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Showing results for 'Vehicles'.
Found 41868 results
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Strange...when they supposedly went back to earlier loot system I saw little difference I didn't see loot everywhere as people are claiming. Maybe on the server you were on. But I played for several hours after the "switch" and I had no more success then with 0.55. As Dagwood suggested in another thread, I would like to see the loot spawns move around the map. That way it forces players to always explore new areas. In order for this to work, the spawns would need to move around as well. But as we all know, DayZ is still in alpha. I look forward to more vehicles, weapons, fishing, cooking, shooting and more. I understand the arguments that surface from time to time. We all have play styles that don't always compliment another playstyle. That's part of the gaming experience. Here's to playing more dayz on DayZ.
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MODULAR VEHICLES Concept/Discussion Thread (condensed/updated)
FlimFlamm replied to FlimFlamm's topic in Suggestions
I frequently daydream about future games and how the physycs simulators will be able to do just about anything. For now however I do realize that the physics engine is limited, and so too is the time of the devs. Regarding chassis construction, the way I envision it players will need scrap metal and required tools like a drill or a welder in order to get a crafting option to make a chassis. I propose that only 3 variations of chassis be available, small mid and large, and these variable sizes will repsesent the spectrum of different sized vehicles that can be constructed. The vehicle holds itself together superficially, and while each component can take individual damage, when they break they the models for that part simply go into a default looking 'wrecked state' rather than having advanced structural integrity be simulated. Regarding modeling and coding, one of the potential unexpected benefits to this system is that in terms of modeling, animations, coding, and sounds, a modular vehicle system can become a way to implement many variations of vehicles and get away with doing less work to do it. All of the basic modular parts will share models and essentially fit like lego blocks onto the chassis when it comes to modeling the completed variations. I have no understanding of the fusion engine and so I cannot be sure that this is the case, but my general knowledge of programming makes me feel that this is the case. They are going to be modeling about a dozen additional prefab land vehicles or so. Instead I would have them model fewer prefab land vehicles to make development room for some modular ones. -
First post, so excuse my poor formatting and etiquette. Basically, I am wondering if anyone has any up-to-date information on exactly what's persitent and what isn't, as of today 19/04/2014. Tents? Vehicles? Dropped items on the ground (eg. / backpacks, weapons etc) I'm honestly not bothered about heli crash sites as I'm more of a lonewolf-survivor oriented player. I just wanna find myself a nice cottage far away up north, grow some pumpkins and sneak around nearby towns looking for supplies. However, it's rather disheartening not knowing wether my things will be there tomorrow or even after the next server reset.
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We are the Misfits! [Mf] - GingerNinja's Misfits Apocalypse server
smokatoke posted a topic in Clan / Group Recruitment
Looking for some legit people to play with and have a good time roaming the hills of Chernarus? Stop by our teamspeak at: Misfits Teamspeak Dayz Clan 216.127.64.5:5247. We accept recruits that communicate well, act mature and treat others with respect. While we are an organized clan that prides itself on teamwork and communication, we are also laid back and just want to have adventures on a daily basis. Our clan plays both Mod and Standalone, hosting servers on both games. We are currently setting up a custom server on Mod which will support daily survivalist game play including fresh spawn loadouts to keep you locked and loaded from cradle to grave. Loot will be abundant, and the gameplay always engaging with AI roaming the map on the ground and in the air. Events will also be hosted on a frequent basis where other clans and individuals will be organized and setup with their choice of loadouts and vehicles, then all out warfare will ensue. Some events will also have loot prizes like tanks or attack choppers to be used post-event during the normal use of the server with additional respawns given for that vehicle if lost! We are working hard to keep this server entertaining at all times, and ideas for improvement are welcome :) If Standalone is your game of choice, we enjoy all forms of gameplay from hunting and farming to PvP/E. The .55 update changed a lot, and weeded most of the hackers, gear dupers, and those who just server hopped to gear up and PvP. We enjoy the survivalist game play, and the struggle to fight against the zombies and players prowling the infected wastelands. So swing by with your a$$ kicking boots on, and lets battle the undead and anyone that gets in the way of obtaining those sweet sweet can of peaches! http://www.misfitsdayz.com -
MODULAR VEHICLES Concept/Discussion Thread (condensed/updated)
Bab replied to FlimFlamm's topic in Suggestions
In all honesty, I find this to be a great idea. Modular vehicles, even craftable ones, would be a great addition into giving a building side to DayZ. After all, they gave me duct tape, they gave me an ak, I don't see why I shouldn't be able to duct tape that to the side mirrors of my V3S! Even making a makeshift skateboard out of 4 wheels and a piece of plywood isn't that big a deal. Sure, it won't be a high performance vehicle, but it'll roll me down the hill, haul my dead friends' body, or even carry my extra loot. The problems the suggestion faces lie inside different aspects of the game: Mostly the engine, and the way it deals with physics. You propose a sort of a "building blocks" way of building the vehicles. The character could push, pull, move parts around using his strength, "apply welding" to pieces of metal and see them soldered, salvage wheels from trucks and have these linked to a makeshift chassis for making a sort of chariot. That would mean the parts would need to have physical characteristics : Weight and materiality, density, shape, burnability...etc. Now I can't stress enough how difficult the presence of these aspects is to incorporate inside the game. That means adding realistic gravity, and ragdoll physics, something the dayz engine doesn't yet seems to be very keen on doing well.That's because dayz applies well made physics to a very restricted number of items, mostly, bullets, and to some extent, trucks. Basically, right now, if you put a can of soda on a hillside, it won't roll down, and standing beneath a falling tree won't kill you. Making a chariot would mean asking the engine to calculate it's overall weight, then to perpetually challenge it's construction (can this chariot, that was built with this and that, which have those and these characteristics, do that action ?). The problem with the way you propose these to be built is in the engine itself, it handles entities, which are relative and aren't linked to each other in terms of materiality. Look at the game Besiege, it's very similar to what you'd propose. Now even though a full physics engine overhaul doesn't seem to be in the making, I could see the devs implementing a few makeshift vehicles using the same kind of crafting the game already proposes, but that would mean a fixed amount of dev decided vehicles would be put in the game, for which they would have to make the models, the entities, the crafting recipes... etc etc, basically, the work they do now on other objects. The same way a splint is made from combining "rags" and "sticks", you could make a skateboard from combining the "skateboard wheels", "skateboard trucks" and "plywood" together, and bam, you'd get a pristine skateboard. That wouldn't account for the materiality of the plywood used, wether it was outside in the rain, wether the trucks are rusty, basically, it would be simpler for the devs to implement. BUT that would mean making a whopping of 3D models, sounds, lootabilty etc for different little parts, that would have very specific functions. So generating lot of work, and using a lot of dev ressources, something the devs already seem to be lacking in. Your suggestion is good, and i'm also hopeful that we'll see it in the future but... you know. -
DayZ Mod Development Branch - 20a57cf
r4z0r49 replied to r4z0r49's topic in Mod Announcements & Info
1. Allowing multiple ownership of walls before being fully upgraded. This allows walls to be hijacked and thus allow entry from undesirables? A. This should already be fixed we wont be adding anyone else but the original owner. 2. Ability to build in loot areas and thus block entrance to them? A. Ok i have a few issues with this if we intend to bring in barricades witch i do then we need to solve this in another fashion then just doing what other mods do and block radius access. Maybe block loot spawning in buildings that have walls, barricades near them this isnt a game breaker as long as ppl can break into the walls i really dont see any real reason to fully block building in loot areas. 3. No maintenance or degradation which over the long term could put too many objects to render on the server and thus bringing down performance. When running epoch server performance degradation appeared around 5000+ buildable objects. A. This is already under way to be done we just need to create some visible sign maintenance needs doing. 4. Objects when destroyed are re-rendered on restart which removes a significant consequence of building in a high value or traffic areas. A. This is just a simple eventhandler being missed see this post for a quick fix http://forums.dayzgame.com/index.php?/topic/221635-dayz-mod-development-branch-20a57cf/page-6#entry2253992 5.Ability to glitch enter walls using the exit animation from vehicles A. This should already be fixed in the dev version. 6. Disconnecting above a base puts you at zero elevation on login. Something to consider if you ever plan to put in floors or ceilings. For now US 434 only replenishes vehicles once every 24 hours to alleviate the use of bi-planes to gain entry. A. this one is something i still have to look at. cheers -
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Here's what I know from the player base. Razor you know and have resolution for most of these but thought I put it here for completeness. None of these are game breaking but I feel they should be addressed over the product road map. Allowing multiple ownership of walls before being fully upgraded. This allows walls to be hijacked and thus allow entry from undesirablesAbility to build in loot areas and thus block entrance to them.No maintenance or degradation which over the long term could put too many objects to render on the server and thus bringing down performance. When running epoch server performance degradation appeared around 5000+ buildable objects.Objects when destroyed are re-rendered on restart which removes a significant consequence of building in a high value or traffic areasAbility to glitch enter walls using the exit animation from vehiclesDisconnecting above a base puts you at zero elevation on login. Something to consider if you ever plan to put in floors or ceilings. For now US 434 only replenishes vehicles once every 24 hours to alleviate the use of bi-planes to gain entry.
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This is one of the many reasons why the autogyro is so absolutely perfect. The single remaining hurtle I am currently having work envisioning is where we can find or how we could construct rotor blades... Once I figure that out I'm going to make a thread suggesting constructable, potentially modular, aircraft. Ultralight fixed wings and gyros, maybe their unpowered glider predecessors as well... (I am iffy about gliders) One of the other cool things about gyros is that people who don't know what they are both hate and fear them. So the squeaker/no patience demographic among some others are probably going to steer clear of them. If you watch the rest of the videos in the OP, all shall be revealed. I hope my old timey theme is sufficiently titilating for you. :) Having constructable variations of some aircraft and vehicles with an emphasis on minimalism is the perfect way to address hoarding issues without flooding the server with spawned vehicles. The beauty of modular vehicle systems is that they can supplement the existing prefab vehicle system instead of altering or changing it. Effectively it becomes pure additional content which fits in perfectly with all the other systems and mechanics of DayZ. Working together to create vehicles would be constant pilot light and driving force of player interaction. :D
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I have another suggestion thread where I describe a system for modular constructable vehicles. One of the main aspects of the system are various ways to put in place an upper limit of constructed vehicles per map, and to ensure that the process of construction is highly difficult from the get go. Engines are the first feature that limits vehicle construction and impacts difficulty. Only a certain number of engines can spawn per server which can be based off of a server side/global economy. Engines will also be big and require a special mechanic to move around, like a wheelbarrow perhaps. This way finding an engine will take time, moving it around will take work, and it will be impossible to transfer from server to server. Having a wide plethora of tools with a complicated step by step assembly process, having large parts like rotors, engines, chassis, etc, be limited in number, difficult to move around, and non transferable to other servers, will all work together to create a very difficult to pull off project. I had originally intended to make a modular aircraft thread to go along with my modular vehicles thread but envisioning a thoroughly sound, interesting, and semi-realistic modular aircraft system is proving to be exceedingly difficult. By introducing the autogyro in a thread of it's own, I can have something to reference when I do go ahead and make one. I am thinking that the only plausibly constructable aircraft for survivors would be ultralight planes and basic bi planes (building a basic bi plane would realistically be pretty damn difficult even for a well off clan), a mozzie sized heli, and various autogyros. Building your own large helicopter (more than a one seater mozzie) is perhaps simply too difficult to include in any wannabe realistic modular aircraft system... The good thing is that real helicopters can still spawn around Chernarus as prefabs, and since they will be the best of all possible aircraft, they will be highly contested and very limited in number with no ability to construct their equal.
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IF YOU WANT ANY CHANGES/ADDONS, FEEL FREE TO POST BELOW! Hey guys, we are bringing custom gaming to Europe Overpochs most custom server ever! Admins 18+, mature and helpful! New Players receive 6BC as a beginning present! IP: 217.23.15.16:2502 Just check it out, we have enough features for you to try out all day!!! Hope to see you there! Website: (coming soon) Since some wanted to have a feature list here are some: - Self scripted Sector B - Custom Player Interface! - Action Menu (SelfBB, Suicide and more!) - Deploy Menu (Deploy Bike/Gyro/Motorcycle) - 15+ Color Correction settings - 15+ View distance settings - Weed Traders - Weed Plantations - Exclusive Missions! - 5 Airfields! - Categorized Overwatch Tradercity - Refuel/Repair at Gasstations (Repair = Gold price) - Map updates - Safe zoned Traders - Thousands of Vehicles - Events - Instant Build - Snap Build Pro - No Plot Pole - NO WEIGHT! - New Server (enough base positions) - Active Admins! - Great community! - Custom Overpoch AI Missions - Custom loot spawn - Start loadout - NO lag - NO desync - Armed Littlebirds/BTR's/AS50/Cheytac etc. at special Hero and Bandit base traders - Overwatch Tradercity with organized traders for Weapons, Ammo, Vehicles etc. - Overwatch Weapon Trader at Stary and Klen as well - Huge custom Map (a lot different to original Cherno) AND SO MUCH MORE I CANT EVEN LIST
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Player running speed. Dev response appreciated.
SonicSonedit replied to 97ADU Doug's topic in General Discussion
Well yeah, no. These 15 trucks are getting destroyed/stuck in textures/lost in forest/buried under map in like first day after they spawn AND THEY NEVER EVER RESPAWN. So no, player movement speed should not be reduced, not until vehicles will be finished and debugged. -
what i'd like to see: work on audio ( #1 to hear Z's, and #2 fix that day1 problem of hearing people across the map combine ammo/munching etc due to some other player being near you) remove, or severely cripple, gamma adjustment (used to love stumbling in the dark, being forced to use torches, glowsticks etc from time to time) denser/more remote forests as mentioned above couple more basic vehicles (common gaz etc for road, rare but offroad/easier to hide uaz)
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basebuilding and bicycles and more vehicles for the love of god
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In a zombie apocalypse an aytogyro becomes more than just a toy, it becomes a relatively silent and ultimatlely cheap method of travel and reconaissance. The minimalism and versatility makes autogyros the most feasible aircraft I know of. My hope is that we eventually get the ability to construct makeshift vehicles, and the autogyro would be among them in 1-2 seater options. The main reason I am suggesting this aircraft is because it is a reasonable project for suvors in an apocalypse area. Things like Mi model helis and An-2 bi planes are going to be very hard to maintain and to fuel. Around 1/3 out of all players do not want any aircraft at all in DayZ. The idea of having a 1-2 man autogyro being the entry-level candidate for aircraft means that all the survivors who have their 'authenticity' funny bone struck at the idea of functional helicopters and planes wouldn't have much of a leg to stand on in argument against them. Don't get me wrong, I want to see more kinds of aircraft and I am not against larger helis being discoverable, I just think that instead of have 1000's helis on the map to make them accessible people should be forced to construct their own entry level aircraft to initially get airborne. Vehicle rarity is something that is required to ensure difficulty, which everyone pretty much unanimously wants except the whiny idiots. If there are only a few rare aircraft on a map then they become extremely contested. This happens even more so with aircraft and they become hoardeed and stashed away at all times. This leads to a massive flooding of spawned vehicles by servers in order to create vehicle accessibility. This flood of vehicles destroys vehicle rarity and ruins the DayZ experience. It was the first major development and evolution of the vanilla mod; servers had to jack vehicle numbers because they were too inaccessible. It was not until the mods that allowed for vehicle construction or vehicle purchasing that the vehicle access/ vehicle rarity dilemma was solved. Devs need to imbue, at least lightly, the vehicle construction aspect into the vanilla standalone, else-wise the game is going to suffer from 'fun issues' of vehicles either being too rare, and hence unaccessible, or too common and the game not difficult enough because of it.
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Ok so there has already been some threads about the speed at which players run, so Iv decided to take it upon myself to make an official (ish) one. Most of the points have already been made so Im just making this to see if we can get some changes sooner rather than later. However to summarize: When the game was first released player speed was set to the speed that it is now so that players could explore the map with more ease due to the fact that there were no player accommodating vehicles. This made sense at the time. However at this point I believe (unless the spawn rate has changed again) there are a total of 15 trucks per server. The ability for a player to be capable of running at 30km/h is no longer in the best interest of the game. Not only does it make the map feel small (an issue that is already being discussed in a separate thread) But it creates the issue of moving players being UN-realistically difficult to hit whilst moving. With the introduction of a new and up coming loot system which will make the game more challenging (am very much looking forward to saying goodbye to the easy mode placeholder system) I think it would be a good a time as any to balance running speed. I mean I doubt even the SAS or navy seals could maintain the speed at which our avatars can move. Would appreciate some sort of dev response about whether/when this problem could be addressed. TLDR: Players run to fast, there are lots of trucks to help players travel. Time to get used to running like people instead of terminators. Thanks for reading!
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I wouldn't say they're the most feasible, but should be an option eventually. Things such as government or civilian transport, and farming aerial vehicles should be more common than an entertainment product. -Helicopters like the Russian Mi-18 or KA-60 should be found in Military areas, -Airplanes like the Aeroshot or Cessna should be found around Civilian airfields or even in a farmer's garage. -Aircraft like police or news helicopters should be more common than the gyrocopter. The aircraft you're suggesting seems to be more of a man toy than it does a legitimate vehicle. Not sure why or how a Chernarussian Farmer who's country just recently suffered a civil war would get their hands on an entertainment vehicle like this. I'm down for being able to build them, but a pre-built, painted, trademarked consumer version built by some company just doesn't make much sense.
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What is funny is that they look rather similar to the Soviet-era PMN antipersonnel mine, and in fact, they probably ARE PMN antipersonnel mines, what with Chernarus being a post-soviet State and all. (EDIT: Read up on the DayZ Wiki. They are Soviet PMN-2 mines) http://en.wikipedia.org/wiki/PMN_mine Of course, this means that the mines are DRASTICALLY overpowered. Hilariously so. The PMN is a "blast mine" as opposed to a "fragmentation mine", meaning it deals damage through an explosion vs through .... well, fragmentation. Also, most blast mines are deliberately designed to be relatively non-lethal, to cause severe injury instead of killing the target outright. This is so the targets comrades have to waste supplies, manpower and time taking care of him, when they could instead be fighting. Specifically, the PMN-class was designed to cause severe damage to the targets foot and leg, AKA the localized area around the mine. While it was rated "more powerful" (and more lethal) than similarly-sized US antipersonnel mines, it still wouldn't cause damage 15m away like it does in-game. Most of the force from the blast, as well as the small amount of shrapnel from the casing, are directed upwards (into the target), and downward (into the substrate), NOT laterally around the mine. So, if they were realistic in any shape or fashion, they would be lethal to a single target, the one who triggered the mine. Not everyone around the target (Which is what happened to my clan-mates and I. We set up a mine for shits and giggles, and all of us within a 15m circle around the mine died when one guy tried to disarm it). They would be useful for "blocking off" doorways and paths, not for taking out vehicles and covering large sections of ground. That is what Anti-Tank (AT) and Fragmentation mines are for. http://en.wikipedia.org/wiki/Anti-personnel_mine www.dtic.mil/cgi-bin/GetTRDoc?AD=ADA426229 ^ the above is a PDF desribing the effects of a PMN-class mine. Good read.
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MODULAR VEHICLES Concept/Discussion Thread (condensed/updated)
FlimFlamm replied to FlimFlamm's topic in Suggestions
But the only popular servers are ones with thousands of vehicles or modded servers where you can either construct or purchase them so that they are not super rare luck only based commodities. I understand very well what they want DayZ to be and I was there for the vanilla mod in the early days. There is not point however in making it exactly like the vanilla mod in terms of end game because we have had many years to figure out what was missing. Turns out it was more reliable access to vehicles and base-building. -
MODULAR VEHICLES Concept/Discussion Thread (condensed/updated)
FlimFlamm replied to FlimFlamm's topic in Suggestions
Vehicles need to be there, elsewise no matter how in depth everything else becomes, the hassle of transportation and the teamplay that comes with it will force people onto mods that adress the limitations of only having 10-20 prefab vehicles available. The more modular everything becomes, the more dynamic the game will be and we will see more 'emergent' game play as a result. Developers should be asking themselves "what is the best we can do" rather than "what should we focus on, and leave to the wayside because it is easier that way"... -
I feel your frustration Pandachow, but I am most certain that there have been no mention from any team member that we simply refuse to fix bugs. I'll do a quick run through of your experiences: 1: Fully geared, in ATC and just died, no gunshot, friend heard no gunshot, nobody up there, all gear was still pristine. Filed here (assuming you were upstairs. If not, please clarify and/or feel free to file it): http://feedback.dayzgame.com/view.php?id=5169. "Acknowledged" status which means it is scheduled for a fix. 2: VERY geared, Ammo boxes, smersh backpack + vest, the lot. The same thing again and I just died in the camo building in the very northern abandoned military base. No gunshot, just blackscreen. Same as above. 3: Somebody lightly knocked my truck with their truck, both died. Doesn't seem to have been filed on FT. However, vehicles are still heavily tested internally, and the guys have been notified of your experience. Always feel free to search the Feedback Tracker and file bugs if they have not already been filed: http://feedback.dayzgame.com 4: This was a firefight, fair enough. 5: Fully geared, killed by a hacker in Cherno, explosions everywhere, before landmines. Wasn't near a gas station. Admin confirmed over global channel that it was a hacker. Development of the security measures have not at all come to a halt. Previous status reports touch on this subject matter plenty of times. Also, not a bug. 6: someone shot me, fair enough 7: Well geared, one shot by a zombie, was wearing a helmet and was healthy, zombie comes up to me and hits me in the head and I die immediately, then did the same to my friend. Don't expect for anything to be finalized yet. This stage of development is not really for polishing, so review and balancing of damage output is still to come. Not a bug. All things considered, I have to stress what Brian mentioned in the latest status report: "... The Early Access program provides you with development builds of the project, not access to a feature, or functionally complete game. As this year progresses, more and more parts of the Enfusion engine and its accompanying technology will be merged into the main branch. This means things will break, sometimes things will break -hard-. We utilize the experimental branch to flesh out any catastrophically game breaking issues (think client crashes, server freezes, high repro progression loss, and so on) and at the end of the month the most stable development build gets pushed to Steam for all of you to poke, experiment, and have fun with." For the full status report, please have a look here: http://dayz.com/blog/status-report-14-apr-15
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I've read the latest status report, and I at least respect that they've reverted the loot system back again while they work on it. My opinion is that if they want people to test the game, they've got to make the experience not frustrating, because people wont do it, people will (and have) become sick of bugs and the company has lost it's testers. And even those that stay playing, like myself are hindered in testing by the bugs, I can't test vehicles if I keep being killed by bugs before I find any..
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Hey folks, we would like to introduce our BHG OverPoch NAPF server to you. It is running on a dedicated server with 32GB Ram and SSD with a guaranteed bandwidth of 500Mbit/s. All new players or groups will receive a little welcome gift containing building stuff and a SUV Camo EXCLUSIVE FEATURES We are currently running over 40Scripts/Addons on our server. Lots of them are exclusively made for our server. Most of the public scripts got tweaked a lot to improve serverperformance and fix bugs. Level-System - earn XP for each class and learn new skills or improve themAuctionhouse - Use the auctionhouse to sell/buy items (player to player trade)CargoDrop - drop cargo from your helosvirtual Garage - Custom Change - Share your vehicles with friends added to the PlotPoleEnvironment Scan - scan your environment for AI/Players, Vehicles and Zeds (range of 1500m) every 5 minutesMining - get stones to craft them into cinderblocksTactical Seats - Use tactical seats in vehicles to shoot enemiesVault Management - Safes can now be opened without entering a combination by the owner and those who are added to the safeShare Vehicles - Share vehicles with your friends added to your PlotEar-Plugs - Use ear-plugs (key: o) to lower ingame sound to 25%Hot-Keys - Use Hotkeys to switch between your Weapons and BackpackTwo Primary Weapons - Use 2 primory weapons and 1 secondary weaponChange Classes - Use your emerald to change classes]Greenhouses - Use greenhouses to plant pumpkins, sunflowers or hemp General Features Remote Key for Vehicles - Open/Close your vehicles with a remote keyColor corrections - Use Hemp to change color values (rightclick on kilo of hemp)Single Currency - without global bankSuperhero & Superbandit TraderCraft in ShedClass System & Spawnsystem with lots of spawnpointsWeapon AttachmentsAdvanced Tradingnon-AI Missions (IKEA, Treasure,...)SuicideBuild VectorsSnap Build ProVehicle Service PointsPlotPole ManagementDoor Management (EyeScan)Claim VehiclesWicked AISafeZonesAlchemical Crafting - craft custom buildings like the virtual Garaga, Barracks or other thingsVehicle Painting - with custom fixesCrash LootChangeable ViewdistanceGroup ManagementDrink WaterFast Tradinglots of more An other thing we have significantly changed is the map layout of NAPF. We have deleted all the traders on the map and have replaced them by different new ones. General Traders: Pistols, Shotguns, old Rifles, Ammunition, Foods, Drinks, Backpacks, neutral Skins, Medical Supplies Building & Vehicle Trader @ Ruemlingen: Building Materials, Wholesale, Bikes&ATVs, Tractors, OverWatch Vehicles Building & Vehicle Trader @ Oberdorf: Building Materials, Wholesale, used Cars, Pickups, Offroader Building & Vehicle Trader @ Brienz: Building Materials, Wholesale, SUVs, civilian Trucks, Vans Juris Military Equipment: All Types of military weapons, unarmed military vehicles Hero Trader: High Power Weapons, Wheeled Tanks, armed helicopters & vehicles Bandit Trader: High Power Weapons, Wheeled Tanks, armed helicopters & vehicles Aircraft Dealer: unarmed military helicopters & aircrafts, civilian helicopters & aircrafts We hope to see you soon on our server! website: http://blackhorizon-gaming.com | TS3: 85.14.243.24 ServerIP: 85.14.243.24:2614
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MODULAR VEHICLES Concept/Discussion Thread (condensed/updated)
B4GEL replied to FlimFlamm's topic in Suggestions
More depth and complexity is always a good thing in my opinion, it's really just a matter of whether it's worth the development time. The vehicle parts they've shown so far give the impression that vehicle repair will already be pretty complex but I don't feel that vehicles will be a big enough part of the vanilla game to warrant modularity at this level. -
Map: NAPF Public Server: 40 max players ADVANCED TRADING Regular trading available too. Dynamic AI missions, (Wicked AI and custom admin missions) Mining and roaming AI vehicles (who attack zombies and other AI.) New players are given an SUV and 2 cases of gold as a promotional offer and will be discontinued soon. No plot pole needed to build. Claim any vehicle on the map and use one master key for all vehicles. MAKE COPIES of master key to limit locking yourself out!!! 6 hour restart Day/Night cycle. 4 hrs daytime 2 hours night time. Coin and Gold standard. Store coins in safes or hide it in vehicles tents barrels etc. NO BANKS IN ZOMBIE APOCALYPSE. AI may have coins and or precious metals. AI skins may be taken. Deploy items using Citrine gems (base items like laptop, table chairs, benches shelves etc.) Light poles deer stands and canvas tops can be built using correct ingredients. Advanced spawning system fully functional. Active admin very friendly. I met him a couple months ago. TOTALLY OPEN TO SUGGESTIONS. I came to him and asked him about advanced trading and he had it in his server two days later :-) He needs help too if anyone has admin experience and is willing to help. TeamSpeak Channel: ts100.teamspeak3.com:3495 password:dayz Admin: Ghostskiller