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Showing results for 'Vehicles'.
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Also (again, sorry), will the vehicles be able to respawn if destroyed ? And will the leaky helicopter bug be fixed ?
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As far as I know, vehicles aren't working right now. At least, this is what the admin of a server I was playing in stated. Can anyone confirm this? I have tracked down nearly every spawn location on the Wiki and seen nothing, have encountered zero players in vehicles, and buildings are filled with vehicle repair loot.
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The only issue i find with temp is that, since it's a game, you can't really know what's the temperature out there, except whent it's obvious (rain, night). Sometimes, i stayed 15 minutes without losing a single %, sometimes i lost 5 in that same lapse. I think an "external temperature" indicator would be good too. Also, good for vehicles (will they respawn now ? And will choppers stop to have an unrepairable leak )?
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The vehicles should get colds.
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Pending Build Progess: 1.5.9
Deadchicken (DayZ) replied to rocket's topic in Mod Announcements & Info
I was travelling wit a pair friends a couple days ago, we were wondering through the wilderness, trying to return to our camp site, but it started to rain and one of them got sick, from that moment on we tried to lag behind, gave him a map and compass and told him to lead the way. We didn't want to catch an infection, and felt bad for ostracising him, but it was our only option, he eventually understood and tried to keep his distance, as we were unsure how close you had to be for the infection to spread.. It's a really cool feature, and greatly adds to the immersion while travelling, as you have to ensure you have the correct supplies to start and maintain fires for warmth. I only hope that antibiotics don't decrease in rarity too much, maybe a little, but still it's a rare item that should be kept as such. Also, I haven't heard any mention regarding the vehicles from you Rocket, are you avoiding it for this patch or is it going to be something we'll see in 1.5.9?(Just saw the post) some of my friends' interest in playing together has waned as once we've found weapons and such, all we're doing is maintaining our supplies, or meeting up again if we get hit by Bandits or the like. -
ARRRRRRRRRRRRRRRRRRRGGGGGGGGGGGGh yes vehicles will be fixed. Good feedback on temp. Please anyone else with their experiences/feelings in situations where it has been applied.
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Will vehicles be fixed? As it stands right now you can't refuel them :(. Anyway keep up the good work! Enjoying the game alot!
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Vehicle spawning system
beginner replied to MagicFoozlePixxie's topic in DayZ Mod General Discussion
Not are random. Check this thread http://dayzmod.com/forum/showthread.php?tid=6347 Also keep in mind that after last patch new vehicles are not spawning after destroy. -
[MAP]Grid/Coordinates outlined Chernarus map
beginner replied to fackstah's topic in DayZ Mod General Discussion
Nice work. Can they add firestations icons and mark vehicles spawn points (click on icon and u will see which vehicles can be spawn in this area)? -
The new gear usage system seems to be breaking a lot of other mechanics in the game. I also find it to be a bit clunky. Have you considered scripting in a separate "DayZ Interaction button"? Similar to the ACE mod, you could have one key that brings up a menu of all actions that are DayZ specific like eating, chopping wood, transfusions, etc. Maybe have one bindable key for DayZ Self-Interaction (eating, drinking, bandage, etc) and one for all other interaction (repairing vehicles, transfusions, etc).
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The burnt out looking ones can't be repaired, the repairable ones look like normal vehicles, but have wheels missing (unless they've been replaced).
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Only vehicles that look drivable are, they might have a wheel missing or a window smashed or something which you will have to find parts for and repair yourself
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K thanks, but how do you know which vehicles are able to be repaired? Are the ones on the road around cherno/Elektro, etc able to be repaired? They mainly looked burnt but no idea if they are or not.
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Can every car be repaired? I haven't actually seen one car yet, i'v even been in a heli, not land vehicles though. And, if they are repairable, how do i get the menu up to see what parts are needed please?
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Current tested and confirmed: Changelog: * [FIXED] Bodies being deleted immediately (now will stay around for 15 minutes) * [FIXED] Player profiles sometimes corrupting and causing stuck in loading issues (error handling by engine) * [FIXED] Temperature listed in percent and not degrees (now displayed in degrees) * [FIXED] Loosing temperature inside vehicles (now will slowly gain or be static in vehicles) * [FIXED] ItemPainkillers popup error (no longer happens: thanks Norbert!) * [FIXED] Spawning in Ocean when switching models (player morphing optimized by TeeTime) * [FIXED] Wrong M107 is spawning on occasion (Correct one spawns) * [FIXED] Crashed heli uber-loot not spawning (does now thanks to GhostBear!) * [FIXED] Wire Fencing Kit caused graphical glitches (new model) * [FIXED] Tank Trap Kit caused graphical glitches (new model) * [FIXED] Invisible character models occuring * [NEW] Hatchet for chopping wood in forests * [NEW] Wire Fencing kit model by Artyom Troshin * [NEW] Tank Trap kit model by Artyom Troshin * [NEW] Construction options moved to items in gear menu (right click wire fencing kit to use etc...)
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I have 2 question regarding vehicles : - Will they respawn when crashed or not saved for a very long time (one week or two) in the next updates ? - Will the "impossible to refuel" helicopter bug be fixed ?
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Will there be any fix for vehicles not spawning?
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Repairing vehicles is fixed? If so this ex-squaddie will go back to his old ways and do naughty things to you for £12.
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Will there be a fix for vehicles not being able to be repaired, or not being able to give blood transfusions/bandage other players without disconnecting and reconnecting? (seems that the first scroll wheel action in the game gets stuck with you until you reconnect)
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Do vehicle spawns work the same as loot? Or do vehicles spawn at set locations on each server. I've been looking for any sort of vehicle for days now and haven't found a single one.
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Great work, can't wait for the new patch :) Now the only thing left to hope is vehicles on the newer servers, please ;_;
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[GUIDE] Keybindings & Tips For New Players
adanteh replied to afflix's topic in New Player Discussion
Hey there everyone. I'm a user of the G13 myself and made an Arma2 profile. (Mostly for DayZ really). I didn't play Arma for quite a while till I switched to DayZ, so the M2 and M3 (Land and air vehicles) modes are kind of lacking. It basically uses the same setup that I use in every game. Felt like I might as well share it with you guys, even though I do suspect everyone with a G13 has his own setup they want to stick to. (Look at G1. Doesn't make Walking Simulator that bad) You can download my DayZ G13 profile here Then I also use a G700 mouse, that has 4 buttons at the side and 3 buttons right next to the left mouse button. Thumb buttons: Bottom Left = Push to Talk on Teamspeak Bottom Right = Direct Comms voice Top Left = Zoom in Top Right = Zoom out Buttons next to left mouse button: Front = Zero Up Center = Setpoint profile switching (Not for the game) Back = Zero Down The only ingame control that I changed is that I unbound Zooming when you hold right mouse button! -
Although I strongly agree with you when it comes to implementing abilities in dayz allowing for more cooperation and tension, I have come to realise that a class system labels the player as something he may not identify with. For example someone may have killed many low humanity players but that does not mean he wants to spawn as a cop. Rocket has stated in interviews that he wants to give the player the possibility to create his own story. I believe an ability system could be implemented in a more subtle way, thus allowing players to identify with their own character. What if players would have a limited amount of points that they could assign to abilities? Since points are limited no one survivor can be proficient at every skill so creating groups will eventually become natural; sure you may survive on your own but a group may accomplish much more for a given time. It could look somewhat like this: Ability: Survival For each point assigned more meat can be obtained when hunting animals. 1/3: Can set up fire even during raining 2/3: Able to set traps, can built temporary shelter out of wood (for multiple players) 3/3: Able to identify useful plants (food or medical purpose) Ability: Medicine 1/3: Bandages stop bleeding faster (You should be able to bandage someone else). 2/3: Drug administration more effective. (How could Joe Sixpack possibly know how to use the right concentration of morphine, he could die of asphyxia!). Able to use splint for players with broken legs, quicker healing. 3/3: Able to transfer blood effectively and without risk of infection. Ability: Repair 1/3: Can repair cars (although still smoking) 2/3: Can repair cars more effectively, broken weapons found in the world can be repaired 3/3: Can repair helicopters and other heavy vehicles (maybe even fortify existing vehicles?) Ability: Firearms For each point assigned weapons stop wavering a lot faster (increased accuracy) as well as lower recoil.
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Incentive system for team play (discussion and possible ideas)
novaseline replied to css_god@yahoo.com's topic in DayZ Mod General Discussion
Make blood bags only usable on someone else, part of blood transfusion. Make it so people can actually group. Then require people, to have say 2-5 people in their group. In order to fix a car or heli. Make more vehicles spawn. Increase number in group, depending on how good the vehicle/heli is. Make motorcyle or bicycle for solo people, but scarce. Make it so if your in a group. That your temperature lowers slower, due to body heat from each other. Make groups have the ability to share, a can of beans or water. But split it accordingly, far as how much you receive back. There for, still takes same amount of food for max refill. But 1 guy can help another slightly, if both are in need. Give more alert to gunfire, when in a group. To pinpoint PK'ers. I dont have a solid idea to achieve this though. But realistically it makes sense. Be different, if everybody was actually talking. But has to be a way to do it, then still be realistic. But for say a slain group member, by gun fire. Make a blood splat on floor from body, to general direction of PK'er. Be a good start. Feel these ideas fit the game more accordingly. Than any class system that would break, current experience. Or any idea, that makes it feel more as a game, instead of survival. -
The 12 slots in your inventory is the loadbearing/vest you are carying alredy.(Just be happy they dident use the medic as a templet fore the survivors they have 8slot inventory :P) Yeah pretty much this. You have plenty of room as it is. Main gear slots represent the vest/pouches, secondary is your belt, and then you have a backpack. This is already a huge loadout. Not to mention you can store any extra supplies in a tent. One of the big elements in the game is gear management. Should I drop these beans for another mag, or keep the beans and hope I don't get into a firefight? If any kind of new "pack" item should be added in, it should be something like a buttpack that replaces your secondary weapon slot and allows main gun ammo to be stored there. There's really no reason to be a ninja running around with 2 main weapons, 8+ mags for both of them, a pistol with 8+ mags, food, water med supplies, and still be able to carry firewood/vehicle parts. You have to sacrifice room if you want to do something other than shoot stuff. With more content getting added all the time this is just going to make managing your loadout an even bigger part of the game. Soon tents and other ways to store supplies will be needed if you want to fix vehicles or do other item heavy tasks. And I look forward to this.