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VEHICLE UPDATE (database side): 2012-06-16
Kuznetzov replied to Ander (DayZ)'s topic in Mod Announcements & Info
Great update, thank you for ruining our weeks of collecting vehicles(it's a sandbox game, it's what we love the most) I made sure to move all vehicles and push save yesterday, just because of this update(I was certain it was going to bug for us and there we go). Maybe you can see a pattern, from the bugged cars what which did not disappear. Nothing was stolen of the cars that was still there they still had(NVG's, Rocketlaunchers, Dmrs etc.) As well as some of the "gone" cars out of gas, while if somebody stole our vehicles they would've left the 100% full and green repaired cars. Missing cars: 2 Pickup 2 UAZ 1 Offender 1 Ural 1 ATV Current cars: 2 Pickup 1 Bus 1 Offender 2 Cars 1 Helicopter 1 Dirtbike And yes, I am one huge nerd of this game, and I love it so much, played it for weeks constantly now, but man, this is disappointing. -
(Another) Trading Post that might actually succeed?
JReacher replied to Publik's topic in DayZ Mod General Discussion
It seems the most logical progression would be to start with a mobile before ever attempting a base. This would allow for a large inventory build up, require less manpower, and be easier to guard and/or get away during bandit raids. I guess once the server is picked, it will then need a handful of vehicles (large truck for holding mobile inventory, and small vehicles for raids and/or meeting traders with tradees), and a few standard locations where a trader representative can be met. The first few days would probably be gathering ammo and blood packs to trade out with your average scavenger (requesting the priorty for vehicle parts). I have yet to ever find a vehicle or even a tent for that matter so I have no idea how long it would take to put together a small fleet. Keep everyone posted on the updates to the project, and good luck actually getting something solidified. -
I'd like to see more bycicles (sry for bad english) and partly repaired vehicles in the game. In RL it wouldn't be that cars are fully destroyed only partly so it sould be a chance (list below) of partly repaired vehicles. Repaired Engine = 12,5%(100% Repaired), 25%(50% Repaired) Repaired Hull = 25%(100%), 33%(75%), 50%(50%), 75%(10%) Repaired Wheels = 33%(100%), 50%(50%), 75%(25%) Repaired MRA = 10%(100%) Repaired Etc = 33%(100%), 50%(50%) Bycicles should spawn fully or halfly (list above) repaired (a chance of 75% of a 100% bike) and apear more often so it is more easy to get a transport vehicle (i think most humans had a bike before the apocalypse broke out) PS: Sorry for bad english im german.
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German mirror: http://mirror.tritnaha.com/old/ Sweden mirror: http://cdn.armafiles.info/old/ I like to switch between old and new releases in case of initial problems, as is happening now. I have directories in @dayz called Temp 1.7.1 and Temp 1.7.0. I extract the files in these directories and copy them to @dayz\addons as required. Only the "vehicles" files are the same for both releases, so you don't need to change those.
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Invisible, No Zombies/Loot, Respawn in strange body land
RedNoak replied to Dingus (DayZ)'s topic in DayZ Mod Troubleshooting
watched the video. i'm having the same problem, exept i didnt respawn so i still hang out around a airfield and it seems that the sound is off. so no sound when walking or shooting off my guns. when i go to the airfield the landscape seems kinda strange... no zeds, no loot, even no dead military bodies nor damaged vehicles/rubble piles also the info window wich contains information on bleedlevel murders etc is gone and the hear/sight indicators are still there but not working (always showing zero bars) i installed the latest beta patch, though arma says in tiny letters on thebottom of the screen: version 1.60.43385 i deleted the @dayz folder, and manually installed the latest patch (torrent download DE server). -still same problem i deleted the @dayz folder, and updated through the six updater. -still same problem running arma 2 combined operations on steam -
VEHICLE UPDATE (database side): 2012-06-16
Ander (DayZ) replied to Ander (DayZ)'s topic in Mod Announcements & Info
Vehicles was only reset this ONCE. That means it would only respawn to original place after 1 server restart. Not further restarts. If your offroad is missing but none other, then someone probably stole it. -
The issue regarding this mod, the people who bought the game for DayZ
esaciar replied to privatewolf's topic in DayZ Mod General Discussion
Absolutely second that and know where you are coming from. I love the little nuances in the game when you almost forget you're playing it. You fidget whilst sat watching the sun set over a towering mountain of pines whilst a campfire crackles in the background. Your team mates busy themselves with arming up and some are prepping vehicles. You suddenly snap out and realise you actually considered this a "lovely evening" and actually felt a swell of happiness. Immersion doesn't even come close as a description. -
Before everyone gets all up in arms about these suggestions, remember that they are, in fact, suggestions. These are personal improvements I think that could be made in assisting the game in the aim of becoming more immersive. They are not so much actual suggestions, but more inspiration for the developers and the general community to help form further features/suggestions. Ahead lays a 2000 word dot-point essay so heads up (took me two hours to write :L) I have made a literal fuck ton of suggestions, so to tackle them in no particular order: - Additional clothes added and all have subtle advantages and disadvantages for the wearer, to create an RPG like system for clothes, for example: * The Ghillie Suit is rarer and only found at military related structures/areas, but wearing it will give you a -1 visibility paired with a +1 audibility to infected. * The Camo Clothing could come with an ability such as +1 damage protection to the chest area, but more zombie damage vulnerability. * Another armour could be added, decreases zombie damage by a tiny amount and reduces the rate of which you lose body temperature, but slows overall movement and increases the rate of which your character needs to drink. * A final example would be very casual/loose clothes that decrease the rate of thirst/hunger and increase movement speed, but increases the rate of temperature loss and allows zombies to do a tiny bit more damage in terms of blood loss - More equipment on a new spawned character; stuff like a Watch and a Morphine syringe (I mean come on, what kind of person owns a Kevlar vest but not a watch or compass? - Electronic equipment such as a Flashlight, GPS, Rangefinder and NVGs require batteries that drop as general loot (increases the amount of stuff and means that you can't use them infinitely, spearing the use of NVGs and flashlights - When players eat canned food such as Beans, it drops an Empty Tin Can at the players feet, this would be the same with Soda and Empty Soda Cans. This would help people identify where a player has eaten food and therefore track them possibly - Introduction of Whiskey in a full bottle state, which when consumed makes vision blurry but decreases chance of bleeding from a hit and increases sprinting time. However if too much is consumed in a short time, attempting to sprint will make your character topple over (the blurry vision would accumulate to a degree). It could also function as a means of slowing temperature loss - Seating within certain vehicles that allow for players to still aim and shoot their weapon (such seats exist in the AH-6J if I am not mistaken). These seats would be present in the UH-1Y, trucks such as the V3S or even motorbikes and utes - Flares can be used to light campfires and are a bit less common - The backpack screen where it shows position and availability of items/space in your bag appears whenever you click 'Open Bag', including when interchanging items between your main inventory and bag - Ghillie Suits display backpacks - I'm sure this is a bug however - Patrol Coyote backpacks are increased to a 10 space backpack and Czech Pouches are increased to 8. Czech Pouches would be therefore swapped as the default spawn pack (makes sense for the player to start with the most simplistic gear) - Large scale decorative replacements, for example: * Replacing the presence of destroyed Humvees' on the road with CDF vehicles, it makes sense that the Chernarussian Defense Force would have been more present and have taken more losses then a foreign military power. * Removing all dead soldier bodies (with the exception of those found near destroyed vehicles and such) and replacing them with similarly dressed zombies * Reducing random ruble present that has no perceivable source (such as the ruble on the main airfield) - Barricade related improvements: * Barricades can be placed in buildings (I have no idea how the ARMA engine works, but perhaps a script detects the height of the player relative to the ground and spawns the entity there?) * Zombies cannot pass through barricades while indoors - Another bug I assume * A 'ghost' image of the barricade appears during the placing period so you know whether or not it will work and have the desired effect. * Additional barricades such as wood piles (acquirable with an Axe) or junk barricade ((pile of random ruble) acquirable with a bunch of scrap metal or something) * If player has appropriate equipment, allow for proper dismantlement of barricade back into inventory * Barbed Wire placed down by players can be upgraded to a CAT 2 barb wire fence if they have two additional spools in their inventory. - Introduction of Toolboxes back into the mod for their respective uses. - Able to use items straight from the backpack menu, for example, able to use/consume items from your backpack directly - Animals more likely spawn around farm structures like barns and crop fields - A military base (similar to the base East of Balota) can spawn at a variety of locations across the map, meaning players aren't guaranteed an easy loot spot. - Introduction of Radios' into the game that allow for players to communicate with everyone else who has a radio through a special channel. Could add further features like different channels that can only be heard/chatted through if on that particular channel. Also could include messages from crashed helicopters, providing a voiced description of the area the helicopter crashed in or a grid reference (so it would be something like "THIS IS ALPHA 6-1 GOING DOWN SOUTH OF ZELENOGORSK IN A FIELD" for an area description or "THIS IS ALPHA 6-1 GOING DOWN IN GRID 052041" - Antibiotics are a bit more common in hospitals (are way to rare to find at the moment) - Temperature loss is more prevalent during the night to the point it is a possible threat and not a distant worry - Allowing for Raw Meat to be thrown to distract zombies who will then gnaw on it for a bit (as raw meat serves no other purpose until cooked). - More food and drink options aside from canned items that fulfill different hunger values (such as packaged Muesli Bars that fulfill little hunger or make Soda not as effective as Water in fulfilling hydration) - Another model for Empty Water bottles so that they are able to be identified in loot piles (something like the normal model but with the lid unscrewed and off) - Additional tents that offer different bonuses: * The smaller kind of semi-sphere-triangular kind of tent offers a small storage bonus, but only takes up two slots in your inventory. * The standard DayZ tent allows for more storage over the previous one, and (if possible) allows for players to be protected from the rain if they roughly crawl inside it. Keeps temperature stable (no decrease/increase unless near a fire). Takes up four slots. * A bigger military type one (the one used at the Stary Sobor military camp) that has large storage, protects players within it from rain. Allows for multiple players and increases temperature (this effect would not be consecutive with a fire however). Would have to take up a significant amount of space, probably six (I mean if you can carry a main rotor assembly in your pocket, surely a medium sized tent is no trouble). * And for a few giggles, a large as hell military tent (like the ones at the Berezino football field) that take up 10-12 slots in the inventory, have a shitload of space for storage, offer complete protection from the elements and are rarer to find then Mountain Dew on the airfield. - Found UH-1Y's require materials to be fixed, but the two M240's on the side are fully loaded with ammo. Making it so that those guns were empty from the start would mean players would need to scavenge for M240 belt boxes in order to use the helicopter as intended (one belt box would be applied like a regular repairable part to ONE of the guns) - Editing of the default survivor skins so it shows a Squad URL image - so groups that play together can more easily identify each other (and general fun) - Flashlights appear as equipment or a standard item that can be held on its own (how it functions now) or held along side a pistol (like dem cool cop shows mang) - The ability to right-click items in your inventory for additional options, so for a Can of Beans, the two right-click options would be 'Drop' and 'Eat'. Similarly, weapons could have right-click options like 'Equip' (negating the use for the scroll wheel for another weapon) or 'Reload with 30 RND. STANAG' or 'Reload with 30 RND. STANAG SD'. This could be expanded for use with objects such as flares, with options like 'Equip' or 'Light Flare and Drop at Feet' and 'Light Flare in Hand'. - Vehicles make sound not based on movement; so a UH-1Y hovering idle above Cherno is as loud as fuck, where as it is now, it is as loud as me running across a road. - Being able to milk cows and fill a Water bottle with the milk so it would act as water - Able to pick up those little cardboard boxes (you see at hospitals) and put them into your inventory and able to deploy them in a similar manner to a tent on the ground. Once filled with loot, you can pick it back up and put it in your inventory (would take up a fair amount of space) and then place it down somewhere else while the loot stays inside - The ability to put a bag in a bag, the bag you are placing inside would have to be empty of loot and takes up half as many slots as it contains (So placing a Coyote bag in your own Coyote would take up 12 slots). This would allow people to pickup bags for friends and put them in vehicles or tents - Blood pools appear underneath bodies of dead people instead of linear blood streams - Longer knockout times for players concussed by physical injury, fairly distant explosions and small caliber rounds at range - Your visibility to zombies depends on how much light is actually showing on you, so sitting next to a flare will make you slightly more visible then sitting in a shadow. This could also be applied for flashlights; the light you are emitting affects how visible you are to zombies in-front of you - Zombies wont immediately be alerted if a player makes one or two sprint steps on a road; only consecutive steps will alert them. This will fit with how zombies aren't aggressively alerted to a thrown tin can. - Introduction of Fishing Rods into the accessories slot that allow players to catch Raw Fish in certain areas (around piers or docks or at specific lakes), adding another food source. Fishing would take some time to reward a fish however, leaving you vulnerable sitting at the edge of some water - Matches run out eventually after 20 or so uses, meaning it is fesiable to pick up multiple - Using the bandit bone model for weapons; the way the Survivor holds pistol and other weapons can at times be obtrusive, where as the Bandit model from 1.5 held the pistol in a way where the sites aligned properly and were not as obtrusive - Players don't die when killed - a strange suggestion I can understand. From 10 seconds where a player would regularly die (e.g. they take a buckshot to the chest), they are able to be revived from another player through a Blood Transfusion and an Epi-pen (as the Epi-pens' are fairly useless right now). After the 10 seconds is up, the player would be considered dead and would have to respawn - Destroyed military car convoys can contain loot around them, such as dead soldiers from the crash could have a rifle on them, the car itself may have some loot and spare parts like scrap metal/fuel tank parts. This would make them more viable for investigating. - The new humanity identification system could be further developed, currently, a player with low humanity causes a heavier heartbeat when looked at. This could be improved by players with low humanity having specks of blood on their character model and nervous breathing from your character when looking at them (rather up close or through a scope) - Pain that needs to be subsided with Painkillers goes away eventually and also shakes the 3rd person view - Your character becomes suppressed when shot at and starts shitting himself, adds some shake to the aiming - The study body mechanic is expanded upon, each cause of death has its own explanation: * Pistols/PDWs = appears he died from small gunshot wounds to the (wherever the terminal shot hit) * Rifles/Carbines = appears he died from medium gunshot wounds to the (wherever the terminal shot hit) * Snipers'/Machine Guns/Slugs = appears he died from large gunshot wounds to the (wherever the terminal shot hit) * Buckshot = appears he died from multiple small pellet wounds to the (wherever the terminal shot hit) * Explosive = appears he died from multiple shrapnel wounds and an explosive force. * Large fall = appears he died from impact with the ground judging from the broken legs. * Zombies = appears he was eaten alive by the infected judging from the multiple scratches bite marks. * Bleed out (death caused by blood loss over a 4 second period with no additional incoming damage, otherwise technically everything is due to blood loss) = appears he died from massive blood loss, likely caused by (whatever initiated the bleeding) * Run over by a vehicle = appears he died from massive blunt force trauma from a vehicle. * Player clicks respawn = appears he died from self inflicted wounds. * Unknown death = appears he died from an indeterminable injury. - I don't know what kind of zombies Rocket wants these to be, but players mauled to death by zombies have their character become a zombie (as an NPC) slightly stronger then others that you have to kill for the loot. - Introduce female zombies into the zombie mix to vary the population up a bit, but with little need to redo sounds. Female zombies could have slightly less health but run slightly faster. - Helicopter radar cannot find vehicles that are not currently being driven, vehicles that are idle cannot be detected by the radar - Completely remove restrictions for placing tents (aside from inside buildings). Setting a camp up in a forest is what a majority of people want to do. - Include another throwable; a brick. Doesn't make much sound, but does damage to zombies and players if it hits them (knocks players out). Could be useful for destroying hospital windows or silently taking out one zombie in the wrong position. - Special zombies in the model of Survivors or Soldiers, carry bags (something like an Assault pack or Czech backpack) that can be taken off them and that contain loot (for instance, a survivor backpack may contain something like a map and food while a military backpack may contain military ammo I'll add anything else I think up under this line. I have absolutely no idea to the limitations of the ARMA engine, but as I said, these are suggestions to help get the imagination rolling. I would never of thought a fantastic zombie survival game would be made during my gaming life, but here we are :D Feel free to discuss the suggestions, but if you've read the whole thing then you deserve a goddamn medal...
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1.7.1 Great So far.
Strategos (DayZ) replied to Strategos (DayZ)'s topic in DayZ Mod General Discussion
Yeah I think vehicles have reset thats a different server side update that happened prior to 1.71 I think. I agree crazy cat. I can see how it will be tough at the start. But you can def lose the zombies and not draw agro if you are actually careful. But stuff like blood transfusions etc are going to be alot more important now, its def harder and more exciting. -
VEHICLE UPDATE (database side): 2012-06-16
Nex (DayZ) replied to Ander (DayZ)'s topic in Mod Announcements & Info
Yesterday I spent like 4+ hours on fixing an offroad, got it back to base, SAVED it shitloads of times. Today, I login back in game, into our base and it's GONE, the other two vehicles we found were there, but not the offroad. Guys what's going on!? P.S. We found all the vehicle in the same day. -
The reason why we banned nearly everyone who seemed suspicious was the fact that we had quite a lot of hacking issues on our server lately. We had people teleporting, duping, spawning illegal vehicles, we even found like 40 tents filled with cheated gear.
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They already exist. L2DayZ Also, doing things like modifying vehicles like that would require extensive modification of the ArmA engine and would create a lot of problems with things such as collisions and whatnot.
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Keys for vehicles please. Hot wiring perhaps but that would assume that every survivor in the game is an expert in hotwiring. If hotwiring were to be implemented it should be only available if you have a special tool for it.
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Camo nets to place over your vehicles to help hide them from view would be nice.
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Dear rocket, First of all, allow me to thank and congratulate you on crafting such a masterful and enjoyable game. I can quite honestly say I have never played anything like it, or that affords your particular brand of tension and excitement. However, if I may express my mild consternation over your latest patch. I understand that you have put a great deal of effort into making the Walkers - zombies, zeds, geeks, monkeys, crouchers, crawlers - a more challenging factor in the gameplay. This, in itself, I feel is a good direction for the game to be taking, rather than the endless hoarding of items and vehicles outside of the map by bandits clans, and the main source of conflict and stockpiling of ammunition being required for player killing. I hope to see more of the teamwork between absolute strangers that I witnessed when I first began playing the game - as it was, shooting on sight anybody you did not know had become the norm, forcing me to play with a close group of friends as a squad and neutralising all players in our path as potential threats. We had been killed far too often by all kinds of player - beginners and adepts to make any other playstyle feasible. The walking dead are now to be feared, and rightly so. However, some issues have not been addressed - their ability to teleport into rooms to attack players, their disregard for all forms of physical barriers between them and the player when attacking or acquiring targets has yet to be fully addressed, and this, coupled with their increased damage and alarming alacrity with which they are able to detect payers makes them almost too powerful. I must also mention their endless spawn rates in areas such as deer stands - showcased here their ability to acquire as a target a prone player from a distance in excess of 20m, and cause bleeding with almost every hit, their ability to hear silenced weapons at distances over 30m. I have seen two players trapped in a deerstand as their ammunition dwindled, fighting off an endlessly respawning horde of the milling, restless dead, instead of the usual three geeks spawning there. I also wonder as to the fixes in helicopter crash sites in terms of loot, and finally end with a question - if myself and my friends found the sole remaining boat on a server, and sailed it out of the map to find a bandit tent city filled with stockpiled, farmed and possibly duplicated loot along with all of the rest of the maps boats, will the items we appropriated from the bandits spoils be removed from us or turned into Makarovs as you once threatened to do? Thankyou for your time.
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corruptshadow, believe it mate. You don't even need a group of people, I quite often search the entire northern section of the map's forested areas just by myself on a bicycle/atv in a couple of hours and find every single tent around there then spend another hour doing the western side of the map and find basically every half decent camp on the server. It's not hard. Don't accuse the community of hacking just because you can't hide your vehicles well..
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Weapons disappearing when dropping them, Way around it?
andytb replied to Klaangen's topic in DayZ Mod General Discussion
So youre saying that if i open up a lootpile and then drop my M4 in there it will just end up in the loot pile and not disappear? Trading goods in vehicles, fires and animal corpses is probably the most reliable way -
There was a vehicle database revamp yesterday which cleared all the vehicles - it was properly announced and a lot of groups got to clean their vehicles in time before the reset. We've had disappearing tents bug us since day 1 but usually they come back after a server restart. Usually...
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You're not alone in your grief over losing vehicles and tents, as I have lost maybe 30+ different vehicles myself, across a few servers. I've had a Ural packed with rare loot disappear on me and my group. Despite this, I(we) have learned to just stifle our anger and rebuild what we had lost. RIP 2 Mk48s, M107, 3 DMRs, 3 antibiotics etc. After a time you will realize how easy it is to repair vehicles and even find them, if you take certain routes around the map and have friends assist you. You know all the hotspots for car parts, how to loot buildings and dump the garbage outside of it so that the items respawn faster. It's not the end of the world, and starting fresh is actually enjoyable. Roll with the punches, the game will continue to improve over time. PS. Be careful in those F'ing ATVs. They enjoy flipping onto their sides.
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Mature(ish) 19 year old UK gamer looking for a DayZ team/squad/steam community to play with. What i'm looking for: - Preferably over 18 membership - UK/EU play time - Use of simple squad tactics/co-operation - Not too serious, up for a laugh Have been playing DayZ for a while now and have toured the map and geared myself up. Once I got well geared I found that there is nothing else to do other than loot some more and wait to get shot. Because of this, i'm looking for a small to medium sized team to add some purpose to the mod as I really enjoy playing it. Thing's i'm looking into doing as part of a team are setting up camps, doing raids, loot trips and getting vehicles going among other things. I have a relatively open schedule and have a mic + the usual voip clients (TS3, Vent etc) If you're part of a team or a group that could be suitable throw me a PM here or add "teh_suren" on steam. TinKer out.
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Once you have the best equipment there isn't much else to do than search for camps & vehicles. Have you tried placing a tent since the update? * [FIXED] Tent placement is completely screwed (now can place anywhere except in building) seems like it'll be a lot easier to hide them in the trees now.
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So your telling me that people spend all day just running through forests looking for hidden camps? I would believe it if this was all they did all day long but having had over 10 camps found and vehicles stolen in multiple different out of the way and some more obvious under your nose places within 1-3 hours of having set them up I dont believe it. Our 1st camp lasted almost 2 weeks b4 the game was popular now our camps dont last for more then a few hours at most.
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VEHICLE UPDATE (database side): 2012-06-16
Zarlak replied to Ander (DayZ)'s topic in Mod Announcements & Info
If this hasn't already been answered in the 10 pages I can't read properly since I'm at work, can I just clarify vehicles are going to respawn once on server restart, or every time a server restarts? -
So I'm guessing you had your vehicle stolen. How do you have any proof whatsoever that your vehicle was stolen by a hacker? Why the hell would a hacker want to steal a vehicle anyway when he can just spawn whatever he wants? Just because you hid it well does not mean it will not be found mate, me and my clan have found extremely well hidden vehicles very easily.. the map isn't that big when you have 5+ people grid searching all the forested areas around the map.
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Well the game is fun as hell but hackers just ruining it, will leave it to you all to keep the testing going. I can stomach the bombs and dying or whatever what I cant stomach is the map hacks that allow people to see where you are and where the vehicles are hidden. They then teleport in when your not there take your vehicle and teleport out with it... dont say it dont exist there is plenty of youtube videos showing the hacks in progress. Till this is fixed all thats left to do is play death match no point trying stock up on anything or make camps as it will be gone when you get back anyways. /End rant