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Showing results for 'Vehicles'.
Found 41868 results
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Officially vehicles are saved when you loot at them, scroll and select "save vehicle". I've noticed that lately even when not manually saved the vehicles seem to stay where they were when a server reboots though. But sometimes vehicles just seem to disappear into nothingness as well. ;x
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This page gives a lot of info on vehicles in DayZ http://dayzwiki.com/wiki/index.php?title=Vehicles
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Were they outside the map? Then it is your own fault. As if you are really curious: http://dayzmod.com/forum/index.php?/topic/31571-hotfix-build-1723-rolling-update/ and search for "vehicles"...
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Looks like vehicles reset on my server. It happens. Don't horde. Share the fun.
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Hi there, guys does anyone know whether there are vehicles in this hotfix? couse I lost all my saved vehicles in multiple servers that updated to 1.7.2.3 and I can not find any ...
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Hotfix Build 1.7.2.3 Rolling Update
King Midas replied to rocket's topic in Mod Announcements & Info
As far as I know, all vehicles remain in the game this update. -
DayZ 575 Teleporter, Camp/Vehicle Hacker, etc.
chrismgtis posted a topic in Mod Servers & Private Hives
Hacker on DayZ 575, once the admin comes on today, your name will be posted here. I can pretty much guarantee that you get banned. Once we get your GUID, I will be personally reporting you to BattleEye. It's convenient that I know a BattleEye dev. I'll just report your GUID directly to him. Enjoy buying a new copy of the game. We know you are hacking and are able to see all of the vehicles on the map. You have killed multiple people within a second of each other with an AS50/FAL which is quite impossible. -
Awesome idea, I'd love to help in anyway I can. I'm a server host and could probably hook you up with a server to be based on, if you didn't already want to play on the ones I currently have online. US-874 is actually a brand new instance ID; so all vehicles are just spawning in today. For more information, check out my signature.
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I hit the mother load...then bam
Slyguy65 replied to Slyguy65's topic in DayZ Mod General Discussion
i don't server hop to kill people that is just cruel...i sever hop locations where i think people hide loot....is that so wrong that i steal instead of kill? And i only can hold so much....i leave about 90% of it for them i just like to stick my fingers in some pies....plus finding a city full gear and vehicles....feels good man. -
Was just told that I was a noob for not using ESP...
Spades (DayZ) replied to Spades (DayZ)'s topic in DayZ Mod General Discussion
My understanding it that it shows you where players and vehicles are. So its not really hard to get the jump on someone if you know their exact position. -
So im server hopping (it takes about 10 minutes to scope out the area to a decent extent, so it by no means easy) in this location that has vehicles or tents about 10% of the time... well this time i hit the motherload (again, the first time i hit it the servers got attacked...and now the server i found stuff on doesn't even exist)...then bam session lost...as i was going through the enormous amount of loot (about 8 tents worth) i get a session lost...and my game froze...coincedence??? Granted the first time was just shit luck but this time....well guess what now i can't find this server now either....wtf is going on...am i just hated by the gods of fortune?
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Learning by doing - the alternative to classes & professions
Quaby replied to L0G!N (DayZ)'s topic in DayZ Mod Suggestions
That will just make it super-brutal to people who just got the game. They barely know the game as-is, and then they wouldn't be able to heal their nearly dead mate without a fear of killing him, and having to burn through dozens of bloodpacks just to get him back to health. Vehicles are hard enough to fix without having a chance to watch your helicopter-rotor assembly just break as you repair it. My big problem with this is this; you aren't getting punished because you did something wrong, you are getting punished because you haven't done it 5000 times. You are getting buttfucked by something you cannot control at all without getting a human pincushion to practice transfusions on. And it really wouldn't add anything to the game except for the feeling of, " please heal him, please heal him, please heal himmmmmm......SHIT!!!". -
So I am in a group who is active, and we need to be able to get around. We have gotten Vehicles before, but an admin took them all. (long story short, he was hoarding vehicles, he marked his camp on the map, and we took a jeep, so he abused his powers and got rid of everything we spent three weeks to get. Im looking at you DeadDogg.) So before we get all sorts of cars and boats, we were considering a crazy chase to get a helicopter just to be badasses. (Like we are gonna do anything but look cool with it. Or crash it. that too.) So does anyone have definitive proof one way or another??? I don't want to waste days to go after something that doesn't exist.
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DE10 - Server Thread <(^-^<) <(^-^)> (>^-^)>
athrins replied to caspar's topic in Mod Servers & Private Hives
Do we know why tents are gone? Is there a fix? Is it because the server was running 1.7.2.2? Did vehicles disappear, too? I'm missing my bike, but maybe someone stole it (nearby Krasnostav inside a pine tree) -
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' -
US 144 - Server restart without warning
NFC Angel -ll- replied to NFC Angel -ll-'s topic in Mod Servers & Private Hives
Loot as in vehicles......not weapons...or backpacks... they restarted the server to make the vehicles, which were blown the fuck up, appear in restored condition....and don't even fucking try and tell me that is not possible because I have witnessed vehicles restoring back to perfect shape after being blown up as soon as the server restarts. -
Admin abuse on US 454 Hosted by www.sicoguildlaunch.com
NFK posted a topic in Mod Servers & Private Hives
In a hurrry? tl;dr Found a vehicle, server reset setting me back hours. Found it again and a bird spawn followed me until I was kicked. Bottom line: this server uses admin privileges to keep non-clan players from raiding their loot through honest gameplay. Be warned. See below. On 7/13 I was trekking through the northwestern wilderness on this server. My goal was to investigate all prominent landmarks, both for the views but also for tents or vehicles. I lucked out at a cluster of rocks labeled Skalka and found a well stocked tent. I traded in some of my stuff for better stuff (including a compass) and kept trekking. I then went to the top of Misty Peak, shot an east-bound azimuth with my compass, and followed that for a long time. In the wilderness north of Pobeda Dam I found a hatchback parked under a tree, also well stocked. This being my first car, I got in and went for a joyride. It lasted for about thirty seconds, and then the server reset. I log back in, and I'm hours back somewhere along the central western wilderness of the map, before I found the tent and the car. Takes me a while to figure out where I am (no compass), but I eventually see Palatino and orient myself off that to resume pushing north. I find the tent at Skalka rocks again, take some stuff and drop some stuff and then climb Misty Peak. I shoot the same azimuth and follow it to the hills north of Pobeda Dam. Find the car again, but now while I'm checking it out I notice a player, spawned as a bird, is above me and is folllowing me. I took a few potshots, then resumed my joyride followed by the bird. Lasts a little bit longer this time, but as I'm reaching the treeline the game starts freezing up, and then I'm kicked by Battle Eye for client not responding. I get the message and don't bother logging back in. Solos and independents, don't bother exploring on this server. The admin(s) will abuse their privileges to protect their clan's hoarded loot. Sorry for the assumption, see my follow-up post. -
#LOTC's Official Server Network (US-173, US-847)
Guest replied to a topic in Mod Servers & Private Hives
Both servers are currently maxed out at 75/75 players; we'll be looking to expand to a 3rd server in due time, and are currently upgrading our network. By the way, US-847 is a brand new instance, vehicles everywhere for the taking. -
The ONLY Realistic Way to Prevent Deathmatching: Make DayZ a Living Hell
sandbagger replied to Time Glitch's topic in DayZ Mod Suggestions
I think at present there is too much scarcity in the game. Given the small number of survivors to the dead and the deadish, there should be figurative mountains of loot. Every home should yield up canned goods of one sort or another including bottled water and cokes. Bic lighters and boxes of matches and maps should litter the floor of gas stations. Basic rifles, pistols, and shotguns and their ammo should be common as dirt. Parking lots and driveways should be packed with fully operable vehicles, just waiting to be hotwired and driven off. Store shelves and tool sheds should offer up hatchets, axes, shovels, and crowbars. The more advanced stuff nvgs the fancier flavors of weapons should be rare everywhere, but the military bases or wrecked or abandoned military vehicles. Where they should be found in reasonable quantities. The same goes for MREs. And unless my survivor is the victim of a shipwreck, he should spawn with at least one weapon and a basic supply of sundries. And not born naked into the game. All in my humble opinion of course. The question is what kind of a post-apocalypse is it? The Road or Dawn of the Dead? It makes a difference. If the zombie has been going on for years. If it's a The Road type situation then nvgs, gps's, thermal sights, et al battery powered equipment shouldn't exist and ammo should be nearly nonexistent. If it's Dawn of the Dead then load the stolen car and head for Wal*Mart. -
Most memorable moment in DayZ so far?
draven501 replied to banned's topic in DayZ Mod General Discussion
This was a couple weeks ago, I had fixed up a bus I found in the centre of Cherno and I decided to drive north along the coast looting as I went (not the smartest choice in hindsight) I eventually made my way to Berezino. I looted the supermarket and a couple of apartments, filling my bus with 10 or so cans of food. I then continued along the main road only to find it was blocked. I start backing my bus up the way I came (buses have absolutely terrible handling) I was going very slowly to avoid hitting any junk or broken vehicles on the road. I hear large calibre gunshots hitting my bus and my heart literally almost jumps out of my chest. I am incredibly worried about my new bus (the engine health on the bus was red and wouldn't take much for it to explode). The shooter is rationing his shots as to preserve my bus. I am hit once, the shot brings me down to 5000 or so blood and I am bleeding profusely. I have no idea where the shooter is, the way behind me would take a too long and possibly put me in full view of the shooter. I floor the accelerator heading towards the barricade. Then I see a gap between the barricade and the building on the side of the road. I pray my bus will fit between, it doesn't. My bus is stuck, the shooting has stopped for now. I am still bleeding, down to 3000 blood, I back the bus out and get it through this time, as I drive through the gap the shooting starts again. I don't stop I keep going. I am driving painfully slow across the grass. I find a road leading out of the city, I take it. I pass out while driving, almost hitting a tree at 70 kph. I get out and bandage myself, It was very close I bandaged myself with 200 blood left. I get back in the bus and eat all the food I took from the supermarket bringing my blood back to 2000. I later slaughter a cow which brings my blood up to 5000. This was my most memorable DayZ Also if the shooter is reading this I hold nothing against you I may have done the same in your position. -
I think loot found in new vehicles is, for the most part, randomized. There is a chance that it spawned with a tent in it.
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Not really, they have a day cycle that mirrors real life, just have the weather cycle do the same. Would be interesting because for 3 months people would need to horde cold winter equipment and gear, then the next 3 months anti-rain stuff, then hot weather stuff. Maybe make the winter time if you stay too cold it effects your aim like pain, and you have to heat up your water sometimes if you let your body (and thus your water) get too cold. Then in summer if you get too hot your food starts to decay and you tire faster. Could have different camo available for the season, and people could try to find and store the neccesary equipment for the upcoming season in tents or vehicles to prepare for the next season. If things like cleanliness or scavaging for plants was ever implemented, that could have some interesting tweaks depending on season as well. Thanks for posting this thread, I was actually thinking about this earlier today, then when I went to the forums I forgot what I wanted to post about!
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wiechers.ws DE 65, 76, 77 | DE 274, 275, 276, 278, 279 | DE 679 | DE 1560
jwiechers replied to jwiechers's topic in Mod Servers & Private Hives
Heh, trying my best. I'm very sorry the updating was a bit erratic and sadly, there isn't a lot I can do against most of the bugs, other than try to provide as much information as possible. I'm still trying to figure out a good way to inform players of shutdowns, sadly, that isn't all that easy to achieve automatically. Automatic server restarts are synched each morning to occur at the stated times, but of course, sometimes you don't watch the clock and get caught up (it has happened and I've lost vehicles because of it as well). -
Hmm to have more AIs in game doesn't add up to the realism at all so this is a big NO from my side. Maybe have more wrecked military vehicles on a military base so you and your mates can put together a car, heli, truck or whatever and then go on a trip with one of them to find new parts and so on and do your own convoy that makes it still realistic. This shouldnt be like Arma, just play Arma in that case
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Banned From US 763 for "Vehicle Hoarding"
Aitloian replied to Aitloian's topic in Mod Servers & Private Hives
DomiStyle, That is the server I am banned off of. And I totally understand the admin's deal, off map vehicle hoarding is so gay. When you join that server is says no off map vehicle hoarding you've been warned. But my camp is on the map and all my vehicles were aquired by finding other peoples camps etc.