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Found 41868 results

  1. How about Seananners quote at the end of the video when he says to the hacker (Comrade Barbells): "This was awesome [eg getting hacked items and vehicles] this was the best thing that ever happened to me". Nice message about hacking DayZ to all those thousands of viewers watching his video.
  2. paney

    Camps

    Go and loot Cherno and deer stands then. I've spend many hours looking for camps. It pays back later. Now I have their locations written down, and anytime I spawn I just need to find a map, set a direction and run for my new gear. Edit: After you don't need to loot to gear up you would not enjoy the game so much anymore. It's a warning. Think carefully if it's worth it. For me there is nothing else left except killing other player or looking for vehicles which i usually steal as well as the spots where people hide them are pretty predictable and destroy after fuel tank is empty as I play solo game and its too dangerous to drive a car around.
  3. Womb Raider

    Police car and Amublance

    I like the idea of something like this OP, it would nice to see more random crashed vehicles filled with loot. I wouldn't like to see the police car having that much of a good loot yield though, personally I'd like to see pistols in them and occasionally some form of shotgun.
  4. I totally agree that hacking in this game is rampant, but it is in Alpha and I understand that there will be hackers as of now. I have friends literally quitting the game because of the amount of times we have died to hackers or been telported to the middle of nowhere. We spend so much time getting gear and finding vehicles only to lose it to one guy with invulnerable hack and some way to instantly nuke us to death that we have no desire to start over again after awhile. I plan on purchasing the stand alone if and only if the majority of hacking is stopped. I have played plenty of other games in which the hacking is kept to a minimum and is a rare event. Yeah they were AAA games but does it have to be a AAA game to develop an effective anti-cheat system? I'm not hating on BIS or BE I just want to enjoy this great game without worrying that every player I see may be a hacker or that I'm a second away from being teleported. If restricting scripts is what is needed to keep the hackers out then please by all means do it. On a side note I have run l4d2 servers before and know that there are community made anti-cheat tools that you can install on your server that will detect certain hacks log the info and auto-ban the players. Is this impossible for dayz servers? I can't imagine that it's not if hackers can make the scripts to hack then it would seem others could make scripts to detect and remove them? I know nothing about coding so I'm asking is this possible? I would support and donate to such a project in a heartbeat.
  5. It's possible, but I have to say, it's not going to get you anywhere complaining about it, I don't mean that in the "STFU" kind of way, I mean it as honest advice. BE on bans : they don't care, they will not respond, they will NEVER lift a ban placed by their system, end of story, they do not have a phone number or address available to contact them on, much like steam they only reply with "canned" responses. So in that area you will get no joy. From the battleye "support" page : 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. A shared or stolen cd-key is no excuse. It's your own responsibility to ensure that no one else has access to it. Include your exact (!) global ban ID. The ID is shown in your global ban message ("Global Ban #ID"). If you don't include it your request will be ignored. Do not tell stories. Whatever you are saying about yourself or your situation won't matter. The only thing that matters is the evidence that is gathered for every global ban issued. Do not ask for the evidence behind your ban. No details about it will be revealed. Hackers would love to have access to this information. Do not beg for mercy. If you cheated you will have to live with the consequences. Global bans are permanent and no exceptions will be made. Questions regarding how exactly to get unbanned will be ignored. No support will be given on how to buy a new game or change your cd-key. On DayZ staff, a couple things lately have shown that the staff here have no care to engage in discussions plaintive or otherwise, and again will not do anything. They don't care what you say, what you think, it is irrelevant to them. To the point where I have been told clearly that they don't "have time" to read or reply to posts. So no joy there. Where does this leave you ? : It leaves you in a situation where you have a choice, either re-purchase the game and run the risk of it happening again, or don't purchase it and move to another game. The "tone" of my post probably indicates which choice I would be making in your position. http://wikkedtribe.com/?page_id=537 (shows how much they care).
  6. SupaFly1983

    Respawned on an island

    It could be beta patch. I had a look at the change log for 95777. And noticed this. [93958] New: Dropping items while swimming can be disabled with "enableItemsDropping = 0;" in description.ext Here is the whole change list if you wish to read (current patch candidate) [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
  7. Server US 7150 - Usernames: "Shaco" and "Steven", both hacking. EDIT: This occurred on August 8, 2012 - At around 9:30 PM. Charged with: Spawning weapons Spawning vehicles Teleporting Saw the "Report! STAND DOWN!" radio logs Instantly killing a comrade Stream of the entire thing. Proof of the hacking at about 44:30. Helicopter spawns and then another spawns Video might have some offensive language ;) http://www.twitch.tv...ggy/b/327940438 Was making an elaborate ruse to get some free stuff (yes we're terrible people, but its survival of the fittest). He clearly spawns a chopper and even says he teleported to me to give us stuff. This is a PERFECT example of stream sniping. Log of the twitch chat at the time: Minecraftbeast: LOG » Just get out and log off Gloktoten: WHAT IS THE GUYS NAME » WHAT IS THE HACKERS NAME » IM COMING TO HANDLE THIS » quick let me know!!! » no *** they are hacking... » pay attention to your chat bro... » could of saved all your lives » but you dont even reference teh chat for 10+ minutes Miniwardk: LOL » Gg kid Banzaichicken: awhh poor demon X] Gloktoten: pff wow » wut a bunch of dicks » i just tried to get a hold of you for 10 minutes bro Broadcaster D3m0npiggy: wow wtf uh sry was not looking Gloktoten: to come kill that hacker before he got you » then i come help you and i get blamed for hacker, have a good stream im out :o) » i found you bc your chat isn't etnirely covered » and i saw your name using dayz commander Broadcaster D3m0npiggy: are you steven? Gloktoten: TAKE A BREATHER » yes... » im steven... » anyways, later bro, the hackers dead » your chat » isnt' fully covered » so your were talking in game Minecraftbeast: Hacker killing a hacker Miniwardk: I'm not even dead Gloktoten: and i could see your name d3m0npiggy Miniwardk: *** Gloktoten: so i used dayz commander, found what server, joined it, teleported TO YOU, killed the hacker Miniwardk: You don't do that ***, that's against the code Gloktoten: this is not a hard concept Minecraftbeast: How do you tele port PLZ Gloktoten: i tried to kill him BEFORE he stream sniped you bc i've been watching the stream! Miniwardk: I didn't even try to kill him until he planned on killing me » <-- was being nice Gloktoten: pffff later Reizenken: well considering you chased him down with a motorcycle » i wouldnt say that was nice Miniwardk: I went to give it to him » And my internet went out Reizenken: you shot at him Miniwardk: i was trying to get his attention Reizenken: oh sure Miniwardk: then realized that was a bad idea » i can kill him without even shooting him » rofl Reizenken: well your a hacker so that makes sense Beetlejooz: im upset Miniwardk: I was shaco » If you didn't realize Reizenken: i know » i was one of the ones who was going to shoot you Miniwardk: I play dota » You won't » DO IT » Just sayin', i would've spawned you guys stuff for free Reizenken: i dont want hacked crap soo Fenixmcboss: we play the game the way its meant to be played Reizenken: maybe you should play the game like everyone else
  8. The current vehicle system is ok for those who like the survival aspect of the game. Building a camp, collecting supplies, collecting weapons and vehicles, etc. I personally have no desire to strictly play for survival. Surviving in this game involves holding down W and running anywhere that isn't the southern coast. Chances of you getting killed are VERY low. Why? Because very few people head north because the chances of finding a vehicle are way too slim. You can check every spawn on the map and not find a vehicle. I generally want to find a decent weapon and pvp. So from my point of view it would be great if I could find a vehicle every now and then. A vehicle spawn in half the towns on a 6 hour spawn or so sounds good to me. This doesn't mean parts/fuel have to be easy to come by. People would most likely have to head top industrial areas to find a good supply. I would also make vehicles that have not been used for 24 hours despawn if they are away from a spawn point. If they were some what common then traveling by vehicle would be dangerous. People would likely set up ambushes on well traveled roads. Tank traps would have a use. The airfield and surrounding chopper crashes would turn into death zones. Berezino and Stary would become way more active.
  9. Me and my party were thunderdomed 3 times last night on US 232... Some were teleported, some were not. The hacker than proceeded to port us one by one to a bus in the woods, where we lost all of our stuff and he sat in the middle of us in his ghille with some sweet gun picking us off. At one point, I was in the heli during the thunderdome challenge. I shot about 5 people from the gunner seat, we took off with some random guys in the back and hacker sat at the bottom and picked us off out of the chopper one by one. He was invulnerable to machine gun fire. We lost a UAZ and a GAZ. We lost ghille and as50. We lost all sorts of stuff. But such is the way of DayZ. It gives you these little things to be happy about, then rips them out of your hands in the most ridiculous ways. On a side note, 2 days ago I was teleported into the air as a fresh spawn. As I dropped to the ground, I saw many many parachutes. As I fell through the sea of parachutes, I realized they were all cows... parachuting cows. In closing, people (myself and party included), have stopped taking this game seriously. Our camps have been erased, vehicles looted, we have been ported and dropped and killed and hatcheted and blown up and we are kind of tired of playing for days establishing sweet camps, only to all get taken out by hackers. We still play, but no one takes it seriously anymore. We run around cherno and elektro and other hot spots because we just don't care anymore. Even that is losing its novelty. After 15 beta releases and seemingly daily BE updates, this game is still run by hackers, and if it doesn't change, its ova hova
  10. That's it I have a plan now that I am a moderately successful solo survival girl and I call it Firepower to the People. Let's see what happens when we try to give pistols to new spawns. Not ammunition, mind you, just whatever extra firearm I can find. Makarovs, M1911s and .45 revolvers. If I don't find anyone, I'll place it an area new spawns might come across without risking the major cities. I left a nice M1014 and some ammunition in a lighthouse earlier. Newer players tend to go to these places while learning, so what a nice surprise. I don't know anything about recording but if I did I'd try and film me as I chase down unarmed players to sneak a pistol into a backpack. After 26 days of surviving and not finding any vehicles, the hunting animals, killing zombies and avoiding players has become dull. If I die, I die. I'm good enough now to get basic gear pretty fast. Snipe if you like, be a bandit, kidnap and torment, blow up churches, hey that's all fine. Me, I'll be cutting barbed wire and handing out little noisemakers, on random servers of the pacific and western time zone variety. Firepower to the People. My silly little way to keep DayZ exciting.
  11. Sorry1337

    US114 Kansas - Ban Appeal

    Please read the server hosting rules, you must provide proof when asked for it. We never spawned anything. If you have proof please go ahead and post it, otherwise you have falsely banned us. I will say it again, and will continue to say it until I get the message through, we have been banned falsely. I would not waste my time responding to this thread if I was not innocent. I would be on my way and change servers, but the fact that I have acquired many vehicles on your server and have spent many hours to get them I will continue to attempt to defend myself against your wrongful ban. Also, to clear this up I am not alexurban. I'm Frijoles Bandito and only Frijoles Bandito.
  12. TheGDBatman

    US114 Kansas - Ban Appeal

    You are permitted to kick or ban for ongoing severe hacking that is affecting players in a server-disruptive way. I consider spawning in weapons, vehicles, and choppers to kill people server disruptive.
  13. The main issue here is the huge influence wielded by Seananners which is encouraging hacking and the use of hacked weapons and vehicles in his video. I'ts worth mentioning, for example that the guy who actually hacked in the items had his skype name displayed in the video, and commented that he has already received hundreds of contact requests. Why? You can bet that most of these are people wanting him to hack in items or vehicles for them - some no doubt offering incentives for him to do this. That, my friends is the ripple effect of this kind of video watched my 100's of thousands of impressionable people. I know Rocket has stated in the past that simply using hacked weapons will not get you banned, I can understand this if you accidentally picked an item up and were none the wiser, but deliberately using knowingly hacked weapons and vehicles and then posting a video of this for the gaming community to watch is really damaging to the community and the game.
  14. No, that's not what I said. Read again before you comment based on your read fail. Yes, I'm relatively new to the game (means that I haven't played it for many months by now) but I don't hunt for vehicles/camps, so I call my "findings" quite good. And no, you definitely don't find more vehicles in one day by accident except you stumble across a major camp with more than 1 vehicle, so quit bragging. I've never heard of any servers completely missing vehicles, but I've read 2 times now in this thread alone that servers with an ID >6k DO have vehicles. Don't know how you do it, but from a 0:2 "fact" I'd never dare call it a "missing major compoment of the mod" (vehicles a major component? seriously?! they're just additional and movable storage room). Still, if it's true and having an ID >6k MIGHT cause that bug, it will get fixed - so that's nothing I would care about much if I want my clan to have a server. IMO it would be better for you if you start thinking befor you address me again.
  15. I was on US 1366, saw a person driving a GMC Yukon Denali, jet black with 22s, through chern. Killed him and blew up his vehicle. 5 minutes later, an identical vehicle came through chern and honked the horn at me. while driving by I was shooting again...this time he hack insta-killed me while driving by.
  16. Was doing pretty amazing. Found some really incredible weapons, had a 16 slot backpack, had it full of meat and medicine and canteens... Found a tractor and thought oh this is cool let's see how this thing works! It blew up and killed me. No warning just boom. I'm depressed now :( Why don't they warn you that vehicles will make you die? I would have been happy without the tractor I thought hey it's a new aspect of the game I get to experience. Sad face.
  17. DAY Z - Highlights This is a series where i will be posting the highlights of my day z gameplay, The amount of content I can put out varies... It depends on the kind of footage I get ingame. Uploads will be random, but will try to make at the minimum of one every week but most likely tons more. Day Z Highlights will feature many short clips of things in day z happening such as, firefights, sniping, squad gameplay, vehicles, explosions, general goodtimes and whatever I feel necessary to put on youtube. Episode one - Helicopter Shootout! http://www.youtube.com/watch?v=NLbl1eoatVg&feature=plcp Episode two - Super Happy Funtime Tractor http://www.youtube.com/watch?v=2wb6cI4-lVA&feature=plcp
  18. So you suggest, that every clan that has vehicles and owns a server should close there servers because its unfair that they have a server and want vehicles? ... wait, what?! Allmost every server is a clan-server, if you don't want clans to rent servers and get vehiles, than play on no-hive servers or testservers! And 1 Ural, 1 bike and 1 ATV ... really? are you new to this game? i find more in one day by accident ... Shruu
  19. Vilka

    US114 Kansas - Ban Appeal

    This is just crazy, I don't understand how an admin can just go about banning people without any evidence. Going on a gut-feeling or chat logs is just insane. We were not hacking or cheating or anything of the sort. I don't know how I can say this any clearer. I'm sorry for my previous insults but this just ridiculous. If you unban us you would be able to see we're not hacking. We've never spawned weapons or vehicles, never used them, and have never teleported. I love this game as my fellow squad mates do, so you can see my frustration in the fact that we've been banned and accused of hacking.
  20. I sort of agree. I am not so much in favour of skills but more along the lines that you have to learn something. I find it a bit un-authentic that i can cure broken bones, give blood transfusions, snipe from 1000m, fix cars and fly helicopters. Perhaps there needs to be something in game that you need in order to do these things. I have no idea what, since i dont think a "How to Fly a Huey Monthly" would just be lying around. Rocket says he wants people to be able to do stuff in game if they can do it IRL. Well, put me in control of a Huey and watch me plunge it straight into the ground! Not sure of a solution tbh. Perhaps a slow progression of ability can be done - ie your aim gets better the more you use your gun, bandaging is a bit quicker, you can repair vehicles a little better. Who knows? Or we can just leave it as it is.
  21. No YOU didn't watch the vid. His friend TOLD him he was a scripter at the start, he asked the hacker who TOLD him he was a scripter, then he went ahead and took items and used vehicles etc that the guy spawned in...if a guy steals your car, rips off the stereo and then later tells you 'stealings bad mkay' would you accept that??? Get real. Hackers ruin games. Encouraging young kids in videos that hacking is fun and cool is hurting the gaming community in general and the DayZ community specifically.
  22. well i did find a white pickup, had a L85A2 in it =P most of the vehicles are up north near krasnotav, found 3 or 4 yesterday working ones but i wonder if vehicles still spawn if someone saves them? also, im keeping SG 00 up for one more month, then taking it down depending on contributions. plus i have an extra copy of CS:GO =] so on top of ARMA II im giving out CS:GO as well =P
  23. chaossound

    Vehicles outside map boundaries

    I don't have any problems with it. I don't have any vehicles either but I do like everyone else and go LOOKING FOR THEM because i'm not LAZY. If you don't care enough to spend a few hours looking through forests and offmap for vehicles then you obviously do not need them.
  24. I didn't watch the video. But if he didn't spawn them in himself and he didn't ask a hacker for them. Then he can rightly keep them. The vehicles will disappear next restart.
  25. Are you older than 12 years? Doesn't seem like that. All you've done is given weak arguments on how you are entitled to having vehicles because you pay for a server and insulting me. So how about you go and fuck yourself, you whiny little prick? It's not my problem if you don't see the issue here.
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