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Found 41868 results

  1. Dimes123

    US 1331

    got teleported into the ocean and tried to get back to where i was and was killed by a sniper in the woods. not really sure about that, but they are spawning vehicles into the game that are supposed to be removed. cant really say how much its related but it was all along the same route i was seeing this stuff
  2. SteveLord

    Server reset question

    Our camp seems fine. The barb wire duplicated itself a few times. Vehicles and tents still there. Appreciate the quick answer so we don't waste our time going back there....and in the dark!
  3. Buffjesus

    Server reset question

    everything is gone server reset removes all objects (ofc tents, vehicles, sandbags, wire fencing, tank traps come back)
  4. Wasn't that random apparently. There's only so many places people go to hide stuff on the map. You went to a well known place... on top of a mountain... and like I said, probably another group that thought they had claim on that campsite and vehicles.
  5. stsjamie

    Tents missing

    I THINK that error message means that some dudes are spawning weapon crates with the SCAR in, but since the SCAR is blacklisted, everyone gets that error message. As for the tents disappearing, I don't know. I think they're glitchy. One time our whole camp + vehicles had disappeared after a server restart, and when we restarted again they were back.
  6. Vilka

    US114 Kansas - Ban Appeal

    Sorry1337 is talking about what happened today. If you're referring to last night, we killed 6 people, and that was over a period of about 9 - 10 hours. Killed Vandelay after he teleported behind me, killed Bigfoot for his UAZ, broke TonyP's legs and put him down like Ol' Yellar, killed JD and Endoshez for their Boat, and shot down Jake running near the coast. That's just off of memory, but I'm pretty positive we never killed anyone more than once, atleast not within seconds, maybe 10 or 15 minutes after we spotted them while we were in the vehicles. But this all doesn't matter anymore, we're not hackers/cheaters/scripters, so either post some REAL EVIDENCE saying otherwise or have your server Blacklisted. It's really as simple as that. Or... You can simply unban us and let us continue to play on your server without any problems.
  7. RoastLamb

    Revised rpg skill system

    If there are to be skills in dayz Stats for skills should only be improved when practice in groups. i.e. 2 or more people need to be practicing these skills in the vicinity of each other for them to improve. Certain 'techs' or 'abilities/knowledge' can only be learnt from one player to another in a journeyman and apprentice relationship. This will lead to groups keeping their skill sets to themselves to maintain advantage etc. Players with gifts in certain disciplines will need to find others to help them develop those skills further (maybe its a speed thing, learning from someone else is x1000 faster than developing on yourself) High proficiency in certain skills and abilities, should be made to be very rare, the lose of that player should be costly not just to the clan/group but maybe even to a whole populations of players, think of say a surgeon who is able to perform life saving operations and able to train medics very efficiently, if he dies it will be a long time before the dayz community comes across another character like that. These skill advantages should be a strategic element to the game, do clans keep these players to themselves, do they seek to profit from it, etc. - Does a bandit (of course these guys need to be highly skilled in wilderness survival) clan really want to mess with the clan with the only surgeon... does the clan with the helicopter skills want to have a monopoly on ariel transport - think about that, how many survivors would be able to fly a helicopter? Engineers needed to fix machinery such as vehicles, electricians needed to maintain radios, bushman for forest skills, etc etc. The skill mechanics thats working in the background ought to be very indepth but very intuitive, seemingly simply to the player. ie to the player, he has some skills, he can improved them slowly (almost impossible to detect) on his own, but really he needs the right training from other skilled players. But becoming extremely highly skilled should be a mystery to the players (the algorithm not being obvious). Skills under no circumstances should be based on a basic repetition system as been seen before.
  8. Sorry1337

    US114 Kansas - Ban Appeal

    We killed one guy, we had two vehicles. Look up on the DayZ wiki the speed for UAZ and pickups. Its quite fast. Nobody complained about us hacking last night, I don't see how us driving a long the coast and killing a person leads everyone to believe we are hacking. Edit: yes we did kill other people last night but that was within a 9-10 hour period.
  9. you guessed right, the person who would have found the truck would have been just another threat, now i hope some noob will find it and have some fun with itsince vehicles are horded by ppl with basically all the loot in the game
  10. Server Name: US 26 Timezone:GMT-7 Date/Time: Wednesday, August 8th, 2012 Server Administrator('s):tiggy: Aolpex What happened: I happened to stumble upon a camp with 2 tents and a small gathering of vehicles. I started to gather the wanted weapons and items from both the camp and other vehicles and loading them into the URAL that was there. Just as I was about to shoot out the other vehicle's tires and take off I hear a horn from the camp with the tents, about 100meters away. I quickly abandon position and move up the hill to a few spottings of conifers. I hold position and watch the area where I see a off road truck driving off. I continue to hold moving from tree to tree in a small area to keep visual. I suddenly see a female survivor coming down from the camp. I track her as she does a sweep and slowly comes up my hill. I circle around the tree I was in to break her LOS of me and return to my original where I see her squadmate come from a tree directly below me. I keep eyes on both and watch as the sweep the hill. A few minutes pass and I see the female coming directly for my tree, I quicly swing around and start shooting rounds at her from my M4A1 CCO SD, I wound her and swing around the tree to get her from behind, she starts making a break for another tree down the hill. I use my scope and give her the rest of my clip. Tiggy down, admin. I swing back around knowing her squadmate couldn't be far off I run back for a tree just as a AS50 goes off, shot no where near my position (no snap) and use my tree for cover as I scan my sides to get a location, I spot him moving around my tree but he still has no visual, I swing from the back and give her squadmate Foxxtrot 4 rounds from my M4A1 CCO SD and kill him. I move up the hill even more to take cover incase there was another or more of their teamates that I didn't notice. I begin to sit and scan again and let my heart slow down when I suddenly get a message: "You have been kicked from the game BattleEye Reason: Banned" Evidence/Proof: Unfortunately ARMA didn't let me snag a screen of my message but one of my squadmates on the server grabbed a screen of of the server BattleEye ban. http://i21.photobuck.../BannedEdit.png My GUID is covered but can give an admin a unedit photo if needed. Tiggy also just reset the server at 8:57 PM to roll back their camp after the rest of my squad cleared it ( after they raided ours). Alopex is on these forums as well so I also be contacting him about Tiggy's actions. Asking that the server be blacklisted and removed from the Hive due to admin abuse of power.
  11. KField86

    The tent problem...

    Save your tent every time you put in an item there and it will still be there after the restart. This is how people abuse duping, and I agree with someone else. Once there is a fix in, we need a complete wipe of tents and vehicles. I say that knowing I have an L85/AS50/Ghillie/NVG/Rangefinders/Coyote and all the tools on two different characters now(Well ok, one has an SVD camo),. There pretty much isn't perma-death anymore, since everyone just throws all their equipment in a tent, saves it, and then pulls it all back out so that if they die after the server is restarted, they can just run off to their tent and have all their gear back again within an hour because when you press save, it's saving whats in the tent at that moment and not registering that you took it back out, thus creating a duplicate... Without even so much as going into one city to loot anything. It's atrocious honestly. It's so out of hand now, that I'm finding tents at the NWAF with AS50s and silenced M4s in them, along with nightvision and rangefinders. Tents that are not hidden in the slightest. No one sets up a trap tent with that gear inside knowing theirs a potential chance someone could loot something and immediately alt f4 with that item. It's because the value of these items has decreased substantially. This is almost becoming as big a problem as hacking itself(Although I see BE has been on the hunt harder than ever. Props.)
  12. Dave19797

    Darwin List: Banned Users

    Was burning some loggs and though .... separate servers as PVP or NPVP, longer or shorter reset as desired, I.e. 4 hrs to a week Santo allow time to fix vehicles, make military gear more random at even the small locations. Reset tents or erase them every restart, or code it to the player profile so 2 or 3 tents travel with u or lock that profile to a server. Unclear on b"duped" weapons but I'm old shcool operation flashpoint . Bugged from day1. Nature of the simulator . They know it needs an ass overhaul
  13. Posted this on a different Reddit post, but this still applies. Okey, so I got to the same conclusion as you did - most of the bans are happening to people running 95660 or newer patches. Then I went to the BI forums and found out that have been some changes made since that patch and one of them is how items/vehicles/etc. are spawned in MP. They removed the setVehicleInit and also processInitCommands (not 100% sure about this) from the game, as I understand it, it means that no script execution can be done from the client regarding those two. For more information on this, read this thread here:http://forums.bistudio.com/showthread.php?138466-ARMA-2-OA-beta-build-95777-(1-62-MP-build) This could mean there are false positives because of the changes.. Thought I'd share this and someone with a better understanding could comment on this.
  14. So you're angry because this dude is really popular and some hacker was playing with him, giving him gear, spawning vehicles into the game for him and he has a huge audience and people watch his channel. Then because you're so angry you report him and HELP him influence even more people who potentially don't even know who this guy is - like me - and spread the word of hacking even FURTHER than what he originally did. *nods* *nods* mhmm I understand... By your own definition you should be banned as well for promoting and spreading the word of hackers to more audiences. Edit: You can also tell this guy is new or doesn't play often, cause he doesn't even realize he can drop the nvgs. Unless he's playing REALLY stupid on his own channel... and for some reason I don't think thats the case. You know... you're kind of pathetic. Misquoting people is possibly worse than hacking imho... at least as bad. For anyone who actually wants to HEAR what Seananners really says, start at 15:39 and listen until the end. I chose 15:39 because its another part of the video which shows off how newb he was.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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).
  20. 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
  21. 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
  22. 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.
  23. 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
  24. Better protection against hackers. Removal of Graphical glitches. These are the only things that make me die. So they must die as well. Im tired of buildings falling on me, vehicles teleporting, automatic crossbows, thunder dome, being tossed to the sky and falling back down. All in agreement say Fuck Hackers.
  25. I've added a tl;dr at the bottom, just for you lazy ones. I know I tend to ramble sometimes, so I figured it might be necessary. For various reasons I would rather not discuss here, my current group isn't working out too well. So now I'm looking to either find a group with a similar playstyle and similar ideals to my own, or to start one up myself with some like minded individuals. Before I go any further though, I feel I should mention that I'm looking to play legit. I hate the fact that I have to mention this but it's become obvious that it's necessary to (hopefully) ensure that I play with a decent group. This means that if you relog for ammo constantly, dupe purposefully, abuse indestructible tents filled with unlimited supplies, combat log etc. etc. then I probably do not want to play with you. Now that that's out of the way... I'm a close quarters guy myself. I prefer to be right up in the front lines where all the action is. While this doesn't mean I'm opposed to serving a sniper or spotters role, which I am quite proficient at, it's just not my preferred role. If those roles are filled, I'd be much happier in the front lines with an assault rifle or an LMG. I prefer to only carry one primary weapon when I can get away with it so I have room for supplies to keep the group going, but am more than willing to sacrifice room when it becomes necessary to fill multiple roles or hold onto someones weapon, or if I just have two weapons that I really really want to keep, which is pretty rare. I prefer to play somewhat of a medic role, blood bagging, bandaging, applying epi's and all that good stuff whenever possible. I find it enjoyable and quite honestly, I just have fun raising my humanity and getting rid of that pesky little heartbeat. I'm not opposed to acts of banditry or the KoS mentality for the group, but for me personally I prefer to at least gauge a persons intentions before gunning them down. Unless they pose an immediate threat or we're in a PvP hot spot like Stary or NWAF, I see little reason to cut down every Mr. Winchester we run across who clearly poses no threat. That being said, I love a good firefight and will never shy away from a good fight, even if it gets me killed. I just love the adrenaline rush you get from a firefight. Basically, I have my own way of playing but I'll play whatever way the group decides, so long as it's not mindless server hopping for kills in cherno/elektro etc. I don't like hoarding tons of vehicles or equipment either. While I have absolutely no problem setting up a sizeable camp, or even several on several different servers to keep ourselves geared up should things go wrong, I hate letting vehicles and equipment go to waste. There's no point in having an AS50 or an L85 if it's just going to sit in a tent all day. Same with vehicles, what's the point of that UAZ if we never use it, if we just let it sit in the forest and rot? My play times are very flexible and can be adjusted to meet the needs of the group. If everyone is on in the afternoon I can do that, morning, midnight, whatever. I can change it up to fit any time. I suppose I've rambled on enough, so I'll end this here. I'll add more if I think of anything else. If you have any questions for me, let me know. So, to recap, or for you lazy ones... tl;dr I play legit and expect the same of whatever group I'm in, whether it's my own or someone else's. I prefer to be on the front lines, but am proficient as a sniper and/or spotter. I like to play a medic role when possible. I prefer to carry a single primary as to make room for group supplies but this is always subject to change depending on circumstances. I love firefights, I have no problems KoSing, but I would like some judgement to be exercised when possible, but I'm not too picky on this one, so long as we're having fun. I don't like to hoard, why have something if you never use it. My play time can be adjusted to meet whatever needs, I have a very flexible schedule. I only want to play with experienced players. I'm fine with teaching people how to play and all, but if you have no will to learn, are needlessly reckless, etc. then I do not want to play with you. If you're interesting in either adding me as a member of a currently existing group, or you just share some of my ideals and want to start one up with me, feel free to respond here as well as add me on Steam. Steam ID: Sephka EDIT: I also feel I should mention that while I'm looking for a group, I'm most likely not going to join a clan. Depending on how it operates and the number of people I may make an exception, but I'd prefer to play with the same people consistently. Most clans I feel do not offer this, so unless you can promise me otherwise, I likely will not join.
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