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Found 41868 results

  1. escobert

    Truck noise makes me want to KILL

    I avoid vehicles when I can. way too much noise.
  2. sneakydudes

    Truck noise makes me want to KILL

    This is why I will be scripting in the 25% reduction script. What we called ear plugs script. I had ours down to 5% noise. Worked every time you got in and out of the vehicles. Otherwise you still want to have some noise. Then I would like to play the radio :)
  3. Bororm

    Truck noise makes me want to KILL

    This is another good point, and I kinda wish they'd implement a volume slider specifically for vehicles. I always have to turn my volume real low to hear anything my friends say.
  4. Bororm

    Namalsk and Mods

    There's a lot of differences between the vehicles in the SA and the mod. 1) they had to be redesigned because the character model is different, every animation for the character had to be redone. there are videos of the mod cars in the sa and what happens? the player sticks out of them because there's no animations to support it. the player model would have even more clipping issues than it currently does if they simply used arma vehicles. 2) cars in the sa are modular where the mod wasn't. doors/hoods open. that might not seem like a big deal, but it adds a lot of immersion and it also offers a lot more possibilities. we've been told we're going to be able to change out the doors/hood/other parts of vehicles in the future. armoring vehicles, "mad maxing" stuff to an extent, actually getting visual representation of stuff like changing/fixing the engine. this all adds to the simulation and opens up a lot of possibilities. 3) I don't know the full details of the physics of the vehicles in the mod/arma but they were replaced with something that will hopefully once again give better simulation/immersion/handling. You can clearly tell the difference already. It doesn't make all that much sense to open up modding to a game that isn't even finished yet. Have some patience and you'll end up with something completely better.
  5. tiadashi

    Truck noise makes me want to KILL

    Vehicles are simply bullet magnets as they almost always will be - I usually just observe and or avoid them but the majority of DayZ players dont roll that way
  6. Fully militarized Slow Z's HORD High FPS AI mission Sheep's Repack fully militarized. Purchased a dedicated server last week. Installed everything and its working great. lots of mods :-) search G.S.B. IP: 63.141.252.179 PORT:2302 Epoch Admintools 1.9.1 (NoxSicarius) A Plot for Life v2.23 (Rimblock) Build Vectors v3 (strike) Snap Pro 1.4.1 (RayMix) Admin Fast Build Custom Loot (Shootex) Watermark (MadHatter05) Welcome Credits 1.3.7 ( IT07) Custom Loadscreen (jasonpointer) Custom Death Screen(Jokaru) ESS V2 (Enhanced Spawn Select) (ebay) Debug Monitor Burn Tents (soul) Deploy Bike Crafting Suicide ( Grafzahl) Buy Gems from traders Binocular Fog (alexlawson) Carepackage on self (MattL) Carepackage on map (MattL) Animated MV22 \SUV (ebay) Sirens Nitro (Sandbird) Regen Blood (Schwede) Fast Rope (=BTC= & sabbath) CAGN (safezones) Harvest Hemp (infiSTAR, FragZ, Shogun338) DZGM ( Group Management) (ebay) Drink Water (Mamu1234) Arrest/Investigate (Inkko) Tent Sleep Healing 1.1 (Krixes) Zombie Bait/Bomb (Freaking Fred) Anti Zombie emitter (Freaking Fred) VASP 1.2 (OtterNas3) fast trade (gr8_boi52) Trade from vehicle + Backpack (Csus) Door Management (Zupa) Paint Vehicles (0verHeat) EVR Blow Out (Sumrak-Namaslk creator, JOoPs for how to) Elevator (Axecop) Journal (jOoPs) Craft In Shed (Barra81) DZAI 2.1.3 (Buttface) WAI 2.1.4 (f3cuk) Extra Loot Postions (General Zaroff) Animated C130 Crashes (Gorsy) Animated AN2 Crashes (Gorsy) AN2 Carepackage Drops (Gorsy) Animate Heli Crashes (Grafzahl) DZMS DZMSHotSpots (ekroemer) Tow + Lift (Nightmare) Bury Body (seaweeduk) Cannibalism (seaweeduk) Take Clothes 2.0 (Zabn) Custom Hud (Cen) Hero perks (MattL) Walk Amongst Dead (Sandbird) Bank Robbery 2.9 (Darihon & Spodermayt) Servicepoints (Axe Cop) JAEM (OtterNas3) Snow (Audio Rejectz) Ground Fog (Andrew_S90) Advanced Alchemy Building (hogscraper) Custom Kill Messages (0verHeat) Weapon Mods (mudzereli) Fast Rope godmode (Asian Kid) Watermarkimage (BAROD) Single Currency 3.0 (Zupa)
  7. tux (DayZ)

    Persistence Off

    The only thing that is persistent in this patch as of now is the gear on your character's back. Anyone telling you that vehicles / tents / loot is persistent is lying to you or is playing on a server that is not properly configured. What you described is exactly what is envisioned... Not sure what boneheaded ideas you are talking about?
  8. Hello everyone. We have recently launched a DayZ Epoch server running Napf. It is hosted in Eastern Canada. We have a consistent but low population currently and would love it of people would come give the server a try. Our community is just starting out and we have many different types of servers/games and are looking for more games people would be interested in having hosted. So come join us and be a part of the community. This community is managed by mature people who are professional System Administrators and Programmers. We just enjoy creating a community and having fun. If the community is interested in other maps as well, I would be willing to hive the servers together. Also, I am open to discussion on different mods being installed if wanted. Visit us @ http://www.kaostheory.net(Keep in mind this site is currently temporary as we have a programmer working on a complete website with forum, stats, etc.) This is not a server that will ever come down and you will lose your hard work plus we don't require donations at all to keep this community a float. It is all paid for and maintained by me. Server IP and Port: 192.99.0.143:2302 Server Specifications: Dual CPU Xeon Quad Core @ 3.5GHz 32 GB DDR3 RAM 3x SSD in RAID 0 1 Gbps Connection DDOS Protection Backup's every hour on all game servers to prevent potential data loss. Server Features: 300+ Vehicles AI Missions Coins Group Management Advanced Traders Tow and Lift Refuel, Reload and Rearm at Service Station Self Bloodbag Vehicle God Mode in Safe Zone Select Spawn Location 30 Day Base Maintenance Vector and Modular Building Plot Pole Management Indestructible Bases and more..
  9. pjohnson7

    DayZ Mod 1.8.6.1

    Actually, it is that way if I read this correctly. "classes of items that spawn in types of vehicles" this is exactly what it's doing for me. you define all your inventory loot items in the vehicle_inventory table, change the ID in that same inventory table to match what you consider to be "classes of items" and then the vehicle spawn routine matches the number you put into the Inventory column in your Vehicle_Spawns table to the pool of matching ID's in your Vehicle_Inventory table to randomly select loot for the vehicle when it spawns in. so for me, I classify loot as either civilian or military so my loot in the Vehicle_Inventory table is either ID'd as a "1" for civilian grade loot or a "9" for military grade loot. Then back in my Vehicle_Spawn table, I set all the civilian type vehicles to have a "1" and the military type vehicles to have a "9" in the Inventory field. When the vehicle spawns, the civilian vehicles get random civilian grade loot and the military vehicles get random military grade loot. It's actually quite impressive. and let's see if I can address the first part of your response about vehicles, "any vehicle could spawn at any location". So the location works the same as inventory does. When the vehicle spawns, it randomly picks a location from the Vehicle_Locations table based on the pool of ID's in that table. So if you have 10 QTY bicycles in your Vehicle_Spawns table and 20 locations defined for bicycles in the Vehicle_Locations table, it would randomly pick a location for each of the 10 bicycles you wanted to spawn from the pool of 20 locations. if you have two types of bicycles, (Old_Bike_TK_CIV_EP1 and Old_Bike_TK_INS_EP1) you set both types of bicycles to have the same Location in the Vehicle_Spawns table and when they spawn, you get both bicycles sharing the same pool of locations and when they spawn you have one or the other type bicycle spawning at only bicycle spawn locations. PM me your email address if you want and I'll send you my vehicle files to reverse engineer.
  10. ErichZann

    Developer Appreciation

    Q1 2015 Basic vehiclesAdvanced loot distributionNew rendererNew Zombie AIBasic stealth system (zombies and animals)DiseasesImproved cooking and horticultureAdvanced anti-hack system (Dynamic BattlEye) Q2 2015Advanced vehicles (repair and modifications)Advanced animals (life cycle, group behavior)Player statisticsNew UIPlayer staminaDynamic eventsWorld containersNew physics system Well, what we kind of have is basic vehicles, kind of new zombie AI (not really good though.......), and some kind of new UI (neither good nor specially different so far...). So... yeah....
  11. skigoggles

    DayZ Mod 1.8.6.1

    Confusing syntactically to declare InventoryID and then select from vehicle_spawns which has ID and Inventory columns. Anyway, when I did that they seems to spawn with the old defaults, but I haven't traced the procedure to understand why yet. I like the random spawns, but wonder whether or not any vehicle could spawn at any location, not just in their class (of course some can't fit, I know). At this point in the game, a bunch of new spawn points would change it up a bit. It's all good. Can you throw out a few lines of each table you changed, so I can reverse engineer instead of tracing forward? I almost think the vehicle random should be like loot - classes of items that spawn in types of vehicles. I don't suppose there is a writeup of how the random inventory works?
  12. Chaingunfighter

    MP5-K Buttstock...WHERE?

    I told you that they only spawn sometimes on MP5-Ks in the world, they don't spawn in the world. If that's not what your main question was asking then I must be 100% mistaken. Your second question is irrelevant because it is in the game. And yes, the devs are working on the 'retarded vehicles', which is 10x more important than having a single mostly aesthetic attachment for one gun be spawning everywhere it should.
  13. Yes true but a very simple fix. I really wished Dayz people would set aside the Vehicle and Bus development bs and fix the stuff that we all complain about every day..for example the Zombies. No one cares about new content and vehicles.
  14. pjohnson7

    DayZ Mod 1.8.6.1

    The Original Line is the correct line. Change it back! The reason they spawn with no inventory is because they didn't get a chance to populate the VEHICLE_INVENTORY table with anything more then simple test data. I had to populate that table with my own loot data in order to get vehicles to spawn with inventory. VEHICLE_SPAWNS is the main table for all the related items for vehicle spawning, Location, Inventory, Hitpoints, etc. The numbers in those fields relate to the ID's fields of the VEHICLE_LOCATIONS, VEHICLE_INVENTORY, VEHICLE_HITPOINTS tables, the spawn routine matches the numbers from the VEHICLE_SPAWNS table fields; LOCATION, INVENTORY, HITPOINTS to the ID's of the VEHICLE_LOCATIONS, VEHICLE_INVENTORY, VEHICLE_HITPOINTS tables to know where the vehicle should spawn, with what damage and what inventory to put in it. It's very customizable and has that random feel to it as far location, hitpoints and inventory now over the previous way of just plopping the same vehicle with the same inventory at the same location every time.
  15. skigoggles

    DayZ Mod 1.8.6.1

    New to the DayzMod. I have setup a private server starting with 1.8.3 and upgrading to 1.8.5. Works well. Now I'm trying to understand the 1.8.6.1 code to help on a public server. I've been looking through the new vehicle spawn code and from what I can tell from reading and running the code, vehicles can spawn in any points of the group, right? Also, looking at randommizeVehicleInventory() I keep seeing vehicles spawn with empty inventory. Looks like there might be a typo. Can someone confirm?? #Original Line: DECLARE InventoryID INT DEFAULT (SELECT Inventory FROM vehicle_spawns WHERE Classname = c LIMIT 1); #Fixed:DECLARE InventoryID INT DEFAULT (SELECT ID FROM vehicle_spawns WHERE Classname = c LIMIT 1);
  16. igor-vk

    Status Report - 23 Jun 2015

    No replies? Is this topic locked? On topic, only two months until new vehicles!!
  17. Greetings Survivors, As the team continues pushing development of DayZ, we have Brian, Chris, and Viktor providing us with a peek at what is on the plate for the team. For this week, Lead Producer Brian Hicks will discuss development going forwards in regards to the DayZ audio module, while Lead Artist Chris Torchia will discuss the decision making behind the firearms design, and Lead Animator Viktor Kostik will discuss the development of transitioning the player character across to the new animation system. Like always, we have a couple of links to our DayZ Trello board, and towards the end of this weeks' Status Report we showcase a video showing an interesting game session springing forth from a Vybor spawn. Contents This Week Development Board SpotlightDev Update/HicksE3 - DayZ PC Gaming Show 2015Dev Update/ChrisDev Update/ViktorCommunity Video: "Long Story Short - I Got a Vybor Spawn" Development Board Spotlight Dev Update/Hicks Greetings Survivors, Its been a hectic few weeks, with 0.57 release and E3 - but I'd like to take some time out this week to discuss pending changes to the Audio side of the Enfusion engine, as well as some critical audio bugs plaguing DayZ Early Access players. We've talked about replacing the existing Audio system in DayZ with a new Audio module better suited to DayZ's needs, but we haven't really outlined what some of that means. As many players may know, the inherited audio technology from the Real Virtuality (TKOH / Arma 2) side of the family has its strengths, but it also has quite a few weaknesses. As we began looking at the time and resources required to update this portion of our base engine, we looked at several key areas we wanted to improve: - 3D Positional Ambient Sound: Supporting true 3D Positional Ambient sounds is integral to proper immersion within Chernarus. As well, once we support this - the roar of the coast, and the confusing positional ambient noises should be a thing of the past. - More complex configuration options for vehicles, weapons, etc: Current technology supports a very basic methodology for potential sounds and triggering events for weapons, vehicles and the likes. Moving to the new Audio module will begin to allow the design and audio teams to implement more complex audio configurations for items and vehicles in game. As development on this portion of the engine continues, we'll be looking at other features existing internal projects offer (such as Arma 3's tech) to ensure that the support the Enfusion engine offers is as comprehensive as we can allow. In addition to this, work has continued internally on slaying the ever illusive audio bug beast known as "Ghost sounds" - Potential headway was revealed during a conference between key members of the Arma, and DayZ teams. Potential related causes of the issue, as well as fixes implemented on the Arma side of the company are hopefully going to be implemented. We'll be testing this out on experimental hopefully with 0.59 - I'll be speaking with people about this on the official DayZ forums when we begin testing, and anyone encountering the issue at that point is strongly encouraged to utilize the Feedback Tracker. See you all in Chernarus! - Brian Hicks / Lead Producer E3 - DayZ PC Gaming Show 2015 Also, we have a little bit of info in regards to modding and the singleplayer part of DayZ in the following video featuring Brian Hicks at this year's E3 convention. Thanks and props go out to the fine people of DayZ Underground for providing the video! Dev Update/Chris From the beginning of the project, Dean and I worked closely on the initial design of firearms in DayZ, including which kinds of attachments they should be able to use as well as which specific firearms would best fit the environment. The requirements from Dean for creating the final list of firearms included: - 50/50 mixture of 'Western' and 'Eastern' firearms. - Bias towards civilian models. - Expansion of the weapon set should occur with minimum expansion of calibers and attachments - Emphasis on short and intermediate range firearms Peter also required that each firearm should be as visually distinct as possible from one another and that we should add some of our more unique items. To figure out which sort of guns we should add, I took several trips to zbraně a střelivo obchod (gun and ammo stores) in Prague as well as investigated the websites of local gun ranges for firearms for sale and rent and was shocked at the massive spectrum available to civilians. Here are some items I found in Prague. See if any of them are familiar: -Mosin Nagant -Modded AR15s -AR10s -VZ58 (by the way, I'd love to buy one and export back home to the US :) ) -SVT40 -Tiger rifles (civilian SVD) -Various bolt action rifles of every make and kind -Ruger 10/22 -Derringer pistol -Single action revolvers -Kimber 1911 -P38 Pistol -Civilianized AK clones of multiple origins -Various pump action 12 gauge shotguns The list goes on... In addition, we wanted to remain faithful to the lore of DayZ's roots in Arma2 so involvement of NATO and Russian forces and their equipment. This meant our options were wide open to consider some more exotic items like the AK74M, VSS, UMP45, etc... We hope this approach would provide a large variety of experiences for our players as your strategy must sometimes change, depending on what kind of firearms you end up with in your journey. - Chris Torchia / Lead Artist Dev Update/Viktor In the last weeks all animators were focused mainly on the new animation system since all animations need to be reexported and adjusted for the new skeleton. Our initial goal is to reproduce the character as we know and then focus on the improvements which new system will allow us to do. Player already has all movement animations, can reload all guns, climb ladders, enter and drive vehicle and do other things as old character. The big chunk of work is done although some major things still need to be implemented like most of the user actions. Some animations were improved on the go. So now we have new climbing ladders anims, falling and landing, picking up and carrying heavy items, some additional gestures and other polishings. The reload animations at the moment work the same way but we just started on advanced behaviour where chambering and loading rounds will get it's own animations for each gun. In the Phase 2 of transition player character to the new animation system we will do some major improvements regarding animations. There will by synchronized walks and runs which will enable us later to do some fancy stuff with upcoming wounded character and stamina. On to do list is also improvement of animations for first person view, improved IK for feets and hands, detailed animations of guns, and more. - Viktor Kostik / Lead Animator Community Video: "Long Story Short - I Got a Vybor Spawn" For this week, we have a small gem created by "Dog the Bandit Hunter". This video popped up in the sea of DayZ content while looking for a bit of entertainment one weekend. From the tumbnail it looked like it was a video dedicated to depicting the Vybor spawn bug itself, so I thought I'd have a look see. Very quickly did I find out though that it was a bit more than that. Instead, the video turned out to be a somewhat hectic documentation of Dog's experiences, as a result of the Vybor spawn, during a gaming session. In short, many lols were had that afternoon while watching (and re-watching) Dog's video. Unfortunately, it seems like "Dog the Bandit Hunter" have hung up his spurs in regards to editing and uploading gaming videos on YT, but luckily there's still quite an archive of entertainment goodness on his channel. If interested in more, please feel free to have a look: Dog the Bandit Hunter As always, if you have a nice video containing DayZ footage you'd like to share, or if you have come across some DayZ footage from other content creators, just post it in the Gallery section of the DayZ forums and we'll happily have a look. May is long gone, and again we are extremely grateful to see how many bugs we received from players. A quick look at the Feedback Tracker tells us that Darcion did very well in terms of finding new bugs, so for the month of may, Darcion is the top bug hunter! As mentioned before, we'll keep track of this in the background, and those of you guys that make the extra effort to help out the team in terms of filing them bugs will be mentioned in the Special Thanks section on the rolling credits for DayZ. Header image credit: T1M #pepe - Michael aka SMoss / Community Manager
  18. capt. beefsteak

    Multi-Person Mechanics to discourage KOS

    I would think that anyone could be anything and that they had to choose that skill upon spawn in. Now, the only real way I see it curbing KOS is if it took quite a bit of time to aquire the skill. By quite a bit of time I mean hours upon hours. If it's something you can just do right away it would take the whole "meaning of life" out of the game. I don't think that people would seek vengence they would almost surely start working on there skills again. The only catch would be people that don't care to do anything in this game but kill for fun. There is no skill requirement to pick up a gun and shoot someone, nor should there be. Now, with a skill that can be aquired you might be able to craft something that almost makes it worthless for some spawn to try to gun you down. That is the only real way to discourage it. The catch to this of course is that mutiple people would be able to achieve this level and then you just have KOS on the top and it keeps spawns from ever having a chance. There needs to be a fine balance. That balance can't be left to me to decide... Maybe someone who has made it that far also has something to loose by peppering new spawns for fun, but if in defense, maybe it's still retained. I don't know... Some form of humantiy level that effects skill sets. Negitive humantiy people have to work harder/longer to aquire the same level skill as someone with good humanity. And god forbid there are ever vehicles with weps on them, they should also count against this humanity as well for everyone in the truck/vehicle. I know it didn't count in the mod so people could retain there humanity gunning down spawns on the coast which is complete shit.
  19. Tatanko

    3 new vehicles and parts

    Definitely. Based on what I've seen in the files, we may someday have smaller fuel containers that wouldn't be as heavy or bulky, so that would help at least. Wheel/tire combo for any of the vehicles in this game would be awful to carry (V3S might be impossible).Batteries are always heavy as shit :p
  20. Deanzphx

    DayZ Vanilla YouTube Channel

    US434 had a bug with a drought on the vehicles. for about 1 week, vehicles have become the number one topic. This clip shows the last vehicle I saw, and i let it go...
  21. In a game called Space Station 13, sometimes other players will require you fill out formal paperwork (which is of their own creation). When you apply a pen to paper you can write on it, and if you write [sign] on the paper then the signature of your characters name will appear on the paper, which nobody can duplicate. It could also be interesting if players could use candles to seal and perhaps stamp written documents and correspondance. There's not much basic in game need for it but who knows, maybe a need will evolve! When it comes to certain cities developing reputations as trading cities, that would be completely awesome, but I think in order for that kind of complexity to be stable all kinds of basic parts and para-maters need to already be in place. In the section about "How to promote emergent game-play", I wrote about how communication between groups on an individual server could foster a reactive network which reinforces peace and stability between them. Only with adequate communication are these various groups going to be able to come to the necessary agreements to cooperate and set up rudimentary protections when they go to market. Getting the word out about the market is also important to attract business, and with attraction comes danger, and so I think these kinds of emergent marketplaces can only emerge under the protection of relatively super-powerful groups who have the resources and man-power to do so. A really interesting crew calling themselves the burnaya river trading company operates these trading zones but can only afford to do it rarely and on announced dates. They make the location random and then release the location when everything is set up and have greeters and defenders and such. Even with all their precaution, things tend to get very crazy and dangerous. They have some awesome videos about their experiences! http://burnayariver.com/ Repair (and construction) is something that I dream about everynight. Not just for items and bases, but also for vehicles. Modularity is such a powerful tool for driving adaptation and emergent strategies. I could go on forever about crafting, so I'll hold my tongue for now on it and rant in a future post. Regarding cooking, I've been thinking about it for quite a long time. Morale is a mechanic that could potentially somehow be implemented. Morale is a very real thing that real humans need to deal with, and especially in the context of a horror game, morale is a very relevant aspect of life that we ought to try and simulate. I'm not exactly sure how the morale mechanic should work, but I know that if you eat a masterfully prepared meal with the freshest and best ingredients, with nothing burned and no weird combinations of food like spaghetti and pumpkin soup, then your character should feel incredibly awesome as a result. He or she has been running around eating mostly raw canned goods or venison, or worse, for god knows how long, and so the comfort of eating a delicious warm full meal cannot be underestimated. (whether it gives you longer lasting stamina, or recovery from injury or illness, I'm not sure) The potential result of this kind of mechanic is that groups look for good cooks to join them. Novice cooks will pair the wrong ingredients and cook them imperfectly. At marketplaces, if they ever emerge, food vendors could make a killing! I would like to have the ability to cook a stew, and be required to add ingredients at the right time depending on how long they each take to cook. If the ingredients I use compliment one another well (onions and beef, for example), then the meal should be more comforting and morale boosting. Some people might not realize it but many cooks put love sweat and tears into preparing their meals to perfection. Give us a steep learning curve and a reason to learn it like morale boosting or a reputation as the best cook in chernarus!
  22. schwaBAM

    DayZ SA Modding: A New Map

    Back when I used to play Operation Flashpoint (pre ARMA), the modded snow maps were so much fun to play. Modders had snowmobiles and snow vehicles (textures showed snow on the wheels and such). With that said, playing DayZ with snow falling, with snow on the ground, trees, and buildings, it would bring a new feel to it. Otherwise, a tropical island paradise would be nice for me, with pretty clear blue waters and palm trees for me to hug. I've had experience with the Operation Flashpoint map editor, granted, that was over 10 years ago and I am sure it has come a long way since then. But I remember it being rather fun to use.
  23. I was thinking the same things. I have some additional radio features in mind that I think could make for a spectacular experience. - Hand crankable emergency CB radio should be a starting item, and it should be clip-able onto the pants of players, so it doesn't eat up an inventory slot. (reasoning behind this is that the devs might wind up caving and adding a global, immersion breaking, chat. this is a way to preserve it at 0 player expense) - The the range of broadcast should depends on altitude and/or line of sight. the higher you are the better a signal you will get, just like in real life. At the top of the tower on green mountain, perhaps the whole map is reachable, at sea level, perhaps only a few kilometers. - There should be a default public channel, but there also needs to be alternate channels that people can switch to. This will provide a place to meet others and the additional channels can serve as semi-private introductory and communication channels ad hoc. - players with bases can loot and set up an actual table top CB radio, in addition to perhaps setting up a small lootable antenna for it to give it maximum range. -Scanners (rare) could be findable, and when used could scan and cycle through all the radio channels, looking for activity. Once it finds activity it tells you the frequency and allows you to listen in. -headsets should be available that can be connected to a radio and worn under hats and attached to helmets. This makes it so you can hear your radio without other people, and zombies, around you hearing it. Not sure if this should be standard, common, or rare. In a real world zombie apocalypse I think CB radio would become the number one method of communication. The setbacks of CB radio are range issues if there is not a large enough network of radios to bounce off of, and the fact that anyone can listen to you. I think having around a 4 or 5 km emergency radio on the coast would be sufficient along with the ability to increase the range by gaining altitude and to have advanced radio setups like small antennas, scanners, and tabletop CB radio sets for bases to deck themselves out with. When players are on the coast the public channel of their radio should be turned on by default and through it new spawns can hear voice and text chat. In order to communicate back they might need to climb a large hill, depending on how far away the source of the broadcast is. One interesting emergent aspect of game-play that could result from this is that players need to turn their radios off when they are near zombies, or else they might be attracted to the noise. another interesting feature is that it's not only your microphone voice that will be sent over the radio, it will also be the sounds of nature, guns, and zombies. Imagine hearing someone cry out for help amidst zombie groans and gunshots, then suddenly go silent. That is a real horror game. :D Some military vehicles could be outfitted with radios as well, like the V3S. Aircraft pilots just love radios because they can talk to each other when they encounter one another! I'm mainly interested in giving loner players a new way to meet people and a way for the community to begin to network with itself, but there's no telling what crazy nonsense radios could lead to. It might be that on some servers clans jam every frequency because their military operations are too clandestine! Just imagine what information you might hear while listening and scanning through the channels... Maybe you're being chased and you get cornered. It might be a long shot but why not call out your location over the public radio and plead for assistance? At least you can spoil the location of your enemies. Or maybe you can negotiate with them? Nope, it's too late. They just flash banged you and took your guns and radio away! Now nobody will find out about the terrible things they are about to do to you :(
  24. For Fun and Friendly Dayz servers check out http://zfhgaming.co.uk/zfhgaming.co.uk/Home.html Arma 2 IP: 81.19.211.144:2702 Arma 3 IP: 62.210.52.174:2302 Spawnable vehicles and custom loadouts available!
  25. Calvin Candie

    DayZ SA Modding: A New Map

    A new map! Here is what would be absolutely amazing to see! A map that gives you sense of travel. I would like a lot of details that reveal what happened to the world. -A highway packed with a traffic jam! Abandoned cars. Around 30-40-50 vehicles. Cars would still have loot. Some evidence why the jam happened (flipped bus blocking the road? Military vehicles blocking the road so noone would escape and spread infection?) -Abandoned hermit camp in the woods! Someone who lived off the land right after the apocalypse. Several corpses are evidence that no camp is safe. You could usually find some badly damaged clothes there, fishing stick. A pot. -Derailed train still burning! Zeds, once train passangers, shambling the wreck site. Kilometers before the train wreck, there would be an ambulance and police cars crashed by the road. They tried to reach the train wreck but oncoming car crashed into the ambulance. -Huge lake in the wilderness, middle of the woods! Imagine Alaska. Bear country. You would struggle to see the other shore. It would be a place of great activity. You walk the shore and see campfires 1-1,5 kilometers away along the coast (when engine permits to see fires far away). Fishing, trapping, hunting, surviving. I would love to see all this in one map.
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