, UAZ, Pickup Truck, A V3S, whatever. Skype me at ashisacat (trusted traders preferred, I will be providing cover regardless.)
  24. EVA-01

    DE 1225 Server Thread

    Hi there! Nice to see my nick in hall of shame XD. Used maybe it once but it doesn't matter now. Just wanna say that server is cool, loading fast, no lags, high fps, but there is one problem - vehicles still not saves after restarts (camp tents saves well, we placed two and they still present after 3 days). So server is cool, but we gonna leave it coz of vehicles, we wanna to find and repair a heli, but do it in intervals between server restarts - kinda suck :( I'll check this forum for updates, hope u will fix the problem with cars. Best regards.
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