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Showing results for 'Vehicles'.
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[GALLERY] Pyramid Infantry - 1st Zed-Slayer Division
blazer16113 replied to Adio's topic in DayZ Mod Gallery
hey guys add me on steam at blazer16113 if you wish to have another, i require no training of any type, and am already trained in navigation, formations, breaching, piloting/driving any vehicles, and maintaining sectors. add me if you want more background info, etc. -
No there was not. I believe they killed me at Stary and went to their camp and found their vehicles missing. And honestly, it was more of 2-5 minutes. Immediately said session lost. And was RIGHT back up. It was North of Stary, at least a few minutes of walking got someone back there.
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Ideas to Create an Authentic Endgame
Xterminator (DayZ) replied to ElemenoP's topic in DayZ Mod Suggestions
The game does need an "endgame" to it, right now, if i die i can run back to my camp and be back with some of the best loot within 30 minutes after death. The endgame right now for me is killing other players, and searching/repairing vehicles. If you run with a group of 10+ that loots NW at least once a day, when you die, all you have to do is find a new alice/coyote pack head to base and pick up a new gun and ammo, and your back at endgame again. -
I was meeting up with my friends at NWA and was killed in Stary. My friends headed towards Stary and came across a bandit camp. They stole 3 vehicles and ran over a few tents. About 5-10 minutes after this the server restarted. Coincidence? Nah, just a few douches. DALLAS 36 SACMO'S SERVER ^ That's the name. If you're an admin like this, just stop. Don't be a pussy little loser. - Thank you for reading this. Take this into consideration. EDIT: The server IMMEDIATELY came back online. Sacmo was back in it. We have it on stream. I'll be sure to link the video when my friend is done streaming.
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I've been on servers that wouldn't allow me to loot vehicles parts regardless of bag space. Although I could loot everything else, go figure. lol
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The only Ghillie suit I've found' date=' was at a crashed helicopter. [/quote'] I have never seen a crashed heli, or any vehicle except boats and a bike. I do not see crashed helicopters often, but when I do I find a few of em. I have only found them on two servers before and on both of them I ended up finding three crashed helicopters, however neither me nor my friend could loot them in any way no matter how much we searched for the loot spot. As for vehicles, if the server has them (meaning you found boats and bikes) then you just gotta start looking in the right places. So far my group has had and lost or currently has: 4 bicycles, 3 ATVs, 1 motorcycle, 1 white off road truck, 1 off road military, 2 jeeps, 3 cars, 2 helicopters and 5 boats. Look inside large warehouses, in alleys, around shacks out in the middle of the woods with civilization a fifteen minute walk away, in clearings, under bridges, in the ship wreck, partially submerged in ponds/lakes, at the ends of dead end roads, and all of the places that make you think "Damnit, this is gonna be a bitch to fix" due to the location. Once you find one just stock it with parts and cruise for more. Well, if someone finds those spots first, no vehicle. I find a lot of those kinds of buildings with the doors hanging open. I continue to search, but I believe that people get hold of the limited number of vehicles on a given server rapidly, then move them off the map.
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The only Ghillie suit I've found' date=' was at a crashed helicopter. [/quote'] I have never seen a crashed heli, or any vehicle except boats and a bike. I do not see crashed helicopters often, but when I do I find a few of em. I have only found them on two servers before and on both of them I ended up finding three crashed helicopters, however neither me nor my friend could loot them in any way no matter how much we searched for the loot spot. As for vehicles, if the server has them (meaning you found boats and bikes) then you just gotta start looking in the right places. So far my group has had and lost or currently has: 4 bicycles, 3 ATVs, 1 motorcycle, 1 white off road truck, 1 off road military, 2 jeeps, 3 cars, 2 helicopters and 5 boats. Look inside large warehouses, in alleys, around shacks out in the middle of the woods with civilization a fifteen minute walk away, in clearings, under bridges, in the ship wreck, partially submerged in ponds/lakes, at the ends of dead end roads, and all of the places that make you think "Damnit, this is gonna be a bitch to fix" due to the location. Once you find one just stock it with parts and cruise for more.
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I am not yet sure if it is dependent on the server settings or the GPS since I have not tested it much yet, but when playing on beta servers with my GPS I can see myself on the in game map as a blue circle which updates constantly of course. If you get into vehicles the circle takes the shape of the vehicle. Hopefully that is the GPS and not server settings. I will be doing testing with it tomorrow to be sure which it is.
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Rocket I love you: Going out of bounds - exploit or acceptable?
SPESSMEHREN (DayZ) replied to Publik's topic in DayZ Mod General Discussion
Currently, helicopters possess the ability to spot stationary enemy vehicles via radar. Which means whoever controls the choppers controls everything. That is an extreme imbalance, especially considering that in nearly every server we've played on that has choppers, it seems like the admins (or the admin's clan) is almost always in control of the choppers. Forcing everyone to stay within the pre-defined area of the country gives whoever has a chopper the ability to scoop up every vehicle. Since choppers can see vehicles, choppers can safely cruise above the maximum view distance, spotting vehicles without even seeing the ground. This makes setting up camps in dense forests to keep things hidden impractical, because choppers can see right through it. There are land features and formations outside the map boundaries. There's nothing out there, but the devs still put in mountains and terrain, so it must be a part of the game world. Now, I can understand perhaps limiting just how far you can walk, drive, or fly past the edge of the map. People shouldn't be able to get all the way to the northern borders. I think maybe we could at least have SOME area outside the main map. I might consider supporting enforcement of map boundaries if and only if chopper's radar system is removed. If you're flying a chopper, you should be looking out your windows and trying to spot camps, instead of being able to find EVERYTHING in the server in a matter of hours. With radar, choppers can fly higher than the server's visibility, thus being invincible, and using the radar, players can find everything. -
Don't mean to advertise or boast our server but SLC1 is (From most of our players+my standpoint) Its one of the fastest servers with vehicles and everything. No crosshairs, No nametags, Markers etc and no other serverside bugs. Check us out.
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Yeah, clan based servers, they swarm in on a start because their admin warns them ahead of time or conveniently does it when a lot of them a online. The clan termites swarm in with online maps, grab all of the vehicles, move them all off map and normal players never get one. Very server dependent.
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SHORT VERSION --------------------------------------------------------- Purchase Only Community Servers Studio Developed (with community feedback and beta period) Kickstarter (for pre-orders // special edition) ----------------------------------------------------------- Key features for a stand alone game could be ----------------------------------------------------------- - Larger map than Chenerus (camps are too easily found)! - Camps (things of the sort) should not be limited to where they can be placed. - Inability to get "off map" (invisible wall at edges of map to make it impossible to get off map). - Players should be able to band together and create parties. - Parties should be able to capture and control towns after ALL zombies have been eliminated from the town and various points (objectives) in the town have been secured by party members. - Controlling a town should give benefit to those in the town. And other survivors may seek refuge in said towns. - Vehicles / Camps may have keys required to use/access them?
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Helicopters only on certain servers?
Salem (DayZ) replied to infinitegrim's topic in DayZ Mod General Discussion
I think from what I can see it is up to the sever admins to add in vehicles. So some severs will have them and some won't. Then again I am always wrong so don't listen to me. -
Quick question regarding this since I didn't want to make a new thread. If a server has been recently purchased (yesterday), will it be capable or spawning vehicles, or will we have to wait until the next time the devs add more of them? A bit confused on what actually happens when they do this.
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I know its an alpha, and I'm sure these issues will be addressed soon, I'm just looking for any tips or tricks for improving the consistency of my vehicles and the items within them. Many items that I have, mainly weapons, are being duped when I move items between my fleet of vehicles. I'm not trying to exploit, and I am regularly saving the vehicles using the scroll menu, but it keeps happening after restarts occur. Furthermore, less beneficially (depending on how you look at it), the state of the vehicles is not being saved. Whenever I get a new vehicle, I park it in my base of operations and shoot out the wheels. However after every restart, the vehicle is good as new with absolutely no damages. Are there ways of improving the consistency of vehicles between restarts?
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(Another) Trading Post that might actually succeed?
Publik posted a topic in DayZ Mod General Discussion
THREAD MOVED HERETHREAD MOVED HERE The Goods: We'll do 3 things: -Facilitate trade between players -Sell/gather items (food, weapons, ammo, utilities) -Rent bodyguards Trading: http://i.imgur.com/Um3Yi.gif' alt='Um3Yi.gif'> Thank you oRidicule ♥ Selling goods: We gather weapons, ammo, food, water, utilities, etc. We put them in a distant location, like way up the coast in a hidden place, or we keep them on Skalisty in an off-limits area. If anyone spawns in the off-limits area, they are killed. Teams are dropped on the mainland by air or sea and go out to collect stuff. We then trade the items for whatever it is we need, mostly vehicle parts and fortifications (tents, wire, sandbags, tank traps). Renting bodyguards/mercenaries: If you like to kill, we can have you rented out for a percentage of the loot our employer finds. Be it security for an airfield run, guarding a vehicle, attacking another camp, whatever. The post will supply weapons/ammo for the merc teams, and we'll continue an operation until we succeed. If you die, we rearm you and send you back out. The Spot: I'm thinking Skalisty Island (SE corner). It's got a lot of cover from the mainland, and the SE side can't be seen from the coast. It has no hard fortifications to depend on, so the most damage a hacker can do is kill us all. It can't be reached without resources (read: boat or helicopter), so ghosting or server hopping is much harder to do. It requires boats and things to work, but I'm hopeful we can spend the time waiting on that update to gather the tents/fortifications/vehicles we need as well as being best friends and weeding out the people that would instead stab us in the back. Access to the Island: We can set up a mainland post to check players before letting them on the island. Once they're checked out, a boat is sent from Skalisty to pick them up and ferry them to the island. Once on the island, guards accompany the group to make sure no one becomes a threat. If we don't have enough guards to staff the place we don't run ferries. Snipers will be posted on the coast of the island and keep an eye on the boat when we send it out. Or... A mobile base could work too. Drop our stuff in the relative safety of the wilds, and drive into town with a few Urals to set up shop for a few hours. Rules for Clients: Primary out but down. If we can holster our sidearms in the future then that works too. If you raise your weapon you'll be warned. If you don't drop your weapon you'll be shot and your gear will be thrown in a tent and sold. If we are attacked: Clients are to get on the ground and not do anything. Anyone that is found afterwards that is dead but not confirmed as hostile will have their gear stored in a tent. You'll be allowed back on the island to take your gear or have it taken to you. The Server: We need a server. Rules are up for grabs, I really don't care what, as long as it's a 1.7+/beta server. Casual settings would be easy for us, but would also bring the casual griefers and so on. Hardcore is harder, but brings us players that really want to trade. All up to debate. So far, DE26 or Chicago 10. Communications: We've got offers for TS3 servers. Check the Steam group description. Communications with clients will be done through Direct. Leadership: If we ever have a leader they'll show up later down the line. I'm asking for like-minded individuals who want to work democratically. I don't want to impose duties like "gotta bring in X items/day or you're out!" or "gotta guard the island all day". Do what you want, we'll work out what the post turns into later. So yeah, if you're interested go ahead and join the Steam group. It's currently public (ha), and we'll work out how we want to go about it from there. If you don't use Steam for Arma2 (and I don't see why not, since you can link non-steam games anyways), we can work something else out. -
Lets do this, Trading Station Delta - Edited
sei replied to combatcomm1's topic in DayZ Mod General Discussion
Make the base 'on wheels'. A convoy of vehicles that can relocate all the time. Then its 'harder' for griefers to spawn 'in the base'. Use the truncks for storage. - How did you plan to store the loot originally? /sEi -
Vehicle modification ( you need drive-bys )
DryGulch replied to punisher_1's topic in DayZ Mod Suggestions
As much as it is silly and unfeasible, a little bit of me really wants to customize vehicles so I can pull up outside survivor camps and ... http://www.youtube.com/watch?v=9p8eO_LXvUo NSFW -
Question on how vehicle and tent saves work?
russkinnor posted a topic in Mod Servers & Private Hives
Hello, I am kinda curious how the whole process of saved vehicles/tents work on servers. When new patches are applied, sometimes we notice none of these spawn for a time period when the servers come back up(or they dont at all). The question I have is, since from what ive read, the main dayz server tracks all vehicles(damage/location)... When a server is patched and returned to playability, do you have to wait for them to be retransmitted to the individual server that you play on/the vehicles reside on? Before the flames come in, I am well aware that this is alpha. However id like to know the process plans and how they work for future reference. Thanks for your input and much appreciation to the DayZ staff and mods for an excellent piece of work. -
Track IR making people sick??? Thats the first time I've EVER heard that. I purchased my Track IR for the sole puropose of using it in Arma/Arma2. Awesome using it in vehicles, on foot the ALT key works fine too.
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So I was thinking about what this game really is. Theres basically 2 real threats in this game. There are zombies which are not too hard to deal with in all honesty but can fuck you up if you get careless. then theres other people, which we all know is the real threat. The biggest thrills i have had in this game have been pvp fights. Everytime my heart starts beating so hard, I get an adrenaline rush every time I go into combat or I am stalking a group waiting for my perfect moment to strike. However a lot of people feel this is just how the game is now, a glorified deathmatch with zombies scattered around. My suggestion would be to implement a new threat to players. NPC's which would provide a serious threat to survivors but offer great rewards. For Example, Military teams that drop into areas on the map as random events. These guys are haz mat teams trying to clear areas, exterminating zombies are survivors alike. They would have the very best equipment, great AI and teamwork and if they catch you alone you would have very little chance of surviving, let alone taking them out. When this happens people would be willing to make alliances in order to go after these teams, after all they would be carrying a lot of high tier weapons, gear and possible vehicles. This would bring players together and give them a challenge equal to or greater than pvp. Bro-ops will be made and permanent alliances formed. I am sure there will be people who will tag along with the group for the rewards, with the intention of killing the allies to horde the loot. And frankly I think thats great. It's what makes this game so amazing and real, you face threats constantly and trust is hard to earn. I posted this on 4chan and similar ideas were posted, such as air drops that survivors can fight over or Boss type zombies. Thanks for reading my post. I love this game and cant wait to see what the future holds.
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A new 'incentive' to encourage cooperation
Shroom replied to Ejaculacid's topic in DayZ Mod Suggestions
Can't tell if sarcastic or... The skills need to be huge, and they need to be solid. They need to be game changing. They need to be the only game-based divisible factor between people (other than the items they are carrying). There need not be ancillary or redundant skills. So far, there's only three worth naming: 1- gutting animals 2- performing medical procedures 3- fixing vehicles Basically, they should only be things you wouldn't expect any Average Joe to understand out of the blue, just because it's the zombie apocalypse. -
-Vehicles spawn different places on the map, search the forum for their specific locations. They are hard to fix up alone. A wheel takes up 6 slots in your inventory and you usually need 4. You also need engine parts and fuel. -Press / to open chat and the keys next to it to chose chat channels. Only use text in side channel(blue). If you're running the beta-patch, side channel might be disabled on the server. Or if you have joined a non-beta server, while running the patch yourself, you wont be able to talk to others. -I run two startup parameters to load up faster. -nosplash(disabled intro screens) and -noisland(just loads up water in the basic menu). You could use -world=empty instead of -noisland.
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New targets point logic to cater bandits to and the survivors as well (+ radios)
mrducky (DayZ) posted a topic in DayZ Mod Suggestions
The thing is, that currently some people just want to shoot others (having nothing else to do?) and others are still desperately trying to coop and are getting frustrated on always getting shot on sight... How to make it all better for everyone? Without limiting their freedom of choice. Here's my take on the matter: Suggestion 1, "a.k.a. the bandit clan military escort express for noobs": How about giving all the respawned players, even the noobs some kind of "target spot". It could be for example a weapons cache, that only that guy has knowledge about. Maybe just some map coordinate or such (or a map marker if that would be possible). That location could be in some random house or even in the woods or where-ever. Some small pile of trash, which only triggers and spawns the actual "hidden weapon" (or other high-end-gear) when the guy who has knowledge about it gets next to it. The target should usually be far away from the initial player spawn so that just running there quickly would not be an option. Or maybe it should require something like finding a newly spawned map item first. (So everyone would not just start running toward the location at spawn, they would have to risk a bit of exploration first.) Why such a thing? Well, because this would give even the bandits a totally new target to achieve. Instead of just shooting the noob, now they might want to think that hey, I'll just lure that noob into thinking that I'm a good guy, coop with him for a while, get him to lead me to his weapons cache, and then... :P Now, the bandits would have something else to do than to just shoot the poor sob on sight. (Because the guy has something - info - they can't have just by shooting him on the field). Maybe those bandits clans that have vehicles, etc., would actually even consider giving the noobs and other solo guys some safe rides on their vehicles. You know, a bit of a military escort to the target site type of service. In exchange of, well, for example, getting to take the weapon in the cache, if its something good enough that they really want - And giving some of their not quite so good a weapon in exchange (or alternatively just betraying and shooting the poor bastard.) Or maybe if the loot spawn tends to often have like 2 primary weapons or such, then it makes sense to group up to go there. Because one person will probably only need one of those, the other would generally be a leftover for the other guys. Both would be taking a risk, but both might gain on it. A safe vehicle ride to the cache to gain even a bit crappier left-over assault rifle from a bandit would still be a win for the noob, even if the bandits would take the silenced-ultra-weapon found from the cache. Considering the alternative is to probably never even getting to the cache alive. This certainly would give the bandit clans some new goals. Instead of shooting the noob - and gain some beans and makarov, or just lulz, they might have much more to gain by escorting him safely to some location across the map. (Obviously, to balance things out, the high end gear should have an even lower chance of spawn at NW airfield, etc., so just camping around there would not continue to be the easiest way to get all that stuff.) Sometimes it might go well for all involved. Sometimes it might not. At least now everyone would have a little more motivation to consider getting somewhere together and alive. And, oh boy... the possible drama at the end of it all... :P Oh... And maybe there there should be a 20% chance that the weapon's cache would instead trigger a massive zed horde spawn somewhere nearby that would immediately go aggro. Just to make things more interesting for all parties. (And to promote the "better have other people with you, don't just run here alone with your makarov") :D So basically, its like an ultra-light-version of the actual real complex scripted side missions - but incidentally randomly bound to the newly spawned players. Thus, to acquire these "side missions", it would kinda automatically mean having to somehow deal with that specific player. The good: :) + Promotes, but won't force, interaction beyond the shoot on sight with the random people you meet. Even for the bandits. + Promotes journeys beyond Cherno/Elektro/NWA/Stary even for the old timers that might not otherwise bother. + Should be semi-easy to implement since its just a specific player triggered spawn (and a position indication for that player). + Not really a scripted side mission, but hopefully a player interaction filled journey to the loot spot target. (Not the same pre-made story every time) + Does not force any player to play these, does not really aim to punish the bandit style. They can keep on PvP'ing everything that moves if they want to. + Or they can just stalk people that appear to be heading somewhere... maybe the loot spot? Wait for them to get it, then shoot. No need to go talking with them if you don't want to. + Does not have major issues with realism. It is totally conceivable that a person X could have gained knowledge, that others don't have, of some well hidden weapon stash under the floorboards of house Y in town Z (Maybe he hid the stuff there before all hell broke loose). + Most importantly: Offers something interesting / possibly beneficial things to do, other than just killing everyone. On the negative side: :( - This requires the communication in-game to work somehow. Otherwise it won't promote any teamplay with strangers. People will just keep trying to run solo / in their TS group to the target. Thus, this would not work atm. - Careful selection of the target spots is necessary. They should promote team play, not be some instant to run here after spawn. (Gotta be far enough from the coast, gotta be usually at cities/towns, not in the middle of some safe forest, must not be re-selectable by constantly respawning until a good place is found) - And additionally, it needs to have some cap - like allowing that kind of target spot trigger only once a day (or even week) per player. So that, for example, a single clan member cannot just keep killing himself over and over again, telling his teammates to pick him up with a car and thus keep farming the weapons to their tents by constant respawning. As far as the communication requirement goes, there certainly has been several posts about possibility of walkie-talkies and that kind of stuff. And the above suggestion would definitely need something like that (or just bluntly the sidechat, but I doubt that's coming back). Hence, the other related suggestion: Suggestion 2, "everyone wants the radios, right?": Obviously, the often suggested radios and such, that would allow chatter between limited set of random people even before they meet each other (without having to discuss everything globally on the side and annoying others while doing so), would be great. Now, when the random encounter with a totally nameless guy happens, its too late to go for the direct chat and start chatting with the other guy. Its just an anonymous guy, you know nothing about, you feel nothing towards, and its so easy to just shoot him. Consider the same situation, had you chatted with that guy on the radio (walkie-talkie) you found and hour ago or so. And if it was a limited group of people, possibly just you and the other guy on that specific radio channel (fixed channels per radio perhaps, and range limited by a span of few towns?)... Now, after running hours in the woods and looting towns, with only that one guy on the other end of the radio to chat with... You would have a totally different emotional bond to a possible encounter with him. Maybe it would just be a bandit who has been luring you into an ambush or trying to fish out your location. Or maybe its another fellow survivor that's just as bored to running in the woods alone as you are. Maybe when that guy says he got his bones broken by zeds on his last visit to a town and is on low health, you might actually believe it for a moment... Unlike all of those side chat yells of "I'm at elektro power station, I'm hurt. I need help, can anyone bring me morphine, I'll give you my AKM for it". (Right, sure thing, I'll be right there. Not.) And who knows, if there happens to be a bandit near enough with a radio for that channel, it might not just be you who's up for the encounter. The current "direct chat only" policy might theoretically bring some atmosphere to encounters, but what it really does at the moment, is that unless you play in some clan / teamspeak, the game is essentially a singleplayer experience, until that random encounter... And then, at the encounter, the only form of communication are the bullets. You can play for hours, without having a single human contact, and it is quite possible that even in the end, you'll die without even seeing the one who shot you. This certainly has its tension of the constant fear of getting sniped, but it has no psychological human-to-human interaction tension. It would at least be interesting to chat with someone until you die. And then, when the radio goes silent, to wonder if the other guy had been careless and had got shot. (Or if you hear/read some other guy taking contact through the radio on the same channel, you'd know that you're previous contact is probably dead on his feet.) The good: :) + Direct chat, specifically the text, is just way too little, way too late. One of the players is already dead at the typing of the first few words. This would alleviate that by a certain amount. + A possibility to finally get to know some player a little bit before possibly encountering him. Makes the choice of pulling the trigger a totally different psychological ordeal than with some anonymous avatar that has no name and you know nothing about. + Won't take away the possibility to mass-murder anonymously, with no feelings attached - for those who'd rather play that way. + Won't spam everyone globally, won't clutter their screen if they want to immerse themselves into the world and not feel like being in a chat room. The bad: :( - I dunno about the Arma 2 engine, but implementation might be tricky. At least it would need support added on the engine side, probably not moddable on this level as-is. So, what do you guys think? TL;DR probably for the most... But anyone who actually read the whole thing, did it make sense to you? There would still be the same atmosphere of thick mistrust to go around. But at least there would be a chance that the so called bandits might sometimes be willing to risk meeting up on a stranger, rather than just shooting him from afar. As long as there is nothing for the bandits to gain by not just shooting the anonymous person on sight, of course they are going to keep shooting. Ask yourself: why wouldn't they? The suggestions above attempt to give (those players specifically) some new alternative interesting things to do... And by doing that, it would also cater the needs of the so called survivors (and noobs) who would like to co-operate, but keep getting killed by the said bandits on sight. So, everyone wins. (Or in grim reality: Nothing really changes) :P (My apologies for the shiiitt long post.) -
Hello Im new and I have some questions
Darkmanta84 replied to lordbok's topic in New Player Discussion
i know a few of these :) bigger bags can be taken of dead players or found on floor around map. their are vehicles but u need to get parts and make yourself. maps are also found on dead players or around map but their are also maps on google if ya look their :)