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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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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 :) -
Dalls 22 7th operation Admin Abuse!
Difecti replied to jbrodjeski@yahoo.com's topic in Mod Servers & Private Hives
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. -
0.19% or Why I stoped playing
walrus2517 replied to f4cksteam's topic in DayZ Mod General Discussion
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. -
Many of the most popular servers are now becoming targets for all the script hackers. im refering to mainly- - Teleportation of other players (havent seen this myself in a while) - Kill scripts that insta kill players out of no where - Server wide kill scripts that kill everyone on the server - Spawning of vehicles that do not occur in DayZ (But exist in arma and remain in the CFGs) - Spawning of weapons and gear not present in DayZ to gain supernatural advantage (See weapons with thermal sights) - Various other hacks (Ie poping you out of your body and into something else) Now on normal vanilla servers Admins can deal with this, But DayZ has tied our hands so tightly to protect a few people being wrongfully kicked? This is ruining the game on a far wider scale then a few abusive admins ever will. Some things are easy to prove... a clever script hack is not. Placing the burden of proving such hacks on the admin delays appropriate bans and allows these hackers to ruin servers and ruin individuals enjoyment of this mod (which aside from its bugs is the best thing i've ever played!) I'm not saying there should be a free-for-all for every kid with cash to rent a server so he can power trip, But you must either aggressively work to stop this hacking ASAP or loosen restrictions on admins. In the latter case, Allow at least Bans local to that server for suspicion of hacking. Even better would be to allow Admins to run server side detection scripts that can auto kick/ban. While we uphold the highest standards of evidence for Bans on our servers this influx of Hacks is causing a situation where many many offenders wreck people hard earned progress and simply jump to another server for their next attack because admins are reluctant to ban for fear of thier server being blacklisted.
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Tents are NOT crashed helicopters
ZedsDeadBaby replied to ArrThePirate's topic in DayZ Mod General Discussion
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. -
A new 'incentive' to encourage cooperation
Shroom replied to Ejaculacid's topic in DayZ Mod Suggestions
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. -
Hello guys, I'm new in DayZ world so I'm sorry for disturbing you. I've just rented a DayZ server in DayZ Hosting: My server already in white list and I get my INSTANCE ID too. ALL I need to know is how I can configure the spawn of loot, zombies and the other stuff like vehicles, I mean is there any guide to help new hosters to configure our servers? Thx a lot for helping me, Kind regards.
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@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
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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?
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Nice outdated link. We also just got a server up and it has no vehicles, is there a way to get this fixed?
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[DayZMod] The Dayz Statistics thread!
frankhertz replied to Ander (DayZ)'s topic in Mod Announcements & Info
Dayzmap.info ... I want to see how many vehicles are hidden kms away from the map edge. -
Single Player Editor Questions
PITN (DayZ) replied to kevindbrum@yahoo.com's topic in DayZ Mod General Discussion
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. -
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.
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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 :/
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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.
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The perfect game I never made, and how dayz is already half way there.
thoxon posted a topic in DayZ Mod Suggestions
I've had this idea for a couple years, but never had the coding knowledge to attempt it. I think it would fit perfectly into dayz. During the day time, you and your clan would run around collecting food, ammo, and supplies, pretty much how dayz is right now. But, with the addition of collecting building supplies like razor wire, generators, petro cans, flood lights, fences, sandbags, claymores and parts to build fortifications. I imagined the center piece of your base being a huge tower (like the ones in the marsh area from stalker clear sky/ fast foward to 4:59). http://www.youtube.com/watch?v=m0uIY-LNX-w The reason you’re collecting all these supplies is setting up a base for the night time to defend yourself from wave after wave of zeds. Not being in a base at night would be suicidal. I imagined having only certain areas for setting up the base like in an open field. (I think it would be cool to see another group in the distance going through the same horror as you and knowing there's nothing you can do to help them.) Vehicles would be used to ferry supplies back and for to your base before the night comes. Mind you, while you’re collecting all these supplies you still have the pvp element to deal with. You’re going to be fighting over the same resources as everyone else. Or you could be more diplomatic and barter with other factions (Up to your play style). One major sticking point, another group can’t raid your base and steal supplies. Once the material has built into your base, it can’t be taken apart by another group only zeds can cause damage to your structure. I mean, a guess if you wanted to you could make it that other groups can steal supplies from your base. But, then you would have to leave people behind to defend it, and that would get kind of boring after a while if no one was attacking you. I see the night time as being strictly pve. This is when you spend all your time working with your group, defending yourself from the wave of zeds. After the night’s over and you managed to survive, you repeat the process over of re-arming yourself, replacing damaged building materials, and preparing for the next nightfall. What do you guys think? -
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.
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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.
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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!
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Do you have a "home" server? or do you roam?
sexacutioner replied to dds__@hotmail.com's topic in DayZ Mod General Discussion
I used to roam, until I started using vehicles.