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Showing results for 'Vehicles'.
Found 41868 results
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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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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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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. -
Hello, Are you trying to say it would be a good way to store vehicles? Well, in my opinion vehicles should be saved in the players save data. So when you spawn, the vehicle spawns wherever you have left it. So, you have it save under your name you will have to claim the vehicle or something like that. ~Derranged
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The checkpoint thing would be ok to have until vehicles comes tho.
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those guys look like they have been living in a post apocalyptic world for years. Day Z seems to take place during an apocalypse (builds still mostly intact, normal vehicles, gas still abundant) so it wouldn't really make sense
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The maps need to stay large, whilst I'd love more towns, loot, and less running. My concern is when vehicles are added they won't be as useful as a means of travel, and much harder to hide when not in use or just approaching town without attracting every zombie and player in surrounding villages and cities. Perhaps for a smaller capacity server if one comes up in the future? but right now with everything Russian themed in Alpha, save it for Beta.
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Crafting, the bane of many games in suggestion and demand. The only crafting that would make ANY sense in this game would be; Vehicles - which would requires MANY parts and a whole group carrying the bits to a facility/garage where it could be assembled. Ammo clips - this would require a change to the games loot finding bullets instead of clips, so if you found some 9mm bullets you could 'assemble' a M9 clip or a MP5 clip from those bullets and fill an existing clip back to full by manual reload and even remove bullets from a clip. I've seen this before but it requires ACE i think. As for body armour NOT crafted just rare loot like nvg's etc... possibly just bits that improve certain percentages like a 'helmet' preventing knock-out chance from 5% to 3%, or boots that lower chance of breaking legs, kevlar that reduces bleeding chance. Not overpowered loot just helpful.
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Perhaps we could have a similar system to the vehicles, where the street light system for a town requires parts from other towns, (perhaps a few large parts that require some cooperation, so you can activate the lighting on one town at the expense of others.
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Are the vehicles (and choppers :P ) back in the game yet?
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As far as I'm concerned there still is vehicles. They are just extraordinarily difficult to find. Noob tip: Only cars you can get into are the ones that you can repair. So, don't waste your time running around to the burned out ones hoping to fix it. That's how I got a headshot on a survivor.
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When will we be able to see tents and vehicles spawning, and staying spawned?
[email protected] replied to Deviant (DayZ)'s topic in DayZ Mod General Discussion
I'd like to have vehicles even if they weren't persistent. But if they were causing problems with the servers, then I understand removing them. -
When will we be able to see tents and vehicles spawning, and staying spawned?
Guest replied to Deviant (DayZ)'s topic in DayZ Mod General Discussion
Guys, Please remember that; 1. This game is alpha staged. 2. Server stability is more important than tents and vehicles at this point. The team will get round to it when they can but having tents that stay but a mod that doesn't work is kinda silly am I right? -
When will we be able to see tents and vehicles spawning, and staying spawned?
profanwolf replied to Deviant (DayZ)'s topic in DayZ Mod General Discussion
You can't really keep tents and vehicles from THAT many people on all servers. -
When will we be able to see tents and vehicles spawning, and staying spawned?
drakenof replied to Deviant (DayZ)'s topic in DayZ Mod General Discussion
If the tents don't " stay " no matter what, and no matter the server you're on, they're pointless. Easy as that. Better have no tents than temporary tents imho. Works with vehicles too. -
Between my home and vehicles I own three pair myself. Binoculars should be roughly as common as maps and compasses, maybe even more so.
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EDIT 5/27 Changed to reflect new ideas and those that have been included: Fine tuned Zombie Behaviors (click me) ------------------------------------------------------------------------------------------ Enable "survival" with more realistic options: Water: I'd like to be able to drink when you are near water even if you don't have a canteen, just because you should be able to. I once lost all my gear due to an extended swim (everything but my pistol and ammo) and was irritated that even though there was water all around I was very likely to die of dehydration anyway because I didn't have a container to drink from. Every farm and village should have at least one manual water pump and well. Water is far to sparse in this game for the climate and terrain. On the flip side of that coin make sea water undrinkable. Should be able to last 24 hours with no drink (although any extension towards realism would be welcome). You'd be thirsty but this isn't exactly the Sahara desert either. Food: I'd like to see more animals in the woods. If more players start to hunt for their meals the already sparse animals will be completely wiped out! How about basic fishing tackle and fish to catch? Canned food is very sparse (I've never seen any) in the smaller villages and farms. Would it hurt to scatter a bean can here, some sardines there? Foraging: I'd like to see the addition of foraging for things to eat that don't require a fire to eat them. Wild berries, nuts, mushrooms, roots, grubs, etc. for food. Natural pain killers used to be chewing on some willow bark (contains the same ingredient as aspirin), bandages were moss and mud, etc. Perhaps foraging in gardens in towns could also supply "an old turnip" and the like with enough time spent looking (not automatic). Matches and other ways to make fire, hunting knives (any sharp knife) and containers to hold water should be far more common and should have at least limited availability at pretty much any village or farm. Consumption and blood regeneration: Food and water consumption made more realistic, perhaps on a caloric system. Sit still, consume less. Run like crazy, consume more. Regen blood slowly over time based on water and food levels. Eating 20 cans of beans or half a dozen steaks to rebuild lost blood just doesn't make much sense. And where are the Chernarus version of MREs (Meal Ready to Eat)? High in calories, lightweight, and maybe found around military bases? Skills, perks, etc.: I really don't want a perk based game. Here is a method of implementing "skills" while keeping the game item based. "Books" could be added as findable objects... You might have one called "wilderness survival guide" that identifies good to eat things from those that are poisonous, meaning that not every mushroom you find will be a tasty treat. Other books could be "emergency first aid" that could be used in lieu of medical supplies, "auto repair" for fixing vehicles, "pilot check list" before you can take off in that helicopter you put together, etc. One book per person at any time (?) Setting a broken bone could be a "do unto others" action much like blood transfusions are now. Dynamic weather and cycles of the moon synced to provide MP/JIT coherence. Maybe zombies go crazy at the sound of thunder, maybe fog or hard rain hurts their vision as much as it does ours. Could include hypothermia which produces the same sort of shaking as when in pain. Cure by time by camp fire, staying indoors when it's raining, additional "rain gear", etc. items. Free range zombies and migration: I know this mod will one day have a back story to it and I'd love to know what it was going to be. If the Dayz time frame is significantly after the start of the plague (infection, whatever) then "local" zombies would eventually run dry. Zombies spawning inland (on the dry edges of the map) and moving towards the coastal areas would represent the possibility that Chernarus is one of the last pockets of humanity and the zombies are migrating here in search of fresh food. This would make the north lands more dangerous and explain why more zombies might be found in the wilderness, secondary roads headed to the coast, etc. Extras: Replace american weapons with those more suited to the location. Sort ammo by caliber instead of weapon. Shotguns especially. Magazine fed weapons might take an action to "convert" to use... example: convert .45 cal 1911 rounds to .45 cal revolver. Same with 9mm, 5.56, etc. Fix flashlight so you can hold it in one hand with a pistol in the other.
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Dat big world has no cars...OH DERP
bigvalco replied to paxodeus's topic in DayZ Mod General Discussion
It's funny to see posts from people who see a car, or repair a car and think they are experts on vehicles in this mod. -
Dat big world has no cars...OH DERP
WebCole replied to paxodeus's topic in DayZ Mod General Discussion
In the short time in which vehicles were in, I saw with my own eyes 2 helos and 2 cars. Admittedly the choppers disappeared after server restarts, and I'm not sure what happened to the cars, but it does seem like, at the very least, helicopters spawn too often. I've totally never seen a bicycle though, do want :P -
Night Vision, Should it be removed?
bodycount replied to HurlockHolmes's topic in DayZ Mod Suggestions
How about the ability to build/construct night vision? Is that even possible to implement? Have to acquire the different pieces and make them. Like the vehicles. I really liked the Fallen Earth crafting. I enjoy the vehicle crafting in DayZ as well. Would love to see more of it. -
Dat big world has no cars...OH DERP
oktyabr replied to paxodeus's topic in DayZ Mod General Discussion
STOP GIVING AWAY MY SECRET CAR SPAWNING SPOT! Every time I have ever seen it there I have worked so hard to get it up and running but have never succeeded. Keeping a tent nearby with tons of car parts in it (but the tent usually despawns) running miles trying to get the wheels/engine/fuel tank. LOL! That's why vehicles are a good teamwork exercise. When we built that one in the screenshot I posted a few back at least one of us stayed behind to cover the car while the rest went to collect the needed parts. Rules of Engagement: Car and parts are top priority. Shoot others on sight if they can't be avoided or are too interested in the unfinished car. Getting that thing up and running is something I would never try solo. -
I think they should be as common as maps and compasses. Between my home and my vehicles I have three pair myself.