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No, this would crowd the map with vehicles and if I were a Bandit I would camp far back enough once you got to the dealer I would blow your brains out. Because every noob is like (Im going to go get a car so I dont have to run everywere) and knowing new players dont start off with guns, its easier.
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Too many vehicles would kill the game. The vehicles that are there now, are generally hoarded off map as storage and pick up mules, nothing more. I think instead of this, there should be mechanics to hide/cover vehicles more efficiently, and make the map area have boundaries. I believe there's a thread about this already though.
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Thanks for reply. Cars in empty towns still could have been spawned by other players passing by since the server started. Seems strange that bicycles should be the only vehicle that has different spawn behavior. Anyone have any evidence one way or the other for vehicles other than bicycles? Or someone who has seen the server side code can confirm one way or the other?
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No Vehicles on Servers: Heres the fix
okano666@hotmail.co.uk replied to greyfoxzb@gmail.com's topic in DayZ Mod Suggestions
fully would like to see this implemented Or atleast make it so vehicles blow up off the map............................................... -
Vehicles are placed at server start. There is one exception. New bicycles spawn as you get near them. Evidence: My friends and I have found multiple vehicles driving through empty towns in a vehicle.
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Possible Glitch with Winchester 1866 + Crosbow
fenrix replied to brendan.moffitt10@gmail.com's topic in DayZ Mod General Discussion
you cannot fit primary guns into your starting backpack they just dissapear, thats the actual bug. me and my friends found heaps of bugs: items consumed in vehicles do not get used up properly combining ammunition re-sets its count so you can have infinite clips ect ect ect. tis alpha. this kind of thing goes in the bug report section anyhow. -
@DayZ [New Buildings with new functionality]
greyfoxzb@gmail.com posted a topic in DayZ Mod Suggestions
Police Station: functionality= Small arms and ammo, bullet proof vests, radio/receiver equipment, Geiger counter( if radiation or something is ever in dayZ ) Radio Towers: Functionality= ability to transmit broadcasts to anyone with radio/receiver equipment spawns radio/receiver equipment, industrial parts. ( the broadcast would hopefully be in text format with a max number of broadcasts per x amount of time.) A new hospital would be nice, since these ones are bugged , zombies cannot get inside and are just crap really. Workshop/ChopShop/MachineShop: Functionality= place to work on vehicles/build vehicles/bicycles ( provided you have all the metal, vehicle parts etc, pvp hotspot) Farm with crops that can be eaten if cleaned. More opened houses, most buildings in cities are closed ( not boarded up or anything just non usable because of its model.) ( might be an opportunity to make sleep animation and sleep function with a need for sleep.) -
No Vehicles on Servers: Heres the fix
Zyme replied to greyfoxzb@gmail.com's topic in DayZ Mod Suggestions
The heli radar explains why I saw a heli flying around the map at night time. Just to find vehicles and steal peoples shit. If one group of people owns all the 8 helis, no other players stand a chance. Radar needs to go, now. -
This suggestion applies more to future development but could be implemented/tested with the mods current state. Geographic servers - Each server represents a unique geographic area, to move between servers a player must navigate to the transition zone (edge of map) for the server. This would bring the player to next server over where they would repeat the process if they wanted to move to the next server. Your location would be saved on the server you are playing but if you try to log into a server without making the physical journey you would not be able to load into the server. Pro's - 1. Immersion- This would increase the scope of the setting; players would actually be a part of a huge world. Having to travel places would make you feel like you are in the world. 2. Better Server Performance- Content could be managed by server increasing performance. (ServerA is a city smaller in physical size to allow for more buildings and denser infected pops. ServerB is Farmland physically larger fewer buildings and fewer infected.) 3. Eliminates server hopping for looting/escape.- Players would not be able to transfer to other servers and maintain their same location. 4. Adds to End Game- Adds a sense of purpose for players/groups, they can "escape" from denser infected areas and gives them a use for cars & helicopters. Con's- 1. Less Jump in Play- Journey's, starting locations, friends to group up with, all "decisions" about playing the game are now more important because it would be much harder to group up. 2. Being alone- This feeling of being alone in the world somewhat exists now in this type of system you could truly be alone traveling across a server with few players/zombies. 3. (Future) Content- Texturing/creating the amount of content necessary to detail a massive world that maintains a player’s interest would be daunting. Implementation- Tracking- A token/pass would be attached to the player to represent what "world" they are in. This could be an invisible item or code attached to their backend profile/location. Worlds- A square of 9 would probably be the best starting place in my opinion this allows for a central zone to be fully surrounded by other zones. And if each zone comes even close to the current map size the world would be more than big enough. (For testing a square of 4 zones would be best, see below) Player Transitions- Transition areas at the edge and corners of the game map. The best solution would work something like this, Player enters transition area and his location/account gets a check that he is clear to transition to zone x. Player logs off, and logs on to next server over check if he is clear to enter into zone, if yes he is allowed to spawn at his location. Thus the transition zone is a "gray area" that exists in both zones. (Should be wilderness/empty areas) Alternatively the players could interact with objects like toll booths/gates/etc that allows them to receive new tokens and removes old tokens. Testing- This system could be tested with the current map but some modifications would need to be made and I'm not sure if any of these are possible. Also immersion could be affected because some subsystems could be changed/ruined to the point that they are no longer useful or realistic. As the current land mass on the lap is a reverse L 4 of these maps could be made to represent one massive island the only change would be which direction is N. Changing this would affect planetary positions and I'm not sure it would be worthwhile or possible to correct this at this stage in the mod. I believe testing would be of the resulting game play more than any specific mechanic. Would having to physically move your character to a different server ruin a player’s experience. TLDR: Servers represent unique geographic locations and thus force players to physically travel through them to reach other servers. Server hoping is eliminated. Adds endgame content and makes vehicles more important. Would this ruin jump in play? Would it ruin the gaming experience by forcing players to spend to much time in game travelling. Thoughts please?
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Does anyone know how this works exactly? Are new vehicles (ones that have yet to be found by a player) spawned from the time the server is started just waiting to be found or are they only spawned when a player enters their area? The reason I ask is because whenever I have gone searching for vehicles I have only ever found them when I was on foot, never when in another vehicle, making me think that (like zombies and loot) they only spawn when you enter a new area on foot.
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How can they still duplicate their inventory if the "standing clone" has been fixed AND they don't have vehicles ?
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NY14 Admin abuse or hacking
Officious (DayZ) replied to insidejob's topic in Mod Servers & Private Hives
Admins can not drop bombs, spawn weapons/ vehicles, manipulate item spawns etc. Stop bellyaching and deal with the fact you got smoked by some players and go find them and kill them to get your shit back. -
How often are your camps raided?
adanteh replied to corruptshadow's topic in DayZ Mod General Discussion
It is a shame you can't hide stuff properly. With vehicles the map isn't as large as people like to think and there are deer huts all over the place. Meaning you can't really place them in the center of the map, seeing you would either be in between cities and/or deer huts than. The edge of the map would be the obvious thing, but that's the first scout people do when they acquire a bicycle... That only leaves a few spots... Now everyone else also places camps on those locations. Just try going to a good camp location and hopping through some servers. You're guaranteed to find some stuff.... It's really all about being lucky. -
Ambulance Spawns and/or 2-3 More Hospitals.
sp4rkr4t replied to Ctrl-Alt-Rage's topic in DayZ Mod Suggestions
Random Ambulance spawns would be superb, they spawn with supplies and can be fixed up like other vehicles so we can take on a medic role travelling around healing fellow survivors. -
To fix server hopping, or not to fix server hopping.
fink2011 replied to lherron's topic in DayZ Mod General Discussion
Provided tent duping is fixed, I think it would take many many hours to setup a wormhole network considering you can't server hop to farm tents. Even if the time was invested, your network will only work for one server, unless you invest even more time to do another server. I dont' server hop and quit often it has taken me more than 5 hours to find a tent, I also play with usually 2 or 3 friends which generally speeds up looting. The real purpose of the suggestion though is that it will greatly lessen the impact of server hopping which I believe it will. If you spend 40 hours setting up a tent network, which nets you a total of 2 kills, then you get killed and lose all your spawns, I think people will be much less inclined to take the time to setup big wormhole networks. Even if wormhole networks were common, they would be a great improvement to the current server hopping issue IMO. If tents were server specific spawn points, I would imagine placing one near a high yield loot zone would put the spawner at quite a risk. I'm sure many players would camp tents near high yield zones as long as they were aware that a player could potentially spawn on that location. Quit possible that they would end up being flattened by vehicles as well. I dunno just my thoughts. I really think the suggestion of server specific tent spawns would reign in server hopping to a very acceptable level. Perhaps there could even be a 1 hour cooldown on using any tent spawn on a specific server. -
No Vehicles on Servers: Heres the fix
imrtl replied to greyfoxzb@gmail.com's topic in DayZ Mod Suggestions
I don't think solution fixes the problem of vehicles which others have states is the off map saving of vehicles. Need a way to force the map boundary. Destroying everything out of bounds on server reboot, or logout would be a much easier solution to the lack of vehicle problem. -
the points below, marked "FIX" i feel are changes that need to happen. the points below marked "SUGGEST" are changes that i feel should happen, but aren't critical points at this time. the "suggest" points all should work together as well, and should be considered together and not independently. Helicopter: >*FIX: remove the ability for helicopters to detect vehicles. self explanatory. it's unrealistic, and it leads to undesired server-wide vehicle hoarding by a few players. Boats: >*FIX: boat speed. increase it by 3X. the boats are capable irl of these speeds, yet they can only go trolling speed. you can outrun a boat. >SUGGEST: adding inventory space to boats. boats irl can store more "cargo" than an atv. this would also work to make boats actually sought after vehicles. as is now, they are considered trash and ignored. Bicycles: >*FIX: increase durability in collisions. >SUGGEST: increasing bicycle spawn rates threefold. >SUGGEST: adding fixable elements to bikes, like "bike chain,""pedals," and "bicycle tire." this can allow for more varied "trash" loot for industrial beyond tires and jerry cans all the time. will also allow players to "fix up" bikes, giving players at the "intermediate" level of loot something to do. would also get more players off the "coast." Civilian autos (gaz/skoda type vehicles:) >SUGGEST: increasing spawn rate greatly. currently they are pretty rare to see. imo, in a zombie apocalypse there should be a great abundance of cars available to use, as zombies don't really eat or explode vehicles. >SUGGEST: making it harder to "fix" cars somehow, if they become superabundant. it should be that there are tons of cars to see, but a "rotar cap for a 1976 gaz sedan should be tough to find," if you catch my meaning. suggest achieving this by making a new "loot category" outside of industrial, for automotive, and have the parts spawn in gas stations, or town sheds almost exclusively. suggest also the ability to "remove" parts form existing vehicles. Military Autos (uaz/v3S types) SUGGEST: same as civilian above, but have them "spawn" in groups/pairs near military areas.
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Chicago 44 spawning then disappearing vehicles
Rinner23 posted a topic in Mod Servers & Private Hives
Could not get a shot due to fast respawn but on Chicago 44 I was hanging out on the far north side of NW airfield (actually crawling due to 1 hit zombie bone break) and I could suddenly hear vehicles. They were appearing instantly then de-spawning within a second. The same day at stary a bus spawned in town next to the supermarket and a dud got out. As soon as he saw me both the bus and the player instantly dissappeared. Not sure if hack... Or paranormal events. -
Restarting a server to remove all players for private use
Steins replied to Steins's topic in Mod Servers & Private Hives
Oh, ok then, sorry, it's just there was no explanation about why it went off and it seemed like (to me and my friends) that you guys were just playing privately to make it easier on yourselves finding loot. I'm sorry for jumping to such a conclusion as cheating. I noticed the number of players went down from 50 to 30 so I entirely believe you. For much of our group Candy Land is like a home server, we play on it whenever we can, but when it went down we set up a hard core base in another server so we won't be back for 1-2 days until the fencing and such disappears or our base is raided/vehicles stolen/tents destroyed. -
No Vehicles on Servers: Heres the fix
t3sla replied to greyfoxzb@gmail.com's topic in DayZ Mod Suggestions
Your solution is fucking god-awful, I'm sorry, but it just is. You're pointing out some things that are unrealistic and you're saying since that's unrealistic we should have more unrealistic things, which doesn't help the realism. The only problem here is with the helicopter's radar, which is the only thing that needs to be fixed, not the car hoarding problem. I think if it was down-graded to show all vehicles within a short distance of you, not on the whole map, then this whole problem would be fixed. You would be able to find vehicles and whatnot stashed away on the sides of the map, but you wouldn't be able to see every single one on the map. You're what's turning this game into a hat simulator. -
@DayZ [Suggestions, Fixes and Important Changes] Must Read
HardTarget replied to greyfoxzb@gmail.com's topic in DayZ Mod Suggestions
1.) Only acceptable if something can be done about the immensely dark'ish night. While I don't personally have an issue with it, there's a reason there's a dedicated sticky thread regarding how damn dark the night is. It needs an offset somehow if you remove the only way of seeing well for certain people. Also, as stated before, Flares are a natural enemy of NVG's, they make it IMPOSSIBLE to see anything with NVG's on. 2.) True, the sync is off at times, but this is more an issue for the server hosters themselves typically. A well run and operated server usually is synced quite effectively. 3.) No, Rocket has stated before this will BREAK how the game operates, as it utilizes this cycle (in ticks) to be able to tell when to spawn items, how long things have been left out/haven't been around, etc. Altering the cycle mucks up the code. 4.) I'm up for more bicycles, not sure on more vehicles. I am often running so I don't have a good opinion on this. 5.) There are discussions dedicated solely about this already, we know, their super-human pimp slap has gained a lot of notoriety. So has their odd spawning behaviors. However, no need to "tier" them, that's silly (imo). 6.) If you haven't played Arma 2 normally, I suggest you do so on Vet difficulty or something, you'll see that the NPC's have a nack at seeing you at insane distances and quite easily (500M+ out if you stand up, 300~M if crouched, will see despite any sort of cover/bushes), and they're quite the shooters. I prefer the only armed people are player controlled ones, that's my opinion. 7.) There's a reason they exist is my answer. 8.) Already topics about it, general consensus is it needs to go AFAIK. 9.) Also other threads regarding these, although if any "random events" are added I hope it doesn't involve gun-totting NPC's. Anything like the roaring of jet engines as an SA-80 or somesuch jets across overhead is fine, but it should be more atmospheric than otherwise (the Heli with the watchlight idea at night was brilliant, forgot which thread that was in). 10.) Pistols, I understand. Most, ignoring the M1911 and Rev. are 9mm, and such weapons IRL are not difficult to stabilize and quick-fire the trigger excessively. Yes, it'll be harder to account for, but it's possible. I say it's fine as is, if someone gets you with it, kudos to them for using a pistol. As for snipers, haven't experienced an issue with this sparing the DMR, most are single fire and take a bit, and if you have to hit at a farther range than 50m the recoil WILL make you have to re-aim yourself momentarily. 11.) Arma 2 issue, not sure if there is such a fix available. If it is, it should take some time to flip, not like a Halo "flip" where you press a button and the thing flings itself around. 12.) Wasn't aware of this, amusing. 13.) Drop is quite substaintial at certain ranges, sparing weapons that can zero in (M24/M107), but even then you got to account and figure out the range (unless it has the "rangefinder" built-in with certain regular servers. Removing that server option on most/if not all servers would help). 14.) I won't go into this, aside saying this is more of a community problem from people going up in arms about being killed, and turning around only to kill everyone from there-on out. The benefits are there, and they're greater than the items/beans you can pick up off the other person. 15.) Fine by me, keep the heli-hiders from dumping their damn loot far outside the map, unreachable to anyone without a vehicle. Perhaps not in the exact mechanic way you stated, but something of the sort, like a missile lock-on if in a vehicle, and just shot by snipers otherwise if you leave the border too long. Something unique to DayZ. -
No Vehicles on Servers: Heres the fix
Bushfries replied to greyfoxzb@gmail.com's topic in DayZ Mod Suggestions
Why not just let everyone keep their vehicles, but have new ones respawn every 12 hours with a cap at, say 5 per vehicle.? -
This is... awesome! I already thought about dxtorying a reenacted version during our last coast guard night patrol. Probably we will do it soon though :) But sadly we were all stuffed with LEEWT we needed for other vehicles and some jerry cans for our PBX. Does every PBX eat everything you put into its gear like ours?
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Do tents disappear when a server restarts?
ZedsDeadBaby replied to theboat's topic in New Player Discussion
If you "save" a tent, it should persist. Sometimes the server loses its connection to the hive and "forgets" where tents and vehicles are. A proper server restart will almost always bring them back. Check again in a few hours if your stuff is missing. -
@DayZ [Suggestions, Fixes and Important Changes] Must Read
greyfoxzb@gmail.com replied to greyfoxzb@gmail.com's topic in DayZ Mod Suggestions
15) Add a Kill zone if you leave the main area of the game like in battlefield series. ( warning you are wandering to far from your chance of rescue you will die in 20 seconds beep beep. ) 16) Add Item/Weapon/Vehicle Degradation ( weapons jam/break after to much use, items like matches run out, etc, vehicles lose hull or engine after x amount of time used etc )