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Found 41868 results

  1. Shortly after your server starts look at the ARMA2OASERVER.RDP file in your /cfgdayz/ folder If vehicles are spawning you should see something like this: 5:16:59 "OBJ: 17568TentStorage" 5:16:59 "OBJ: 17704hilux1_civil_3_open_EP1" 5:16:59 "OBJ: 17824Fishing_Boat" 5:16:59 "OBJ: 17884SkodaRed" 5:16:59 "OBJ: 17945ATV_CZ_EP1" 5:16:59 "OBJ: 18126Lada1_TK_CIV_EP1" 5:16:59 "OBJ: 18368ATV_CZ_EP1" 5:16:59 "OBJ: 18430UAZ_Unarmed_TK_CIV_EP1" 5:16:59 "OBJ: 18490hilux1_civil_3_open_EP1" 5:16:59 "OBJ: 18550SkodaRed" 5:16:59 "OBJ: 18611Lada1" 5:16:59 "OBJ: 18792ATV_CZ_EP1" 5:16:59 "OBJ: 18852UAZ_CDF" If vehicles are not spawning because the devs haven't added them to your mission instances then you will see tents/wires/etc. spawn but no vehicles. Mine just shows this: 10:15:03 "OBJ: 29474Wire_cat1" 10:15:03 "OBJ: 29534Wire_cat1" 10:15:03 "OBJ: 29722Wire_cat1" 10:15:03 "OBJ: 29736TentStorage" 10:15:03 "OBJ: 30256TentStorage" 10:15:03 "OBJ: 30433Wire_cat1" 10:15:03 "OBJ: 30854Wire_cat1" 10:15:03 "OBJ: 31069Wire_cat1" 10:15:03 "OBJ: 31530Sandbag1_DZ" 10:15:03 "OBJ: 32028Wire_cat1" 10:15:03 "OBJ: 32123Wire_cat1" 10:15:03 "OBJ: 32436TentStorage" 10:15:03 "OBJ: 32815Sandbag1_DZ" 10:15:03 "OBJ: 33536Wire_cat1" 10:15:03 "OBJ: 33860TentStorage" 10:15:03 "OBJ: 33864TentStorage" 10:15:03 "OBJ: 33865TentStorage" 10:15:03 "OBJ: 33883TentStorage" 10:15:03 "OBJ: 34744Wire_cat1" 10:15:03 "OBJ: 34746TentStorage" 10:15:03 "OBJ: 34912Sandbag1_DZ" 10:15:03 "OBJ: 34988Wire_cat1" 10:15:03 "OBJ: 35175TentStorage" The file you need to check is actually arma2oaserver.RPT. I only have one OBJ: line in my log file: 12:01:18 "OBJ: 37016Wire_cat1"
  2. No Vehicles im afraid, in the future hopefully :D
  3. sherlock (DayZ)

    Beginner's Guide

    I shortly read through it and stumbled upon a minor mistake in your hud-graphic. The thermometer represents the influence of the environment and is so far not implemented. If I recall correctly it is rocket's intention to incentivise realistic beahviour like looking for shelter when it rains. How panicked the player is, is only represented by the heavy breathing of your ingame character. Edit #1: Under Humanity you write that it can be regained/increased by killing Bandits. This might be incorrectl. Killing a bandit is consequence free (no humanity substracted nor rewarded). It might also be worthwhile to mention that shooting a survivor will substact as much humanity as that particular player had, so if his/her humanity was near zero the concequences won't be as dire. Also an interesting mechanic to mention would be that there are no penalties if you shoot another survivor in self-defence within a 2 minute timespan (however he must hit you first, I think, for the game to register it as self-defence) Edit #2: Under controls it might be useful to add: -double tapping the CTRL-key will lower your rifle (doesn't work for the side arm) and will help you to show that you don't intent to shoot the other guy (I did see that you mentioned it in the foot notes but it might be better to put it in this part of your tutorial). -RMB-hold will also hold your breath, so if you do it for an extended period of time, your vision will start to shake. -num pad Enter, will circle between 1st and 3rd person view (servers may chose to not allow 3rd person view). -Alt will allow you to move your head independently from the rest of your body to look around while you're moving in a direction. If you double-tap Alt it will stay untill you double-tap it again. -It might also be worthwhile to add Caps-Lock. Caps-Lock activates VON and allows you to communicate with other players using your microphone. -right-CTRL+M, will bring up your GPS (if you found one) and will be displayed in the bottom right of your screen, like a mini-map. -N, will activate the nightvision goggles (if you found one). It can also be used to read out the grid coodinates of your current position. -/-key (above ENTER), is used to perform a salute. In DayZ it is used by players without a rifle (only sidearms that cannot be lowered/holstered with double-CTRL) to signal that they don't have sinister intentions. -"-key (key left of ENTER), is used to sit down and have a break. It's not essential to playing the game, but it can be fun to use when someone lit a fire ;). -L-key, to switch lights on and off (vehicles). -;-key, to quickly change from your side arm to your rifle or vice versa. -all keys can be reassinged in the options menue. Edit #3: Inventory If I'm not mistaken, items placed on the ground will despawn once you move too far away from them (staching isn't possible that way). Edit #4: Navigation It might be helpful to link these to instructional youtube videos: 1) finding north in daylight using your watch: 2) finding north during night time using the northern star: http://www.youtube.com/watch?v=df6-M4iAv_o Edit #5: Doors and Ladders & Final tips The bug that causes you to fall down from a ladder when you climb it with your pistol drawn will be solved in the next update. Apart from these suggestions, it looks like a very thorough guide that might help a lot of new players. I can only commend you for your fine work. I'll let you know about anything I see that might improve your guide.
  4. Macenzie

    Repair Helicopter?

    If you can only ride in the gunner seat, what you have found is a "crashed" helicopter. These are not real vehicles and cannot be repaired. You need to find a green helicopter that looks like it is intact.
  5. Good to hear you guys are enjoying it. I my self team up with 9 other people using TS, planning to get some tents, make a base and then scavenge vehicles for parts. I agree the 100 slot server would make the game so much more intense and more entertaining. I hate bandits, a large majority are from getting sniped off so I kill every single fucking bandit I see.
  6. Check the server forums. New servers don't have vehicle scripts enabled on them, on the Devs side. There have been multiple threads about vehicles in the server subforum.
  7. FreedomTea

    Remove Vehicle H.U.Ds

    Very simple suggestion here to increase realism and enjoyment, picture included to illustrate. Remove the top left heads up display for vehicles (apart from what needs to be repaired). I.E. take off the speedo and petrol gauge. The dashboard indicators seem to work perfectly and it will add to immersion. The UAZ speedo as seen in the picture seems to be 4kmph out, but then again my peugoet 206 IRL is 8kmph out according to the satnav. Thanks for reading.
  8. pLx - Killer_Toast

    Rocket/missle attack in cherno?

    You would need like 5 people with 5 rockets launchers to pull this off are you sure it wasnt just a bunch of grenades? Rocket launchers take up 10 slots plus 3 per rocket and are incredibly rare(I've only seen 1) so unless someone is hacking items it was probably a bunch of grenades, or possibly a few grenades blowing up some vehicles? Vehicles smoke and burn like that when blown up.
  9. milancz

    Stashing Stuff?

    By default, dropped items dont despawn in ARMA, but DayZ has a cleanup routine and its a bit unpredictable. Sometimes your stuff left on the ground will disappear fast, sometimes you can find it after a pretty long time, but dont rely on it, definitely not for stashing valuable stuff. I've seen rocket posting something about underground caches that should be invisible to other players. That would be cool and I hope it will be implemented in future versions. You can also put your things in vehicles, but you better get them working and drive away from where you've found them.
  10. While the idea of martydom in this game doesn't appeal to me, i do like the idea of being able to make IED's out of the random bits and pieces you salvage around the map, and use them as traps on corpses and vehicles and buildings.
  11. A Desert, large and silly, with some rare oasis water spots, big rocky mountains, extremly spares resources, but a lot of vehicles and parts for them.
  12. rossmum

    Where is the .22lr?

    Of course, but thoe vehicles serve a separate, distinct purpose; the 1895 with a suppressor would be ditched in favour of the M9 SD by almost everybody, so it'd just be going to waste. Again, though, the regular 1895 could be useful as an early-game weapon.
  13. To answer your automatic wheel repairing: To repair any vehicle part the correct way you must repair them with the correct part required for the certain area of the car, you can repair any part of the car at any time, even when they are green :P . Server resets and crashes seemed to fix my vehicles parts as well, also, I have had an experience were i smashed 85kph into a car and it broke the 2 front wheels and badly damaged the engine, During this time about 20-30 zombies were coming after us and we stayed in the car. Once the zombies started hitting the car the 2 front wheels magically repaired themselves and so did the engine, ive had this happen multiple times, seems zombies are mechanics... (Bug of course). Regarding speed: Press E or hold shift to go faster, i usually hit 90-100kph going on straight roads (except dirt tracks) and going down small hills will increase my speed into the 110+kph range.
  14. My group stumbled across two vehicles in the space of five minutes, both fully repaired minus fuel. I ended up with the UAZ which had five empty jerry cans in the boot (Most likely someone ran it dry- unless they spawn there?) Anyway, I know when vehicle parts are red they need replacing HOWEVER I accidently ran over a fence and the fuel tank and wheels turned orange. My question, Will the fuel tank and wheels slowly turn green again? I have seen this happen with the wheels on a bus, or do I need to replace them? And whilst they are orange will they give me less performance? The poorly written wiki says the UAZ should go 112kmph on land and 44 off-road yet this one goes 75 max on road and 22 off. Is this a mistake of the wiki or is something wrong? - keep in mind the vehicle was 100% green when testing this speed. Can only time repair orange parts or can i fix it with my toolbox? Im pretty annoyed how beat up this UAZ got from driving over a small piece of wood. Thanks for any information you can provide. -before our run-in with the fence of demise
  15. THE GOOD Now there are some ideas that have been suggested that I really like and I think will make the game better. These things increase the human element, increase the realism and in some ways the difficulty. These haven't all be suggested by me, and some are apparently going in anyway, I'll update those as they happen. Great news about the standalone being announced. These suggestions apply both to the mod and the standalone at this stage , until we get to a public build of the new game. 1: Removing global chat (IN on good servers anyway). I'd also like to see whisper, talk and shout modes the latter two which would up the range of your voice but also risk alerting infected. Also more hand signals, someone also suggested a whistle which I quite liked. Direct chat needs to be very reliable and there need to be quick clear ways of signalling. Death comes fast in Dayz to help reduce KOS communication has to be unequivocally clear. 2: Radios. To allow long range communication, radios, walkie talkies. Here's a thread on it http://dayzmod.com/f...walkie-talkies/ 3: Exposure. Weather , warmth / cold survival elements. IN and improving with each patch by the looks of it. 4: Player journals. I love extra human element this will add. Id like them to just be something you can read on a corpse and not take with you. Here's the thread http://dayzmod.com/f...ge__hl__journal . Support this idea! 5: Occasional (VERY rare) zombie wanderers in the wilds. Not enough to make the wilderness stressful, just enough to make sure you couldn't feel totally safe. (Later suggestion 21 addresses this better I think). Or possibly the odd bear or wolf http://dayzmod.com/f...ars-and-wolfes/ 6: Better hunting, wild animals that spook and are harder to kill. Also zombies killing animals. I'd like the feeling of a ravaged eco system you would get from seeing scared animals. And also seeing the Zs chasing down and eating livestock etc. That could at times also provide a valuable distraction... http://dayzmod.com/f...re-challenging/ 7: Possibly a more involved crafting cooking system. Foraging, cooking recipes. The hatchet is a start towards this sort of thing I think. Still not 100% on this one, seen alot of threads about foraging, fishing and farming. All ideas that have potential. 8: Daynight cycle 1.5 x speed. So you get more variety, might stop servers cheating and resetting server time. And allow players to experience both day and night if they can play only at certain times. Don't get me wrong I love night time! However I read a post by Rocket that said that this isn't possible currently. An alternative I came up with is locking CD keys to a timezone : http://dayzmod.com/f...synced-to-time/ I'm re-assessing this problem and also think that removing NVG / Thermal from the game would improve the game. The nigh-time gameplay dynamic is great, the light versus risk problem. But NVG and thermal really ruin this. I know this is a divisive issue but think the game would be better for it and people would be less worried about playing at night because the playing field was a bit more even. 9: checking / refilling magazines. Please god! An inventory filled with clips with 2 bullets in is a killers! IN! Checking is in and at least some ammo types can be converted. A nice start. 10: Less predictable loot locations. The loot zoning is ok. But having the best loot spawn in the same place in the same building every time is too predictable for my liking. Possibly less predictable vehicle locations as well to prevent out of game maps plotting the spawns. 11: Repairable refuel able emergency generators. I wasn't sure about this idea but think it could work. I'd prefer to see smaller generators rather than full power stations myself so that teams could light up small areas. Could tie in with the radios idea as well. Here's the thread. hhttp://dayzmod.com/f...enerators-v-33/ 12: Remove radar from helicopters. To stop people being able to hoover up all the vehicles as soon as they have a chopper. DONE! 13: Camo netting. I'm sure this had been suggested before. But some camo webbing to hide vehicles would be fantastic! 14: Traps (already on the way apparently). Beartraps are in but horribly bugged. 15: Non lethal weapons. Something to incapacitate people and rob them without killing them. Tranq darts etc would be nice. One shot = slower movement blurry vision etc. Two shots = slow down until you pass out. The gun could be a slow loading one shot weapon so there is no one hit kill mechanic introduced with these weapons. More options for people is a good thing. 16: Shooting people damaging equipment. Discussion thread here http://dayzmod.com/f...age-by-gunfire/ 17: Throwing anim quicker or not stop you moving. Smoke grenades for instance are a life saver, or should be right now you stand and get mauled before you can get the smoke away. 18: Curious Z's. Loud sounds outside their agro range draw zeds to wander roughly in that direction. So a grenade blast in the distance, a sniper shot a car. If not close enough to draw direct agro causes them to gravitate. See no 21 for an extension of this. 19: Sprains. Small falls instead of shattering your legs cause sprains that stop you running but not walking. Painkillers cure the sprain. Zombies can be more likely to do this than break your legs as well. (1.72. will reduce zombie legs breaks which is a nice start). 20: This ground mist on occasion for added spookiness. http://dayzmod.com/f...136-heavy-mist/ looks very atmospheric. 21: Zombies spawning much further from players. Might be possible with 1.7.2 optimisations and in standalone certainly. Here is a more in depth reasoning http://dayzmod.com/f...ns-and-zombies/ 22: Less ammo , military weapons. Combined with fixing the ammo bug (below). I still think the good weapons should be in the game just much much rarer. Along with ammo in general. I like the thrill of finding something good. But as it stands it's way too easy to find military hardware. Remove military spawns from all civilian places. Lower the spawn rates in all others including deerstands. Primary source should be crashed choppers I think, but even then much rarer. This has been suggested in many places and is an important step to making Dayz less KOS and more about survival. http://dayzmod.com/f...tality-of-dayz/ THE BAD Ok instead of repeating myself in lots of different places I thought I'd just write my thoughts on Gameplay etc in one place, then you can all tear it to shreds lol. 1st: The first thing that makes Dayz great is the human element. The interactions that occur between players. These interactions are defined by fear, mistrust and uncertainty. 2nd : The second thing that makes Dayz great is the realism, and the difficulty. Everything is difficult in this game. This makes the reward all the greater. People keep suggesting mechanics, like Safe Zones. Spawn on friends. Factions. No friendly fire. Easier Vehicles, more powerful Makarov, building safe houses,etc. No no! Missing the point! DONT MAKE IT EASIER! Sometimes the game can be frustrating but making it easier, making these things more convenient will kill what makes the game so compelling. When I've achieved something I hate dying, but when I re-spawn I learn from my mistakes and am driven to not make them again. People also keep suggesting skill systems. But I don't think acquiring skills as a game mechanic is the way to go in Dayz. It's what you find and what YOU do with it. You can approach problems in the game in a real world way, you can navigate without a compass. And the more you play the better you get. You are developing the skills yourself. Its frustrating enough losing all the gear you've found without losing the ability to do things within the game. I also often see a desire for human NPCs. But WE are the survivors :) People keep suggesting sanity meters etc. Another thing this game really doesn't need. I don't need my character to shake any more or the screen to blur (happens enough when i'm hurt and cold) , or hallucinations. When the game scares me i'm scared! Probably more so than any other game I've ever played. I've been scared by rabbits, by my own shadow, by bushes, by other players even occasionally by zombies :P Artificially trying to tell me that im scared just isn't necessary. THE UGLY (bugs) Obviously there are plenty of bugs / issues in the game, as the mod is being developed in conjunction with the standalone I will leave these here: pistols not holstering, losing gear in the sea - FEATURE not bug :) Backpacks eating gear. Zombies coming through walls / doors. (Coming Soon!) Zombies following you literally forever even when you get miles from them. (FIXED) Amusingly Zombies are too easy to escape now :) Zombies hearing / seeing you through walls (FIXED) Player names showing up through buildings etc so you can see where people are on non hardcore mode. Bleeding icon out not obvious enough. Logging out cheat. (5 second logout timer added then removed for technical reasons, and coming back again soon ?). Tents not placeable / nearly impossible but not quite. (FIXED!) Tents / vehicles losing stored loot on server restarts. (DEF NOT FIXED!) But id rather this than duplication. Swapping guns on floor losing dropped gun. Crawling up stairs killing you or breaking your legs. HACKING - getting incredibly common. (FIXED apparently! or not....) Vehicles biting you. Sometimes when you stand close to one it suddenly hurts you, even breaks your bones. Slight slopes and objects making you stand up! Rearming at vehicles/ tents can delete your primary weapon! Tent pitching can end in many tents appearing. Zombies still attacking through walls. No storage total display for tents / vehicles. Regenerating Ammo! (Fix on the way). Temp Duplication! My major gripe atm. Infinite gear is really ruining things right now. Bear trap bugs. Invisible beartraps and despawning with server shut down. But this game is in ALPHA if I was developing that game I would be well aware of these problem already and planning to fix them so I'm sure Rocket is. Everyone should also have a good read of this thread: http://dayzmod.com/f...ed-updated-722/ Get an idea of Rockets vision, what he will and wont do.
  16. Could you confirm/check if the vehicles are currently spawning on your server? If you don't know the method to do that, check this post http://dayzmod.com/forum/showthread.php?tid=4415&pid=40397#pid40397 Thanks in advance!
  17. The difficulty to get vehicles working is one of the driving forces behind the game, take that way and your losing the longevity. One thing I would say is that bleeding out needs to be more obvious, I keep missing the fact im bleeding when im busy Id like a much clearer alert for it.
  18. [[Vehicles]] - Add them, lots of them. [Gameplay implications] more vehicles and less parts sounds fine by me. ____________________________________________ [[Guns]] - More small weapons, less military hardware. Assuming the ladder issue gets fixed, handguns should be the most common weapons. Civilians have far greater access to handguns than anything else, we don't have any great access to handguns in russia, so thats pretty realistic to have more hunting rifles and military stuff if you are living next/at military town, what is quite common stuff around here. ____________________________________________ [[Wounds]] will be absolutely great to have ace wounds system with all medical supplies it got. but if no, then default med module is better then nothing.
  19. Sump

    Tents & Vehicles General

    I am wondering, if it's like only 20 vehicles at every server restart and someone saved a vehicle, does that mean there will only be 19 vehicles spawning at the next server restart?
  20. milancz

    Tents & Vehicles General

    Yep. Lights are the only thing working even in otherwise completely disabled vehicles :D You can destroy them by shooting them, but I didnt try that in Dayz so I don't know if it can be fixed. Btw doesnt the DayZ mod make vehicles superfragile and does superdamage to passengers? I was completely healthy, driving an UAZ and as I was slowing down a to stop under a tree, I did hit a tiny twig hanging from the tree with the top of the car at 0.0001 kph, UAZ went instantly from ok to fubar and I fell out instakilled. lolz. After that I don't even attempt to run over zombies because I fear that the car could explode when colliding even with a crawler :D
  21. harryzhe

    Notes from the wasteland

    The only time i can see this being really useful is placing them in tents or vehicles. Otherwhise it just seems like they'd pretty much never get found.
  22. Z3RO (DayZ)

    Practice shooting, Reminton 870

    If you goto the Armory, then select weapons the 870 it should spawn you in the world with it. Another cool thing about the whole armory system once you select what weapons/vehicle you wanna mess around with it starts giving missions and stuff to do, ranging from racing, attacking bases and stealing other weapons/vehicles from bases. Also the more missions you do the more weapons/vehicles you unlock.
  23. qla

    Bicycles

    The mountain bike in ArmA 2 goes way too fast, almost as fast as the motorcycle. And i think it would be one of the better vehicles because it makes almost to no sound and is really easy to hide. Maybe if it's possible to rework the stats in it. And of course it would be really easy to fix, if it to be realistic.
  24. Hey all We are an international clan looking for hardcore teamplayers, bear in mind this is not purely a recruitment message, those who don't want to join RGG but want to play alongside are more than welcome to. What we offer: Forums [RGG] Forums Teamspeak: 85.25.99.104 We run all our servers and TS/Forums etc on our Dedi Server. You will find we work in large groups to accomplish better end game content in DayZ (vehicles/camps etc) and to protect each other. We are currently a part of the |TG| DayZ group so if you want to play with large groups who own camps vehicles etc then register and join the DayZ group on there first. Please bear in mind we are not purely a DayZ group so there will be other mods and missions you can play when times get boring on DayZ, we focus on PR/ACE/ACER/I44, which we have two servers to focus on these game modes. One last thing is no players under 18 are allowed to join RGG its purely a mature environment, do not expect any loosening of the rules any time soon. you can find our steam group on here: RGG Steam Group Or you can find me here: [RGG]Dale Hope to see you soon :) Best Regards Dale
  25. n7snk

    Fixes tweaks and ideas

    ofp2001/arma/arma2 is build as milsim with huge scale' date=' means shitload of tanks, aircrafts, helicopters, light armored vehicles and cars present in one battle in same time. i'm talking about 100 vs 100 servers for example, like serious games tushino. Or PvEvP scenarios like warfare (caprure the island) scale is the keyword. you don't really care how enterable houses are when you are in the middle of hell where you are getting shot from everywhere and suppresed by heavy armored vehicles and 3-7 helicopters over your head and commander of your squad yell to move to complete objective, unless this building can provide nice positions to open fire, like rooftops etc. Unless you want to stay in house and get blowed up & buried there alive, since everything is destructable in arma games arma works different and there is no customizeable loadouts in arma 2. it will present in arma 3 tho. rpg is anti tank weapon and it meant to peneterate armor. this is not artillery hight explosive rounds that cause damage over area of explosion and fragments' date=' shooting infantry with AT rounds is absolutely retarded and inefficient waste of round, since it will cause damage only if you hit targer or very close to target, because of it's principal of operation and thats SHAPED CHARGE also there is such thing as backblast, (in ace mo tho) so using AT weapons in close quarters or back to wall will simply kill you, but hey, you want BIG GUNS! EXPLOSIONS! BAM! AND YOU ARE ALL DEAD NOOBS! and all kind of stuff that you got used at common FPS, even tho it have nothing in common with reality. Yeah, there were rare cases when AT weapons were used against infantry but thats extremelly uncommon. this mod isn't any major conversion of arma. in fact it don't use even a quarter of features arma actually got and what used in other game modes' date=' mods i.e. domination/evolution & ACE2 mod, or even roleplay gamemodes (which i dislike as i dayz, no offence here i play dayz when my fav server is full) but hey, it aimed for hardcore realism, not zombies gameplay what seems to be overrated these days, even tho there were zombie mods before for arma 2 and even for arma 1. Not saying that dayz is bad or someth, but rather dissapointing that people don't want to find out what arma is all about and how huge and awesome it is, while they limitate their experience playing as infantry only with couple of weapons that were took from huge arma 2 weapons arsenal. not even mentioning ACE2 arsenal, since it's ridiculously enormous with any kind of weapons/explosives/ammunition/tools/radios and such on. and from what i read here in your entire thread you clearly never played ofp2001/arma series. get hang of arma and you will see what this game is really capable of, and what possibilities for modding it got. may be after that you will see how does it works and what kind of features it can/can't have. and yeah, as i said already it use arma files and models for weapons, players, npc MOSTLY. and thats a tiny byte of what is actually game have. QTF also for old arma fans thats more like a bone in a throat as these old rpg servers, or may be i'm purist and snob that got used to play arma as milsim. again, i don't mind dayz/any other fun mods for arma, i'm just pissed off a bit that people don't want to understand game mechanics and sometimes suggest things which aren't relevant/possible with current game.
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