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So lately I've been running into entire servers getting killed by someone running rampant in the debug forest. Today was the worst my team of 15 was moving our entire camp including 9 vehicles when the entire server was killed by someone in the debug forest. To me this is a game breaker and should be taken care of ASAP. So now for my solution possible moving the debug forest to the ocean making it not accessible to anyone with enough time to run. Another solution possible giving the copies in the debug forest God mode but that could also have its own set of problems. But anyways this should be a top priority I've been killed more this week by debug murders than anything else and its getting old.
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Around the edges of the map, All the west side, All the North side. Even off the map. Dont bother with parts. All the vehicles have been repaired / moved by now. You need to steal / hijack someone elses. Good Luck
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IMPORTANT: Tents will be wiped in update 1.7.1.5
Tallpoppy replied to rocket's topic in Mod Announcements & Info
doo et. we lost our stash of gear including some rare weapons + ammo/loot. in the vehicle reset. We gave up on tents and just used vehicles as you can hide them easier in map. -
Bison PP-19 SD, and heli crash site
revenoff replied to Ingway's topic in DayZ Mod General Discussion
wow.... there isnt an item in the game i would crawl around for 5+ hours for. i even feel slow in vehicles now. i guess i just got used to flying a chopper everywhere -
VEHICLE UPDATE (database side): 2012-06-16
Braeburn replied to Ander (DayZ)'s topic in Mod Announcements & Info
To the people whining about tents, that was an intentional wipe that everyone was warned about in advance. It's posted right here on the forums in this very section. To the people whining about their vehicles. This is an alpha. If your vehicles were parked in the "green acres" part, then you can't really complain. They said it was a risk. If you had vehicles placed elsewhere and they disappeared, then that sucks, but remember. Alpha. Alpha has lots of bugs. Bugs and alphas go hand in hand. And eFFeRR. Really? Adding features to the game is stupid? It's sad that you don't care that this is an alpha, because you obviously don't understand what happens in the alpha stage of a game. -
Global bans not working as intended, and letting down the BIS ethos.
Tallpoppy replied to 7-75 callaghan's topic in DayZ Mod General Discussion
so i can in theory hack in a m1a1 abram into dayz and not get banned? because vehicles are different to say a gun. -
Ok so I was in my truck with a friend driving up towards the NW airstrip when I crash and break a wheel and so we get out, we notice that some guy called mirabau keeps enclosing on us from miles away and have no idea how he keeps doing it. Anyways so i see him with my sniper and then all of a sudden i get killed, no gun shot no nothing, just dead. Then the server starts going crazy, i cant get back on and i was killed about 20-30 times in a row just waiting on character to create. ... Then i see in chat that everyone is saying they are getting vehicles spawning in front of them (tanks and helicopters and shit like that), while im still getting killed before i can spawn, my friend says he got a helicoper spawn in front of him and a message saying it was from someone called mr.medic or something like that... then he gets killed via commands and now no one can get on the server. This is fucking rediculous...
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813 891 the 813 is the numbers along the top of the map (eastings) as they go higher as you go east. if you zoom out you see only 2 that would be the 81. the 891 is your northingsthe numbers on the side of your screen. as they SHOULD go higher as you go north but they don't in this game so we will call them SOUTHINGS. I suggest you look at some you tube video's or websites on how to make and use grid references both 4 and 6 figure. but remember that in this GAME the NORTHINGS are back to front and the grid square is calculated from the TOP LEFT. and not Bottom left like it is is real life. also the numbers are centred on the square where as IRL they are on the actual lines. but as others have said you are very NW of the map (when zoomed out). and running SE will get you there eventually you will also proberly find some vehicles hidden about too which will make your trip all the more easier.
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Welcome to Alpha! A message to the community.
Hetstaine replied to Legacy (DayZ)'s topic in DayZ Mod General Discussion
But that means i dont get to keep my tent city with all of the loot i am hoarding and all of my vehicles ! I dont want anyone else to have them ! sarcasm off Loving the journey so far devs, kudos to you guys for the time you are putting in :cool: -
Can admins see where vehicles are and players and so on?
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OCN Miami
foliveira1982@gmail.com replied to foliveira1982@gmail.com's topic in Mod Servers & Private Hives
Sorry pal too much TEST time. the complain still, also with vehicles being vanished and people STILL inside during your "test" and you dont even care to update your server. I DONT RECOMEND THIS SERVER TO A N Y O N E . Thanks. -
I was thinking... some thoughts on End Game- with Society Faction building (forgive the grammar - writing on IPhone Undecided ) What if players cone across the remains of factions/groups that were wiped out due to the Zeds. Players can then decide to take up this factions banners, (arm bands) Once you sign up at one then there will be info on your character - stats that others from your group can see. Other factions can also see if they are allowed at the location where it's kept. There will a wide range of factions which are based on what kind of groups would evolve out if this zombie apocalypse. When you discover one of these former faction hold outs... You can go through the notes and info left from the original members who either left or dead. Your are the next generation of society. Theses notes could be journal entry of a mother singing her child to sleep as she says in her next line how she wonders is this will be last night to sing this song. Everyday can be your last. Notes can also be info on how they were looking at getting power to some towns. There would also be information tell the player there other groups out there and even though at times there was conflicts, it made trading and surviving better. Once there is a group of 3 that are part of this faction then the book/symbol of the base and identity/ can be moved to what ever location you wish. Radios will have a channel for their faction (if you gave a radio) that will give info on the last known location of the base. Ideally there would be about 5 factions and players don't need to join them. You can do lone wolf. If a faction player sees the other player with ni armband then they know they are a lobe wolf or a new player. This idea is actually for the future of DayZ since you would need a larger map and more players on the server. This will also encourage to find a home server basically but faction stats and membership is cross server but like tents, what you build or layout will only stay on that one server. This is aimed at being social, while grounding it within what happen during this zombie apocalypse. Players will still kill each other and there will be faction tension but also there can be trade as well as backstabbing. Players who leave a faction or back stab the one they are a member of will be flagged. Meaning at the faction's core book with player stats- you will also see names that left or did the faction wrong. To keep faction from hording vehicles... They will have a life span after you fix them. So sooner or later the engine will just die. This means factions can only hold vehicles for a period of time, allowing them to respawn and others can get a chance. I have more but I need to do some research before saying more. The core is to allow players to be social, connect with the DayZ world, but also still allow players freedom at the say time bring players to bond. This would of course be after tasks and side missions are brought into the mod, if that happens. This also eliminates the survivor /bandit mentality . Let me know what you think?
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In one of the rp mods way before dayz we had proper city lighting and it was possible to destroy it by destroying the power station, so why not do the reverse for this game? Its not going to be an end goal but having the ability to repair the power station and keep it running might be a nice and good activity for some players. If you are lucky you can still find this mechanic on arma 2 (not OA), the place to bomb is the elek powerstation, near its generators. And if a bunch of amateur modders can do it, rocket sure as hell can do it too, but better. It would be a huge help to everyone on the server (even the killers probably unless they are using nv goggles, but they could destroy the station as part of the meta game) You would also have to maintain it because of the huge difference it makes in the game, the same way as vehicles but only with scrap metal and maybe some other parts. EDIT: additional info: This was in response to darker than black nights as a possible solution. I am not talking about care bearing, I am talking about giving more options and complexity to play this game. Nobody cares about my suggestion? Okay then. Enjoy your nights.
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Me and my friends have been playing the game for a while now, and started talking about possible ideas like dynamic events to add small goals into the game for you if you decide to do it. The best of these ideas was the idea to have a radio tower, in which you could record a message to play over all radio devices in Chernarus. With this it adds a goal for server regulars and groups to control the radio tower, so that their message can be heard in certain buildings, or even on a radio item. This could be used to broadcast a location in which people looking to join a group could go to, and possibly join your group What does everyone think of this? I personally feel Dayz needs more things like this to get people moving about the map, not just to acquire loot and vehicles, But also other things; like a petrol station for a steady supply of food or Lighting the lighthouse. Small events like this would give bigger groups daily routines and a goal after they have gotten a full set of loot. TL : DR Think of that scene in "28 Days Later" with the radio, now imagine you could do the same in Dayz
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Some highlights from the latest Arma2 Beta Patch
SystemiK posted a topic in DayZ Mod General Discussion
Just got done looking over the changelog from the latest Arma 2 beta patch (ARMA2_OA_Build_93965) and I've compiled a list of the points which would seem to have an impact on DayZ. It was a massive changelog and I'm sure I missed a few and probably included a few others which are not going to effect DayZ at all, but there are several nuggets in there which are going to be nice... [93958] New: Dropping items while swimming can be disabled with "enableItemsDropping = 0;" in description.ext [93945] New: In gear added bars with ammo count [93945] New: setGearSlotAmmoCount, setIDCAmmoCount, gearIDCAmmoCount, gearSlotAmmoCount gear commands [93897] New: AToC & PPAA added into UI video options [93812] Fixed: Restrict gamma value set by profile [93809] Fixed: Restrict brightness value set by profile [93654] Improved: Tone mapping [93622] New: Scripting function eyeDirection [93598] New: Scripting functions eyePos object and aimPos object [93542] New: MP Statistics screen (key I) contains the Server hostname [93528] Fixed: Max distance for DirectChat raised from 20m to 40m [93398] New: System chat like player connected/disconnected switched to CCSystem=6 channel. New configuration opportunity disableChannels[]={chan1,chan2,...}; in mission description.ext file possible. [92925] Fixed: switching backpack with dead unit in MP [89205] New: Player can look up/down using a mouse while driving land/water vehicles. [89201] New: SMAA antialiasing introduced, use PPAA=3, PPAALevel=0..3 in Arma2OA.cfg. [89104] New: Implemented automatic looking intro turns when driving a car with a mouse. [89086] Experimental: A different way to handle mouse steering is implemented for cars, tanks, boats and bikes [89011] New: A cursor is shown to provide a visual feedback when steering a car. [88147] Add: Optional FXAA sharp filter, *.cfg "FXAASharp" [87824] Changed: Removed support for config parameter nightVision (https://dev-heaven.net/issues/26117) [87075] New: Ground effect computed for helicopters (based on http://www.cybercom.net/~copters/aero/ground_effect.html) [87073] Fixed: Helicopter autohover was wobbling a lot (http://dev-heaven.net/issues/4478) [86737] New: Fast Approximate Anti-Aliasing (FXAA), http://community.bistudio.com/wiki/arma2oa.cfg [86704] Fixed: "Direct" chat sometimes not working (http://dev-heaven.net/issues/26422) [86702] Fixed: Dead body temperature was not saved (http://dev-heaven.net/issues/25466) [85594] New: Server admin can check build numbers of clients using #userlist. [85520] Optimized: Faster preload in multiplayer ("Receiving" mission, switching from map). [85244] Fixed: Objects close to bushes or trees sometimes ignored during visibility testing (http://dev-heaven.net/issues/25230) [84871] Improved: MP: Smoother motion of distant units (Default value of MinErrorToSend changed to 0.001, introduced new value MinErrorToSendNear with a default value of 0.01). [84271] Fixed: MP: Reduced bandwith usage in missions with many soldiers. [83137] Fixed: Walking no longer causes prone-style recoil to be used. (http://dev-heaven.net/issues/22828) [83062] Fixed: Sky sometimes changing abruptly (http://dev-heaven.net/issues/8072) [82621] Fixed: Weapons no leaving hands while turning when prone -
(Another) Trading Post that might actually succeed?
striker75 replied to Publik's topic in DayZ Mod General Discussion
The Special Task Force. Just need to make a forum post clarifying what I meant by this in the TS chat. What the STF would consist of: 3 - 5 people at a time. Pretty much doing guard duty until the need for them arises. These people should have knowledge of advanced infantry tactics and manuvers. The 'Elite' of the post you could say. Still, all should be allowed to, at some point, be part of it. Will just need to be able to listen and follow instructions of whoever is the STF squad leader at the time. A Vehicle, for many of the jobs they would be doing they would need one. Advanced equipment (hopefully) Silenced Rifles, one sniper. Medical Equipment. Jobs the STF would do: - Recover bodies (items) of scavengers that died in the field. Pretty much only for those 'lone wolf' scavengers, if you scavenge with a group the other group members should be able to recover the items. - Eliminate threats to the settlement. They would be the ones that actively pursue threats. Probably snipers mostly. The guards need to be guarding the traders/items and pulling out too many to chase snipers away could be very bad. - Secure meeting points for trades. This can also, and most likely, fall to the guards/Mercs instead. - Rescue scavengers in the field This would most likely require a Heli as land vehicles might not be fast enough. - Other jobs that require tactics and good teamwork to get done. ----------------------------------------------------------------------- Just my idea on what they should be, feel free to tweak or throw it out entirely. Like I said before, they'd just be doing guard duty most of the time anyway. -
Well, right now you can collect stuff, fill tents, and fix vehicles. Then you can go hunting for other people in random places. That's all there is in the endgame. I believe some more high-level objectives are in order. The purpose of high-level objectives is to attract established player groups to an area to spark some conflict. One thing that can be built on is the ability to produce stuff, instead of just finding it lying around. As the survivors of an apocalypse regroup, eventually they start growing their own food, making clothing, digging wells, and rebuilding infrastructure, and that's what I want to be possible in DayZ. I want to build towns. I want to plant farms. Even better, I want to command NPC civilians to plant farms, in exchange for my protection (or my "protection"). I want to have those same NPCs cranking out clan uniforms and ghillie suits. I want tripflares and barricades and machine gun emplacements to defend my towns, and I want to be able to build these things in a machine shop that I get running by fixing a portable generator. But most of all, I want to send recon parties on an expedition to probe someone else's player-built-village, then attack it and conquer their civilians to make stuff for me instead, and I want to defend my town from the same aggression. I want that objective. tldr: More sand in the box. It's feature adding time.
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Frustrated of DayZ? Play ArmA 2!
dunnobe replied to shemashko's topic in DayZ Mod General Discussion
You can filter for dao.nu valhalla. That PVP server was very popular (untill about 6-8 months ago, it seemed to have died a bit). You had to capture flags there and got money for it, also by killing enemies and destroying their vehicles. With the money you made, you were able to buy new gear and vehicles. kwhy; yeah that could be insurgency. Youtube for Project Reality mod insurgency, their gamemode is very fun, but there's also seperate insurgency missions that don't require a mod I believe. -
Yea, no biggie. This game is buggy as hell and we've just had so many issues with hackers recently that it just seemed too obvious, and the story wasn't adding up. Adding to that, all the gear in our tents and our new vehicles all were erased this morning after moving camp - everything gone but what's on our backs and we're all logged out in the middle of nowhere. This game just hates fun.
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My idea is to take out a few reasons to shoot other players and force interacting with other players. ATM if you want something from someone you only need to shoot him, there is no need to speak or trade items and stuff. What you think about random generated loot for pvp kills (2-3 low items) instead being able to loot all the bagpack and body items. So people are forced to group up and help each other or trade items. There are enough other things to fight for (good places to find stuff, vehicles, kill counts for real bandits).
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VEHICLE UPDATE (database side): 2012-06-16
eFFeRR replied to Ander (DayZ)'s topic in Mod Announcements & Info
Just had our camp wiped that we worked so hard on.. We had 2 UAZ's and an ATV that took us all night to fix up. We had previously had about 6 tents up but decided to finally make our base feel like home by sectioning it off with Barbed Wire, Tank Traps and Sandbags. It's not fun at all when you spent 6+ hours on this only to have it wiped (in our case.. the next day) I don't care if this is an alpha game, theres been over 2 months to get things right, vehicles and tents should of been one of the first things ironed out.. instead we are getting stupid updates like temperatures, skins and melee weapons. -
I was thinking... (forgive the grammar - writing on IPhone :-/ ) What if players cone across the remains of factions/groups that were wiped out due to the Zeds. Players can then decide to takeup this factions banners, (arm bands) Once you sign up at one then there will be info on your character - stats that others from yout group can see. Other factions can also see if they are allowed at the location where it's kept. There will a wide range of factions which are based on what kind of groups would evolve out if this zombie apocalypse. When you discover one of these former faction hold outs... You can go throug the notes and info left from the original members who either left or dead. Your are the next generation of society. Theses notes could be journal entry of a mother singing her child to sleep as she says in her next line how she wonders is this will be last night to sing this song. Everyday can be your last. Notes can also be info on how they were looking at getting power to some towns. There would also be information tell the player there other groups out there and even though at times there was conflicts, it made trading and surviving better. Once there is a group of 3 that are part of this faction then the book/symbol of the base and idenity/ can be moved to what ever location you wish. Radios will have a channel for their faction (if you gave a radio) that will give info on the last known location of the base. Ideally there would be about 5 factions and players don't need to join them. You can do lone wolf. If a faction player sees the other player with ni armband then they know they are a lobe wolf or a new player. This idea is actually for the future of DayZ since you would need a larger map and more players on the server. This will also encourage to find a home server basically but faction stats and membership is cross server but like tents, what you build or layout will only stay on that one server. This is aimed at being social, while grounding it within what happen during this zombie apocalypse. Players will still kill each other and there will be faction tension but also there can be trade as well as backstabing. Players who leave a faction or backstab the one they are a member of will be flagged. Meaning at the faction's core book with player stats- you will also see names that left or did the faction wrong. To keep faction from hording vehicles... They will have a life span after you fix them. So sooner or later the engine will just die. This means factions can only hold vehicles for a period of time, allowing them to respan and others can get a chance. I have more but I need to do some research before saying more. The core is to allow players to be social, connect with the DayZ world, but also still allow players freedom at the say time bring players to bond. This would of course be after tasks and side missions are brought into the mod, if that happens. This also eliminates the survivor /bandit mentality . Let me know what you think?
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Absolutely, theres bound to be some unused weapons in crates left somewhere by the military! It doesn't even have to be something that fancy. Maybe rocket can utilize all the existing cupboards, cabinets, wardrobes etc. and make them lootable ( maybe like corpses or vehicles ). But don't ask me how, I have no programming skills or knowledge whatsoever. :P
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Would it be possible to have a hotfix that does something about the debug forest? Every time the Survival Ops group starts to move our vehicles to a new location or starts to run an OP, everyone on the server magically falls out dead because of someone in the debug forest... Its getting extremely aggravating, because it was not just 1 of us who died, it was 45+ people on server who all died at once. All that gear was lost from our group and now we have no clue where our vehicles will end up...
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What is your logic, Bandits/PKers in general?
McStabbyface replied to avalontreman's topic in DayZ Mod General Discussion
Here is my logic Avalon: I love killing people. I really do. I don't enjoy going into zombie infested cities to scrounge, unless I happen to kill somebody while I'm there. I don't enjoy going to NW airfield to search the barracks for NVGs, unless I happen to kill somebody while I'm there. I despise sitting in a forest in the middle of nowhere, because I will never kill somebody while I'm there. My team doesn't set up tent cities because we never stay in one location. We actively run around hunting other clans (and their tents) or players. I shoot on sight because I enjoy it. And yes, I DO hate starting over. But it's really not that bad. Then I just kill people and take their stuff. My friends can't help re-equip me because we don't use tents or vehicles. If I die, this is what happens: 1) Die, and lose my DMR and NVGs. 2) Kill a bandit within a few hours with my Lee Enfield and take his DMR and NVGs. The cycle continues.