Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
Search the Community
Showing results for 'Vehicles'.
Found 41868 results
-
Does this mean tents (and it's contents) and vehicles are bound to the character and can be brought to other servers?
-
I think the amount of vehicles are limited due to server load issues, many vehicles = very unstable server. Anyhow, even if you did get a vehicle if you change server/the server restarts you loose it anyway.
-
Previously tent, vehicles, and characters simply flagged themselves for update, and the server "got around" to updating them. Characters then changed to also force a save on exit. I ripped out the entire "flagging" system and now saves are forced (as this was working very well), but they aren't done as often (every 30 seconds). There is a cooldown to vehicles to stop them forcing a save more than once every ten seconds. To force a save of your vehicle, get in, and then get out. Getting out of a vehicle forces a save of its position.
-
While the current gameplay has a relatively steep learning curve (which is good imo), once you figure out where stuff spawns Day Z just turns into a game of camping rare item spawns across multiple servers, then using those items to kill anyone who tries to stop you. Adding more valuable resources such as vehicles is good, but it won't help the current situation regarding "end-game" play. Here's a hodgepodge list of current potential issues as the game progresses: Resource Redundancy: Alternate methods of gaining resources could be used to balance out the gameplay. This could include specific and reliable spawn locations (eg. an out-house that spawns a hunting knife and matches every 10-30 minutes) placed near spawns, and others in more vulnerable, remote locations (eg. an isolated linebox with 15 zombies guarding it that spawns binoculars or night vision goggles every 2-3 hours). This would allow for a more organized and structured metagame concerning resources, so that players can actually learn from finding good loot. Hunter vs Hunted: The zombies themselves are rather harmless once you understand how to trick the AI. They could become more difficult (HP buffs, knockdown, damage, infection mechanic), or additional classes of zombies could be created that hold different attributes. (Resident Evil's Licker, Half-Life's Poison Zombie) They could have separate behavior patterns, like roaming, stalking, and retreating in response to player actions. Balancing the Bandit: The humanity system works and does not give an unfair advantage to either player. I like the idea of safe-zones, like specific buildings where friendly fire is off. It would encourage more spontaneous teamwork and provide a hub should trading be implemented. Then again, if it ain't broke don't fix it. Spawns vs Space: The bandit problem is manageable, the main problem with this game at the moment is spawning and how it affects the coordination efforts of teams as well as resource-gathering routes. Limit the spawn points to 3 or so clusters circling the SE corner of the map? It would certainly make respawning more bearable and help teams link up faster after somebody bites the dust. "No homo" Homeostasis: If I manage to survive a zombie encounter with under 4000 blood, chances are I'm a goner (unless I have a friendly bro nearby to give me a blood pack / an entire cooked pig). I'm going to have a hard time trying to accomplish anything due to vision and movement restrictions. Players should regenerate blood once it drops below 10000. I think that a rate of 10 blood/minute (600 blood/hour) is a fair estimate. This could scale with hunger / thirst levels and even increase the rate at which you need to eat / drink for the sake of realism. I know these ideas are , feel free to raise concerns about the viability of these solutions.
-
Okay. I have ARMA 2: Operation Arrowhead and ARMA 2: FREE I have installed arma 2 free as a mod inside OA so it runs as ARMA 2: Combnied Operations LITE I have been told this works. But how should i then go about installing the mod itself? They are both steam sided. I tried installing normally, (OA file called @Dayz and using the launch code C:\Steam\steamapps\common\arma 2 operation arrowhead\Expansion\beta\Arma2OA.exe" -mod=Arma2free;EXPANSION;CA -beta=Expansion\beta;Expansion\beta\Expansion -mod=@DayZ -nosplash But when i try to join a server it says "Downloadable content missing Dayz.code dayz.vehicles dayz.weapons I have extracted them into the @Dayz mod folder. But i need help D:
-
Okay. I have ARMA 2: Operation Arrowhead and ARMA 2: FREE I have installed arma 2 free as a mod inside OA so it runs as ARMA 2: Combnied Operations LITE I have been told this works. But how should i then go about installing the mod itself? They are both steam sided. I tried installing normally, (OA file called @Dayz and using the launch code C:\Steam\steamapps\common\arma 2 operation arrowhead\Expansion\beta\Arma2OA.exe" -mod=Arma2free;EXPANSION;CA -beta=Expansion\beta;Expansion\beta\Expansion -mod=@DayZ -nosplash But when i try to join a server it says "Downloadable content missing Dayz.code dayz.vehicles dayz.weapons I have extracted them into the @Dayz mod folder. But i need help D:
-
As cruel as you may be, 0 vehicles around still may be a little demotivating :P Not everyone wants to walk 95395293523959 km every time they die
-
While the current gameplay has a relatively steep learning curve (which is good imo), once you figure out where stuff spawns the game just turns into game of camping rare item spawns across multiple servers, then using those items to kill people who try to stop you. Adding more valuable resources such as vehicles is good, but it won't help the current situation regarding "end-game" play. (A) Resource Redundancy: Alternate methods of gaining resources could be used to balance out the gameplay. This could include specific and reliable spawn locations (eg. an out-house that spawns a hunting knife and matches every 10-30 minutes) placed near spawns, and others in more vulnerable, remote locations (eg. an isolated linebox with 15 zombies guarding it that spawns binoculars or night vision goggles every 2-3 hours). This would allow for a more organized and structured metagame concerning resources, so that players can actually learn from finding good loot. (B) Hunter vs Hunted: The zombies themselves are rather harmless once you understand how to trick the AI. They could become more difficult (HP buffs, knockdown, damage, infection mechanic), or additional classes of zombies could be created that hold different attributes. (Resident Evil's Licker, Half-Life's Poison Zombie) They could have separate behavior patterns, like roaming, stalking, and retreating in response to player actions. The bandit problem is manageable, the main problem with this game at the moment is spawns and how it affects the coordination efforts of teams as well as resource-gathering routes. Limit the spawn points to 3 or so clusters circling the SE corner of the map? It would certainly make respawning more bearable and help teams link up faster after somebody bites the dust. I know these ideas are very unrelated, feel free to raise concerns about the viability of these solutions.
-
I'm going to write a little essay on it, if you decide to read it then good for you. So I come from the /v/ video game board on 4chan where I first heard about DayZ. Typically /v/ hates video games of all shapes and sizes, but there are some games that /v/ is passionate about in the other extreme where they get really worked up over something. Right now the flavour of the month is DayZ (to the point where people are buying ARMA 2 CO just to play), perhaps some of you may have noticed a steeper increase in players since the start-middle of the week. I jumped on board as well to give it a try, here's what I think. At the start of this whole mass-migration people would post a lot of stories from in-game, all of these had the general theme of PvE survival. "Oh, I was in this town and low on ammo when I encountered this group of players and they were total bros", basically people were playing the mod like STALKER and all was good. Soon though the trend moved towards "I saw a player moving in the distance and I shot on sight because fuck being bros". This outlines the big problem (or maybe it's not a problem but a deliberate design decision, I don't know) of the mod. It's not the PvP which is unbalanced or unfair, it's that the PvE isn't engaging enough to give people a reason to focus on it and cooperate. As it stands once you figure out a way around zombies and sneaking and using throwables the entire allure of PvE scavenging is the thrill of knowing that someone is going to try to engage in surprise PvP with you and so building your strategy around killing other players on sight. I see what you're trying to do with the mod, create a persistent world where players will have to police themselves. I'm sure this will work out great on closed-off RP servers owned by clans, if they're the only niche you're trying to appeal to with this mod then you can stop reading here. If however you want the mod to have mass appeal (or the sort of "mass appeal" that vanilla ARMA has) I think you'll need to make some changes. The game needs structure I'm afraid, there's no way around it. For the same reason ARMA has missions and objectives and isn't "let's put 1000 troops here and 1000 here and program them to hate each other and see what happens" you'll need to do something similar with the mod. If you drop a few dozen players into a big area with guns lying around and don't give them a defined end-goal it will turn into a free-for-all, either immediately or after the "I'll gather guns first and THEN kill people" delay. It's a glorified deathmatch at the moment when it can be something more. Look at games such as The Ship and Epic Mafia, they've managed to convey the feeling of paranoia and distrust while keeping some sort of structure in place by means of player roles and game rules, different players pursue different objectives and get awarded for those objectives while punished for others. Without these in place the only structure the game will have is the structure that comes from players metagaming (ie clanmates playing on a clan server and not shooting on sight because they're friends outside of the game). A lot of games rely on metagaming and teaming up with real-life friends to have fun, that's not a design flaw. What is a design flaw though is making it so difficult to team up with friends. I tried playing it with a guy I know, we started off in totally different places, no matter how many times I tried respawning I wouldn't get anywhere even remotely close to the guy's position. I think something should be done about this. The PvE component needs to be looked into as well, looting or killing zombies or building escape vehicles should give people a reason to cooperate. I can't imagine how this can be done unless actual objectives and missions are built into the game, but I'm sure there's a way to increase player interaction beyond shooting each other.
-
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
-
[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/
-
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.
-
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?
-
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. -
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.
-
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.
-
I have some hard time finding any guides on exactly what you can do in this mod, like how vehicles work and all the spare parts scattered over the map. And empty whiskey bottles? Can we, or will we be able to make molotovs to cut off zombies from a path in the towns? It would be cool if you could take a whiskey bottle and add some gasoline and bandage? And as stated above, any guides anywhere?
-
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.
-
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?
-
At least we have vehicles and apparently working tents then. Have yet to try any of it right now though.
-
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.
-
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.
-
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.
-
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.
-
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?