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Found 43111 results

  1. Ive been coming across lots and lots of pieces for vehicles, but whenever i go to pick them up my character just crouches over the top and them and doesnt do anything, and yes i have plently of room on my inventory.
  2. Hello all, I was at my friends house and he was playing this and it looked great so i brought it and downloaded your DayZ. and I have played for some hours so far, however there are some things that I cant work out from your fourms (or im not looking hard enough) 1. How do I get a map or open my map or know where I am. (M is a black map screen) 2. are there vehicles and how do I find them? 3.(Main) how can I chat in game by typing, I have seen people talking in blue and I cant talk at all. 4. I was getting chased by some zeds for ages, how can you get away from a horde of zeds? 5. are there anyways to make the game load up faster (I have a great gaming PC and it takes a bit to load up the game) 6. how can I increase my backpack space (like where to get a better bag) and can I store stuff somewhere 5. when i die will my gear be laying where I died? If you guys can please help me by answering this in great detail it would be great. btw I am 100% new to ARMA II and wow there are alot of controls to get used to lol but its a nice realistic SIM, exactly what I wanted.
  3. Difecti

    Dalls 22 7th operation Admin Abuse!

    Some servers do have Choppers remaining if they were originally there and not found. With the update, only land vehicles were added, leaving previous choppers on servers that had them in place.
  4. walrus2517

    0.19% or Why I stoped playing

    I think the OP would've been better off actually listing some suggestions for improving gameplay beyond increasing rare loot percentages, but based on your replies I'll offer you a suggestion or two that may help you enjoy the mod a bit more. First, stop playing with 7 other guys on teamspeak. I can't imagine your crew is going to find much challenge running around with 15% of the server population in one group. Ditch your friends, start a new character, and try solo mode. You'll find looting a bit more of a challenge without a platoon backing you up. Second, and this goes along with the first, but stop looking at this as nothing but a loot gathering mod. Again, if you are running around with a team of 7-8 players there really isn't much else to do but look for good loot (besides rebuild vehicles) because a group that large isn't going to face many other challenges. Finally, take a few days off, play another game, then try Day Z again. Absence makes the heart grow fonder.
  5. ZedsDeadBaby

    Tents are NOT crashed helicopters

    I leave stuff in tents all the time. Why would I bother emptying it? That just takes more time leaving me exposed in a pretty vulnerable position. I'll take what I need and move on. Even when I have vehicles, they're usually nearly full so I just nab some meat, ammo, maybe a rifle and leave the rest behind.
  6. Shroom

    A new 'incentive' to encourage cooperation

    I was going to post this as a separate thread, but instead I'll post it here. I had the same idea as you, so I'll just drop my entire post down in this shizzle: Choose Your Beginning Differing classes make people more useful to each other. When someone enters the game for the first time, they should choose one of several classes that gives them specific buffs and abilities. These should be discrete and should only alter gameplay in certain realistic ways. They must realise that they cannot survive alone, or that surviving alone will be increasingly difficult and will limit their gameplay and capability to survive. Realistically, not everyone knows how to repair vehicles, or to do more than apply a field dressing (blood fusions are a complex medical process, maybe even morphine injections or epipen treatments), or various other skills or professions. Adding a starting class for every player gives them a level of uniqueness that makes players more useful to one another, and more likely to team up to survive than kill each other for beans... althought this is certainly still an option for players who are so inclined. List of possible classes: ~Farmer - wakes up in a barn (with ample provisions such as beans, water, shelter, wood) - starts off with winchester or lee enfield (random) - starts off with no backpack - starts off with a tractor (not very useful but a small perk to start off with) - starts off with hatchet - starts off with average accuracy* when using firearms - Ability: able to grow food(?-probably a stupid idea, this class needs a much better ability to make it worthwhile) ~Fisherman - wakes up inside a boat in the ocean - starts off with no weapon - starts off with no backpack - starts off with low end boat (full of gas) - starts off with fishing pole - starts off with low accuracy when using firearms - Ability: can catch fish with a fishing pole ~Grocery Store Owner - wakes up in grocery store - starts off with winchester - starts off with patrol pack - starts off with GAZ or pickup truck (or any really low end vehicle) with half a tank of gas - starts off with matches, map - starts off with average accuracy when using firearms - Ability: no ability (I think that classes that tie into their location like this should be finding their loot around their spawn location, which would generate some or all of these items specifically for their new character) ~Mechanic - wakes up in a gas station - starts off with no weapon - starts off with no backpack - starts off with a motorcycle - starts off with toolbox - starts off with low accuracy when using firearms - Ability: knows how to repair vehicles with parts found (anyone can refuel a vehicle or refill a jerry can) ~Hunter - wakes up in the woods somewhere, possibly near a deer stand - starts off with crossbow and makarov - starts off with patrol pack - starts off with a tent set up nearby with some cooked meat and canteens - starts off with hunting knife, binoculars - starts off with increased accuracy when using firearms - Ability: knows how to gut animals ~Policeman - wakes up in corner of firehouse - starts off with revolver - starts off with patrol pack - starts off with a bicycle - starts off with handcuffs** - starts off with increased accuracy when using firearms - Ability: is able to arrest people (see: handcuffs) *not exactly sure how handcuffs/arresting people should work, saw a thread discusssing it, did not see any proper ideas. needs some thought, otherwise the class is useless---------------------------- ~Doctor - wakes up in hospital - starts off with no weapon - starts off with alice pack - starts off with pack full of medical supplies (blood bags, morphine, pain killers, antibiotics, bandages, epi pens) - starts off with watch - starts off with low accuracy when using firearms - Ability: knows how to apply morphine, epi pens, and give blood transfusions (all players can apply field dressings/bandages) ~Military Officer - wakes up in tent in military camp - starts off with ak74, m9 and 2 clips for each - starts off with assault pack - starts off with no vehicle or perk - starts off with map, binoculars - starts off with increased accuracy when using firearms - Ability: no ability ~Military Sharpshooter - wakes up at [special*] helicopter crash site randomly on the map - starts off with makarov - starts off with no backpack - starts off with no vehicle or perk - starts off with rangefinder and/or ghillie suit - starts off with very high accuracy when using firearms - Ability: no ability *inside this specific heli crash is a m14 ep1 and ONE clip of dmr ammo ~Any ideas for additional classes are encouraged and welcomed, but there should be as few redundant classes as possible, and they should mostly be divisible by a single main trait, such as being to fix cars or having the knowledge to perform medical procedures. The best kind of suggestion you could make would be of more such skills, which would give room for more classes. Now, I understand this introduces a lot of (not all of them new) ideas to the game, some of which change gameplay in desirable ways, some less desirable. I'm sure a lot of you think it unfair to start off with better weapons (or no weapons, which adds challenge for certain classes that get other benefits), or a vehicle, or specific equipment, and it is. But it's part of adding diversity to gameplay, and increasing human interaction, as one person would not have all of the skills required to survive. One problem I can think of already is people spawning new characters that give you vehicles, and then respawning as something else and coming back for that vehicle (or simply doing it to give their friends the vehicle). In other words, it could cause vehicle spam. So adding vehicles with classes may not be a good idea, unless some sort of spawn penalty were enacted, or some way for this spam to not occur. A thought on accuracy - if such a system were in place, with certain classes starting with slightly better accuracy than others, I think this should only affect the system to a point where the classes with the highest accuracy are at the normal Arma 2 accuracy, and classes with lower accuracy start with greatly impaired accuracy (farmers, fishermen). To do this, the reticule aiming size would be larger, and bullets would have a wider 'spread' chance. Classes starting with 'increased' accuracy would be almost to full accuracy, and the sharpshooter class would start with full (normal) accuracy. Military personnel and police officers would have better accuracy than a civilian, but would still have room to improve to have proper accuracy. Regardless of starting accuracy, the accuracy for all classes would increase over time with each successful hit, headshots rewarding more such 'experience'. It will be a very subtle effect that does not get noticed except for reticule aiming size, which will gradually tighten as the character becomes a better shot. If the game were to be changed in this manner, there is also the possibility of having better than default accuracy, but I do not know if that would be a good idea, as it could be game breaking. A thought on medical abilities - in addition to the doctor class add the ability for ANYONE to perform medical treatments... but with a chance of failure. The chance of failure for a doctor to successfully complete a treatment like a blood transfusion would be very low, maybe even give them room to improve as they gain experience from doing them on other players. And the chance of failure for any ordinary player would be much higher, possibly resulting in things like punctured arteries from a failed blood transfusion, causing bleeding out and requiring the player to bandage themself. A thought on skills - instead of classes being specifically specialized in a certain skill, all classes could have some variation of level of skill in each class, and could be shown in some cool looking diagram when the player selects their character. This way, players can attempt to perform a range of abilities, and those untrained can fail miserably, or have a small chance to do them correctly and improve, and classes highly trained will almost always succeed performing their special ability. However, the curve between the success rate of specialized classes performing their specialized ability and non-specialized performing the same ability should be quite steep. A thought on spawns - for these specialized location spawns, it would not do for a new player to create a character and be killed instantly but someone else crawling around that area. It would make more sense to at least give them some time to gather themselves and move to a more secure location, and the way I propose doing so is for the main server to select servers for you based on location of players. By this I mean the main server should find you a server that can place you in a location absent of other people, at least in the direct area. This avoids instance-type gameplay, and still allows new players to start their games in the manner described in this post without being instantly sniped. If that didn't make sense, let me phrase it in a different way. The player would not select a server, this would be chosen for them based on certain requirements. Say you're spawning as a Grocery Store Owner. The main server would find you a server that has an area with a grocery store with no other players in the immediate area. It would, of course, also look at things like ping, location on earth, player count, maybe even class would have something to do with it (would put you on a server that doesn't have enough of that class). This is a completely separate idea and the above would not require this function to work on its own. It would only prevent spawn farming in a rather complex and inefficient manner. A final note - I understand that what I'm describing would mean huge changes to the mod, not all of them desired by many of the players, and I'm sure almost everyone who has played this mod will disagree with something in this post, but it's a foot in the door to try to figure out a way to get players to stop killing each other on sight by adding a more human element, a usefulness of other people to you, a reason to band up and survive together. So I would love to hear all your thoughts and criticism, or other relevant ideas for getting people to work together. The real final note - all these ideas are only to be presented as concepts, not as things I think the game should have. The ideas as they stand would not, of course, fit within the Day Z as Rocket has imagined it. Just trying to get the cogs going.
  7. dizzymagoo

    No Vehicles

    @Babylon - You're an idiot. @The Other Two - Do you know how to check your RPT file? It should be located in the config folder for the server. Look for lines such as 13:34:29 "OBJ: 76438UAZ_CDF" 13:34:29 "OBJ: 76437Volha_2_TK_CIV_EP1" 13:34:29 "OBJ: 76435hilux1_civil_3_open" 13:34:29 "OBJ: 76434hilux1_civil_3_open" 13:34:29 "OBJ: 76433BAF_Offroad_W" 13:34:29 "OBJ: 76432S1203_TK_CIV_EP1" 13:34:29 "OBJ: 76431Smallboat_1" 13:34:29 "OBJ: 76430Smallboat_2" 13:34:29 "OBJ: 76429Smallboat_1" This will atleast let you know if vehicles are spawning or not. In some cases if they don't spawn. Reboot the server again and allow the mission to load before letting people in. You might also try rebooting the mission(This worked for me once). Hope this was helpful. Regards, Dizzymagoo
  8. Glycerine

    Finding vehicles

    Source or definitive evidence of this? I have heard that devs must manually "roll out" another round of vehicles to cause them to respawn. Also' date=' the pick-up truck I blew up on my server hasn't reappeared in like 5 days. [/quote'] Found a flipped 4wheeler outside Chernogorsk, and a broken bicycle that didnt work (I also passed out due to low blood when I first sat on it :D) outside elektroz. In the last week alone I've gotten my hands on and kept/had stolen/ or destroyed a S1203 Van, GAZ, 3 Motorcycles, V3S, a Ural, and god knows how many bicycles we've found while traveling. This has only been across 2 servers since we try not to server hop a lot, specifically when we have vehicles. As for that flipped 4 wheeler and that bike....Dallas 1?
  9. DomesticViolence

    No Vehicles

    Nice outdated link. We also just got a server up and it has no vehicles, is there a way to get this fixed?
  10. frankhertz

    [DayZMod] The Dayz Statistics thread!

    Dayzmap.info ... I want to see how many vehicles are hidden kms away from the map edge.
  11. PITN (DayZ)

    Single Player Editor Questions

    Most of the scripts that make DayZ work are on the Server and not the Client (your computer). While you can spawn zombies you can't make them work. Not all is lost though. You can spawn in some guns and zombies and practice sniping with the weapons like the CZ, M24 and DMR etc. You could also spawn in vehicles like the Takistan Huey and practice flying and explore the map.
  12. ThatGuyWithNoHands

    Improve boats

    Q, W, E, are different speeds. Try that next time! And I had a boat, too. Swam out about midway through the ocean. Jumped in it. It had little gas left so I brought it by a dock, jumped out and went to the nearest gas station. Come back and there's a horde waiting for me. Fire off a few rounds, pick off two of them. Sprint towards the boat. Get hit, bleeding. I'd rather be able to apply a bandage in a vehicle then shoot from one. As it was said before, Arma II doesn't allow shooting from vehicles.
  13. catstyle (DayZ)

    Finding vehicles

    Source or definitive evidence of this? I have heard that devs must manually "roll out" another round of vehicles to cause them to respawn. Also' date=' the pick-up truck I blew up on my server hasn't reappeared in like 5 days. [/quote'] Destroyed ones need a server-reboot to respawn from what I heard. Havnt seen a vehicle at all yet. Been hunting almost 24/7 the whole week, all spawnspots, random spots in bush, and I have traveled the "whole" map a few laps soon. different routes and servers >:( Found a flipped 4wheeler outside Chernogorsk, and a broken bicycle that didnt work (I also passed out due to low blood when I first sat on it :D) outside elektroz. Zomg. I wish I had your luck :/
  14. Time Glitch

    Finding vehicles

    Source or definitive evidence of this? I have heard that devs must manually "roll out" another round of vehicles to cause them to respawn. Also' date=' the pick-up truck I blew up on my server hasn't reappeared in like 5 days. [/quote'] I guess it's hearsay, but from someone I trusted. So, no confirmation, but I'm willing to bet that's how it works.
  15. Time Glitch

    Survival to Sport Killing?

    I think the answer at that point is to get a boat and start living on an island, or stockpiling vehicles. If I were at this "end game", I would try to coordinate with others who were bored and start a trading post or medical center.
  16. ZedsDeadBaby

    Finding vehicles

    Source or definitive evidence of this? I have heard that devs must manually "roll out" another round of vehicles to cause them to respawn. Also, the pick-up truck I blew up on my server hasn't reappeared in like 5 days.
  17. Time Glitch

    Finding vehicles

    Keep in mind that vehicles get destroyed all the time by stupidity or ambushes. They DO respawn if they get destroyed. They're supposed to be rare. Have patience!
  18. sexacutioner

    Do you have a "home" server? or do you roam?

    I used to roam, until I started using vehicles.
  19. How are you supposed to find working vehicles in this game? I mean if someone picks one up off the spawn and hides it somewhere then the vehicle won't ever respawn. So pretty much after a few weeks/month of the server working all the cars will be picked up. So it's pretty much impossible. Also at the same time your whole inventory is full with car repair parts (and you need a 2nd person to hold other parts because your inventory isn't big enough) so you don't have any food, ammo, medical supplies or anything. Sure, you might say "Find a car first and then find the repair parts", but it takes ages to find the parts! I spent like 6 hours running between cities and finding all the parts needed.
  20. Possible fix. Easy solution, disallow any saving out-of-bounds. Allow travel, flying, driving, & the ridiculous suggestion in this thread of "clan wars" in out of bounds. Just disable saving; so tent & vehicle storage remains in play area. Then add random server resets so the vehicles get teleported back into play at random intervals.
  21. Lol guys........going miles out of the map bounds to store tents and vehicles is the most cowardly thing you can do. you may not consider yourself a cheater or exploiter. You can make arguments that rocket wants it this way and it wont be patched, or whatever other justifications that you want. But you are still among the most cowardly players this game has seen. Right up there with the disconnectors. This you cannot argue.
  22. Hmmm. I think that maybe there should be something added to those edges of the map to limit players from going way off what we know as the DayZ map. I have no problem with players making small settlements in the more barren places that are on the upper North and Western edges of the map but setting up something 30 minutes off what is the official Arma2 map needs to resolved. These issues are best resolve with in game moments , not an invisible wall. Ideas: High level of Zombies on the edges Debris that block it off. Armed NPC NATO/Miltary guards will travel in vehicles and spawn if you go out to far in a way like a cowboy directs a herd. (Would need to heavy armor transport so players can't destroy them. I do like someone mentioned the hearing of Zombie breathing as you hear or get message to turn back,..if not then you will Aggro Zombies out of no where. If there is a limit on how far you can go off the map then there needs a way for the player to warned since there is chance they might be wondering in the dark with no map.
  23. samatra

    vehicles?

    Find one, or steal one. Mostly vehicles are taken so you need to be pretty lucky to find unoccupied one.
  24. punisher_1

    Improve boats

    So I was happy to find aboat last night ( well two actually ) the small fishing boat.( Which led to other issues ) A few cans of gas later and we were off to scout around. However there are several things that are kind of silly with this boat. No Storage space even though you have a cabin in the front of the boat you cannot store anything Die from cold - traveling on the water your temp drop like you are swimming. So on the trip we had to get offthe boat and build afire to warm up. SLOW - Very slow 13 kph was the best we could do No firing allowed - So no cover no speed and unable to shoot = Death trap. Suggestions: Boats like the vehicles need to be able to have players fire from them. They need to have a storage space appropriate to thier size Boats with cabins should be enterable or useable You should not drop temp while using the boat
  25. Spowart

    vehicles?

    Just wondering been playing the game for a few days now just wondering how do you get vehicles, do you make them or just find them. Some help in this would be great thanks :D
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