Jump to content

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'.


Didn't find what you were looking for? Try searching for:


More search options

  • Search By Author

Content Type


Forums

  • Official
    • News & Announcements
    • DayZ Badlands Expansion
    • DayZ Frostline Expansion
    • PC Updates
    • Console Updates
  • General
    • General Discussion
    • Gallery
    • Suggestions
    • Servers
  • DAYZ - GAME
    • PC
    • PS4
    • Xbox
  • DayZ Modding
    • General Discussion
    • Scripting
    • Terrain
    • Modelling
    • Misc
    • Official Tools
    • Community Made Tools
  • The Original DayZ Mod (Arma 2)
    • Mod Announcements & Info
    • New Player Discussion
    • DayZ Mod General Discussion
    • DayZ Mod Gallery
    • Mod Servers & Private Hives
    • DayZ Mod Suggestions
    • DayZ Mod Troubleshooting
  • MiniDayZ
    • MiniDayZ
  • DayZ Mod

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Steam


Twitter


Twitch


YouTube


Discord


Location


Interests


Bio

Found 41868 results

  1. Deviant (DayZ)

    Dat big world has no cars...OH DERP

    I have no idea what the hell you just said. But if I can infer correctly, adding more cars would mean that vehicles are easy to come by. Then everyone would have cars ^^
  2. Bob (DayZ)

    Dat big world has no cars...OH DERP

    lost all vehicles couple of days ago -.-
  3. You know those car parts you see lying around? You use those to repair vehicles that you see lying around. If you can get in it, you can repair it. Herp de Derp.
  4. I had already done most of that and more, but downloaded new files and tried again anyway. I get an error upon joining that says I am missing required DLC files that were deleted or are missing. They are: dayz_code, dayz_weapons, dayz_vehicles, dayz_equip However all of those files are there. I tried running both OA by itself, and Combined Operations. Steam is set to run as administrator as well. I will try setting both of the exes to run as admin as well and try again. I have read every post in the support forums that is anywhere close to my problem and tried dozens of things with no luck. Hopefully I can figure this out soon D= EDIT:: Well while I have still been searching all of the other threads and attempting various fixes, I noticed the code file updated again a little bit ago (second time in an hour or so lol) so I installed that. Now not only do I get the error about missing code, weapons, vehicles, and equip the game also crashes right after I see that in chat. EDIT AGAIN:: Noticed the servers said they were running on 1.4.17 so I reverted back from 18, especially since the devs didn't even add 18 to the new download page. Still getting the same errors. Out of solutions. I have read nearly every support thread, even the ones that do not pertain to my issue, just as something to do and for the slim chance of finding a fix in one of them. I guess there is nothing left to do but read everything on the forums and prepare myself for eventual gameplay hopefully sometime today. I will keep checking back to this thread often as well as checking for new support threads in general. I can't see what files would be wrong, so I will update the OP with my system specs. Maybe someone will see a problem between them and the mod/game. EDIT::::Still here. Been 6 hours. Still trying everything that I possibly can. Got some good sounding solutions on another website but none of them worked. Been trying everything I can find on the internet without luck. Anyone got an idea? I keep updating as they are posted, currently on 1.4.22. Still getting: "You cannot play/edit this mission because it is dependent on downloadable content that has been deleted. dayz_code, dayz_weapons, dayz_equip, dayz_vehicles" Once that is fixed I should be good. I managed to glimpse what I assume to be the screen you see when you get into the server, but I always get kicked from the whole "You cannot play/edit this mission because it is dependent on downloadable content that has been deleted. dayz_code, dayz_weapons, dayz_equip, dayz_vehicles" right after I finish connecting. PROBLEM SOLVED ITSELF.
  5. These are a handful of ideas intended to make it more desirable to band together into survivor groups. The rationale behind most of these ideas is that if something functionally requires more than 1 person to accomplish, and it is desirable to do so, then you are encouraging teamplay. Limit The Map etc Inventory Slots As it stands you can carry a Map, Compass, Hunting Knife, Matches, GPS, and a Watch. As soon as you acquire the first 4 of these (in bold) you are set to go pretty much anywhere. What I propose is limiting the number of these items that you can carry to 2 or 3. If you could only carry that Map + Compass you found, the natural solution is to get a friend for the Hunting Knife + Matches. In short it gives groups a concrete reason to rely on one another, and a sort of dynamic specialisation of roles without implementing a class system. (Problem: Players holding all of the utility items in their backpack and switching out for what they need at the time. It may have to be impossible for survivors to put maps etc in their packs, or some other solution to be found.) Heavy Lifting Make it so that those larger items, such as Rotor Assemblys or Engine Parts require 2 players to carry. This would mean that only survivor groups could easily repair vehicles, and should make it more desirable to find friends in the post-apocalyptic wilderness. :P Note: I am not quite sure how this would be possible to implement, but I believe ARMA 2 already has certain things that need to be carried by more than 1 person. The Act of Repairing Change the amount of people that need to be present to repair a vehicle. For instance, you can repair a motor bike by yourself, but in order to repair a car you need to have 2 survivors close to the vehicle. For a chopper you would need 3 - or more - survivors close the vehicle (as they are a more powerful asset than a land vehicle.) Again, this gives survivors encouragement to form groups and work together to survive and progress. Of course, it doesn't stop bandits from killing you or robbing you to get at your fancy toys ;)
  6. sgtsnug

    Introduce yourselves

    Sgt.Snug from EU1 (EU2 if it's down). I like to group up and fulfil a support role, be it carrying the torch, navigation, scavenging, thou more often then not I find myself alone, soon after I have all the best gear n items then usually I get clobbered to death by one lucky zombie who gets a 1 hit KO. I'd like to think I'm a good shot, not big on killing other players but shoot me and you WILL go down, I usually offer a hand wherever possible as-long as your friendly. I can see myself playing this for a while, depends how rapidly it adjusts and develops, few bugs, few issues that need a fix, mainly a method of fighting/escaping zombies without a weapon, addition of acre and a TS server or a few, more weapons with shared ammo types - 9mm, NATO etc... making power stations accept full jerry cans to power up the grid at night, zombie hordes wandering wilderness, more animals, and honestly more vehicles.
  7. litoralis.nMd

    NVGs?

    I started writing the bwelow and realized there is no way yet to stop exploits of a battery's charge level. Might I suggest a true TEOTWAWKI scenario used by domsday preppers in the USA. 1. SOlar panels found on office/residential buildings. 2. Vehicle Batteries found on vehicles. 3. "D" Batteries for NVGs, such as standard consumer D batteries. Solar panel+vehicle battery creates "solar power station". Power station saves to player like a deployed tent does. Power station+ (1 hour of night=false) + consumer battery or NVG equiped player, scroll context menu, charge consumer battery or charge NVG battery. IRL it would take something like 3.5 hours on a sunny bright summer day to recharge the batteries in military grade NVGs, but that would be horrifically boring.
  8. n3uro

    Pull up a sandbag! Its story time!

    Some nights ago, me and three of my friends were hanging around at our camp in the woods to the north edge of the map. It was pitch black, we had one guy with a nv telemeter keeping guard on a hill close by. We decided to go up to the NE airfield and maybe raid it for supplies, having nothing else to do, and being night it seemed a fair challenge. So we left most of our equipment at the tents, everyone lit a chemlight, and I planned the trip, about 4km on foot, in perfect darkness, with only chemlights and a tactical glock as light sources, since we didn't want to attract attention with flares. Well, let me tell you, one of the greatest feelings this game can give you, is to manage to navigate your team, at night, through woods and hills, with just chemlights, to and from your intended target, which sits 4km away from your camp. I would set up reference points on the map, like roads, peaks (barely visible against the dotted night sky), and intersections. So we set out, and after twenty minutes of fiddling around in the dark, we emerged from the woods, on the exact road I intended to reach. We then set up an observation post overlooking the airfield sitting 600m east of us. We were a ragged bunch, no night vision except for that rangefinder, which was barely usable due to the extreme zooming it provides; weapons were less than stellar too, we had a cz550, two winchesters, my ak47 and even a guy with a crossbow. As I said, we were observing the airfield, well, the dark patch where we thought it was sitting, when all of a sudden we see a flashlight turning on right on top of the control tower. We immediately shutdown all of our illumination, even if it consisted of just chemlights, and sat there waiting. The flashlight danced all over the airfield, flashing by some lone zombies, the hangars, and broken vehicles. Then it flashed rapidly toward the north side of the runway, and after a moment, darkness came back. We were puzzled, was it a signal for someone? Did he get mauled by a zombie, or shot by a bandit? Even though we didn't do anything for five minutes, it was one of the most entertaining experiences i've ever experienced in a videogame. As we were pondering our next move, we noticed flares being thrown all over the field, and the hangars. We thought a bandit group saw the flashlight and decided to attack him. We sat there watching the action unfold, holding our breath for the poor sob's fate. Six to eight survivors emerged from darkness, into the now brightly lit airfield, tinted in red by the flares. They raided the hangars, shooting with automatic rifles, killing all zombies in sight. Amazingly, the single flashlight guy was climbing down the ladder, so we realized it must have been a scout for the large group. As flares went out, they were thrown again, further south. We were amazed by the coordination that the group was showing in their raid, no shots were wasted, noone got injured, they just went through the airfield down to the city in a fell swoop, all the time lighting their path, taking down all the zeds without mercy. It was awesome to watch. Given the situation, we decided to head back to the camp and call it a night; there was surely no supplies to be found after their raid, and we definitely did not want to cross ways with these guys anytime soon.
  9. Konrad (DayZ)

    Wish List

    - Create a group - Creating camps with spawn in / near the tent. Possible if they are at least two tents and a campfire - If we killed a zoombe in a few meters from the water, water may be complained of and the need to seek medication for abdominal pain - The water in my flask should be enough for two to three times - more vehicles - It can also add weapons RH Rus? - Tent synchronization with other servers (if possible) - rod to fish (if possible) - possibility fireplace nearer the tree (after the trees) - The same tent If I remember something else invents a write
  10. bigvalco

    Helicopter repair

    Let me just go ahead and tell you everything I have learned from hours of trying to repair/fly the 3 types of helicopters in this mod (might vary per server). First off the MH6 can have everything repaired except for the hull itself which leads to leaking fuel, making it non flyable. Mi8 does not have a script for being repaired but depending on it's state when it spawns you might get one flight out of it without a tail rotor or something. and lastly the only helicopter I have been able to get completely working is the UH-1 Huey, (which we lost due to a server restart after it saving while it was on the ground). Also vehicles do not re spawn in this mod and the only way to get more into your server is for a developer to manually place them so don't get your hopes up.
  11. bodycount

    Helicopter repair

    Well I noticed that while installing glass onto a vehicle it only repaired one window (front windshield) perhaps like I said earlier it takes multiple parts for larger vehicles. 3-4 fuel tank parts might stack and finally get her airborne.
  12. uojosh

    Some general stuff

    I think the crossbow is cool but not as practical as it could be. As it stands, the trade off for silence is not enough to make it useful. They are more trouble than they're worth. Single bolts take up one space slot, it also takes two to bring down a zombie. If it was possible I would have bolts be found in quivers of five (taking a single space). This would over come the downsides and balance it. A minor bug I noticed was that water bottle re-fill script works everytime on coastal water but the places you'd expect it such as fresh water ponds have never worked. I'm sure this is known by now though. This mod really shows off Chernarus. Would the dev's be interested in porting it to other islands like Celle 2, Lingor 2 etc? The mod makes use of a repair interaction system for vehicles. I'd like to see this expanded and implemented for equipment, weapons, traps. There are gardens in some areas outside of houses with pumpkins growing, we can hunt game, why not harvest fruit and vegetables. I don't think anyone expected such popularity, congratulations on this success.
  13. Deviant (DayZ)

    stuck on loading

    Brilliant! When will we be able to see vehicles and tents returning, and will they be reset?
  14. I am reposting this from the Bohemia forums now that this forums is up and running: Rocket, I just want to say that this mod is the structure of what I, and a lot of my friends, consider to be a perfect zombie/survival game. This mod can generate so many emotions in one play through. It forces you to think like a game of chess, your actions have consequences or reward - but you aren't funneled into just two choices, in fact the choices are near infinite. You can have a great sense of reward but have it dashed in fear and horror, or even anger. Other players are the ultimate wild card, always keeping it interesting. When I first heard about games like Left for Dead or Stalker, I wanted it to be like this game so bad. I just want to say, well done sir. Really well done. I am not sure what your plans are, but I do want to say that if you ever need donations or have plans to do a kickstarter fundraiser (like wasteland 2) for a standalone, you will be receiving a donation from me - and many others I can imagine. Or convince your co-workers to streamline this into ARMA 3, build up some dedicated in-game features and models and offer it as a pay-for DLC. It will make money. Lastly, like everyone else I have an opinion and just wanted to share what I think would make this mod that much better. But again, so far everything has been awesome. I have a very limited idea of the coding and scripting functions in ARMA, so half of these ideas are probably impossible or very difficult. Feel free to laugh them off if you want. Party-System and "Safe Areas" I am sure the party system, or something like that is in the works or being thought of. I think what is important here is to structure it so that it can be fluid within a server but semi-permanent across servers. So I can join and leave the group as I please within game, but if I join one server with friends we can move to another and still be within the same party. To me this still allows for betrayal and uneasiness with just adding as many people to a group, but still a little bit of structure so that you have some semblance of a group. I guess what I am worried about with the party system is you will just have giant platoon sized armies of 20-30 players who throw off the current balance of the game so much that there is no longer a risk/reward factor. 10 or less seems like a good number. Think walking dead, any time they get a lot of members bad things happen to cull the population. All of the other intricacies (party identity, appearance, communication) is pretty standard I would imagine. Every group needs a home base. I think you guys did a great job with the tent and campfire elements. To me that is all that is really needed. A way to store supplies permanently across servers in one location. I know we can all think of what could be (barricades, bunkers, watchtowers, fences,...) but I think that is mostly cosmetic for the time being. Another easier option might be to stop spawning of zombies if a certain player threshold is met. For instance, a group of clan mates and I basically pacified a small town - nothing big that included a grocery store, airbase, hospital or firehouse. Just about a dozen buildings and one enterable one. It would be great if we could basically call this town our own until we leave or other survivors challenge our claim. This alongside the permanent tent's would be great. I am not sure if you could make this semi-permanent as I can imagine other players could just go to a different server, control the town, and then switch over to our server and essentially be spawning on top of us. So maybe it's just server side, this would also stop groups from being able to control a town for too long. If a town to is too much, even being able to takeover one of the scattered farmhouses in the middle of nowhere would be nice. Weapons and gear I think how you have it is great. Keep the scoped weapons, they serve a purpose and aren't effective in CQB. Everyone complaining about being shot by one are doing a poor job of sticking to cover or hiding. This game should be more difficult until you get more supplies, simple as that. Some other things that might really be great are ways to booby trap or set off alarms. For instance, if I killed a cow and had a tripwire and hand grenade in my inventory I could set something up that will explode if other players tried taking the meat (me as well I guess). This and maybe some tripwire road flares. This way if a group of people set up camp, they can set up a few flare traps and feel a little bit more secure. Vehicles Again, I like how you guys make them extremely rare and valuable. We are a group of survivors, not pilots, tank commanders. People always complain that it takes to long to run around, but everyone I have played with has gotten use to it after a couple hours. PVP and Morale system I think what you are implementing is a great step. Not to punish, but simply make players choices have consequences either good or bad. Along side a bandit player model, it might be nice to have a standard "survivor" model and a model that is intended to be friendly. Maybe something as simple as a difference colored hat, scarf, or shoulder patch. This is really more dependent on the mechanics of the game I guess. I do like how you have removed the ability to identify people from afar, its unrealistic. But if you have a set of binoculars and are watching a survivor move into town, it would be nice to see if they are a standard survivor, bandit, or something more friendly. The ability regain humanity, lose it, or be more neutral depending on your actions would also be nice. Map I don't know if you have plans to create a custom map, but I think this mod would thrive if the land was created with it in mind. There are some great player made islands that balance city, forests, meadows, with rivers and streams. With the need for water in this game, having inland rivers or streams would be extremely helpful. Zombies Love how the zombies change from classic to 28 days later on detection. I can see the zombie speed argument both ways, its a balance between challenging and realistic. I would say, that if there is a way to make it so ALL buildings don't spawn zombies that would be helpful but maybe difficult. Basically I would love to come across a small farm house and it not be overrun by 8 zombies even if I am 3km's from the nearest city. This could also work well with there being a small% of zombies roaming the countryside. Right now when you make it out of a town, a player knows they are safe from zombies. I think if there was even a very very small chance that they could run into one outside of a town it would make people more cautious and not just run on autopilot. Just my thoughts, have plenty more but I think you guys are kicking ass. I think this mod is going to explode in popularity even more, please turn to the community before limiting or shutting down. It is already so great, but has so much potential too.
  15. rocket

    stuck on loading

    NY1 & 2, EU1 & 2, FR have had the required changes applied. The bug only affected JIP players (not those on mission start). NOTE: until this is confirmed fixed, vehicles and tents will not be appearing. RU has now had the new mission file.
  16. bigmanshawn

    Survivor Camp

    I feel like camps are a great idea and I suspect many members of the community would agree, but they need to be done right. The initial concern is obviously that players will just walk in when no one is online and screw with things or loot everything. The method I would suggest is as follows. Base Camp, some sort of object or item that can become a static re-spawn point for survivors who are members of the camp/faction. To create one of these you would need a minimum of 10 tents within a certain area and all owners to agree to the creation of a base camp. Once this is established the players may begin building fortifications around the basecamp, including things like sand bag walls, barbed wire (slows movement and causes players to bleed lightly when passing through), Watch Towers or Hides, common buildings for storage/storage items like ammo boxes and such. Creation of such things would require a lot of material gathering from around the continent, including aquiring items like ammo boxes, spools of wire, large sacks of sand to fill bags etc that are difficult to move on foot (see carying at a slow walking pace) or require vehicles to move. Additionally make it possible to make things like a gate, which can be locked if the members of the camp are able to acquire the chains/locks etc. These of course could be bypassed with very rare items like lock picks or bolt cutters (perhaps with chance to break on use). Just some thoughts, and without a doubt no Safe Zones.
  17. Hey there, I play APs'"UNtec. on OZ and US servers (I play OZ even though I'm a US citizen because I had tents/vehicles on the server due to my playing the mod for a little over a week now, back when it was the only server :)). 1. There seems to be a problem with time-syncing between players on the same server. Often, more than one of my team mates and I will have different corresponding watch times in Chernarus, and thus it will get darker/lighter for different players at different times- given the sometimes ruthless nature of surviving the harsh zombie apocalypse world, such a small difference as a half an hour in synced time provides a massive advantage/disadvantage for certain players. This needs to be sorted out. 2. Day:Night Ratio. I like the idea of a full 24 hour scale, it does bring with it a certain feel of realism. However, in a real life situation, survivors would most likely not travel at night and interact with the dangerous areas of the world- they'd lie low near a camp fire, sleep, perform tasks of utility they could complete locally, and generally await the rising of the sun, when everything would be much safer; this, paired with the fact that it is very difficult to traverse terrain during the darkest times of the night, makes me think that perhaps night time is too long atm. I suggest a 1:4 ratio as opposed to a 1:1 ratio, meaning night time will still exist for six hours at a time, and daylight will exist for eighteen hours (vs. twelve and twelve hours).
  18. Can it be made that only found vehicles can be repaired, I am not sure the whole BUILD a complete truck in your tent idea is practical, I would rather bring parts to a damaged vehicle and gradually repair it Vs crafting one at a tent (seems real crazy). So having some more fixable vehicles around would be nice, atm it seems every vehicle has had a few AK47 clips put into them!
×