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Showing results for 'Vehicles'.
Found 41868 results
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Create more statics by using savepoint density algo to find chokepoints.
litoralis.nMd posted a topic in DayZ Mod Suggestions
Take your backend database of player XY location snapshots saves and create a "traffic map". Actually it's a a save point density table if you don't use a GIS map. Find the chokepoints. A bit of maths involved. convert the savepoint density map to a graphics file and overlay it on top of the Chernarus map. Add statics of the first survivors (prior to Day 0 of the mod) on the fly escape camps. Abandoned and destroyed vehicles, garbage piles, makeshift defenses, corpses and other such things. Allow loot (and maybe zombies) to spawn at these abandoned camps. More complicated: Split the database into survivor and bandit, and do the same as above. Anyone who stays in proximity to predefined bandit zones for set time period loses humanity(sniper roosts in hills and surrounding cherno/elektro/airfields for example). Add more of those hung man and dead soldier statics. Anyone in predefined bandit zones has FreeTarget=True Anyone who stays in proximity to predefined survivor zones for set period of time gains humanity, though that might be bad game mechanics as bandits can exploit it. (optionally, but not really necessary) Convert Chernarus map to a GIS compatible map. Lots of work, you don't really need the map UI, the map makes it easier to visualise. Also would make converting mod to other maps easier in the future as you would have ability to quickly find places to add more statics. All of this work would be on the backend and offline, until you feel comfortable to add the new statics. -
So far ive only found vehicles on the american servers. Found a civilian Mi-8 at devils castle and a UAZ (which I grenaded) Why cant I find anything on the australian servers damn it >:C
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There are vehicles in the north. You just need to remember that I am a cruel, mean, sadistic son-of-a-bitch. Think like that and you'll find them in some cruel situations where problem solving is needed.
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When i try to join a server
MechaGodzilla replied to pingzite's topic in DayZ Mod General Discussion
http://www.armafiles.info/dayz/ extract the dayz.vehicles dayz.weapons dayz.code rars into your addons folder. -
When i try to join a server, running combined operations lite (OA with arma 2 free as a mod, Yes it does work, confirmed on the arma 2 forums.) and dayz installed, (Followed a how to) When i try to join a server it gives me an error, "Unable to connect, this server requires DLC which is deleted dayz.vehicles dayz.weapons dayz.code" Whats wrong, and could someone give me a step by step of how to fix?
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Any info on the persistence of vehicles? It is really annoying to spend hours trying to fix one up just to have it disappear on server restart.
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So I just noticed that the Dallas 2 server provided by Legion is passworded, and has 12 players in game... all legion players. Screenshot Now on one hand it's their server and they can do as they please with it, but on the other hand they can farm gear/vehicles and then use said gear on other open servers or just remove the password when they are ready to. So how does this sticky situation play out? Can it be made so that players on passworded servers won't be saved? Just to be clear I'm not calling out or naming and shaming the legion guys, any server provider can do this and I think this has come up before. In fact I thank them for providing a much needed server, though it's still a serious balance issue.
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So I found a boat earlier. I found fuel, did a bit of work on it. Got on it and went to meet my bros and then the server restarted. Ofcourse it disappeared (reset no doubt). Will there a system in place to ensure the tents, vehicles and other player made objects stay in the work on server restart? (obviously not including loot dropped in the open).
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ITT: Players butthurt over getting shot insult other players who disagree with them. When suggested to not run around like a fucking moron in town, claim they are the only ones who know how best this mod should work. I've done my share of PvP. I've had to to survive, or because I've needed supplies. I've also avoided PvP, or tried initiating conversation only to end up getting killed. Such is life. Respawn and move on, find new gear, find new people, get revenge if you want to and can. There's so much complaining about this not being realistic, or that PvP is too prevalent, or whatever. This is a survival mod and the object is to survive, against zombies, against the environment and against other players. If you can't handle the fact that other players WILL kill you, I don't know why you're even playing this mod. Go play Left 4 Dead, it seems to be far more up your alley. Your initial complaints are literally all built out of butthurt. Maybe the player who killed you needed supplies but was afraid you were a bandit. Maybe he wanted to get the drop on you first. Maybe he just wanted to kill you. There are plenty of players on the servers who are happy to work together, just yesterday there was a guy running around playing doctor for anyone who was injured, and there is a lot of chat on the servers about working together. The fact that you got killed should not be something you come on here to complain about so... poorly and viciously. Get over it and respawn, play the game again, see if you can try something different, beat a previous goal, whatever. Because frankly, all it sounds like right now is someone crying because they lost their hard-won beans to a better player. You say there's no focus or goals in the mod. Make your own. It's fairly apparent you've never played minecraft, or sim city or the like (at least, not enough to warrant your opinion being valid). This is a survival mod, but after that you need to make your own goals. Some people choose to PvP, other people choose to do other things, like acquire vehicles, or help other players. The limits you perceive are placed there by you, so go and break them and have fun.
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Just to let the devs know that vehicles aren't being saved on server restarts. Maybe vehicle database isn't booting up properly for server restarts?
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At least we have vehicles and apparently working tents then. Have yet to try any of it right now though.
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They are persistent. However, when the server is under heavy load it may take a long time to report updates to the database. I have made changes with 1.5.3 that will report much more frequently, in line with the changes made to player updates. Some will notice that even if unsaved reaches a huge value - it will still save everything on disconnect. This forced saving method is now applied to vehicles, and will be available in 1.5.3 HOWEVER - remember vehicles do NOT save while they are moving, due to the issues this would create. And also remember vehicles are local to the server they are on.
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Well, as the saying goes, 'what it says on the tin'. Please make vehicles persistent, there's little point ingame now to fixing up and driving a vehicle if it just disappears on server restart.
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Its a shame, but my guy never touched the water through my actions. Maybe a little script to cache your gear when in vehicles or water (the fill water can detect when you are in water) and then give it back to you once you exit/ disembark.
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Why shouldn't new players be able to have some fun? You seem to be suggesting not putting any vehicles near the coastline at all.
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I have a few questions and concerns with how the vehicles spawn/work in the new update. 1. Is it a script that spawns them in random locations? 2. I noticed after a few of us searched the north immediately after the patch and searched all the "hot" spots and there are no vehicles in the north are of the map. Also I noticed several "new" players finding boats and cars and even a helicopter down near cherno/elektro which they immediately tried to fly and crashed due to no tail rotor. Why place all the vehicle spawns down south where they are less likely to be used correctly due to newer players getting their hands on them and destroying them?
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Aye. Shooting people out of moving vehicles is also fun. Thats an art I've been practicing since OFP. :cool: Nice story though. ;)
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Vehicles appear to not be persistent after a server is restarted.
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Cool vehicles back in :) Also the tents are working now? they do not dissapear on server restart? so we can actually sort of setup camps now?
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[align=center]Not official announsment! But update is.[/align] UPDATE : 29 APR 2012 Affected addons: * dayz_code 1.5.2 * dayz 1.2.2 Changelog: * [FIXED] Nobody would change into a bandit (this time its REALLY fixed!) * [FIXED] Fireplace placement irregular * [FIXED] Study bodies broken * [FIXED] Environment updates from Cherno and temporary camps disappeared * [FIXED] Vehicle Repairs sometimes do not work * [NEW] Object creation completely recoded (tents working 100%) * [NEW] Vehicles added to every instance (Helicopters, Boats, Cars, etc...) http://www.armafiles.info/dayz/
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Just wondering, can vehicles be saved? If so does it stay with you or does it just stay on the servers map when your offline?
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I love coop servers, can be so relaxing and fun to grab phat gear and vehicles and clear towns or whatever the objective might be. I don’t have anything against the request BUT, a coop DayZ server would unfortunately ruin the whole concept of the MOD! My prayers goes towards a workable solution to keep us all interested in the full package.
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Each of my mods has it's very own @ folder, the six updater did a great job of that. My addons folder doesn't have any extraneous folders inside it, only what seems to be a bunch of different vehicles and whatnot. The problem still remains. It seems that "jayarma2lib" is a REQUIRED mod for the Day Z servers, because Six Updater says so. However, it is also NOT ALLOWED by the Day Z servers, so I get kicked out, or the game fails to launch. So is it a problem with "jayarma2lib"? Is it a problem with the Day Z server telling Six Updater it's required mods? Is it a problem with Six Updater misinterpreting information from the Day Z servers? I don't know, I just know I'm a Sad Kophka. :( I'm going to try doing it without Six Updater. I've thrown the JayArma mod folder out, going to see if I can just launch the Day Z by itself from my steam folder. Wish me luck!
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This book would be a great reference for the Devs and a good read for anyone playing, it could provide ideas as to new hiding places weapons and vehicles etc... And IMO most importantly the way the zombies move and act (eg speed obstacles etc). Have a good read, you like the mod you'll like the book.
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A (Possible ) solution to spawns
Murphy (DayZ) replied to x7steelers7x's topic in DayZ Mod Suggestions
That is a horrible way to handle vehicles, they should stay persistent allowing others the ability to stumble onto them and steal them. If it is linked to my player no one will ever get a hold of my vehicles therefore I could simply log out next to my car and when I login I can continue on my marry way. It's entirely against the stance you took for the safe house idea. The safe areas would just be camped by the guy(s) who killed you until you rage from the game, and as such it is a fairly bad idea.