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Found 41868 results

  1. VahidkinG

    loot info

    What i say is basically my observation or my understanding from devs tweets and reports, thus this may not be 100% right: 1. Servers restart every 12 Hours now, items do respawn anytime. so the idea is, items have a nominal/minimum/medium/maximum count on a server and if the item reach its minimum number, there is a 50% chance to spawn in any spawn point in the map in any given time and if it reach it's medium loot spawns in priorities, also (not confirmed) i think if loot reach a nominal count it will be force to spawn somewhere and if it reachs it's maximum it won't be respawned anymore. the item's count per server reduces when someone drop something in the map and CLE (Central Loot Economy) will clean it up. (obviously this is how it should work which is not right now due to some clean-up system bugs) also worth nothing to mention that, items in players inventor/tents/barrels/backpacks etc won't count into account for CLE (YET) 2. since you were away from the game for such a long time, you may just not know what spawns where (ofc, item's rarity is control by devs through CLE in real time which mean they can change numbers in CLE without an update, etc..) so for your info, jail houses (AKA camo building) and vehicles with no intractable parts do not spawn loots at all. you can only find civilian guns and pistols in cities. Old Barracks building which had a shower room seems not to spawn any gun to me, only military grade clothing. new barracks building which there is a great number of it at NWAF and military tents seem to spawn any guns with exception of NATO guns. police cars only spawns SMG and Pistols. Heli-crash sites and officer tents do spawn NATO weapons (AUG, M4A1 and AK101) and mags for them. so this is basically the main thing you wanna know in order to find your preferred gun. Also weapons have a 3 day timer before the clean up, so there is a great chance if you can't find a gun, it's because it is somewhere on the ground. 3. i can't say for sure, but it seems loot is spawning anywhere regardless of players.
  2. I have no complaints, am loving .58. Only bugs I've gotten are the duplicating crafted stone knives and the "I cant pick up this item unless I walk out and then back in" bug. Those are mildly annoying and yes I miss the zombies but man... private whitelisted servers, loot is fixed, persistence works, I have a camp (filled up barrel in a bush so no one will ever find it, but still), no desync, no audio glitches, no lootsplosions, CoD KoSers having to explore and earn their gear, game runs better... I'm having a blast. I'm sure they'll fix those minor bugs soon enough and bring back the zeds, and aren't they working on more vehicles/air in .59? What are you complaining about?!?
  3. tux (DayZ)

    "I just soiled myself" and other notes on 0.58.

    On the topic of persistence, nobody's seem to have gone in depth about this yet. Some developer (Hicks, I believe) said that they were working on a way to refresh an entire camp, opposed to requiring the need to interact with each individual object in order for it's cleanup timer to reset. This isn't that important with the current base-building system, as there are only really tents, barrels, and vehicles that make up the camp. Once barricades and those sand filled walls are introduced, interacting with every single one to prevent them from being cleaned up would be too tedious. EDIT: From the dayz subreddit on dyes:
  4. Just out of interest, what are the hardcore elements here? I used a run a hardcore Epoch / Origins mashup on Tavi, was a lot of fun. - One dynamic trader who only traded items for items - One static trader on Sector B, would only speak if you wore dogtags - Only spawned one of all the best vehicles on the map. The best aircraft only spawned on Sector B. - Very scarce loot, especially safe food & drink - No safes - Rock-hard zeds (using latest Mod code as base), loads at mil areas. - Nuclear fallout once per server restart - Snowfalls and colder temperature - Hostile axemen in the woods with Origins zed noises - AI land & air vehicle patrols - Crucial items like plots, spare keys, certain building supplies could only be crafted whilst inside specific buildings around the map - Lockboxes as above, required gems from missions, plus tools - Ability to search certain areas of map, i.e. sandpit, for hidden items. Small chance of joy, high chance of a cut - Basic spawn selection - 24hr day/night cycle, proper nights. - Usual perks (snap build pro, friends system) Some other stuff too, but I can't remember at the moment. Could be some ideas there if you want it hardcore. I miss having the time and spare money! Cheers
  5. Richard III in Leicester

    What are your thoughts on the state of the game?

    I don't think loot spawn places is too bad as things stand. Greatest thing killing the game for me at the moment is no zeds. That turns the game into a survival sim; but it's so easy to survive on tins and cans and so on that it then turns into just a gear up/pvp game. I think once zeds have been finished by the devs, then with persistence working and with vehicles fully added the game will be far more like the mod was in its heyday. I know I'll be addicted again once me & my friends can put camps and stashes around the map and zip about in a UAZ hunting Hueys ;)
  6. BeaverProductions

    What are your thoughts on the state of the game?

    I think you have asked this question 1-2 years too early. Its naive to question systems like loot distribution when these systems have not even been completed. To take the shoe analogy further. The SA hasn't even developed feet yet to even start to fill shoes. Commenting that an infant doesn't fill the shoes of an adult yet is a little silly. The infant hasnt even grown up yet. These systems are still being developed. We have 1 vehicle we can repair and use. The granularity of the repair system isnt even completed yet (things like fan belts still to be implemented and I expect you will need to use a tyre iron to get wheels off). 3 more vehicles coming in 0.59 (hopefully all going well). They are working on server improvements before flight. Last status report hints that it perhaps will be addressed in next few patched. Nope. The game has not even been finished, never mind released. Thats because they are iterating the CLE. Its getting better, but may even get worse before its finished. They plan to implement regional control so high value stuff can only be looted further NW. Building control still needs to be fixed as places like NOVO tower shouldn't be spawning fire fighter gear. Have you been to Myshkino tents or NWAF lately? The quanset hut is spawning chopper loot and there are only 3 on the map. 0.57 loot being on gatehouses and not in barracks was a bug, not a game design. Have you even played 0.58? The coastal towns are either ghost towns or you meet the occasional freshspawn who is travelling inland. There is very limited CoD gameplay on the coast anymore. Again subject to change as the loot systems are developed and tweaked
  7. I am a fan of BI, they have the type of games I like to play. I started playing DayZ as a mod of Arma 2 and loved it. I have read where they want to take this game and it has disappointed me. The stand alone had some Huge shoes to fill and thus far I don't see those shoes being filled. Dayz mod was gritty, there were a lot of powerful weapons with different rarities there were different uniforms but more for utility than for style (now it seems like a fashion contest). There were vehicles you could find repair and use. we just received vehicles a few months ago and still no aircraft. (what has it been a year and a half since release?). The loot system seems messed up all the time every new versions screws it up more. I see a bunch or New players defending it because its the best game of the Genre (which I still believe, for now.). On the other hand. there are some Heavy hitters coming for the title that aren't as stingy with their loot system, and they have Highly contested areas that have High value loot. something they took away Back in 0.57 by making the military bases a place you no longer needed to go to get Higher end guns. why even travel the map anymore when you can stick to the water front towns and battle it out like in CoD? I see a lot of people defending the direction the game has taken but they have taken a map with hot spots with the potential of high end loot spawns. and turned it into a map with out any flavor. I do not understand why people battle it out in Berezino other than the trolls that just like to kill new spawns, there is nothing there worth fighting for. This game has taken alot of the tactics out of the game the whole reason behind having the hot spots was to find a way to get a group together to take over and control the areas to control the loot that spawned in them. For example: Chernogorsk has 2 hospitals a fire house and lots of elevated positions, to control the hospitals you control the medications (they have added more hospitals since the mod so adding hot spots/options) Electro has 2 firehouses, a hospital, and a few elevated positions including a hill (sniper hill) to control electro you control a small medication area some starter weapons/armor and Fire axes. Balota Before they changed everything used to have a chance to spawn a helicopter, a few high end weapons and some starter gear. to control that area you controled who got the high end weapons on the south coast. Berezino had a small military outpost 2 stores and a hospital, this was the chernogorsk of the east coast but didnt have the elevated positions. If you controled this you could survive and control some of the traffic to Krasnostav. Krasnostav Airbase (NE Airfield) had a chance to spawn a helicopter and some High end weapons. to control this you controled who got the high end weapons on the east coast. Stary sobor had a store and a military camp that spawned High end military gear, cars, and was basicly the last stop shop before you get to NW Airbase. If you controled this you saw at least 60% of the people going to NW Airbase and could slow the flow somewhat. NW Airbase had the most High end military gear spawning areas, Helo spawns, Vehicle spawns, If you could hold this for an hour you were doing good and there were no shortage of groups sneaking into this place to take control of it. See they changed the Loot lay out before they have enough guns or vehicles to support such a move and keep people interested. that is why the servers are at all time low populations. But this is just my opinion and I am sure someone will come along with a different viewpoint but then again maybe they have never played the mod or seen the promised land of squad tactics in this game.
  8. themightylc

    Status Report - 09 Sept

    I'm a little confused - I hear all those amazing things Hicks talks about in this and the last conference video and cannot help but wonder: Is Beta at the end of 2015 or early 2016 still a goal? Beta usually means feature-complete, right? Measured against the pacing we are used to and the fact that sometimes things that "will be fixed in a few days" take weeks or months, and that we have not ever seen a glimps of camps, more vehicles, better animations, let alone the new renderer in action it feels rather unlikely to me that 1.0 should be in our hands before the end of 2016. Sorry, but does this feel almost a little Molyneux-esque or is that just me? A few short videos from the internal testing builds that show at least SOME of this stuff actually being worked on would restore my faith by quite a lot i guess.
  9. emuthreat

    Scavenging wire from vehicles

    Don't forget the parking brake, that one is pretty easy to get off most vehicles.
  10. MrAerospace

    Scavenging wire from vehicles

    Solid tripwire and electrical wire are two very different things. There are only a few useful wires in a vehicle that would be of any use as tripwire and I can tell you now, they are not easy to remove, even from vehicles that have been completely gutted or ruined. There's the accelerator cable and the bonnet and boot releases...and that's pretty much it for solid wire, and they have to be pretty solid too to carry the tension's they do...you'd be surprised just how much LARGER they are over tripwires. As for electrical cable, well, if you're willing to rip out the wiring loom, cut off the outer wire cover, unravel it all and then pull out the wire you want (hoping for length, gauge and condition) and you might have something to go with your 12V DC supply. Try using that with a 120/240V AC generator and expect some issues. As for electronics on those vehicle...are you kidding? The reason those vehicles are still of any operational value is precisely because they don't have electronics. Searching dead cars for useful parts though...that reminds me of this gem of a TV series, and is something that I would hope DayZ models itself upon!
  11. This is your only answer. @ OP: I would say that 0.58 (the current stable patch) has had some of the most important updates in a while. The new CLE system is still in early iterations, but being able to adjust the frequencies of certain loot spawning on the fly circumvents the need for a big patch, meaning devs can fine-tune the loot distribution for desired player progression. Devs have talked about adding hoards of zeds, but due to performance issues, there's no sign of infected AI across the map. We had zeds in 0.58 EXP for a while, just not to the extent the dev team is shooting for, quantity wise. 3 new vehicles should be on the way in 0.59, and with vehicles requiring additional parts, should make for a pretty interesting patch. Even persistence is assumed ON, and issues with large camps and the despawning of items are being addressed in 0.59 EXP (coming soon...); another sign of the new CLE. Regardless of certain issues (i.e. lack of zeds), the development of this game is making great strides towards the perfect survival game. The latest status reports have the answers to all of your questions (which have been asked a million times in a million different places). Welcome back, it's a great time to be a survivor.
  12. For me it always seemed that Zombies/Infected (and the lore around the outbreak) sadly never have been an important part of DayZ and its development. It always felt more they are doing them just because they have to because a lot of players being huge Zombie genre fans. Rocket stated that he used zombies just because he needed some easy to create background for an apocalyptic scenario and survival simulation and I also remember Brian Hicks saying that Zombies will never be a real big thing or threat in DayZ since he thinks the game is more or even all about player interaction. Hear the devs talk about all the cool stuff they are doing...basebuilding...vehicles...electric grid system...etc etc etc (fantastic job no question) but did we ever hear them talk that enthusiastic and detailed about zombies and their plans for them during the last 3 years ? Refusing to create or even think about any lore about the outbreak is another indicator for me...and yes I know they are saying the reason for this is that they want it to be as much sandbox as possible.... The devteam has made an amazing job so far and I am absolutely sure they will continiue to do so, but regarding zombies it is more than understandable that people getting worried sometimes, especially if they have been around here since the early days..... just my two cents
  13. ResidentWeevil

    Scavenging wire from vehicles

    I try to trap alot of rabbits for food. Wire seems scarce these days. Got me thinking of alternative sources. Rummaging through wrecks for scrap wire could be a neat feature. Perhaps not as strong as snare wire but still useful to trap with.
  14. Greetings, forum members! Earlier this week, a few of us (Odin Lowe, GaryWalnuts, and myself) made the journey out to Debug Island. It was my first time in 14 months, the last being July of 2014, and we were very excited to be able to complete the trip in the harsh conditions of 0.58. It was a voyage I never thought I was going to be able to make again, so imagine how happy I was to set foot on the island again especially in the company of two fellow adventurers. It may never happen again after 0.58 depending on how the game changes, so if you'd like to go you better do it sooner than later. Below I will include a guide on the island and how to reach it as of 0.58, followed by a recap of our adventures this week so you've got some nice visuals to go with it. Enjoy :) This will serve as a preparation checklist and guide to making the trek to Debug Island. As of the writing of this guide, DayZ is in version 0.58; as such, this guide may not apply to future versions due to changes made in weather, resource consumption, clothing stats, etc. About the Island Located approximately 11 kilometers out to sea from Skalisty Island, this place (also called "Schadenfreude Island") is one of the toughest PvE challenges a player can endure. Dedication, preparation, and a bit of good luck are all needed in order to successfully reach the island. Few have been there in DayZ Standalone as a result. Although accessing it in the Mod was considerably less difficult thanks to air vehicles, players in SA must swim there on their own. Although a very unlucky player or two has found themselves here as a result of an old spawn glitch, in the summer of 2014, a few forum members were able to reach it successfully on purpose: Gews, myself, and Weyland. Much of this is owed to the homework done by Gews, who calculated what would be necessary logistically to reach the island. This was done around the timeframe of 0.45/0.46, prior the introduction of temperature as a factor for player health. As such, the journey then was considerably easier than it is today. Despite a couple of brave individuals having made their way out to sea since then, the total number of visitors even today can still be counted on two hands and even fewer among us have made multiple trips. The island itself is roughly "285 m long, 130 m wide, and 25 m above sea level at its highest point (925x427x82 ft)" according to Gews. There is absolutely nothing here except what you bring along, though a few key resources can be harvested here. Most important of those resources is water, which can be collected in bottles during periods of rain. The ground is also just the right type for digging up worms, and is additionally suited for garden plots (though they are invisible to the eye here for some reason). Fishing is your only means of gathering meat here, but works just as you would expect it to anywhere else. Rabbit snares do NOT work on the island. Surprisingly, persistence IS functional here! It is possible to set up a camp and leave behind items just as you would anywhere in Chernarus, and you will still find those items waiting for you if you return. Fireplaces also work perfectly normal here, providing a source of light, heat, and a place to cook your food; your only limitation is how much firewood you can bring along since there is no source of wood or sticks here. The original forum thread by Gews can be found here: https://forums.dayzgame.com/index.php?/topic/201494-journey-to-schadenfreude-island/ Preparing for the Journey Before you can even think about making the lengthy swim to the island, you need to gather the necessary equipment and supplies to survive the ordeal. What you gather and how much will be determined by how long you wish to remain there once you reach your destination. Below, we'll talk about the bare essentials necessary to complete the voyage -- if you wish to bring more, consider how much inventory space you'll have available after you've got the essentials, because if you can't complete the trip then nothing you bring along will matter anyway. Now, onto the preparation. The biggest hurdle you'll face in making it to the island is the punishment the sea will impart on your poor, fragile body. If you attempt to swim there in standard clothing, you'll likely die of hypothermia before you make it half way. The water is cold and harsh, and the only way to keep from a watery grave is to repel the water completely. In other words, you need an entirely waterproof outfit. Ideally, you'll also want to assemble the warmest outfit you can in order to shield yourself from the cold. Below is a list of items that are 100% waterproof. You'll need one item from each category, except where "None" is listed; these categories don't have any available items that do not absorb water, and so unfortunately in this case, you cannot wear anything from that category (don't wear a vest or gloves is what I'm saying). Also note that as of 0.58, the only totally waterproof pants in the game are the Firefighter pants. Glasses do not seem to have any effect, negative or positive, so wear them if you like. The lists below are ordered based on insulation factor (listed as "i") and number of inventory slots. Tops:1. Firefighter Jacket (i = 15, slots = 6)2. Raincoat (i =15, slots = 4)3. Dress (i = 15, slots = 2)4. Prison Uniform Jacket (i = 9, slots = 2) Pants:1. Firefighter Pants (i = 3, slots = 4) Backpacks:1. Drybag (i = 1, slots = 28)2. SPOSN Tortilla Backpack (i = 0.08, slots = 28) Hats/Helmets:1. Motorbike Helmet (i = 1.2)2. Pilot Helmet (i = 1.1)3. Gorka Helmet (i = 1) (same w/ and w/o visor)4. Firefighter Helmet (i = 1)5. Hard Hat (i = 0.9)6. Skate Helmet (i = 0.5)7. Scrubs Hat (i = 0.5)8. Ballistic Helmet (i = 0.13)9. Leather Hat (i = 0.13)10. Headtorch (i = 0) Shoes:1. Wellies (i = 3) Vests:None Gloves:None Masks:1. Gas Mask (i = 0.8)2. Respirator (i = 0)3. Dallas Mask (i = 0)4. Hoxton Mask (i = 0)5. Wolf Mask (i = 0) Miscellaneous:1. Armband (i = 0.2) Total possible insulation: 24.2Total possible waterproof capacity: 38 slots Getting yourself a waterproof outfit is the most important part, but your journey will still fail if you do not adequately prepare your body as well. Prior to jumping into the water, you will want to be bright green energized, bright green hydrated, healthy, and free of any negative status indicators (cold, fracture, sick, etc.). Even once you are "fully" energized and hydrated, it is advised that you continue to fill your stomach with water as much as possible without making yourself vomit in order to make your hydration last as long as possible. Of all your vital stats, hydration will likely take the biggest hit on your journey. If you wish to remain on the island for any length of time or make the trip back safely, at the minimum you will need to bring some food and water along on your swim. It is advised that you bring at least three bottles of water and a few cans of food or packets of powdered milk. Anything else you take with you is "extra," but if you've got the space there are many useful things you can include such as farming supplies that will allow you to stay on the island longer. One additional item you will absolutely need: a compass. I recommend a traditional (metal) compass rather than the plastic cereal box variety as it is easier to be accurate with it, not to mention it tends to be more common. Making the Voyage When you are certain that you're ready for the swim, head to the southeast corner of Skalisty Island. Do this immediately after filling up on water so you waste as little as possible. While you're still standing on land, set your compass heading to approximately 106° (East-Southeast). Once you do this, put yourself into "free look" mode (double tap "Alt" or use the asterisk (*) key on the numpad by default). By entering free look, you are preventing yourself from accidentally becoming disoriented if you bump your mouse or keyboard during the swim; if you get messed up you may never see land again because there is no way of re-orienting yourself if you deviate from the course. Keep a close eye on your status indicators as you swim -- both the text in the corner of the screen and your colored inventory menu indicators. You will gradually see your hydration drain down to yellow thirsty by the time you arrive, but the other stats are more important to pay attention to because they will be the earliest indicator of imminent failure. Wearing the proper clothing, you should never get any worse than a yellow "Cold" indicator before arriving at the island; if you dip below that it is likely you are not going to make it to the island before dying of hypothermia no matter how much you warmed up beforehand. Likewise, in proper conditions, you shouldn't see your energy drain much at all (it's entirely possible to arrive at the island still bright green energized). The server you are swimming on can have a massive impact on your body's ability to withstand cold, which can indirectly cause you to use all your energy to the point of starvation. If you find that your vitals are draining quickly as you make your way out, you may want to try another server with more forgiving temperature conditions. Unfortunately, there is no real way of telling this without simply going for a short swim to try it out on each server and observing the effects. The swim itself takes about 1 hour and 45 minutes, give or take, depending on how accurate your bearings were. At around the hour-and-a-half mark, you should begin seeing the underwater mountain. Shortly thereafter you'll start to see the island above water as you approach it. You'll come to the tall, narrow end of the island first, and once you scale to the peak you'll see the rest of the island in front of you. ----------------------------------------- The following is a recap of Odin, Gary, and I's adventures from the last few days: Hope you've enjoyed the guide and the album of our journey. Stay safe out there, survivors! ;)
  15. Thumper1999

    DayZ Standalone 0.59 Update - What To Expect

    I think the 3 new vehicles will be the best thing I aim to use once 0.59 update will hit.
  16. DayZ Epoch Chernarus - 37.187.136.241:2332 (1.63.125548/1.0.5.1)www.gogsworld.comHIGH PERFORMANCE DEDICATED SERVER (Vert Hosting)TeamSpeak channel: ts.gogsworld.comGoG's World @ www.gametracker.comAdmin Events every Monday at 20:30 GMT - Click HERELinks: Rules, Features, Maintenance, Cleanup & SuggestionsServer Restarts every 3 hours starting at 02:00 GMT with several warningsWelcome to GoG's World! PvP & PvE Veteran Server so, not for the faint hearted. You reap what you sow! Please don't cry if you get popped, retaliate! It's DayZ after all.... Anti-Hacks running are TSW, infiSTAR, Gotcha & BattleEye. No Hacking, Duping/Exploits, Voice In Side, Trader Trolling, Racism or Personal Comments. We are a well established community with a good number of regular players. We have a well mixed balance of hero and bandit players and plenty of PvP action! The server is well maintained and has no errors running in the background. There are always plenty of players willing to help in side chat with gameplay questions that invariably come up, especially from less experienced players. We host admin events once a week and get a fantastic turnout! We have friendly active admins playing but, they are not there to be abused with TP requests and spawn vehicle requests where players have messed up or died. They are there to monitor potential hackers and recover problems from server glitches. Our admins won't troll you or interfere with your game unless you have requested help. They won't help you unless you are subject to a genuine glitch so as not to give you an unfair advantage over other players. FEATURES: Starting Loadout: Glock pistol with 2 clips, Hatchet, Toolbox, Map, Radio, Compass, Painkillers & 2 BandagesDeployable Bike - From toolbox, helps get you going... (Right click on toolbox)600+ VehiclesCustom Loot - Increased quantities and chancesAI Missions - Hard, Medium & Easy running concurrently. Weapon, medical & building supply crates. Advanced AI with RPG's, NVG's and custom gear (including random 5 gold)Kabul AI City - Extremely hard static mission. Excellent rewards!!Treasure Hunt Missions - Marked on the map with a yellow marker, the crate spawns anywhere within the marker. No AI, purely PvP missionsAbandoned Safe Missions - Marked on the map with a khaki marker, safe code changed to 0000. No AI, purely PvP missionsIndestructible BasesGroup Management - See your friends tagged within 2.5km in game and their position on the map anywhere. Communicate using group chat (Right click on radio)Spawn Selector - Most major towns. 5km of a player's dead body are blocked for 30 minsPlot 4 Life - Keep ownership of your plot pole and items you have built after your character dies so you can remove your own built items. No more plot pole replace!Build Snap Pro - Toggleable clean, faster building and can attach different objects to each other!Vector Building - Change the vector of your building objects by tilting back and forwards and rotating left and rightPrecise Building - Keeps all built objects exactly where you placed them before the server restartZombie Free Bases - If plot pole erected, 50m exclusion zoneSet View Distance - Right click on your binocs or rangefinder. Lower settings = higher FPS. Very helpful if you're running an old rig! Higher settings go up to 3km from the Epoch Standard of 1.6km = Great for Sniping!Gem Dealer - Trades all Epoch gems which can be mined from random locationsFree Refuel - At all fuel stations, pumps, tanks etc (except gas tanks)Repair & Rearm - At cost, at all fuel stations, pumps, tanks etc. (except gas tanks) (Have to get into gunner position first)Lift & Tow - For most vehicles if not locked, Daisychaining offSelf Bloodbag (Right click on bloodbag)Safe Zones - Stary, Bash, Klen, Hero & Bandit with backpack anti-theft, speed limit & AI deleted within 100mTake Clothes - Remove clothes from dead bodies (AI, players and your own dead body)Suicide - For when it's just too much for you! Think of the people you will be leaving behind first... just type killme in sidechatAdditional Buildings - Extra lootable buildings, roadblocks, abandoned military bases, starter bases in middle of nowhereCustom Debug Monitor (HUD) - Player name, FPS, Skin, Days Survived, Zombies Killed, Headshots, Murders, Bandits Killed, Humanity, Blood, Server Up-Time, Web Address & TeamSpeak IP Address (Toggles on 'End' key)Trader City Parking - All undamaged vehicles will be unlocked and TP'd up to 450m away and all damaged vehicles (over 50% damaged) will be deleted. Executes every server restart on vehicles within a 75m radius of ALL TRADERS including boat and wholesale. DO NOT PARK THERE!!Added Vehicles - Pook Heli, Armoured HMMWV, BRDM2, BTR40, BTR40 MG & StrykerAdded Weapons - Mk17 (All variants), M110, DMR & various M16's & M4'sRestart Warnings - 4 (15 mins, 10 mins, 5 mins & 1 minute)
  17. VahidkinG

    Persistence Help

    this are all my observations, nothing 100% ofc because no devs commented on this things. 1. they don't, not in this patch at least. thought they have a timer after you pick them up and drop them. each item is different than others but generally speaking, mags and guns and ammos have the longest timer of all. (also, again from observation, clean-up of the items seems buggy to me. 2. i didn't say (on the topic Wasnu linked) that they despawn after 4 hours. item's on Heli crash-sites respawn every 4 hours, the crash site itself reposition (despawn, and spawn somewhere else) at an unknown time which my best guess is 12 to 24 hours. 3. Nope. vehicles don't despawn or respawn. they just refuel and repair the tires and flip over tires (if they are on side and can't move) (english issue here, cant find the word) after a restart. nothing else. i don't know what happens if no one interact with them since for now most of persistence items stays there for 45 days without any interaction so no one actually can answer this question but devs. 4. i have a little doubt on this. but my answer is no. i know the fact that items inside players inventory and tents should not count, but someone else in this topic said the do and we got no reference from him and no devs asked ( i tried to ask eugen, but you know, im not a successful streamer or smth)
  18. As of right now 100% of vehicles spawn without the parts. I think here and there finding a vehicle that's partially running would be neat.
  19. MadMcardle

    Persistence Help

    Hi guys, I would like to try and gather some FACTS about persistence and the issues we are all facing. I have read a few topics on the forum and a lot of it seems to be theory. I would like to try and iron out some facts if we can? A few players have been asking me questions on persistence and I would like to answer them as best I can but Idon't have all the answers. Please remember I don't want "I think" or "I heard" replies, lets get the facts! :P 1. Does loot have a time linked to it, would it respawn after said time? 2. Dynamic events, choopers etc, respawn every four hours? 3. Do vehicles despawn/respawn? If so WHEN? 4. If weapons are stashed, does that mean another wouldn't spawn? I will update this post as we go along, hope we can all help each other out. Thanks Mad
  20. emuthreat

    Dynami.... Scratch that, static truck spawns.

    I just finished checking every helicrash; probably checked about half of them twice. I'm pretty confused. I can make a run along the coast from Kamenka to Berezhki, but I have a feeling that trucks are somehow broken on this server. After checking every spawn, and the debug zone, as well as all the helicrashes, and a number of secluded areas that they would likely be stashed, I might be ready to submit a bug report. I'm interested to hear if anyone else has found a server seemingly devoid of vehicles...
  21. hi ive started a dayz epoch tavaina server and an looking for players who want a new server to join Server addons: ai missions, tow and lift, self bloodbag, wicked ai,trader city safezones, infistar antihack and more to come planned addons: curreny addon, more vehicles and better loot tables, better traders,enhanced spawn selector, custom loadouts,donation addon(if possible),plot for life ps i am one person with poor modding experence so if not all the planned mods are instaled its cause i cant get it sorry in advance IP:167.114.64.129:20802 server host: https://www.survivalservers.com/?trckaff=10091&trckit= ts3: vs24.tserverhq.com:7352 (feel free to join) Thanks NatoFieldAgent
  22. Hello there Id like to see vehicles in all sorts of repair and in all kinds of condition so one never really knows what one will need to do to get a vehicle on the road (if indeed anything needs doing!) But I can see why the devs are doing it this way for the moment. Id expect to see some more subtitles to vehicle repair in future. Rgds LoK
  23. thefriendlydutchman

    Polygon Slider- For better FPS!

    Ah okey I understand, I was hoping the devs could create some kind of program to reduce polygons of things like trees and buildings,vehicles,roads but not the weapons items and characters
  24. BCBasher

    more uses for electricity

    Car batteries stored on concrete floors being bad is based on old outdated information from when the outer cases were made of porous hard rubber. They've been made of hard nonporous plastic for quite some time and do not allow current to pass through their shell anymore. Keeping modern lead acids on cold concrete can actually help stabilize a their temperature slowing self discharge. Discharging a battery and then using the alternator to charge it is both bad for the alternator and starting batteries do not like being deep cycled, run right down then charged back up. The alternator is meant to run the vehicle's electrical systems while its's running and just top back up the little bit it took to start the car, starting batteries are meant to be always fully charged except the few minutes it takes to top it back up after the starter does it's thing. RVs that use 12v accessories typically have a 12v starting battery and one or more deep cycle batteries (meant to be run down then charged up) isolated from supplying power back to the starter and slowly charged while the vehicle is running or totally isolated from the vehicles electrical system and charged by an auxiliary generator. Not that you couldn't half ass a bunch of these ideas into working but if it were the last battery on earth you'd also want to treat it right to preserve it's longevity.
  25. My Community just launched a 100% Vanilla dayz server. Come check us out! Our hopes is to see it eventually get decently populated. Server name : The Outbreak | 100%Vanilla | Fair Admins | 1.8.6.1 20-30 Vehicles at any given time on the map so safe to say more then most vanilla servers but not enough to just hand them out. 2-3 Helis on the map at any given time Side chat is on [No Voice] We do offer a community and public teamspeak for people looking to group up. Active Settings Cross hairs 3rd Person Temperature Side Chat Disabled Settings Death Messages Nametags
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