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My vision for DayZ 1.0 Hey guys, this is going to be a very long post, and I hope the devs / community take the time to read the entire thing. I type 110+WPM, so get your reading glasses ready lol. Firstly, I'd like to say that DayZ has been one of the greatest experiences I've ever been a part of in gaming. Half because of what the game is, and half because of what I have always dreamed the game could be. Over the last half a year or so, I've begun to wonder about what DayZ 1.0 will really be. Looking at the game in it's current state, there are a few things that I really hope they address before DayZ gets to 1.0. Here are the main things I wanted to talk about - Customization of the world for server owners - - Types of Zombies in the game and the role they play - - Types of base building - - Soft Skills - Sever Options My biggest inspiration outside of DayZ, especially in regards to customization has got to be Project Zomboid. The game does so many things well it is hard to list them all. The game has many mechanics that could translate directly into DayZ. Here are a list of features that Zomboid allows you to customize. - zombie count - zombie distribution - water and electricity shutoff - house alarms - frequency of locked buildings - food spoilage - refrigeration effectiveness - loot respawn - zombie respawn - the temperature - the rain - how long farming takes - how quickly erosion occurs - how many resources are available in nature - food, weapon, and overall loot rarity - length of days, - Zombie toughness - Zombie infection type All of these options are perfect for creating the zombie apocalypse scenario that you feel you would enjoy the most. However, I realize that individual players in DayZ won't have the ability to customize all of these options because players cannot host their own server on their local machine the way Zomboid allows you to. This means that the developers will be responsible for creating a number value to most of these. My suggestion for this one of two options. One is to simply have difficulty levels. Have settings like Easy Medium Hard, and tweak each of these categories difficulties accordingly. The server owner can then set the difficulty he want, and players can join the server that matches the difficulty they want. The other, and what I believe would be the better option, would be to allow server owners access to all of these options the same way Zomboid allows. This will allow people to create the hardcore survival element in their server, or have a more casual experience, much like 3rd person and 1st person servers are options now. I think allowing more customization from the server owners would be the best way to achieve the best experience for everyone. You would end up with all types of servers this way, and the most options possible for the players. Zombies & The Context they Provide There are many zombie survival games out there, and none of them truly accomplish what I one day hope DayZ will. I want to draw to a very popular TV show and inspiration for many of these zombie survival concepts ; The Walking Dead. Think about a place like Woodbury, a walled off town where people feel safe. Why did they build the wall around the town? In games like Rust, H1Z1, and in versions of DayZ mod like Epoch and Origins, building a base was meant to keep other players out. In the lore of The Walking Dead, it was mostly to remain safe from the zombies. Even when they went and made camps in the woods, they made tripwire alarms and had someone on duty watching the perimeter at all times to remain safe from the zombies. One breach in security and the entire town became an unsafe place, and chaos broke out. This would imply that the zombies are a constant threat. This is what I want out of DayZ. I want the zombie threat to be so real, that you cannot let your guard down from them. I want zombies to be the reason I fortify and area, not to just be a place where I hoard my loot and have base battles with other survivors. Zombies should be trying to find ways into your base, breaking windows and doors, and be applying constant pressure to the survivors. After all, that is what they are surviving from in the first place. To accomplish this, the number of zombies would have to be drastically increased from what we see in the game now (which i'll get to in the next section),the respawn would have to be fairly consistent, and the location of the zombies should be everywhere. I do believe it should be possible to clear an area of zombies, but I do not believe they should be gone for good. I also believe they need to respawn in the same numbers they were at originally. So to make this work, I believe zombies should respawn regardless of if you've left an area or not. To stop zombies from spawning right in front of your eyes however, they should respawn outside of your network bubble, but wander to the area you are occupying. A soft aggro to your location basically when they do respawn. This would require you to defend your area from zombies, or they would eventually break and find ways into your town, making it unsafe once again. Basically zombies should always be attempting to re-take areas they have been forced out of if they remain occupied. The Types of Zombies and why It's So Important The biggest flaw in DayZ hands down in my opinion has to be it's theory behind its Zombies. Mainly the # and type it plans on having. I have played pretty much every version of DayZ that has ever been conceived. I have 1500+ hours in standalone, probably about the same in the original DayZ mod, have played Arma 3 breaking point, Origins, Epoch, etc. The one thing that is the most disappointing in all of them is the lack of a zombie threat, and the type of zombie you encounter I have heard Hicks comment on people wanting a larger number of slower moving zombies with a response of "DayZ is not meant to be easy." I believe he is misunderstanding exactly what it is players truly want from the zombies, and how large an impact the type of zombie really has on game-play. This is not a plea to make the game easier. It is in fact a plea to stop making the games zombies so pointless, which would provide a true zombie challenge. People want slower zombies to be everywhere, because of the environment it would create versus the one it currently provides. Here is a screenshot of a town with zombies in Project Zomboid. These zombies are all slowly moving towards the survivor. Individually, a slow moving shambler zombie is not too big of a threat, but when there are this many, it becomes dangerous to try and take them all out, and literally impossible to do if you don't have the right weapon. You couldn't walk up to a group of 100 zombies and take them out with your fists. It would even be dangerous if you had something as good as an Axe. Even if you had a weapon, you'd need 100+ bullets to take out all of these zombies, and shooting that many times would just draw in more, and give away your position for that much longer. So is a single, slow moving zombie more difficult to kill? No. But when there are this many, is it not more difficult than fewer fast ones? Does it not require far more in resources or manpower to take care of? Not only that, but look at the context this situation brings to the survivor. What happens if it begins to rain and he is caught in this situation? Now he has a large number of zombies around him, but he also needs to find a safe place to stay dry. It is literally impossible to remove the zombie threat in this amount of time. So he goes into a building. Okay, well once inside the building, he has a limited amount of safe time because zombies are trying to get into his house. How does the survivor choose to deal with this? What if a car drives by, or a gunshot sounds while in this situation, and the zombies all begin to move and more of them arrive? How does he deal with it? Now lets compare this to DayZ. In a town like this in DayZ, we'll say Elektro, you would instead find maybe 5 zombies in this area, and maybe 20-30 spread across the rest of the town. What type of resources would it take to deal with these zombies? You would have to deal with maybe 5 zombies at a time, and you would be forced to deal with them because they are sprinting at you. Walk around with an axe and kill 5 zombies every few minutes, and now the entire town is totally empty. You could even go through the town without dealing with 50% of them if you wanted to sneaking by, and that would require even less resources. You could go around with your fists and deal with that. Now imagine you have a gun! That problem would be taken care of with a few pulls of a trigger, and finding enough ammo to do that wouldn't be hard at all. So yes, was killing each individual zombie more of a challenge? Sure. But what is the overall challenge in the end? You've cleared an entire area with an axe or a magazine or two of ammo. How hard was that really? And now let's say it starts to rain? Well killing 5-10 zombies would take basically no time at all, so kill em and walk inside. Drama done. Once that's done, what do you care, just run into a building and sit there for a few minutes until it stops. There are no zombies left to beat on your doors and break them down, and you are free to do whatever you want. Or lets say someone shoots a gun off in the distance. At most maybe 10-20 zombies come running through an area? You could easily avoid that and just not deal with it. The DayZ zombie is the easy version of zombies, not the other way around. The less zombies there are,the easier it is to deal with overall, no matter how fast or individually powerful they are. A large hoard of slow moving zombies would literally be impossible to deal with without the correct weapon and resources, whereas the type of zombies in DayZ are both killable and avoidable. They run right at you and don't leave you alone if you're spotted, and there are few enough that you can sneak and avoid them entirely. This type of zombie does not provide the constant pressure needed to provide context to the rest of the survival aspects of the game. It instead creates slight momentary difficulty, and then extended periods of total relief. Large numbers of slower moving zombies creates constant pressure, and provides context to all other interaction in the game. Base Building / Making Existing Buildings Useful The next thing I want to talk about is base building. Most games have a core element of base building, but the context makes absolutely no sense. People build entirely new structures out of materials they find, but for what purpose? The world is already full of buildings that have been made. In a survival situation, your energy and time would be extremely valuable. Using that energy to create a new building from scratch, when perfectly good buildings already exist all around you makes no sense whatsoever. Furthermore, the reasoning for building the base in these games is to hoard loot, and not actually to defend yourself from whatever it is you are trying to survive from. In this context it is the zombies since it is a zombie apocalypse. So my suggestion is to have barricading and reinforcement of existing structures being the main focus on "base building", which I realize the devs have already stated. DayZ has done a wonderful job of making Chernarus. The buildings are almost all enter-able, and the world is large enough with enough buildings that there are plenty of places for people to take over. Allow the fortification of doors and windows, and make it so that zombies naturally attack these structures. This would force you to defend your base from zombies, not just players. Zombies should naturally attack your structures and other existing structures. The doors and windows that exist in the world should be destructible, by both player and zombie. This way you may run across a building at some point that you wish to take over, but its windows and doors have been broken by zombies over time, and would require you to put in some effort in reconstructing this if you wanted to use it as your "base". Another concept I would love to see implemented in base building, and other areas as well, is group tasks. I don't believe all tasks should be doable alone. There is already 1 concept that utilizes this and that is blood bags and saline. This is a really cool mechanic that requires you to have help when trying to get something done. I think building of certain structures, like a wooden wall as an example, should only be doable with multiple users. Other tasks, such as carrying large and heavy objects, should require multiple users as well. For example, I heard a long time ago that the developers planned on having all of the furniture be physics based and move-able. Things like couches and large dressers should take a very long time to move solo, and be much quicker if you have someone helping you. This could also be used in temporary barricading of houses when you are on the move from zombies. I imagine running through a town and being over-run by zombies with a friend. We have run out of ammo and one of us is injured. The only safe place to go is inside of a building in front of us to buy us some time. We run inside, lock the door and quickly realize that the zombies will break in soon if we do not do something. We move a couch in front of the door and I cover the windows while my friend tends to his wounds. Those are the kinds of experiences I want out of DayZ. I relate back to Project Zomboid where the threat of zombies is done so well. You will be running outside in a neighborhood, with a group of zombies not far behind. You will be trying to break into a house by looking for an unlocked window so as to not make more noise, and it will start raining out of nowhere. You now realize that you HAVE to get inside soon, or you run the risk of catching a cold. It becomes a do or die situation naturally, and it is a huge adrenaline rush. Currently, the only time DayZ accomplishes this is in its PvP battles with other players. The intensity is palpable in those situations, but when it comes to survival elements, it leaves a lot to be desired. Most of this comes from the fact that the zombie threat is not real, and the houses are just not used properly in DayZ. Getting in shelter should be a temporary safe haven, one that makes you feel secure for a short period of time. Running from zombies, searching for a way into a building, finding it and locking the doors and windows behind you is a very cool feeling in Zomboid, and it simply doesn't exist in DayZ. Zombies even spawn inside of rooms, so they can catch you off guard when clearing a house as well. Soft Skills I know the devs plan on doing this, so I just wanted to have a few suggestions in here that I thought would be really cool. Soft skills, aka things that you get better at over time, provide a real reason and incentive to survive. Currently, the only thing that makes players want to stay alive is the gear they have. This can be a problem because in reality, your life would be the most valuable thing to you. For example, in game when you are being robbed, you are far more likely to try and shoot your way out of a situation because losing your gear is just as bad as dying from your point of view. Losing your gear is the equivalent of death. However, if your character had become quite good at growing food and repairing vehicles over the last month, you would not want to lose those skills you earned over all that time, and you would do whatever it took to keep you alive. This might mean you surrender, try to compromise, or come to an agreement instead of just dying in a blaze of glory. Some tasks might not even be possible until you've unlocked a certain skill level. This would greatly increase your characters value. Some skills I would put in game. - Repair Skill : Better at repairing over time. Vehicle Repair unlocked at higher level - Farming Skill : Better at farming over time. - Weapon Skill : Less weapon sway over time, slight decrease in reload times/loading ammo into magazines - Fitness skill : Characters stamina increases the more you run These could be expanded greatly obviously. I wouldn't even mind if you got better at opening cans of food with a certain utensil the more you did it. For example, using a kitchen knife to open a can of food. You could max out after 5 attempts and be at max skill. Some skills take far less time to master than others. Repairing stuff with duct tape being an easy skill to master, repairing a vehicle part taking much longer, etc. My ending thoughts I really hope the devs take the time to read this, and I would love to hear what the people in the community think about my thoughts. DayZ has always been a game I thought could be one of the most unique and amazing experiences in gaming history. The world they've created with Chernarus is amazing, and the concept that Rocket and the developers initially came up with was groundbreaking. The community obviously thinks this as well, as it went from being a mod made by only a few people to a full fledged game with tons of community support. Thanks again. Take it easy guys =)
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How would you feel if 1st person perspective was mandatory?
THESTANAG replied to FlimFlamm's topic in General Discussion
I really do not understand your point. Creates bad gameplay? Look at the number of people playing 3PP vs 1PP. If the gameplay were bad, then they wouldn't have sold millions and with the .55 patch then NO ONE would play, not even 3PP. I contend that 1PP is a terrible implementation and that is why no one plays it, even before the latest patch on stable.... 3PP players outnumbered 1PP at least 10 to 1. According to the dev's, they are encouraging server hopping as they have indicated parts for vehicles might be spread across servers, and combat logging is just a cheap and stupid tactic. Both server hopping and combat logging will happen if the game is 1PP only, so your comparison is jsut rediculous. -
As far as I now you must have a mouse with extra buttons. Auto running is where you run and don't have to touch your keyboard or mouse.I accidently came across this "glitch" a while ago and just thought about sharing. You are able to do everything in game while this happens including turning, opening inventory, using steam overlay, anything. Now this doesn't seem to work with everybody as it has to do with your mouse and some mice work while others don't. If it doesn't work I'm sorry, I just thought I'd try putting it out there just in case it does work for others. This also works for vehicles you just have to assign vehicle keys instead of infantry (you can have both vehicle and infantry assigned to the same key). Bind move forward and turbo to the same key on your mouse. I have both assigned to my mouse button 4. To get to assignments configure>controls>assignments.While in game, hold down that button (you should start sprinting) and open up steam overlay keeping the mouse button held down. With steam overlay still up, let go of the mouse button and then you can close steam overlay.To stop auto running simply press the mouse button again or press escape.I hope this works for at least some of you, just thought I would try spreading the word.
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Oh OK I understand now. I think I said that in an other post already but to my knowledge there currently isn't any way to get recent information about the vanilla mod without reading through all the change logs (which is a pain in the ass, bc you don't know whether something has changed again in the later versions) or asking on he forum. All the wikis I know of and have used are outdated or contain information about either the standalone or other mods. And if you try to google stuff you will find either outdated stuff, information on other mods or information about the standalone. So there really is a need for a new wiki. Dayz Mod Vanilla only and I can tell you, you have to start from scratch. There would be so much to review and change, that it is easier to just start over again. Here are two other websites I used to use: http://dayzdb.com/(has a database about what weapons and vehicles there are and so forth but is not really a wiki, and the information is outdated.) http://dayz.gamepedia.com/Mod:Weapons(used to be a good wiki back in the days but is outdated and is mixed with information about the standalone) I would love to contribute to a new wiki but since I haven't played in a very long time I don't think I would be of much help. Also there is so much misinformation spread around the community that the start of a new wiki would be really hard. The things people I some times play with believe in (or don't believe) are amazing. If I may suggest, I think the easiest way to start a wiki would probably be to define which topics are absolutely crucial and then choose some experienced players to create those pages. The topics could be chosen via the forum in a "Wiki pages suggestion thread". And people who would create the pages to those topics could apply via the forum (need to have a certain amount of posts in the forum to give an idea about how experienced they are). Then the wiki would be created in a closed Beta kind of way, so only those chosen and the dev team have access. Once the important pages are made. The wiki could enter open Beta and people could create pages, which have to be reviewed by a "Wiki Mod" (preferably the ones that created the initial pages) before the page is made public. And once the wiki grows, people who have made a lot of posts which have been approved by the "Wiki Mods" can be promoted to be "Wiki Mods" themselves. I hope this helps =) EDIT: I just thought of an other Idea. Maybe it is possible to take an existing wiki and flag every page as old. Experienced players could then review the sites and approve if they are still up to date / relevant or edit the page.
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The ideal place to post bugs is: https://github.com/DayZMod/DayZ/issues Please make sure they are listed to the DayZ project. Feature requests can also be made through this system. Full Download: Client Files: http://se1.dayz.nu/latest/1.8.6.1/@Client-V1.8.6.1-Full.rar Server Files: http://se1.dayz.nu/latest/1.8.6.1/@Server-V1.8.6.1-Full.rar Mission File: http://se1.dayz.nu/latest/1.8.6/dayz_1337.chernarus.pbo DB SQL: http://se1.dayz.nu/latest/1.8.6/SQL%201.8.6.rar DB Update: http://se1.dayz.nu/latest/1.8.6/Database-Update-1.8.6.sql (Only required for existing databases. See Notes) Prerequisites: * [Prerequisites] - Microsoft Visual C++ 2010 SP1 x86 Redistributable (LINK) * [Prerequisites] - Battleye Filters must be updated manually by server admins. (Link) * [Prerequisites] - Updated to the newest beta using Steam. Notes * [server-Admins] - You must download and run this SQL query to change old item classnames to new ones. Before use back up your database. For each server instance change the @instance variable at the top of the query and execute. Run once per instance you use. (LINK) * [server-Admins] - New Database update please run once. Only required for existing databases. (LINK) * [server-Admins] - Experimental Vehicle Spawn System has now been merged into the normal SQL update Please Note inventory is still being updated on all vehicles admins can feel free to create random loot items while they wait for one from us. Changes V1.8.6.1: [Fixed] - Players joining the wrong group during login. (Would cause group icons to show up) Changes V1.8.6: [New] - Attachments can now be removed. [New] - Added new permanent fireplace system for base's. [New] - Added models for GPS as well as AK-47, SA-58, G17 and Bizon magazines. [New] - Added working nutrition values to melee fire system. [New] - Added new An2 Variant [New] - Added New UH1H_DZ Variant. [New] - Vehicles now have a respawn delay after being destroyed. [New] - Gates ca now be dismantled by its owner. [New] - Combination lock added to replace the current lock. [New] - Herbal Drink Recipe (chance to clear infection). [New] - Antibiotics have updated to be a multiple use system. [New] - Random spawn system for Antibiotics and matchbox's [New] - Added GP-25 HE, smoke, flares to loot spawns [New] - Added 30rnd AK74 SD mag to loot spawns [New] - Able to sharpen knifes now. [updated] - Weapons on the back of players now go into the players body on death. [updated] - Food consumption rate has been slowed down to give a better balance. [updated] - Weapon & Attachment overhaul. [updated] - Logs and Planks can now be used as fuel in fires. [updated] - AntiWall hack has been fixed. [updated] - Viral zeds now have a chance to hold a box of antibiotics holding 1 tablet. [updated] - Hospital loot has been updated replacing the old antibiotics with a box of 6. [updated] - InfectedCamps has been updated replacing the old antibiotics with a box of 2. [updated] - Lowered fog intensity. [updated] - M1014 can now use 2 round MR43 magazines. [updated] - MP5, PDW, L85 and M16 can now only use their respective magazines (STANAG for L85). [updated] - M249 can now only use M249 belts and STANAG magazines.[updated] - Cleaned up binocular view. http://i.imgur.com/Q98t5Nd.png [Fixed] - During upgrade of a tent the placed should no longer move during the upgrade process. [Fixed] - Re-added level 7 ghost model for fences. [Fixed] - Achievements system updated everything should now sync correctly. [Fixed] - Removed annoying benches from barracks. (again) [Fixed] - Experimental spawn system for vehicles. [Fixed] - Tent models. [Fixed] - Dragging while unconscious is now working again. [Fixed] - Humanity bug. [Fixed] - Splints running wrong file. [Fixed] - Ammo duping/Refilling on skin change [Fixed] - Added missing melee weapons to zed damage system ("Fishing","BatNailed") [Fixed] - Changed FN FAL full auto back to burst after it was changed by new Arma2OA beta. [Fixed] - Server child 306 damage updates will no longer be called for each vehicle for the first 10 seconds of the vehicles life. [Removed] - Legacy attachments have now been removed from loot tables. [Removed] - SledgeHammer from mineStone system [Removed] - Removed SA58P from loot spawns [Removed] - Burst mode from SA58. Contributing ------------ Want to contribute? Or have we missed your name? Please contact R4Z0R49 on http://dayzmod.com/forums/ Quick Install Info: Full Download Full Client Files.Navigate to your arma 2 operation arrowhead directoryExtract the @Client-1.8.6.1-Full into your arma 2 operation arrowhead directory.To start DayZ use a command line string like the belowARMA2OA.exe -mod=@Dayz; -noFilePatching -skipIntro -nosplash -noPause -world=Chernarus
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[Fixed] - Server child 306 damage updates will no longer be called for each vehicle for the first 10 seconds of the vehicles life. This should fix the initial spamming of damage events during the start of a server.
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server_monitor.sqf needlessly updating vehicles on restart
jnas posted a topic in Server Owners and Admins
I made a post about this small problem here > http://opendayz.net/threads/vehicle-cleanup-routine-probs-dayz-1-8-5.21859/ tl:dr - I run a completely vanilla DayZ server. A large proportion of my map's vehicles are having their "last_updated" field reset to sysdate somehow a minute or two after each restart. At first I thought it was an sql routine but it seems as though my server_monitor.sqf is the culprit. It's not a huge problem, but this issue makes pCleanup much less effective as so many vehicles are having their "last_updated" field reset to sysdate after every restart. I can't see a pattern in why only some vehicles are having this problem. Sometimes vehicles that have just been spawned in by the restart are affected and have their last_updated field reset a few minutes after, but sometimes not - it's a bit weird. Thanks in advance for any help, J -
Persistence to be disabled on next stable update
Beizs replied to Beizs's topic in General Discussion
They're not disabling the CLE. They're disabling persistence, which works fine, to shoehorn in the CLE. So... Yeah. Again, they'll learn nothing. Initial spawn testing is piss easy. Just set up an internal server, set it to be verbose in the logs and reset it after completing initialization. Rinse and repeat. There you go. All the data you could possibly want on how loot spawns on initialization. So no, that's not anything to do with it. I agree with your first point. However, I can't quite agree with the rest, honestly. The issue is despawning of items when it comes to lootsplosions, etc. That's not an issue with the persistence, but an issue with the CLE - the CLE should be handling the despawning of loot. The fact that lootsplosions happen is proof that persistence is working as it should. I don't think that there's any way, at this point, they can introduce people to the CLE without any issues. Disabling persistence, which is a core aspect of this game and is really required for the CLE to work properly, is definitely not the way to go about it. Once they enable persistence, the CLE will almost definitely work pretty differently, meaning that people will have to get used to it twice over. Honestly, I do agree that persistence and the CLE, as pretty funamental parts of the game, should have been focused on and finished very early in development. From a coding perspective, neither should be that difficult to get working (also, once the CLE is finished, along with duping all but removed from the game, it'd be pretty easy to avoid needing to do wipes constantly). The main issue would be optimization and regions, though both, again, shouldn't take a whole lot of time. They might be designing it in a way that I'm not thinking of, but really, it's just a loot table with locations, timers, weighting and regular checks. Persistence is saving the servers loot to a file, fundamentally. Sure, stability etc requires more, but there's not really any reason I can see, from the outside, that they should have left it this long. Don't get me wrong. I think they're doing really, really well with the development of the game in general. It's just smaller things like this, ordering and PR especially, that bug me about it. EDIT: Just one last note, I don't see why they couldn't simply disable loose item persistence and leave the rest enabled (except maybe helis & police cars so, basically, tents, vehicles & barrels). Wouldn't interfere with the CLE (still has the issue of changing how the CLE works on enabling it again) and wouldn't be as shitty for gameplay. -
An interesting point about the periodic table.
emuthreat replied to yazar8's topic in General Discussion
There are none in the police stations, that's pretty conspicuous. But maybe that's just to keep all the evidence of corruption in-house. With the amount of wrecked vehicles around, I would assume that there was a fair amount of resources available in Chernarus. Not to be taken too seriously, but I also wonder about the lack of telephone booths, and how I can't think of a single microwave oven that I'd seen. I'm leaning towards a conspiracy to keep things exactly as they were when Chernarus was a happy and thriving state under the magnanimous management of the Soviets. That periodic table just doesn't seem right. Nothing past Seaborgium should have been included. It is an admission of the shortfalls of Communism. -
Error 1449 - I think this is the reason vehicles aren't spawning on our server Any help & sorry its in the wrong section :/
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Hey guys Below are some Ideas of mine and my friends, let me know what you think about them. Base system As of now, the only thing a Base is useful for, is to protect "your" vehicles. Bc if you build stashes or tents inside your base, someone is going to take a heli, drop some people inside, they grab your stuff, climb up the ladder and jump out of the base without even taking damage. So I think it would be important to either add roofs, so none can land inside. This however would make Bases a bit OP and there wouldn't be any vehicles left bc everyone would hide them inside their bases. My suggestion for this would be to add two different kinds of doors / Gates. The one which is already ingame would be meant for vehicles and would be made easier to break in. The other door is stronger and smaller so no vehicle would fit trough (maybe add a little stair so bicycles won't get trough either). This way people can reasonably protect their loot without being able to stash up cars like mad. Notebook The little notebook thingy you can open is cool and I like how it has evolved from the debug screen but it has a flaw. The server I play on has kill messages disabled. I like this 'cause it adds to the immersion and you get this "is he dead?" kind of feeling. But with the little booklet you can just check (as long as you keep track of you kill count or humanity) A solution to this would be that either only confirmed kills would be added. Meaning as soon as you open the scroll menu on the body. This however would enable players to never become bandits by not accessing the body they shot. Another solution would be to only update the booklet like 20 minutes or so after the kill and not immediately. This might not solve the problem for very long fight but it would certainly be a big improvement. It would also be cool to get the information that was written in this little notebook if you inspect a body. So you know how many zombies and people he killed, whether he was hungry or not and so forth. (Instead of the text just open the notebook with his information inside) Respawn delay One of the things that annoy me the most is if you get into a fight near the cost. The factory between Polana and Orlovets is one of the best examples. Say there are two players. You kill one and it takes you 5 minutes to kill the other one. You won't be able to loot their bodys and get away before they are back up there as fresh spawn with a lee Enfield / Mozin / Winchester. Then they have nothing to lose and everything to gain berserk inside, maybe trade kill and his buddy collects the gear. I've got two possible solutions in mind: a.) If a player has lived longer than ~20 Minutes he won't be able to respawn inside a certain area of his death location (lets say a radius of about 3.5km) for about 15 minutes. This way you can't just repeatedly die until you spawn near you body and run like a madman to YOLO kill your the one who killed you. But freshspawns who get killed in cherno or electro still can spawn there (bc they have to be alive for 20 Minutes before this rule counts) b.) Add a respawn delay if a player dies near the cost and has lived for longer than 20 Minutes. 10 Minutes delay would be enough. (I like a.) better though) Jerry-Can as fuel for fire Kind of a short one, I had the idea reading the current patch note. Would be awesome to make a fire using filled Jerry-Cans. Temperature I know that this have been changed in the last patch and things have improved. But it still happened to me that my Temperature dropped despite constantly running across the map with no rain and in broad daylight. This really shouldn't happen it has to be reeealy cold for you to start freezing while running (during daytime) and with such temperatures we wouldn't have rain (when it starts raining), we certainly would have snow. The way the temperature is during night time and so forth is absolutely fine but not what I described above. Maybe it's a bug or maybe it will get better with reduced fog intensity. At least it's not that much of a problem to make a fire anymore or to cure sickness. I have one suggestion tough that would maybe solve this problem and certainly add to the realism. I have experienced this myself countless times. The temperature isn't almost never a problem while you run / walk fast. But if you do run / walk fast, you start sweating, meaning your body and cloths are wet. Still, while your moving this isn't much of a problem but as soon as you stop it very soon becomes one. So I would suggest to boost the temperature gain for running but add wetness as status effect (you can get it from running, swimming, rain) and if you're standing still and are wet your temperature will drop faster. Can be "cured" with fire. I think that's all for now. Eager to know what you think about this.
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I haven't been able to play Dayz in about a month because every time I start the game, I get no servers. Today, I logged in and the picture was horrendous. I redid all the settings, hopefully it's back to normal in some sense. However, I cannot play the game at all. I was under experimental so I finally have given up on that in an effort to find servers. I removed the experimental option and am now unsuccessfully attempting to find an actual standalone server. Not happening. I even re-verified the cache, it says it's fine. My windows firewall is allowing access to the game. I looked on here and since I have Windows 8.1 I downloaded Fix Win as stated in this thread: http://forums.dayzgame.com/index.php?/topic/220253-dayz-standalone-no-servers/and following that link to: http://forum.thewindowsclub.com/windows-tips-tutorials-articles/35087-reset-winsock-windows-7-8-a.html I ran Fix Win and I don't see how it can help me, I don't know what I am doing, I do not know what IPv4 or whatever version I have. I just want to run this game for once. I have attempted to contact BI before, they don't respond or care. How can I run cmd as an admin? It all doesn't make sense. When I loaded Dayz today, I got an error that vehicles could not be loaded. Who cares, I wasn't trying to load a vehicle, I was trying to load the game but there no servers. How do I fix this? I already went to http://forums.dayzgame.com/index.php?/topic/220962-game-doesnt-start-no-servers-are-shown/....I'm not banned. Just tell me exactly what to do, not on a Windows 7 machine, but 8.1, you know, the Windows version that refuses to use anything the way Windows used to. Please help, I'm so over this trying to troubleshoot when a game should run the way it's supposed to. I am tired of "waiting it out." It's the end of May, it's getting old. My anger cannot handle much more of Dayz. First it's the game, now it's the servers. (I don't know how to fix the background, I copied and pasted IPv4 and it ruined it all.)
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An adult focused gaming community focused on providing a diverse selection of servers to play on. Visit us at artofwargamer.com for all the information about our servers. Mods on the Arma 3 Epoch Server Are......... Russian And Spetsnaz Massi Weapons Pack V 1.8 http://www.armaholic...ge.php?id=21912 (Not mandatory but recommended) Mag Repack Extended Safe Zones With Notifications Black Market Traders Custom Death Notifications (PVP) Wicked AI Missions (Medical Camp, IKEA Convoy, Sniper Team, Enemy Patrols, NUCLEAR BOMB) Convoys Custom AI City Custom Loot Box In Center Of Survivor City Earplugs Starting Gear Capture Points Player Status Bar Resupply And Rearm With Service Vehicles And Gas Stations More Epoch Loot Loot Spawns On Ground (DayZ Style) 48 Hour Vehicle Lock NO STINKING UAV'S!
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OBELISK MILITARIZED PVP Dedicated Server Specs Intel Xeon E3 16GB RAM Windows Server R2 2012 1Gbs Internet 4TB HDD The teamspeak IP is TS.ObeliskGaming.com server ip 195.154.253.72:2302 mods advanced trader group managment retina scan militarized paint your vehicle coins extra buildings vector building and snap pro active and friendly admins hero and bandit missions ikea missions banking other mods to come tow/lift tons of vehicles smoke/ sell weed self bloodbag trader safe zones animated crashes change view distance repair stations thermal weapons indestructable cinder and metal floors we also have donator perks and we support large groups and offer special deals
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DayZOverpoch - (UTC+10) - Roasty Gut Wrenchers We are a new overpoch server!! We have some of the best addons and the best admins there is in the dayz community!! Server is located in Sydney Australia, but all are welcome! Map is Napf, and there is no need to download extra mods for it. Just make sure you are up to date with your mods and battleye. If you have trouble getting on the server, contact an admin through our tweeter page or forum. Here are a list of some of our features! ⦁ Map Location: Napf ⦁ Roaming AI - just to spice things up a little bit. Not to worry, they're easy target. ⦁ Door management / plotpole management - notepads? Ha! Too old school! ⦁ Fully Militarised - All tanks, attack heli and even jets are allowed! ⦁ Coin and Bank system - We got coins and bank system too! ⦁ Advanced Trading - Trading directly from your vehicle or bag! ⦁ Select Spawn - spawn whereever you like!! ⦁ Select loadout - no need to spawn empty handed anymore!! ⦁ Group Management - no need to shoot your friends by accident anymore!! ⦁ Plotpole for life - don't matter if I die. Base is still mine. ⦁ Take Clothes - just incase you find something sexy ;p ⦁ Weapon mods - tweak your weapons with different scopes! ⦁ Deploy Bike / motorbike / mozzie - traveling has never been easier ⦁ Snap Pro - building has never been easier. Thank god! ⦁ Service Point - Phew! Thought my car will dry up soon. ⦁ Safezones - feeling a lot safer when trading now :D ⦁ Tow & Lift - feeling a bit greedy? Bring more vehicles to sell!! ⦁ Self BB - no need to beg for someone to save you now! ⦁ Safezones with anti-theft - stealing is bad. Mmkay? ⦁ Active and friendly admins! - we are always there. ⦁ Base elevator - for those who hate stairs. ⦁ Air Drops / care package- nothing better than a nice carepackage from mommy ⦁ Evac heli - got my own chauffeur now! ⦁ AI recruitment - start your army today! ⦁ No Weight - don't need to think you're a fatty now We have plenty more!! Inclduing custom missions, casinos, ect... Oh, and a brothel too. So now, you got to come on and check it out yourself! We have an amazing group of players and we can't wait to add you to that group ! To join the server you can search the name of the server which is: DayZOverpoch - (UTC+10) - Roasty Gut Wrenchers Or you can join by ip which is - 119.252.189.67:2402 Mind you this is a full on PVP server, PVE is welcome though. But don't get mad or beg for admins to replace your lost item if you are a PVE player. Which means all tanks, jets, attack helicopter, thermal weapons and heavy caliber guns are in the game. Including things that goes boom. (RPG and stuff). I'll see you on the battlefield! :-) Admins: Tallyho (owner & main admin) Donut (main admin) moony (support admin) Toasty (support admin & PR) For more information, visit rgw.enjin.com Or tweet us @RGW_dayZ
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Get Rekt! Veteran and Active Duty Owners and Admins
Hardline Crawler posted a topic in Mod Servers & Private Hives
Come check us out. Fair admins, fast fps, lots of missions and vehicles. 66.150.188.168 port 2302 Teamspeak tor001.gavs.co:29101 Thanks! Hardline Crawler -
Ohhh somebody needs to photoshop a road runneresque cloud of dust behind the big guy running lmao. Hopefully tractors will be one of the added vehicles eventually.
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we have started a epoch origins server would love to have guys and gals from the forums join us in fun. fresh server nothing has been built still plenty of vehicles and heli's etc. we are looking into adding AI to the server but want to wait for some folks to join to get some feedback about what would be fun and what would not. TS ip is 66.135.59.124:9997 and the dayz server ip is 31.3.224.44:2702 dayz all in one STNA epoch origins its open to the public and so is the server hope to see folks on and having fun.
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Ultima-Weapon's Universe - 2x NEW SERVERS - 50+ Addons | Lingor & Napf | Overwatch | Origins | Epoch
andrew_ts replied to andrew_ts's topic in Mod Servers & Private Hives
DZAI has been added to the server. This includes: 1) Roaming AI Ground Vehicles 2) Roaming AI Helicopters 3) Town / City Spawned AI (Chance to trigger as you enter a town) 4) Loot areas / Loot base spawned AI (Change to trigger as you enter the area) 5) Player spawned hunter AI (Chance to trigger and hunt you at random intervals) This was added it increase survivor challenge. -
I'm a mod player more so than a SA player. Don't get me wrong I have clocked up about 500 hours on stand alone but I mainly play the mod. (3000 + hours since it move to steam who knows how many more prior ). DayZ mod began as what the Standalone is now. A zombie apocalypse sandbox game set across a monumental sized map with strange interactions with other survivors. The whole key of the game was to survive as long as you could. Great concept. It eventually turned into a PVP arena where the law of the land is banditry and everyone kills everyone else to take their stuff and dither their own supply stash and chances of survival. Since then it has sprouted many variations of the mod. You have Epoch: set some time after the initial outbreak. People are beginning to form clans and create makeshift shelter. People begin trading and economy is being re-established. This mod introduces base building and missions with supplies tavailable to those who complete them. Still bandits and marauders roam the countryside. Origins: original mod was on a new map called Taviana. Set right in the thick of it. You can't just survive you are meant to discover where this zombie infection came from. Find patient zero. Overwatch: this mod adds many new weapons and vehicles to the game. To be honest this mod was and still is a all out PVP war zone. Overpoch: this is 2 mods running together Epoch and Overwatch adding the building and extra weapons running together. This is one of the more popular ones right now along with the original mod also know as DayZ vanilla and Origins. Overpochins: this adds 3 very popular mods together. Epoch, Overwatch and origins. Providing a large amount of new weapons vehicles and add map areas and map expansion. Many of the other mods are variations of these such as set on different maps etc. The interaction between players in nowhere near the way it use to be back when DayZ vanilla ( the original ) first dropped. KOS is the normal way of things now unless you find a PVE server. There are updates but they are slow to roll out. However it is very stable. Don't get me wrong it has a few bugs but in contrast to the Standalone it has a good deal more stability. Servers have administration tools and a antihack avilable so the tools are there to prevent hackers. Standalone is just what it says. It's the original DayZ but as it's own standalone game. Its based on the ideals that the original game had. It's still in development and always being updated with new features. Plenty of player interaction and strange encounters. However because it's still in development it has a few bugs. When something gets fixed something else breaks. It is however a lot of fun and has many features that the mod does not. It really has become it's own standalone game and when it does eventually finish will be a great game. However the bugs and changes can be quite aggrovating. Also as no solid Administration tools or anti hack is available yet it has it's fair share of hackers and nothing can be done about them except to report them. If you want to try the mod you need Arma 2 combined operations ( this is arma 2 and the arma 2 operation arrowhead expansion) you will need to run both these games once at least. You can launch dayz basic from steam. For any other mod You will also need a program such as dayz commander or dayz launcher to download your mods, these are free. Standalone you only need to purchase it from steam. Download it and you can begin playing.
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HARDCORE | FINALdayZ | Epoch Survival | The TOUGHEST Server in DayZ
Cartoonrboy replied to Cartoonrboy's topic in Mod Servers & Private Hives
The DEADzone During the outbreak many fled to the airfield hoping to escape the undead nightmare. Their rusting vehicles paused in time as their attempts to flee failed. There's opportunities to loot here, as well as a place to call home. But there's more to discover than meets the eye. Stay ALIVE! -
Ok just to explain a few things Server is running on localhost using mySQL server. ive installed server, installed all SQL data in 1.8.5 folder and also added The vehicle spawner code. run ALL functions including pMain. changed all Vehicle data including spawn chance, hitpoints/ damage. still no repairable vehicles. my method is the Only way it works on my server no other table makes any changes to server, i appreciate you trying to help but my method is the only one that works for me.
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Spawning vehicles problem in 1.8.5 SQL
r4z0r49 replied to CTBM's topic in DayZ Mod General Discussion
the oob is out of bounds has nothing to do with spawning ? Run pMain to respawn vehicles if you wish to change the damage values edit them in vehicle_spawns if your using the new spawn system. Ps your only running the new spawn system if your admins have installed it. -
Its just for people interested in additional repairable vehicles to the current set, I couldn't find any on Chernarus that aren't complete wrecks and beyond repair. maybe my server has terrible luck :P edit: I also ran the OOB function to no avail.
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Spawning vehicles problem in 1.8.5 SQL
r4z0r49 replied to CTBM's topic in DayZ Mod General Discussion
I'm really unsure what this is doing ? If you wish to add vehicles just run pmain and vehicles will be added.