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Showing results for 'Vehicles'.
Found 41868 results
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Please read the server hosting rules, you must provide proof when asked for it. We never spawned anything. If you have proof please go ahead and post it, otherwise you have falsely banned us. I will say it again, and will continue to say it until I get the message through, we have been banned falsely. I would not waste my time responding to this thread if I was not innocent. I would be on my way and change servers, but the fact that I have acquired many vehicles on your server and have spent many hours to get them I will continue to attempt to defend myself against your wrongful ban. Also, to clear this up I am not alexurban. I'm Frijoles Bandito and only Frijoles Bandito.
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You are permitted to kick or ban for ongoing severe hacking that is affecting players in a server-disruptive way. I consider spawning in weapons, vehicles, and choppers to kill people server disruptive.
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Seananners using hacked in weapons and vehicles
K Arma replied to K Arma's topic in Mod Servers & Private Hives
The main issue here is the huge influence wielded by Seananners which is encouraging hacking and the use of hacked weapons and vehicles in his video. I'ts worth mentioning, for example that the guy who actually hacked in the items had his skype name displayed in the video, and commented that he has already received hundreds of contact requests. Why? You can bet that most of these are people wanting him to hack in items or vehicles for them - some no doubt offering incentives for him to do this. That, my friends is the ripple effect of this kind of video watched my 100's of thousands of impressionable people. I know Rocket has stated in the past that simply using hacked weapons will not get you banned, I can understand this if you accidentally picked an item up and were none the wiser, but deliberately using knowingly hacked weapons and vehicles and then posting a video of this for the gaming community to watch is really damaging to the community and the game. -
We Deserve an Official Response on Vehicle Spawns
Teiwaz replied to worsin's topic in Mod Servers & Private Hives
No, that's not what I said. Read again before you comment based on your read fail. Yes, I'm relatively new to the game (means that I haven't played it for many months by now) but I don't hunt for vehicles/camps, so I call my "findings" quite good. And no, you definitely don't find more vehicles in one day by accident except you stumble across a major camp with more than 1 vehicle, so quit bragging. I've never heard of any servers completely missing vehicles, but I've read 2 times now in this thread alone that servers with an ID >6k DO have vehicles. Don't know how you do it, but from a 0:2 "fact" I'd never dare call it a "missing major compoment of the mod" (vehicles a major component? seriously?! they're just additional and movable storage room). Still, if it's true and having an ID >6k MIGHT cause that bug, it will get fixed - so that's nothing I would care about much if I want my clan to have a server. IMO it would be better for you if you start thinking befor you address me again. -
Learning by doing - the alternative to classes & professions
L0G!N (DayZ) posted a topic in DayZ Mod Suggestions
I am realy hoping more people can contribute to this thread by identifing more 'skillsets' within the game that do NOT easily transfer over from IRL skills, but would lend themselves to a 'hidden' progress system. Or provide more examples of how progression within the already identified skillsets could take shape. Heck even 'you should exclude this skill would help out'! So, a lot of threads have been active lately (i saw atleast 4) about a class/profession/traits/perks system for DayZ. And while a part of the community seems to like this kind of system, there is also a large part of the community that doesn't want to see put '+1 to running' to run faster, in the game. I am of the last catagory, there are tons of games out there already doing this... and while i hate to say it, if you realy like those kind of games go find one that has it, infact it be hard NOT to find a game with some +1 system in it ... BUT ! There is a system that I could live with, and best to describe it is 'learning by doing'. It would be a hidden +1 system that is influenced by nothing but a players actions. A system like this doesn't have some tree showing you are lvl20 in hunting, nor would it let you choose to put points in hunting yourself, you won't have to find books, you just play the game. And the more you do something, the better you get at it. Given ofcourse the thing you do is 'suited' for a system like this! (see a list below of the things that you as a player can get better at yourself, and where a +1 system doesn't make any sense). As a general rule of thumb i have the following in mind: each character would start at a 30% proficiency level, through their actions they can gain a 50% proficiency level fairly fast, the climb from 50-75% takes twice as long, and the 75-100% proficiencly can be smeared out over a long period of time. These percentages are not your 'fail/success' factors, but just a way to show the overall skill level in each skillset. While i personally don't endorce it, various people have expressed they want to determain their own 'starting level'. Aka, they want to start off their character with their own choice in 'skills'. I think a system like proposed here could work that way, each player could get a certain amount of points to spend in each catagory, and these points could related to the aproximate 20-40% starting level proficiency. As such a small starting advantage could be gained, but always at the cost of another skillset, and never limiting the character to develope all skill, nor get an added bonus at max 'level'. Hunting/Gutting: Gutting is a thing you have to learn by doing, and there are definately risks involved (spoiling the meet). Every player would start out with the ability to gut an animal, given they have a hunting knife, with the following restrictions: - A player starts out with getting 1 or 2 pieces of meat, with a chance to get more depending on the size of the animal. - A player has the chance to spoil the meat (open up the guts and get feaces over it) As you gut more animals, the game should register this with a +1 counter, and after gutting say X animals the chances of getting an extra piece of meat go up, and the chance of spoiling meat go down. Untill at some point the chance to spoil meet is very small (say 95% as you can always make a mistake), and you get the maximum amount of pieces of meet from an animal. *!* extra: if arma has the option to track where you 'hit' an animal when you kill it, this should factor in with the chances that you spoil the meat when shooting. That would realy start to distinguish a hunter from a killer. The animal could have 3 hitboxes, head, torso, belly. And hitting the animal in the head would give 0% chance on the meat being spoiled; hitting the torso a 30% chance; hitting the belly would give a 80+% chance of spoiling the meat. Once the meat is spoiled it doesn't matter how well you gut it, it will be spoiled. The texture of the meat should give hints to the status of the meat. This to add a bit of IRL knowledge of killing animals for consumption, and player awareness in regards to the meat they get from the animal. Medical Assistance: Applying first aid is something you mostly have to learn by doing, and there are definately things that can go wrong. Every player would start off with the ability to perform the following medical assistances/first aid, but with some restrictions: Bandaging/stitching*/Tourniquets*: Applying a bandage/stitching*/tourniquet* (* = see 'full medical' thread) is something you would learn, and there are definately things that can go wrong, like failing to apply it correctly or hurting the player. Every player would start out with the ability to stop bleeding, but: - There is a chance that you fail to apply the tourniquet correctly, you would regain the tourniquet to try again. - A bandage may fail to stop the bleeding, you would have to apply another. - Stitches may be to loose failing to stop the bleeding, you would have to try again with a new thread. - All these may have a chance to give a shoot of pain to the player, causing them to shout in pain, or give them 'mild pain' as a result. (see 'full medical for different states of pain') - If wounds would heal over time, then all these sollutions could have a 'durability' linked to them, which could also depend on what the wounded player does during this time. This could mean that your sollution to the bleeding only works so long, and thus the wound may start to bleed again. The more sollutions to bleeding you apply, the game should register this with a +1 counter. After applying say X sollutions the chance of failing applying them should go down (to say 95% as you can always make a mistake). The chances of causing pain to the player would go down (to say 95% as you can always make a mistake), the chances to cause end result pain should go down aswell, except for the tourniquet which is said to hurt no matter what. And the durability of your sollution should go up, giving a bigger chance that the wound doesn't start bleeding again, regardless of what the player does during the healing time. *!* extra: it may be extra cool to have indicators for different kinds of wounds, cuts, gashes, artery bleeds. each giving a different bleeding animation on the victim aswell, and have the various sollutions relate in effectiveness (chance to success/durability of the choosen sollution) with the kind of wound it is. Cuts would just need a bandage to prevent infections (other sollution work as well), gashes would need stitches and a bandage to prevent infection, just a bandage would have a higher chance to fail), artery bleeds would need a tourniquet and bandage. f/e! Bloodbags: Putting needles in somebody is a thing you need to learn by doing, and there are different risks involved (putting a hole in somebody that hurts). Every player would start out with the ability to apply bloodpacks, but: - When you start out you 'only' administer say 500HP for a pack, with a chance to get 0-300HP more. - You have a chance to 'hurt' people by sticking a needle in them, causing pain. The more bloodpacks you apply, the game should register this with a +1 counter, and after applying say X bloodpacks the base amount of blood you administer goes up, and the chance you apply more increases, while the chances of hurting people go down. At some point the chance of hurting somebody is minimal (say 95%, but you can always make a mistake) and you administer the maximum amount of blood from a pack, which would be 1500HP (based upon 1,5pints of blood in a bag as per the Full medical suggestion thread). Administering Injections: Anything related to administering medication through injections (methadon, anti-viral/fungal/bacterial/dotes, epipens). While i am not entirely sure if this is worth it, still using anything with needles takes some practice (though little) and you can hurt people or even mess up administering. Every player would start out with the ability to injection, but: - when you start out there may be a chance you only inject a certain amount of medication, causing only a certain amount of benefit to the player (f/e a 20% chance of epipens reducing unconcious state to 50% of the duration instead of fully awakening, or methadon only giving a % of the time it relieves pain) - You have a chance to hurt people by sticking a needle in them, causing pain. The more needles you inject (including bloodbag needles), the game should register this with a +1 counter, and after injecting a player X times, your injected medications work more effectively, and the chance to cause pain reduces. Setting casts/splints: Dealing with broken bones is something you can't just learn out of a book, you need hands on experience. And various things can go wrong, mostly hurting a player realy bad (or even setting a bone wrong leaving a person with crooked legs, or weak legs prone to break again). Every player would start out with the ability to set casts/splints, given you have them, with the following restrictions: - You have a chance to fail setting the bone, your cast/splint will return to your inventory and you can try again. - Given broken bones heal over time, your cast/splint will have a certain durability related to your skill level, and 'breaking' of the cast/splint will also depend on the players actions with the fix. - Given broken bones heal over time, your cast/splint will have a chance to cause 'shoots of pain' due to the quality of your setting. - During setting you have a chance to cause pain to the player with the broken (bones) As you set more legs with splint or cast, the game registers this with a +1, as you increase you skill level your fixes will fail less often, the durability of your casts/splints will increase, as will the quality, and you have less chance hurting the player (upto 95% as you can always make a mistake). *!* EXCLUDED from medical: taking painkillers, applying heatpacks, coldpacks. Mechanical Engineering: Fixing a vehicle is not something you just do from a book, its something you learn by doing mostly, and there are different risks involved, like forgetting to connect the fuel line and setting yourself on fire, or not tightening a wheel well enough and loosing it. Every player would start out with the abitlity to fix any vehicle, given they have the tools, with the following restrictions: - You may fail to repair something, you get the part back and have to try again.. - You may break the part, and thus fail the repair, you have to get another part.. - The repair only last 'that' long, aka. having base durability. The more broken down things you repair, the game should register this with a +1 counter, and after fixing X things the chance of failing a repair goes down, the chance of breaking parts will go down (but you can always have a dodgy part, also see extra), and your fixes will be of a better quality, so the car is less likely to break down again. *!* extra: Components used in repair could have stats of their own that influence your chances of successfull repairs (mainly the part breaking and the durability of the fix). These could be 100% 'as good as new', 70% partially rusty, 30% totally rusted. These parts would not come with a clear description of their stats, but their textures would clearly distinguish from eachother. This includes a bit of IRL commen sense to fixing vehicles, being able to both distinquish these parts and understanding how a fully rusted part is likely to last shorter than an 'as good as new' part. *!* Electrical & Structural/Civil Engineering *!*: While both are not yet in the game, i think it's fairly reasonable to assume these will be in the game eventually. Generators have already been announced, which opens up ways to include electrical engineering, and we all know that base building will eventually be in the game as a form of 'end-game', which opens up ways to include structural/civil engineering. I personally think there are various ways that restoring functionality to certain buildings could make use of both electrical as well as structural engineering skillsets. Details are currently obviously hard to give, but these two skillsets could well follow a similar setup as Mechanical Engineering, as well as benefit from the mentioned 'extra'. List of EXCLUDED 'things' These are all things you as a player will learn yourself by doing it, you will find out where to shoot for the quickest kill, which inclination or bumb you shouldn't take while driving, or when not to make a 360 in a helicopter. There is no +1 system for this, except for the one build in, in your own body & mind! - Health Points - Shooting guns, aka. accuracy - Driving any vehicle - Flying any vehicle as long as controlls are fairly 'authentic' -
We Deserve an Official Response on Vehicle Spawns
shruu replied to worsin's topic in Mod Servers & Private Hives
So you suggest, that every clan that has vehicles and owns a server should close there servers because its unfair that they have a server and want vehicles? ... wait, what?! Allmost every server is a clan-server, if you don't want clans to rent servers and get vehiles, than play on no-hive servers or testservers! And 1 Ural, 1 bike and 1 ATV ... really? are you new to this game? i find more in one day by accident ... Shruu -
This is just crazy, I don't understand how an admin can just go about banning people without any evidence. Going on a gut-feeling or chat logs is just insane. We were not hacking or cheating or anything of the sort. I don't know how I can say this any clearer. I'm sorry for my previous insults but this just ridiculous. If you unban us you would be able to see we're not hacking. We've never spawned weapons or vehicles, never used them, and have never teleported. I love this game as my fellow squad mates do, so you can see my frustration in the fact that we've been banned and accused of hacking.
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Skill/Stat System, reduced and adapted to fit DayZ
DemonGroover replied to nihilisst's topic in DayZ Mod Suggestions
I sort of agree. I am not so much in favour of skills but more along the lines that you have to learn something. I find it a bit un-authentic that i can cure broken bones, give blood transfusions, snipe from 1000m, fix cars and fly helicopters. Perhaps there needs to be something in game that you need in order to do these things. I have no idea what, since i dont think a "How to Fly a Huey Monthly" would just be lying around. Rocket says he wants people to be able to do stuff in game if they can do it IRL. Well, put me in control of a Huey and watch me plunge it straight into the ground! Not sure of a solution tbh. Perhaps a slow progression of ability can be done - ie your aim gets better the more you use your gun, bandaging is a bit quicker, you can repair vehicles a little better. Who knows? Or we can just leave it as it is. -
Seananners using hacked in weapons and vehicles
S1ippery Jim replied to K Arma's topic in Mod Servers & Private Hives
No YOU didn't watch the vid. His friend TOLD him he was a scripter at the start, he asked the hacker who TOLD him he was a scripter, then he went ahead and took items and used vehicles etc that the guy spawned in...if a guy steals your car, rips off the stereo and then later tells you 'stealings bad mkay' would you accept that??? Get real. Hackers ruin games. Encouraging young kids in videos that hacking is fun and cool is hurting the gaming community in general and the DayZ community specifically. -
Singaporean / SG server players, look no more! Small group of dedicated survivors is open.
Camper-joe replied to chad57's topic in DayZ Mod General Discussion
well i did find a white pickup, had a L85A2 in it =P most of the vehicles are up north near krasnotav, found 3 or 4 yesterday working ones but i wonder if vehicles still spawn if someone saves them? also, im keeping SG 00 up for one more month, then taking it down depending on contributions. plus i have an extra copy of CS:GO =] so on top of ARMA II im giving out CS:GO as well =P -
Vehicles outside map boundaries
chaossound replied to paniohitus's topic in Mod Servers & Private Hives
I don't have any problems with it. I don't have any vehicles either but I do like everyone else and go LOOKING FOR THEM because i'm not LAZY. If you don't care enough to spend a few hours looking through forests and offmap for vehicles then you obviously do not need them. -
Seananners using hacked in weapons and vehicles
U.B.C.S. Hops replied to K Arma's topic in Mod Servers & Private Hives
I didn't watch the video. But if he didn't spawn them in himself and he didn't ask a hacker for them. Then he can rightly keep them. The vehicles will disappear next restart. -
We Deserve an Official Response on Vehicle Spawns
Teiwaz replied to worsin's topic in Mod Servers & Private Hives
Are you older than 12 years? Doesn't seem like that. All you've done is given weak arguments on how you are entitled to having vehicles because you pay for a server and insulting me. So how about you go and fuck yourself, you whiny little prick? It's not my problem if you don't see the issue here. -
DE10 - Server Thread <(^-^<) <(^-^)> (>^-^)>
athrins replied to caspar's topic in Mod Servers & Private Hives
Tents and vehicles gone again. -
US 715 way to restart since you lost heli...
breadhead2 posted a topic in DayZ Mod General Discussion
so server restarted and took along with it all the vehicles we took and gear... -
Look in the woods on the edges of the map, people usually set up camps there and hide vehicles. Pobeda Dam is a favourite for camps.
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I'm Frijoles Bandito from the server, confirming that this just happened. I stepped away from my computer for a good 15 minutes to eat and I come back to being banned from the server. This is ridiculous, I have never hacked on the server nor do I even know how to acquire these hacks. I'm not even upset about being banned, I'm upset about the time I have spent playing on this server getting vehicles and now all that work is gone in the blink of an eye. The thing that upsets me the most is that these admins make their decisions solely on "gut-feeling" and chat telling them. This is outrageous, anyone who does not like somebody can just say they were hacking just to get them banned. "Gut-feelings" shouldn't be used either. If you want to ban somebody at least have some solid evidence.
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FR191 Is having a Full RESET!! Are you looking for a Server where noone has something yet?! JOIN FR191!!
urbanfox replied to smKes's topic in Mod Servers & Private Hives
What I am saying is the virtual contents of a server (vehicles etc) are not saved server-side. That is handled and stored on the central database. -
In our case the admin of de 1564 locked the server after we killed him and he plays alone to find our Vehicles (its pretty long story)...
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Ah ok i thought i readed something about special serversettings that only allow vehicles with a a specific Id or something like that to spawn and only the atv and the bicycle can spawn with these settings. I hope the disappearing will be fixed with 1.7.3... Maybe we will meet ingame :D Btw thank you for the fast answer :)
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US199 Ban Appeal, Hosted by Vilayer
F4ll3N replied to Chickenwangz's topic in Mod Servers & Private Hives
Ill go over the logs trevor and cameron, I saw you guys playing in the server and on 2 separate occasions you logged in and went in a straight line directly to other players and killed them or went directly to vehicles from spawning. This pattern usually indicates that people are using vehicle/player detect scripts so i ban when i see it happen more than once per session. I review the logs again and take a better look, you werent teleporting and usually those go hand in hand so i may have jumped the gun (lots of hacker lately and the live action dayz guys live on our server so its getting popular). Your also welcome to join our teamspeak and speak with me directly for faster response times, im 32 and not some aggro /wrist 18y old with a power complex so itll be fine. 24.68.136.91:9999 -
A possible fix for the vehicle problem?
BlksnshN replied to Xeva's topic in DayZ Mod General Discussion
I agree, just adding more vehicles won't do much. I think it needs a complete overhaul. Maybe making the storage pretty much non existent would help. Perhaps just enough room for a primary and a few mags. -
Mod Marketplace for the standalone version of DayZ?
HeadClot (DayZ) posted a topic in DayZ Mod Suggestions
Alright so I am some what new to the DayZ forums... However I would like to see modding or add-ons be a part of both the Standalone version of DayZ. More importantly the Steam workshop or something similar with a "Mod Marketplace" where the best mods are able to be sold at a very low price. Less than a few dollars or something like that. I know that Team fortress 2 has done this to great success in the past and is still doing it with just hats, weapons, and custom skins. Day Z would be able to foster allot of great community driven talent and make a better game. Examples being - - Custom Maps - New Weapons - New Drugs - New Zombie Skins - New Vehicles Once again this is just a thought/suggestion. :) -
It isn't just vehicles because this happens to me when I'm nowhere near a vehicle.
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Yes. More info please. Bringing two friends. :thumbsup: Tell me you haven't gone 'round the map hoarding all of the vehicles before going live?