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Showing results for 'Vehicles'.
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Need a better explanation of Storage
chrispow replied to Alexspeed (DayZ)'s topic in New Player Discussion
Go into the Gear option of the dead player. At the very bottom you should be able to see his backpack with the left and right arrows available. Right arrow to take. If there is room in one of your backpacks, the best choice is for the person number one to walk up behind person number two and use the scroll wheel menu (scroll wheel, left click use) to open the backpack. From there, you can then take and drop items. On the top left of the inventory screen you can see the available slots whenever a backpack is open. For example 0/8 means the backpack is full, 8/8 empty. I don't know the time, but I've seen them despawn. It isn't safe to do. Vehicles and tents. Remember to walk up to your vehicle or tent and press "Save Vehicle" or "Save Tent" whenever you have moved it or made any change. There are a couple of backpacks in the mod. You probably have the 8 slot coyote patrol pack. I've seen 12, 16, 20 and 24 slot. A flashlight/pistol takes up 5 slots. A rifle takes up 10 slots. -
(Another) Trading Post that might actually succeed?
Coolcat (DayZ) replied to Publik's topic in DayZ Mod General Discussion
hueys are very prone to damage. We also need tons of jerry cans and dangerous electro trips to refuel them... having vehicles comes at a price. could ppl get on the TS3 server, I'm wanting to talk to other people in the group to come up with a gameplan... CoolCat -
Dallas 48 locked with TOP members
ZedsDeadBaby replied to Zilla (DayZ)'s topic in Mod Servers & Private Hives
Yes; and it's absolutely and totally a coincidence that rebooting is also a reliable way to duplicate entire tents/vehicles worth of items. -
I owned couple of vehicles, and I know that there were more of them. Just keep looking, maybe you will spot the vehicle stash my group left :P
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A vehicle is a death trap in this game its sure death. Eveyone wants a vehicle but you cannot shoot out of the dam things. So even if you can run chances are your still dead or your vehicle will be destroyed. The vehicles need to be modded so each person has an arc of fire our each window of the vehicle or from each position in the vehicle. I do not know game mechanics but I think its a Must have in this game. Secondly Vehicles need to be upgraded with scrap metal to increase thier hit point valuse and protect the occupants. Yes Just like Mad Max and Up armored Humvees and or your SHTF vehicles. The mechanic can be as simple as collecting extra winshields and scrap metal to boost your vehicle armor. A visual representaion would be nice down the road. Players find a Welding tourch ( gas ) or Arc welder and generator which allows the modifications. This adds an extra layer of realism but also keeps you on the road for a bit longer. Light armored vehicles: At some point I'd like to see BRDM's, Up Armored Humvees, Humvees, BMPs
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I always seem to find vehicles on servers I don't want to play on cause of it's settings. really wish I could find one on my usual server... :(
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Hey guys, I was checking a lot of suggestions in this section of the website, and i noticed that there are a lot of suggestions posted 5-10 times already, but in a different story line. So i thought i would create a new thread where people can post their topic link. and i will place the suggestion of that person in the list of suggestions in this topic. this way people can easily see if people already suggested something, so they dont need to create a new topic about it again. also i will then place like a shortcut behind the players idea, so people can easily find the specified thread and reply there. Will make 6 categories for it *HOT Threads* Petitions Bring back bandit skin [petition] - by Lucifer Dream Bring back starter weapon [petition] - by Robdoddy Make zombies harder [petition] - by Gaidoon Dark is way to DARK! - by seannybgoode Petition to add the Mosin Nagant - by Kophka Ingame play A new 'status' to encourage cooperation - by ScienceCow Make zombies more challenging - by Bullfrog Scripted events and scenarios - by Delta-Dude Add Storyline - by Mikyjax Player can get infected by zombies - by toshiba Able to drink from rivers & waterpumps - by Slamz Huge suggestion box +2000 words - by Meatbang Player visual system - by Mutonizer Player vs Player (PvP) less damaging, less accurate guns - by gorgenzola1 Items & Objects Add bears ingame - by on0bi None lethal, home made weapons - by ElemenoP Able to build fort/base - by Aerthemis Revive paddles - by Arseassin Making armbands and face coverings - by ElemenoP Power Plants, electric grid, and Generators V 3.3 - by Bullfrog ACRE support (Radio) - by TALIHAM Vehicles Website Ps. i will write down the last editted post page down below so you know if i've updated the list with the latest suggestions Last added post: Page: x User: x PS. if you wanna post just type the following Categorie of your suggestion, Title of the suggestion, link to your thread
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Havent seen that box somewhere, i had some blurred when my blood is low before dying soon. I hunting a sheep and took 5 meats but without fire in the north where im looking some vehicles and weapons. Did you got it or not?
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How often are your camps raided?
Hawk24 replied to corruptshadow's topic in DayZ Mod General Discussion
Someone said once that the helicopter has a built-in ground radar that highlights empty vehicles Maybe someone decided to go for a flight and found your hidden camp simply by stumbling upon the empty vehicles parked there -
Date/Time: 16/06/12 What happened: Friend drove our UAZ through the flower garden south of the NE airfield (coordinates 123 031) , tried to run over a flower but instead of the flower giving, the UAZ did and ended up on its side. The flowers in that garden will destroy anything that is driven into them. Where you were: flower garden south of the NE airfield What you were doing: Trying to drive over a flower. I know this is probably an ArmA 2 engine issue, but could be kind of fixed by simply blocking off obviously badly made areas like this with walls or whatever, so people can't accidentally total their vehicles.
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How often are your camps raided?
XanderB312 replied to corruptshadow's topic in DayZ Mod General Discussion
Myself and three friends found a motorboat dinghy the other day, sailed up the coast to the northeast and discovered an inlet outside of the map with all the other boat spawns hoarded, along with a tent city of about 8 tents, with more tents inside those, and gear and ammunition including ghillie suits, M4A1 CCO SDs, Mk48s, M24s, and stockpiles of various other weapons and ammunition. Standard bandits hoarding loot and vehicles outside of the map so nobody else can have them. So cheap. -
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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Good idea. I made a similar thread a few days ago. Picked out those that would best complement your list: Player vs Environment (PvE) Make zombies more challenging Scipted events and scenarios (military patrols, zombie zergs, etc.) Add storyline Player vs Player (PvP) Weaker guns to make gunfights longer Encourage teamplay Safe-zone policed by NPCs Coded mechanics Friendly fire disabled if flagging yourself as friendly Friendly fire disabled among squad members Friendly fire disabled unless selecting OPFOR in lobby Equipment and vehicles Non-lethal weapons Vehicle modifications Body armor Improvements to social gameplay Player settlements and camps Player factions First aid and revival Player skins and customization You may catalog them however you'd like. Have not included author of OP, as I see it as irrelevant; the ensuing discussion is usually more fruitful than the original idea. "Make zombies more challenging" conflict with the zombie-petition, but the petition was a less interesting thread. Ideas should be judged their merits rather than number of supporters.
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How often are your camps raided?
septuscap replied to corruptshadow's topic in DayZ Mod General Discussion
Well the whole northern/western boundary is pretty much scoured for camps on popular servers with vehicles. The only advice I can give you is to think not just how far the camp is from some point of interest, but whether it's *between* two points of interest, ie. could you think of a scenario for some one to stumble onto the camp while going from A to B. -
VEHICLE UPDATE (database side): 2012-06-16
zogin replied to Ander (DayZ)'s topic in Mod Announcements & Info
Ander, why let people leave vehicles outside the map at all? And for that matter why let people put anything outside the map. It's just silly how it is now. People have been duping tents and weapons to oblivion and have huge camps outside the map, add on top of that now they have also moved the vehicles there. IMHO, don't let anyone save anything outside the map. Just destruct the items and let them respawn when the normal rules apply. (As mentioned in post) -
Can someone explain vehicle inventory slots?
moriak replied to Termz's topic in New Player Discussion
here is what I have been told a while back: items in a vehicle only take 1 slot each - both car wheel and a tin can take 1 slot vehicles have 3 types of slots - item slots (ammo, food, grenades, etc. general items), weapons slots (weapons and tools) and backpack slots for example, UAZ has 50/10/2 slots - 50 item, 10 weapon and 2 backpack check out this thread for numbers on other vehicles and stuff - http://dayzmod.com/forum/showthread.php?tid=10198 not sure about the tools going into weapon slot though -
Dock area surfaces like that on the dam are glitchy at best when in a vehicle its an arma II thing avoid going in vehicles on docks or Dams
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20 words or less: Spawning without a weapon
vanilladragon replied to rocket's topic in DayZ Mod General Discussion
not having a starting gun is great, just completely clear out all tents/vehicles so every one starts on an even playing field. -
So, after the 1.7.1 patch (with all the vehicles being reset after the clans hoarded them) I took it upon myself to gather some car parts and find a vehicle. I gathered 3 wheels, and a fuel tank. Luckily, that's just what I needed to repair Dawg Mk. II (Dawg Mk. I was a bus). The problem is that because I really only trust one other person in-game, I'm too paranoid to go anywhere with it. Spaghetti was falling out of my pockets left and right in Zeleno for a refuel. I almost never go anywhere with my car either. When I'm on, I just drive through the woods. And when I'm waiting for my friend to get geared before I pick him up this is what I'm doing. Edit: Btw, I know people accuse you of hacking like crazy if you have a good gun and low zombie/player kills. If I'm requested by an authority figure, I was recording when I picked up that gun off somebodies dead body near a tent as I was driving along the map. (Hope Image Code Works XD) Obviously this is not a problem with the game. I'm just curious, does anyone else feel this way? After three weeks of playing in-game this has been my first and only good vehicle. I'm just too paranoid to do anything with it. Anyone else feel this way? Why or why not I suppose. BTW, here's a vid of me and a friend repairing the bus/me repairing my offroad.
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Has to do with the server you're on that shows players on the map... It'll show zombies and vehicles too.
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Random vehicle spawn locations (and other related vehicle suggestions)
petersen replied to chickenbandit's topic in DayZ Mod Suggestions
vehicles need to show how much storage they have -
Random vehicle spawn locations (and other related vehicle suggestions)
chickenbandit posted a topic in DayZ Mod Suggestions
This got deleted in the forum rollback today, but fortunately it was the last thing I had ctrl+c'ed. For starters, I'd like to give a big thank you to the dev team for finally implementing land vehicles on all the servers. The game is even more fun than it already was, and having a goal like vehicles has really helpedpeople form groups and to stop deathmatching quite so much (and it has worked much more so than any of the damn carebears' heretofore suggestions). Anyways, I have a lot of mostly related ideas regarding vehicle spawns, along with my rationale behind them: 1) Make vehicle spawn locations much more random. This would incentivize people to form groups to search diligently for the vehicles of their choice, rather that simply running to Rog castle/NWAF/wherever for a chopper the moment the server gets set up. It would also remove an unfair advantage that it seems (though I cannot personally confirm) many server admins and their buddies have been exploiting by getting the jump on these vehicle spawns. 2) On vehicle destruction, have vehicles respawn in a completely random place, as above. At least the way things seem now, vehicles go back to whatever location they were last saved at after destruction. 3) Have all vehicles despawn after X number of days without being used/actively saved. Note that I am not against the hoarding of vehicles by any means. The reason for this, rather, is for a situation such as where some random person/group goes on a server, finds a car, takes it out beyond the edge of the map after they've had their fun, and end up never coming back to that server again. This would essentially make the vehicle unavailable to anyone and everyone on the map, and that's just lame. Make it plenty long to not harm the hoarders (somewhere between 4 and 7 days seems long enough). 4) Remove the ability for helicopter radar to see vehicles that are broken, not running, or inside a building.It doesn't really make sense from a realism perspective, and I think it frankly gives people with helicopters too much power. They already have the best mobility, the best vision, etc., they don't need the added bonus of radar. 5) Fix the vehicle saving system so that it doesn't get eaten by server resets (not sure how much of this is hive side and how much is serverside). That is all. -
Guys raided my camp in vehicles and stole a considerable amount of goods. I'm feeling a whole lot better about the whole thing.
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Going at it alone for about two weeks now, decided it's now time to find a partner. I'm looking for someone who at least knows the basics to surviving(how to bandage, what to do if lost, the difference between morphine and pain killers, etc) A mic to chat on ventrilo. (skype is okay too but I prefer ventrilo) Eastern time zone would be ideal but central works too. The way I play is everyone is an enemy, so we won't be hunting players exactly but if we come across anyone we will kill them if the moment is on our side, none of that "friendly in cherno?" crap. Age doesn't matter as long as you can work well with a partner. My goal for this game with my future partner is to establish a camp with vehicles and supplies and surviving as long as possible. Shoot me a pm or post here.
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so does vehicles reset when updates come? i just found a rib boat earlier and saved it WAY away from anything and went offline came back after update in same spot and boat is gone...... long walk =(