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Showing results for 'Vehicles'.
Found 41868 results
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'Save Old Camping Tent' action not being removed
merc3n4ri0 replied to mad rabbit (DayZ)'s topic in DayZ Mod Troubleshooting
'Save Old Camping Tent' action not being removed Date/Time: 23 to 24/05/12 What happened: 'Save Old Camping Tent' action does not disappear from action menu once used and very much out of proximity of tent, Indeed, this new patch crash the dayz ... ie when you scroll the mouse on any object, eg tent (on the screen is safe old trend) helicopter (Safe hell), Car Safe pickp, or whether it crash the hud and tb is not working anymore the option of repairing same ... Where you were: Various locations on 3 different servers What you were doing: Saving currently deployed tents and repair vehicles *Current installed version: 1.5.8.4 *Server(s) you were on: BR Dayz *Your system specs: Pentiun i7, 4gb ram, nvidia gforce gtx 480 , 1000w *Timeline of events before/after error: Normal play. Happens after short/long play duration on a server. -
1.5.8.4 The first action you take on a server is stuck with you
DJKhaled replied to Luieburger's topic in DayZ Mod Troubleshooting
I can also confirm this Goes for refueling vehicles, fixing vehicles, giving blood bags, etc. The only way around it is to disconnect and then reconnect each time you want to perform an action Also with tents, when you save them the "Save old camping tent" selection stays the entire time until you disconnect I'm suprised no one is noticing this -
Date/Time: 5/24/2012 10:45 P.M. What happened: I was crawling through Berezino and I hit six or seven loot spots, including a grocery store. There was absolutely no loot, not even tin cans. There were zombies, but no loot. I hit both industrial and general loot spots. The only exception to this strange occurrence is that there was a fuel tank part for vehicles in a shack. I asked in chat if anyone else was experiencing weird loot and a few people said yes, not sure whether they were being sarcastic. The server went down shortly after these events. It could be unrelated, the Chicago servers say they reset every six hours. Where you were: Southwest cluster of Berezino What you were doing: Looting. *Current installed version: 1.5.8.4 *Server(s) you were on: Chicago 2 *Your system specs: [irrelevant] *Timeline of events before/after error: [irrelevant]
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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
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First this is a ZOMBIE Survivor SIM... Not history Channels greatest wars... To care about name accurasy in a game that has Zombies is just fucking silly. People make nicknames for guns... Obviously you have never been in the military? If you are affectionate about a weapon it will garner a nickname... Ever heard of the Barret 50cal machine gun? or M2? Its commonly called the "Ma-Duece" in affection by those who use and love it. This is no different grow the fuck up and quit worrying about fucking historical accuracy in a ZOMBIE GAME. Ever heard of the Bushmaster 25mm AutoCannon? well anyone who has used it most likely will say 25MikeMike..... Think people call their M4 anything else? No because its 2 fucking letters... Some actual historical nicknames of military weapons: Potatoe smasher (german grenade) Burp Gun (PPsh-41) Grease gun (M3) The Pig (M60) Carl Gustav (Charlie G) And thats just a couple firearms... dont even get into military Aircraft or vehicles christ.. Heaven forbid "Gamers" make nicknames for weapons in a "GAME" FML some retarded fucking people out here. *Edit: You can try and play it off now that you look like a idiot that you were joking but you were not... go ahead play it off and try and make everyone look like a idiot but its too late you already let everyone know.
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This is part of the latest update, read the change log. Also thsi has messed with vehicle reparation. you cant fix vehicles anymore
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I disagree with OP. First off avg. lifetime is very misleading as its being lowered by cherno/elektro deathmatching derps who don't need to care about anything except point and click in the first place and just spawn over and over again. On the other hand, when you got some hours under your belt, you can survive for days and then you start pondering what more you can do. Build a base, reinforce a house, raid, hunt, repair stuff, etc. The more you will be able to do the better. Hell even implement the need to take a crap or a piss according to how much you eat/drink and make the possibility of digging a hole for it first or to do it in a bag that you'll bury so the smell wont give you away to bandits or zombies :D But I'm all for not adding too much stuff until the existing features will get fixed, like tents and vehicles.
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It is my belief that what makes DayZ so fascinating is that the game rules are very simple and comparable to the rules of physics in the real world. Some of the very simple rules we already have that can be exploited in many different ways: -Placing Barb wire and sandbags allow to fortify a building, secure encampments, funnel zombies and players. -The wound system allow a variety of play, will you kill this guy or spare bullets by wounding him enough so the zombies can catch him? -Tents: some use them as a lure to atract players in a killzone, some use them as a storage, some use them as the foundation of a player camp. -Vehicles: some use them as mobile tents. I think we should focus in thinking about features that are very simples and very close to "laws of physics" kind of features. The temperature system i'm sure will bring all kind of new situations. Which means, no "game like" rules because those always close up the gameplay rather than broadening it. My suggestion that follow these guidelines: Change the campfires so they make much more light and have a distinct "dark" smoke that can be seen over the trees, this would allow to find groups of players "hey look, there are peoples alive there!" and to allow players to use them as various signalisation methods. Airhorns: They would be handheld items that basically emit a sound that can be heard from very far, could be used for signaling or to lure zombies away from a building, car horns could have the same effect? Zipties and non letal weapons, this was suggested in another thread. Addiction: Painkillers and other drugs could have some side effects, for example every painkiller taken increase the chance that the next painkiller will not calm your shake (your body is getting used to it), this would create some players that now are looking for painkillers to calm their addiction.
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All our vehicles are now completely empty too. Lost more stuff than I care to mention.
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So, about this mission, it's just too hard. Could someone explain to me step-by-step how do i edit this mission so i can add some ammo crates or vehicles? I can't seem to find this mission in the editor. Mission here: http://dayzmod.com/forum/showthread.php?tid=3619
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It has been brought to my attention that there are a few servers whos owners have simply neglected to update to the current version of the mod, why is this a problem? Simply the fact that if nobody can play an outdated server, its just wasting valuable resources of the Database. Ive got a few solutions to fixing the "Lazy Owner" Issue, but like most solutions, they have there downsides, so i will explain both the Pros and Cons of each solution. Feedback is wanted, but please don't post unless its constructive criticism. Solution #1: "Outdated Auto-Lock" System. Since each server running DayZ is connected with the Database, if it detects that a server is not running the latest version, it will send notice to the server owner, and locks the server until it is updated. Downside: If a server owner is away or sleeping, the server will be locked until they are back. This would dramatically reduce the number of servers online after an update, causing the updated servers to be flooded. Solution #2: Auto-Update system. If an update is released, the server would shut down, and apply the update, and then reboot. Note: Im unfamiliar with ArmA2 Hosting systems, if this is not possible please ignore it. Downside: Servers would go offline without warning after an update is released, causing unsaved characters to lose progress, and players to become upset. Solution #3: Servers run by the Dev Team, not individual hosts. (Personal Opinion) Now, this IS an all out assault on Server Owners.. But if the servers were only allowed to be controlled by the Dev Team, the servers would be updated faster, and Admins wouldn't be able to change time, spawn items, or fuck with the settings to their liking. Despite the fact that I plan to host a DayZ server in the near future, i stand firm on this opinion. There are to many stupid people out there who think that just because they own the server, they can ban/kick players, spawn items/vehicles, and make exceptions to friends and clan-fags. Two options on this solution: 1.) Dev Team has full control, no Admins, no "Owners." 2.) Make it harder for people to host a server. (Rule/Regs, Application, Contracts, Etc.) Downside: More stress on the Dev Team, Running the servers AND making the mod would spread the Team and progress would be slow. Perhaps have a separate team that specializes in server management? NOTE: Solution #3 is my personal opinion, you can argue with it all you want, but it will not change.
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Tents not saving after 1.5.8.4 hotfix?
fecesreturns replied to BobBlackadder's topic in DayZ Mod Troubleshooting
Same thing on FR4 Date/Time: 24 may 22:34 Germany Time Server: FR4 What happened: Cannot access Save tent option in quick menu. Where you were: Undisclosed location in the North What you were doing: trying to save tent. No menu comes up. Current version 1.5.8.4 Everything worked fine before hotfix. Also on another note we lost all of our gear in our vehicles and also cannot save vehicles. Not to mention can not repair and refuel said vehicles. -
Date 24 May 2012 Time 22:27 Germany time Server FR4 Bug Went to camp and cannot get save option to come up in quick selection. Went to vehicles to check out gear inside and all gear is gone. Everything worked fine last night before hotfix. Also after hotfix could not repair or refuel vehicles. For all of these bugs we went through the correct steps in completing actions.
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First post (yay for being able to use ' in my forum name.) Literally love the game to bits and i'm gonna throw out some curveballs, maybe you'll like them, maybe not! lemme know. Sleeping on disconnect: This is a quasi change to tents, which although an awesome idea to store masses of gear, is fundamentally flawed with the whole seamlessness between servers. Mainly that to use a tent (which has a 50% chance to bug i've read (please correct me)) you must remain on that same server. I say scrap it as a storage device, they're mostly used as bait for new players (sneaky bandits) and i've only seen one person utilise them properly. Introduce sleeping on disconnection, which unless you're inside or have a tent in your inventory, lowers your temperature considerably on reconnect as well as food and water as is. (Side effect is they should only take one backpack slot as a 1 man tent can be squeezed up to smaller than a thigh and can be swung off the outside of any military grade backpack.) Medical training: Could your average joe bandage a bullet wound? no, much the same reason we can't give ourselves blood bags. Would it be possible to find a use able loot that allowed you to become the master of medicine, unlocking further options. I'm talking the full kit and caboodle: morphine, antidotes, blood bags, bandages and epi pens. (Anyone can take painkillers.) Your basic player should start off with the ability to tourniquet wounds, stemming the blood loss until he can be bandaged by a trained player or train himself to self bandage, (naturally this would have to be tweaked until balance/fairness was found but starting with 2 blood loss per 5s until bandaged would give the survivor a mission.) (Maybe this training manual could be found in those empty medical tents outside balota.) Decrepit: Currently your injuries amount to being completely drunk with bird flu or dead. Limping? Broken arms (disabling double handed weapons?) What's our limits here Rocket? Vehicles: Where are the vehicles!!! There should be vehicles in varying states of disrepair. (Yes, I know you can find them and repair them.) but they should be much more common, I should be able to walk into cherno and find 2/3 cars with like about a tablespoon of petrol and in such bad repair that if it gets sneezed on it could explode. Then there's repairing them which could also be a learned skill, especially when it comes to fixing the engine. It'd be so sweet to have a 1/1000 chance of finding a full working blackhawk with a 10km range. Change the spawn backpack from coyote to the smallest option: Self explanatory. Diazepam: Hospital loot for snipers, stops screens shaking and steadies aim (think metal gear solid.) Could lead to a dependency and cold turkey. Tazers/Stun Darts/Zip cords: Maybe I wanna put a survivor out without killing him? maybe I want to tie his hands together and make him walk into electro. Or possibly I just want to tazer him, tie him up, chuck a flare on his body and fire an enfield in the center of solinichiy. The player could see perfectly but would have no control of his character for ~nth amount of time (balance.) The zip cords would break after ~nth amount of time (balance.) aswell. Mental well being: After so long in the wilderness by yourself your character should slowly lose his mind, ranging from mumbling to himself to outright lunatic screams for no reason. Cure? interaction with humanity, being helped or helping others. (This would have to take at least 50 days to come into affect to keep sole players happy.) So, give me your tears! bad, good, wut?, this game can only get better. Hope you like my mental meandering. Cheers
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More vehicles would make them less special :P and allthough less cover doesn't bother you since you have a car, think of what it does to the infected? it'd be shit easy to pick them off when they're on a big field running after your car. Would indeed fit poorly with DayZ
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A possible way to have vehicles carry over that isn't mental
Sminky posted a topic in DayZ Mod Suggestions
Of coarse all items placed can't carry over servers due it clutter and general madness it would create. But what if once you had completed a vechile it could be 'summond' as in spawnd on you at a push of a button only once per log in. Once its destroyed it's gone Anyone contributing parts would have this ability but only can be used per contribuitor per server. Not very realistic i know but if you've slaved over a vechile you want to keep it, and for many (myself included), fixing a heli and flying the fek out of there is the end game. -
End game objectives would be a bad idéa. Also don't like the idéa of objectives forcing people to use teamwork. Make teamwork required by the amount of z's, not some kind of reward for being able to stack 4 people togther and walking to a location. Better to incase the objective area with z's, then doing it alone would be almost impossible. In regards of objectives, the random notes/radio calls and stuff, pointing to a loot rich area, and possible even to working, or semi working vehicles, would be awesome. Something like notes, that only the person reading it gets the objective, also less rewarding maybe. And radio objectives that people in a set radius hear, to make some competing objectives, but with better rewards, teamwork would have the obvious benefit of more people. Being alone makes you travel faster, but you also pack very low firepower if you end up having to fight for the loot. Ignoring the objective could also be a good way not to get wacked
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A long, logical approach to the "Bandit Problem"
JudgeX replied to JudgeX's topic in DayZ Mod General Discussion
Why do you need words? The mod has elements of cooperation. Bandaging others, sharing tents and fires, working to gather parts for vehicles and multiple seats... so on and so forth... I didn't say that the people who want to enjoy that unmolested are doing anything better or correct... I was stating that some people have that desire, while others have the desire to... well... molest... and that's fine, too... Like I said, my only complaint is the exploitation of the respawn mechanic and how easy it is to wield against people who are working hard at cooperation. Making that 20% harder wouldn't ruin the game. -
What the fuck? Where's the persistence?
orbital replied to D3lit3's topic in DayZ Mod General Discussion
Vehicles, tents, wirefence and sandbags are saved - by the specific server. Sharing that across servers would clutter up the world in a matter of hours, so no thanks. 5-10 servers? I don't think your in touch with the exploding amount of interest this MOD has and the fact that ARMA doesn't t run very well with more than 50-100 players on each server. And take a deep breath before posting next time. -
What the fuck? Where's the persistence?
i wub pugs replied to D3lit3's topic in DayZ Mod General Discussion
You need to play on the same server. If everyone was placing wire and it was persistent then it would be literally everywhere. Instead of bitching, why don't you tell us how you would implement vehicles and buildings across servers and try to think about the pitfalls before you post those suggestions. -
The way the vehicles save is weird. I found a GAZ sedan a couple of nights ago, and drove it from the NE airfield to Novy Sober. The server crashed and me and the car started where I found it when I got back into the server.
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Action stucked with you - Can't do other actions
DJKhaled replied to Celani10's topic in DayZ Mod Troubleshooting
I have no option to fuel or repair any vehicles, just to save them -
This is why some servers don't have vehicles
normandy replied to [email protected]'s topic in Mod Servers & Private Hives
Good to hear you are working on this. Now i have something to look forward to ! Can't wait until they are back. vehicles are my obsession in Dayz i couldn't live without em. Thanx for informing us -
Great ideas here BoneZ. I would like to add an idea for the cans and bottles. Maybe there will be a purpose for them? If melee weapons or classes were introduced, one I think of is a blacksmith. For example you find 20 cans and a few empty bottles. You could go to a factory and smelt the steel and glass to create melee weapons, molotov cocktails, tools, or parts for vehicles.
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you already can build your own camps tents/barbed wire/sandbags/tank traps/vehicles