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Found 41868 results

  1. finalstraw

    What to do next?

    Me and my friends have spent the last week looking for vehicles, we found and recovered a UAZ but nothing else. It's like the vehicles spawns are broken. Finding crashed choppers is nice also.... but none of the 2-3 had any loot. Even on the pilot/soldier zombies around them the best item we could find was a Cola... Woo!
  2. Dallas 5 have vehicles. Found one, but was not able to fix it. After this patch its gone. Im sure i was not the only one aware of this pickup, so as soon as it became repairable, someone went and took it. I believe fixing vehicles is working now, but i have no idea if the destroyed ones respawn. Does destroyed vehicles respawn in 1.6.0.1? I really hope this hope the respawn thing is fixed and that we get cars on every server soon. I want my bling bling. I will cruise down Electras streets listening to Mungo Jerry´s summertime without a care in the world. Wish me luck, i dont think my joyride will last very long...
  3. Yep, confirming this bug, at least at 1.5.8.4, six different vehicles with tons of stuff inside em, all gone after a day.
  4. Bandit Hunter

    Looking for clarification on cars/tents

    Some more details for the both of you. When a tent is placed in game successfully, which as of the current build is already very difficult, it will remain in that server as long as you are alive. If the server is shut down traditionally, as in for a reason OTHER than the normal server reset, the tent can dissapear UNTIL the next normal server rest. It will than appear again. It may also vanish due to various Alpha stage bugs, though this isn't, in a word, common. Vehicles can be affected by the same bugs. Tents will vanish 48 (i believe) hours after death of owner.
  5. Does anyone know what the story with cars and tents are? I want to begin stock piling weapons with my buddies but i've heard that if a server is improperly restarted the tent won't be there/will be empty. Cars also seem to dissapear on us when we log back in after a couple hours (presumable after a server restart) I've seen plenty of videos with people who own 1-2 vehicles and multiple tents but how reliable are they at the moment?
  6. This game is well known for being unforgiving, and in many ways that's part of what makes it fun. Zombies 1.5.7 added a lot more zombies. 1.5.8 nerfed them in several ways, but some good ways. They move much more fluidly now so they don't jump all over the place and zig zag everywhere. That's a good thing, but it seems like they are too easy now. Here's what I propose. Kiting zombies for miles isn't exactly fun. Slow the zombie runners down a bit so you can lose them and add maybe a 1%-2% of zombies that can catch you and hit you at jogging speed (but not sprinting speed). Sprinting to safety should be a viable escape tactic, but gathering up zombies and running for miles to a building or a dock or some other place where you can easily stop and head shot them is not fun. It gets boring fast. Which brings me to my next point. Let zombies run inside buildings. I'm sure this is in plan. Slowing zombies in buildings was probably implemented to prevent zombies from quickly jumping you through walls. I'm looking forward to using choke points and high places as defense rather than just a warehouse or a dock. Balance all of this out by making zombies eventually give up chasing you, or give up once you're on top of a building without making noise for 5 minutes, and we have something that's less forgiving, more fun, and not so hard that it just wipes everybody out. Tents Tents are a cool idea, and of course they are buggy right now while they're developing. Why aren't they packable by every player? It's possible that they don't want players to go around packing tents just to delete the loot in them that they can't carry. It's also possible that they don't want 1000 posts on the forum saying "the sever deleted my tent." Maybe when a tent is taken it leaves a small bag on the ground with the remaining contents that can be looted for 30 days before de-spawning. This fixes the problem of dead players having to re-deploy a new tent just so the stuff in their tent doesn't de-spawn after 2 days and also allows people to steal each other's tents. As it stands right now, I use 2 or 3 neighboring tents near my camp to store stuff because my current tent is full. Of course, who knows when those will de-spawn. Vehicles We need more fixable vehicles, and fewer parts. As of right now it's just dumb luck if you find a vehicle. By the time you find it you already have (if you're a pack rat like me) enough stuff to fix 3 cars and a chopper. In a real zombie apocalypse, parts would be the limiting factor. Not the vehicles themselves. This would make the game more fun because parts would be more valuable, and something worth fighting over. We'd probably find more half-fixed vehicles on the map as well, which would lead to more vehicle fixing battles and more player interaction/strategy/team building. Ammo Right now, half-used magazines are full upon login. Just disconnect and reconnect to re-fill your ammo. I expect that this will be fixed eventually, but there is a fine balance between having too much ammo and so little ammo that your firearms are worthless. I'm sure we can find a happy medium somewhere. Starting gear This has been stated in another thread, but players should start with nothing more than a flashlight and a stick for a melee weapon. The discussion about this is here: http://dayzmod.com/forum/showthread.php?tid=6718 Tube magazines Firearms with tube magazines should load one at a time. The Winchester is still overpowered since it takes 2 seconds to load 15 rounds. The other shotguns should be the same. The benefit of firearms with tube magazines is that you can stop right in the middle of a reload and fire. You can't do that with a firearm that has a detachable magazine. See my other post for more on firearms: http://dayzmod.com/forum/showthread.php?tid=6924
  7. iPlumbum

    Trading Post, volunteers required

    Well, Me and my army would love to help you guys out (we were planning this ourselves) but now that you have came with it to the forums first we have considered joining our forces and making one successful army holding out in cherno (or a little town close) where we will setup our trading outpost. I normally roll in a brigade of 15 strong men and women willing to lay their lifes on the line for the protection of Cherno city against the infection! We have looted a fair bit in DayZ already and have a few vehicles and 1 chopper, few camping tents where we can drop loot (we usually do this when scavenging). If you want our help just let me know man, youll have all the protection you need. We are all arma vets, ive got dedicated snipers who love to spot incoming targets and well do well with communicating if there is a raid party incoming. Whilst my close quarter marines love to get up close and personal (these are the mercs you could really have working for you right in the centre of the trading post) because they love to kill those darn bandits who pose a threat to humanity!
  8. bobtom

    More vehicles

    Difference is that my Dynamic Vehicle Spawning (DVS) system used in Wasteland took up a lot of network bandwidth. Wasteland is basically Dynamic Zombie Sandbox with the zombies taken out and with more RPG elements added. DZS is plagued by network issues because of the large amounts of CPU intensive zombies and vehicles. DayZ uses many more zombies than DZS, and I think Rocket's reasoning behind limiting the Vehicles is performance based.
  9. f0und

    More vehicles

    Totally agree on this. 50-60 is a good amount of vehicles and you would still need to take your time to actually find one. To actually make a vehicle working can either be the easiest or the hardest part. Sometimes you got to run around the map for hours just looking for parts. It would still be a challenge, but it would make it a bit more fun if it was added a few more vehicles.
  10. dallas

    Benefits for being in group

    As already said groups are already vastly supperior in strenght, plus if you play as a clan/community you can already design Squad XML logos for your vehicles and some uniforms(not sure about DayZ clothing).
  11. Heres a bunch of stuff that I've been thinking about for a Zombie survival Horror game for YEARS, but I know I'll never get into the gaming industry so I might aswell help out the DayZ Devs with some improvements that I've always wanted to see, so lets get started. EDIT: New idea I just had, Death Screams: -When a player is killed by either a shot to the body or when they are torn apart by Zombies, they will let out a loud death scream that echos around the vicinity. I feel it would add SO much immersion, imagine walking through quiet woods, all of a sudden -BOOM- "AAAAARGGGHHHHAAARGRAHHHHHH" and then silence afterwards, warning you of the danger. Dogs: -VERY rare, domesticated dogs mostly died off pretty quick since infection as they have a hard time adapting to no masters, locked indoors, no hunting skills, etc. -Because of this I would suspect only breeds such as German Shepards, Rottweilers, Cattle Dogs, Border Collies, and other more predatory or robust dogs could be found. -Most would avoid you, go rabid, maybe even a few infected dogs -However some, with memories of their human masters who they once loved may be more friendly towards you, and in exchange for food will start to follow you around from a distance, over time and over the course of several feedings, it will gradually stay closer and closer to you, representing that it trusts you more. -Perhaps with small piece of wood and string you could fashion a dog collar and engrave a name you choose onto the wood, just a thought, not necessary. -Once "tamed" they will follow you around and attack any Zombies that you shoot at, if injured, they heal obviously better than humans do just as in real life, lick their wounds to stop bleeding, and after a few hours should fully heal on their own, though you could easily add some mechanism to speed the process, maybe use your own bandages on them or something. NEXT. Player Infection: -I was thinking that infection should NOT be curable, but only slowable, meaning you could introduce a new icon along with the hunger, thirst, etc, that shows how long until infection, after being bitten ofcourse. -Each time a Zombie hits you, there should be a small chance of them inflicting a bite aswell, after two hours your vision will start to blur and you will have massive headaches, 15 minutes later, you will die and come back as a zombie after a short while. EDIT: NOT A CONTROLLABLE ZOMBIE... THAT WOULD JUST BE DUMB. -By slowable I mean that you should add a new, semi-rare form of pill that doesn't kill the infection completely, but restarts the timer. Yet another thing to have to manage, IF you get bitten. -Your zombified self will be easily recognizable as a fallen player, giving more incentive to kill those zombies, as they still carry all the gear that the player died with. NEXT. Sleeper Zombies: -After a long period of inactivity, zombies will fall to the ground, seemingly dead, and can be snuck past easily enough, though any gunfire or loud running will wake them up. NEXT. Vehicles personalization enhancements: -The ability to modify vehicles using gear and objects you find, barbed wire fencing, knives, Stop Signs, wooden planks, literally anything you could think of. Nail wooden planks to the sides for extra protection from both gunfire and Zombies, then add an extra layer of protection with barbed wire fencing. Tie two Stop signs to the hood of the car, extending to either side, possibly decapitating zombies as you drive past. -Spray cans to colour your vehicles, maybe your bandit clan has a symbol or banner? Spray it onto the hood of your vehicles and drive into battle against rival clans. -More vehicle types, hippy vans, armored trucks, Mobile homes! Imagine driving around in your ultimate moving fortress of Zombie death, a mobile home covered in knives and barbed wire, a ladder to the top with make-shift guard rails of wooden planks. You could drive while your buddies shoot and snipe from up top. NEXT. Base kits: You should be able to dismantle army tents you find, the ability to dig trenches with shovels, set up barbed wire perimeters, wooden palisades, towers, etc. actually FORTIFY a set base for yourself and friends or clan-mates, a place to defend, a place to call home, a place to store supplies, a place to plan your scavenging from. NEXT. Tracking: -All living creatures, human or inhuman should leave tracks, depending on weight. Rabbits leave close to nothing, and after only 20 minutes, all traces of them being there are gone. Players have a unique style of walking obviously, they dont randomly shamble about as zombies do, you should be able to tell that by looking at the tracks, zombie footprints should be arranged oddly, toes pointed strangely away or towards eachother. Where as Survivors have a regularly, both foot pointing in the direction they were facing. -Depending on how much gear you are carrying, how many guns, how much food, everything, should deepen your tracks and cause them to stand the test of time better than someone with close to or no gear at all. -Rubber shoes should be added to the "loot table" dampening how obviously your tracks appear, and decreasing the time it takes for them to fade away, also decreasing footstep sound by a drastic amount. NEXT. Zombie Run Speed: -Fix it please, they run far too fast and zig zag all over the damn place, while some might say that it should remain this way for difficulty's sake. There is no way that something that essentially has no brain would know the serpentine maneuver, and would be able to coordinate their legs THAT well. They should shamble, running is fine, but either make it the same as the player's or slightly slower, and their animation should not look as if they are the same as any other person, sprinting, give them limps, lurches, etc. You know what I'm talking about, we've all watched the Walking Dead, those zombies can run, but their run gives off the feeling that they obviously don't have much control, and simply go towards food, with no predatory instinct really, just mindless hunger. NEXT. Melee Weapons: -Baseball bats, shivs, knives, machetes, daggers, letter openers, ceremonial swords, pencils, ANYTHING SHARP. -Surprised they aren't in the game yet, its terribly annoying when you have a single Zombie standing over some loot, but you KNOW that the entire building is surrounded and that if you take the shot, there's no way out. I understand the hardcore element of having no melee weapons, but think about it. In real life, you'd probably want as many silent ways to take out Zombies as you could. Aaaand there ya have it, thats all I can remember right now, but I know that I had far more than whats written here. Please send the link to the post around and spread the word to get the Dev's attention! Want this game to be even more amazing than it already is :) Also, Planes. that is all.
  12. vicious9011

    "DayZ Pirates"

    Hello there fellow bandits! Our bandit group made up of 5 guys atm are searching for new blood to fill our ranks with. we are seeing in a near future that we expand the group to about 8-10 players! What we do atm: At the moment we have set up camp in the woods in the north. We are currently scouting the countryside for vehicles and engineparts etc for vehicle repairs. The goal is to get atleast 1 functional vehicle so we can establish raid groups on towns. We also hunt for survivors and player gangs that are well equipped. What is the requirements to join us ? * Being able to understand or speak Swedish ( Since we are swedish ) * have a hang about the game and its mechanics. * Have a starting gear and atleast something with more firepower than a makarov. * being able to survive solo cut off from the rest. * Being able to follow orders and have a feel for tactics. * Maturity and +18 years old atleast. you can contact me on steam (Vicious) or (Warpig) for more info! Remember its all about the beans.
  13. Yes, hit the L key, turns lights on in vehicles also, you dont need batteries or anything. The remington 870 shotgun also has a torch.
  14. normandy

    DayZ Build 1.6.0 Rolling Update

    So are vehicles added in or are they respawning now ?
  15. I was thinking more along the lines of "something to do". I already have the models for generators, so we can add some stuff to that. Like maybe light towers as someone suggested. I'll focus on the vehicles more this update too, and add in that when you kill someone it has a chance to destroy some of their gear. And again to reiterated. Don't expect me to be perfect, I'm never going to be. The sooner people realize this the better.
  16. Can't wait, the pace of the bug fixes and updates is real nice. Just as I'm getting burnt out on dayz you pull me back in...Downloading 1.6.0 now seeing as you stole my hatchet and heat packs idea directly from my mind. In case you can't read my mind I'll share some more of my ideas, listed from bad to worse, as my patch files slowly download from this German mirror... * Sparse Bears and Wolves in the woods that attack and can be killed for special meat that restores more then 800 blood would be swell. * Add some sort of ghillie tarp to throw over and better hide parked vehicles. * Some kind of quick wave emote or gun lowering mechanic to show (or trick) fellow survivors that you are friendly. * C4 Make it rare enough and being killed by it will be an honor. * Parachutes, Reusable and slightly less rare then night vision goggles. * Bicycles with space bar bunny hop functionality. * Landmines make them as common as tin cans. No one will complain.
  17. belgarionnl

    DayZ Build 1.6.0 Rolling Update

    damn no fixed tents and vehicles!
  18. normandy

    DayZ Build 1.6.0 Rolling Update

    sweet ! Vehicles ?
  19. nice have the tents been fixed as well as loot in vehicles going missing and scroll options getting stuck on an option
  20. Here is the current changelog, I'll update it as I go: updated 4:38pm (Czech Time) Changelog: * [FIXED] Bodies being deleted immediately (now will stay around for 5 minutes) * [FIXED] Player profiles sometimes corrupting and causing stuck in loading issues (error handling by engine) * [FIXED] Temperature listed in percent and not degrees (now displayed in degrees) * [FIXED] Loosing temperature inside vehicles (now will slowly gain or be static in vehicles) * [FIXED] ItemPainkillers popup error (no longer happens: thanks Norbert!) * [FIXED] Spawning in Ocean when switching models (player morphing optimized by TeeTime) * [FIXED] Wrong M107 is spawning on occasion (Correct one spawns) * [FIXED] Crashed heli uber-loot not spawning (does now thanks to GhostBear!) * [FIXED] Wire Fencing Kit caused graphical glitches (new model) * [FIXED] Tank Trap Kit caused graphical glitches (new model) * [FIXED] Invisible character models occuring * [NEW] Hatchet for chopping wood in forests * [NEW] Wire Fencing kit model by Artyom Troshin * [NEW] Tank Trap kit model by Artyom Troshin * [NEW] Construction options moved to items in gear menu (right click wire fencing kit to use etc...)
  21. dale0404

    Pending Build Progess: 1.5.9

    If the vehicles cant be repaired in this patch I am sure they will be able to be fixed further down the line...
  22. Darkane

    Pending Build Progess: 1.5.9

    Rocket, I remember you said you fixed vehicles not being able to be repaired. I didn't happen to see it in any of the change log notes though. I know they're not a full list yet, but I just want to make sure vehicles are fixed.
  23. Weapons, loot, tents and vehicles are the end game, it's just like in Terraria, once you have everything and been everywhere then what? Myself and the people I play with have everything and it didn't take really much effort or time. The point I am trying to convey is this, we don't need anything, we don't have reason to search for anything or go explore, we have done it all. All there is left for us to do in this game is kill people which as you figured is what is happening, I am not a fan of senselessly killing other players unless it is for a reason like they have something I need. I need nothing and me traveling to places serves no purpose, so because of the game not being a large enough challenge I should just kill myself after being alive for 15 days and start over? That is a major turn off, sandboxes are cool but the lack of long term objectivity is steadily turning me off to the experience which I loved 2 weeks ago.
  24. Can someone with first hand knowledge tell me what US servers currently have vehicles?
  25. Drblodski

    What Day Z really needs: Bicycles

    As I remeber (having played 100's of hours of non dayz ARMA) and not bothing to open the editor and play with them again as I am on a tablet... - There are 2 or possibly 3 different kinds of bike in ARMA already. - They can be insanely fast on tarmac'ed roads - as i recall as fast as 56km and maybe faster on inclines. Which compares with running/walking - * below. It could be the high speed is what put the devs off placing more varieties of vehicles on the map. There are motor cycles, quad bikes, and even VW Golfs all native to the ARMA II/OA common addons but they are all surprisingly fast (as you would expect). Maybe they already do exist? - Both bikes have bells. One has a low powered light. - They ride off road OK - much slower usually - if you damage them generally the front wheel breaks and looks burnt. * nicked from a guy called Frederf from here:http://forums.bistudio.com/showthread.php?77772-Running-Sprint-Walk-speed Standing Sprinting: 14s (25.7 km/h) Running, Weapon Lowered: 19s (18.9 km/h) 3m10s for 1 km Walking, Weapon Lowered: 60s (6.0 km/h) 10m for 1 km Running, Weapon Sighted: 40s (9.0 km/h) Walking, Weapon Sighted: 60s (6.0 km/h) Crouching Running, Weapon Lowered: 23s (15.7 km/h) Walking, Weapon Lowered: 84s (4.3 km/h) Running, Weapon Sighted: 140s (2.6 km/h) Walking, Weapon Sighted: 140s (2.6 km/h) Prone Running: 105s (3.4 km/h) Walking: 198s (1.8 km/h) An amusing utoob vid i foudn giving and idea of the cycling for the base game deniers out there!: http://www.youtube.com/watch?v=QG2u4r1_V8Q
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