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Lol. Good job Rocket. I enjoy everything done so far. Smoother, Night is night once again <3, Zombie's 'see' (annoying bugger's, they still need some oomph somewhere... not more dmg not speed.... idk) Server's load like LIGHTNING. Like the new Sounds, the anims, I can use skins again, finding vehicles left and right, and kits. Excellent. Excellent. Excellent. So glad to be a tester =) Donate Bar Please? I need to give you my Money.
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Invisible character on login new patch 1.7.1
hishnik replied to fackstah's topic in DayZ Mod Troubleshooting
I had test this, and the reason it seems to happen is if you run non-beta version of Arma, with 1.7 (or above) patch, you will have this. You cannot use items (right click disabled), you will be ejected out of the vehicles, all of your actions will be erased when you log off, you will be invisible to others, and have no hud. Easiest way to check, log in the way you do now, run somewhere+change up items, log out, and log back in, you will spawn in same place with original items. Easiest fix - install six updater and use it to launch the game. -
I dont mean like minecraft what i mean is like add a couple of items/weapons that you can create with combineing items, For example: 1.molotov=strong alcoholic beverage/gas+paper(or just anything dry)+box of matches. 2.bullets=scrap metal+powder. note:i saw that your beginning to add melee weapons so heres an idea. 3.pile of wood+ scrap metal creates a random melee weapon like a bat or something the crafting/combining way doesn't have to be EXACTLY like this i was only making examples to show you what i'm talking about+ this will make better use of items you use for vehicles like scrap metal and gas and all that cos that junk you find alot but cars you don't.
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Who was it that we stole three vehicles and a but-load of weapons / ammunition from on the US 10 Chicago server earlier this day? ;) Think we managed to kill four people too. Just want to say thanks.
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Now bare with me, originally i figured this an awesome idea, because i thought then people may actually cooperate, work together from the start, not just run to the nearest geared guy and makorov pop him. Afew hours of playing i come to find out that people are now actually camping respawn points for kills, really? I now get kids chasing me along the beach with a gun because i don't have one, i thought this was funny at first because he was trying so hard lol, but it got pretty old quick. It's a good idea in theory but i don't think we have a mature enough audiance at the moment for it to be a good direction. Has this happened to anyone else? I think with the positive views and promotion this is getting, a lot of Children of Duty & just straight up FPSers and buying this just to shoot people or something, people arn't seeing the survival side, i know after awhile the game gets pretty boring after you're geared up & got like hellys and vehicles etc but these arn't even the people that are camping spawns, it's new guys going into town grabbing a gun and just spawn camping.. O.o?
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It's Impossible to See at Night! - Other threads will be locked/deleted!
dealman replied to daish's topic in DayZ Mod General Discussion
There are a lot of issues with DayZ(And ArmA 2 in general), of course. Such as vehicles getting stuck on tin cans, and blowing up because you popped a fucking tire. But come on. The biggest gamebreaking thing in DayZ is the nighttime. It's not realistic at all, in 1.7.0 it was annoying - but somewhat doable. In 1.7.1 it's just impossible, it's not even the slightest realistic. Try to go into the middle of the forest, you won't see for shit but your eyes will adjust. It will take a long time, but you'll be able to see a little. Now you can't see anything, only the sky and even then, barely the sky. The Flashlight is a pain in the ass to use, it takes up way too much room, it uses the sidearm slot so you'll have a hard time defending yourself. All you can do now is to haul ass through buildings and then try to lose their aggro through glitchy Line of Sight. This isn't fun, only annoying. It was way more fun to start out with a Makarov and sneak your way through a city, and if you got zombies on your ass then you could actually try to kill them while still risking to get more zombies on your ass. What's bugging me is that sprinting in daytime attracts more zombies than some fucking gunfire, I mean come on Rocket, this isn't realistic, it doesn't make sense and it's not fun. It sucks, it's an utter piece of shit system. Please, revert back to 1.7.0 and work further on 1.7.1 before releasing it, please! Edit: Though I'm glad to see that the Zombies are more open about their sexuality. Zombies having fun... And more fun... -
How to increase cooperation and reduce mindless killing
Stonager posted a topic in DayZ Mod Suggestions
Our merry little 7 players group has become bored and thus we have become bandits. We had everything we could get in this game: tons of weapons hidden in tents across servers, plenty of vehicles, enough food and medical supplies to eliminate need for further raiding for months to come. Then we started to hunt zombies for sport. Cleaned towns. Made silly experiments. We still had fun. When 7 players with skill and military weapons enter a a town, zombies or alone survivors have little chance. Of course some of us die to other players bullets but the rest of us kill those who killed some of us. Take the stuff from the dead and give them back to the freshly born team mates with Makarovs. So death means only 15 minutes trekking now to us. Increasing difficulty of zombies and survival would not solve this problem. It would only make the lives of newcomers even more harsh and those who do not have group would have no chance to survive at all. I would prefer to build things or hunt bandits and help other players than prey upon the weak. Direct communication range is too short for efficient estimation of friendliness. Shooting is safer. Somekind of ingame radio would be nice. Or a freeking megaphone :D This http://dayzmod.com/forum/showthread.php?tid=11015 would be a good start but not the actual problem solver. What I suggest is some sort of longterm goals that last longer than individual lives of players. Lets have some discussion what those things could be. For example: - ability to produce stuff that people need from raw materials. - ability to get more permanent bases of operation: perhaps taking over some building and getting a generator there to produce electricity for lighting and other purposes. Maybe even to take control of some of those radio masts and beging a local server radio. Of course people would need some sort of portable equipment to listen that radio or buildings could have fixed radios for listening those. - possibility to modify vehicles, paint them (paints and all other parts need to be raided or produced of course) I know these things sound a bit like some sims game but is it necessary a bad thing? To have other things to do besides killing things that move and mere survival. Humans need greater purpose and meaning to things. Now we have none and killing other players is the only real reason to go into towns anymore. Now discuss, brainstorm and let your imagination fly high! -
TITLE UPDATED: No more SOLO corpse runs = Player driven missions
Malleovic posted a topic in DayZ Mod Suggestions
This thread was previously titled "Expiration Needs More Lacrimation" There are a lot of topics and posts about making death more punishing, painful, or permanent, using methods ranging from taking away the so-called "starting gun" (yep, I am probably the only person who calls it that) to actually preventing players from playing at all for a period of time following death. The problem is that while the first idea certainly makes life after death more of a pain, it's not really all that bad if you died without a gun to begin with anyway, and if you have a friend who can protect your stuff if you did long enough for you to get there, then there really isn't any extra pain except for an inconvenient trip. The second idea is just ridiculously bad for obvious reasons, example: "oh hey, what a great game! it has this great difficulty feature built in that doesn't even let you play it for a while when you die" yeah I can't even keep a straight face while typing that. I just vomited everywhere. However, I have recently read two threads (one by Strategos and one by mike_mareen) that attempt to tackle the issue in the above paragraph head on (getting your stuff back). Because you shouldn't be able to get your stuff back. At all. Strategos' and mike_mareen's suggestions both entail server-access-cooldown-functiony-thingy-ideas-whatever that also has the benefit of stripping anyone who dies of any vehicles or tents that they had on the server AND keeping them from linking up with comrades, at least for the duration of the cooldown or until their comrades disconnect and rejoin them in another. As usual, a certain portion of the responses to their ideas were just a bunch of people bitching in one or two phrase responses either because the ones doing the bitching hadn't read the whole post or because they were to lazy to make their fingers work a little bit harder to engage the suggestions at hand (I know I might catch flak for this from the bitching parties in question, and I don't care. Your short posts will be easy to skip with a flick of the mousewheel). Sorry, short rant over. Personally, I'd like to suggest a feature whereby any tent, vehicle or item (equipment, ammunition, weapons, food) that a player touches should be made permanently inaccessible to them upon death (unless someone else picks it up/touches it), to the point of despawning if they get too close (obviously such a restriction would be lifted the instant another player touches the item, or else literally everything would make no sense and explode). This allows players to stay on the same server (very important if good connections are few and far between). Basically, you will never be allowed to loot your own corpse (or tent after death), under any circumstances, and someone will have to actually steal any vehicles or items you want to keep before you can obtain or use them again. This doesn't address the issue of teammate aid in keeping these valuables, but it does make it dicier. Your teammate knows that to help you get your stuff back, he would have to drop something of his (potentially for good if he's running to you rather than camping the stuff) to put it in his inventory/pack, AND that he has to pass up actually stealing for himself any vehicles or items that you might have had (and he now has the perfect chance to do so) just to help you get it back, because you can't on your own. Presently all he has to do is just camp your corpse until you get back. Couple this with a function that forces a player to spawn at a point on the coastline literally as far away as possible from their site of death, and I think dying just got wonderfully more inconvenient. Feel free to criticize, flame, bluster, call me names, and in general tear my ideas to shreds. Do your worst. EDIT: Updated thread title. EDIT: Updated thread title again to reflect the side effect of player driven missions (corpse retrieval) -
Purely Hypothetical: A Different Approach to DayZ
ZedsDeadBaby replied to funky_mish's topic in DayZ Mod General Discussion
Managing inventory space is already sufficiently challenging when you start doing advanced things like repairing vehicles - and there are more mechanics to come like entrenchment, structure building, etc. The practical upshot will simply be more trips back and forth between storage and task. Needles tedium... I'm not really interested in playing Gear Menu Manager 2013. Good post though. -
(Another) Trading Post that might actually succeed?
Rorge147 replied to Publik's topic in DayZ Mod General Discussion
I'm very much interested in this project too. Similarly to what striker put some posts ago, I've also been following this thread (and the previous threads) and would like to become involved with the project. In regards to gathering vehicles (especially the land vehicles), I'm a bit cautious about how they're going to be safely stored. For instance if we all go rush out and by chance we do come across a huey/some jeeps and boats before a trusted set of guards are geared up, they will have to be heavily guarded and relatively hard to conceal them all. I'd probably just say get a few land vehicles first as means of getting gear up north first then start to work on the chopper/boats when in the final stages of establishing the post. Yet again as striker put, if you are going to decide on a clear server to host this trading post, then don't confirm it on this thread as it potentially puts gear/vehicles at greater risk. -
How often are your camps raided?
jdz (DayZ) replied to corruptshadow's topic in DayZ Mod General Discussion
As stated on the first page, these camps RUIN the game. Why? This game is supposed to be about your adventure, growing attached to your character, all of the feelings you'd get in real life when losing your gear. The way these camps ruin the game is because when you die, all you need to do is walk to your camp and as long as you've got the gear, you're back to where you left off. It's like death doesn't mean anything. Personally I would like tents removed, maybe even vehicles. -
OCN Miami Florida Server - deleted our two camps and vehicles
lvg replied to unster's topic in DayZ Mod Troubleshooting
Admins can't delete tents or vehicles anyway they are tied to the database, it happens to all servers sometimes they don't load on the first boot. -
OCN Miami Florida Server - deleted our two camps and vehicles
unster replied to unster's topic in DayZ Mod Troubleshooting
They restarted the server, it´s all fine now. AAaaannnd our vehicles vanished. LOL; -
Any weapons you have on your character that shouldn't exist in DayZ will be replaced with legal (and most certainly inferior) weapons the next time you load your character (next log in). I doubt seriously that anyone has been banned for looting and using hacked weapons since this mechanic exists to get rid of such weapons. For what it's worth, my group raided a camp that had a bunch of fancy weapons a week or so ago, and all of the weapons that shouldn't exist in the game were wiped from our character inventories after we individually saved and loaded our characters. None of us have been banned. Interestingly, such weapons persist when kept within vehicles or tents. This is probably because these inventories are saved on the local server whereas character inventories are stored on the master server.
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I'm not sure there is a need to limit safe zones to specific map locations. There are already a number of tools that enable players to set up a camp like the wire fence kit, tank traps, and tents. Just those three things alone and the tool box to use them enables you to build a defensible perimeter from infected and player vehicles and tents enable communal storage. A few players with a small assortment of supplies could set up their own encampment pretty easily with those. All that is really needed is sort of defense to fight off infected. Perhaps gun emplacements like 50-cal machine guns that can be player operated. A small team of survivors could keep that safe as long as they have the supplies. This raises another risk reward scenario. Do you place your camp in a city where supplies are abundant but face tougher resistance or do you place it in the wilderness where you'll have fewer foes but fewer supplies?
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(Another) Trading Post that might actually succeed?
Coolcat (DayZ) replied to Publik's topic in DayZ Mod General Discussion
Idk about the helis but at least 1 boat and 1 jeep is required to start, as time goes on we need backups and retreat vehicles -
VEHICLE UPDATE (database side): 2012-06-16
Magnum Opus replied to Ander (DayZ)'s topic in Mod Announcements & Info
I think that's the average life of everyone that runs around Cherno like a headless chicken. 7 days is fine, I don't want to depart from my vehicles to soon. -
(Another) Trading Post that might actually succeed?
Coolcat (DayZ) replied to Publik's topic in DayZ Mod General Discussion
I've calculated that for supply runs, reinforcements and just general transport we are going to need about 4 boats, 2 jeeps, would be smart to get a heli of some sort. About 7 jerry cans to refuel them all when empty about 5 scrap metal for repairs I'm thinking 5 fuel tank parts 12 wheels would be smart 7+ engine parts 4 windscreen glass(optional) And this is pretty much bare minimum, if we want to get more vehicles, this is much more. Needless to say these need to be our prime trading items because in order to get everything under control and functional we need vehicles, no questions asked.... -
VEHICLE UPDATE (database side): 2012-06-16
Ander (DayZ) replied to Ander (DayZ)'s topic in Mod Announcements & Info
CLARIFICATION: Vehicles respawn if the following conditions are met: - Unused for at least 7 days. (subject to change and my whims) - Fully destroyed WHEN: random / secret times (less often) VEHICLES at risk (will be respawned / reset): - Vehicles hidden in "green acres" (aka out of bounds area) You can drive there, they will save but there're NO GUARANTEES that they will stay there for long. Same reason you cant place a tent there either. - Vehicles containing illegal items. WHEN: random / secret times (more often) About helicopters: - NEED MORE TESTING before full roll out on all instances. - Only old legacy servers might still have some (does not respawn). If someone corners the vehicle market. Good for them, now go steal their cars. -
VEHICLE UPDATE (database side): 2012-06-16
sexacutioner replied to Ander (DayZ)'s topic in Mod Announcements & Info
Minefield/guns/etc seems like a cheesy game trope ;). Other than that, I think if people aren't allowed to place vehicles in no-mans land there isn't a need to have an expiration date on them. All locations on the main map can be searched by someone eventually, so besides outside the boundaries there is no real way to hide your vehicle for good. I believe leaving the vehicles permanent works better than moving them back to the spawn. Instead of having to come up with random spawn locations to prevent spawn camping, it works itself out by vehicles being hidden/changing hands/hidden again. -
DE25 & DE26 & DE63 & DE64 [Berlin] *UTC-6* -Infos/Comments-
adeptus astartes replied to itsmee's topic in Mod Servers & Private Hives
Oh, works like a charm. Next I'll try Candleja- Btw, a lot of vehicles respawned on the server. Still no choppers though (which is actually a good thing if you think about what their radar does). -
How often are your camps raided?
SPESSMEHREN (DayZ) replied to corruptshadow's topic in DayZ Mod General Discussion
Umm... VPope.... if you think we used map hacks to steal all of your choppers and vehicles on UK3, you're wrong. Then again it doesn't matter anymore, seeing as you took the server offline permanently a day after we stole everything from you and your clan. -
Post your imaginary patch notes that you'd love to see
duddbudda replied to patluk@sasktel.net's topic in DayZ Mod General Discussion
[NEW]whinging about bugs in an alpha earns a lifetime ban from any and all releases of DayZ and its sequels [NEW]all military uniforms availible in ARMA II and its sequels can be found [NEW]Radios [NEW]moar zeds [FIXED]zeds cloned from Usain Bolt [FIXED]suppressed guns unable to fire supersonic rounds, particularly the MP5 SD6, which cannot fire subsonic rounds [NEW]all common ammo types shared between multiple weapons (9mm Parabellum, 12-gauge, 7.62NATO, 5.45Soviet) can be combined from any mag, clip or ammo box into any compatible magazine, except the M240 and M249 boxes [NEW]all weapons availible in ARMA are availible in DayZ, with appropriate spawn rates [NEW]the zed flotilla (cf WWZ), gives boats something to do [NEW]AN-2 Colt [NEW]C130-J [FIXED]bizarrely small numbers of vehicles and bikes on Chernarus' public highways [NEW]end-game 'escape from chernarus' objectives [NEW]Disconnecting to avoid death, from players or zombies, spawns a pair of mafia goons at your door. they will bust your kneecaps with sledgehammers whilst asking how you intend to 'disconnect from this' [NEW]Disconnecting via abort results in an escapable sixty second timeout before leaving [NEW]alt-F4 results in your avatar spending ten minutes shooting all his ammo straight into the air well rocket, what are you waiting for? -
Let me explain a situation where ghosters really fuc*ed some stuff up. I run the CQF and we like to play on our servers. Last night, I managed to get most of my guys on the server for a major convoy op. We had 4 vehicles (all with gear [med supplies, guns, ammo, even a mountain dew]) and we were making our way out to do some extraction of team members and survivors from hostile zones. Long story short, we made it to the NW airfield where a squad was under heavy fire. We rallied by the lone two northern hangars and put the vehicles inside and formed a perimeter. Our squad was at the ATC tower and heavily engaged, so we moved to meet that front. Next thing I know is that my guys are reporting that they are being shot, so I order a retreat into the hangars until we could regroup and go on the offensive. We put the vehicles in front to provide cover temporarily. I was in a the hangar with 15 other people and the next thing I know, the fire on us stops as the shooter disconnects. So we begin to regroup. After about 5 min of aiding each other and rearming, we were good. the next thing I know, the shooter reconnects in the middle of my group and ends up killing 6 of my guys before we can get a bead on him. I ordered a rapid pull out of the airfield so that we didn't lose any more guys or vehicles. Then as they go out, the two guys my lone squad was fighting spawn in and riddle the convoy with bullets. In the end only 3 people and 1 vehicle from my original group made it back. Now in a non-ghosting situation, I would have admitted a fuckup on my part somewhere. But I think that this issue was a huge problem. It ended up setting us back and forcing us to stop any friendly extractions of random friendly survivors for the near future (until we rearm and such). I spoke with ander (who came on due to complaints of me banning a ghoster a little earlier) and he stated that it wasn't an exploit to ghost at this time, wait, what?!?!. So I unbanned the ghoster from my server. When I said that compares to death dodging but I feel it is 10x worse, we got on the subject of how to deal with exploits. Apparently, I am not to ban exploiters (could be wrong)but should kick them and not on the first offense. As a server owner of a bunch of servers, I feel it is concerning that exploiters, especially ghosters (the bastards taking advantage of the glorious hive system) are able to just continue their cheating without reprimand. They need to be banned as it is just as bad as hacking. When we figure out the situation on dealing with specific types of situations, there needs to be a post made in the forums and stickied about what server admins can do to deal with specific types of douchebags.
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This Mod Seems Like It's Turning Into Dead Frontier
Coolcat (DayZ) posted a topic in DayZ Mod General Discussion
I think it is in a way, you loot items to further your survival, you have zombies that get in your way(The further on you get tho the zombies become so much of a threat you literally NEED to group up.) PvP isn't in the game but there is an "arena" that if desired, you can battle others in. The only things that is 100% unrelatable to dead frontier is vehicles and armor. Not saying this is a bad thing as dead frontier is a great game but I'm just pointing out a fact... CoolCat