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Found 43107 results

  1. VictorM your ideas are extremely interesting! I’d love to expand your ideas even further, especially the information exchange based survival. Direct Chat makes the game so much more immersive in many ways. You feel as if the guy speaking to you was right next to you. Now you may even have to stay quiet or whisper if some unknown players show up in the distance. Migrating Zombie routes sound great. Large amounts of zombies bunching up together and blindly following the zombies at the front. Just imagine travelling the forests and suddenly seeing an army of zombies; now that should get your heart pumping. I think that when it comes to information exchange we could orient ourselves in humanity’s past. The very thing that allowed humanity to survive was working together. There would always be people who would be good at a certain thing, a skill if you will, that alleviated the burden of survival. In a tribe, one guy could be exceptionally good at tracking animals while another could know natural remedies to a multiple ailments and yet another recognises patterns in the clouds and might be able to predict weather. Now these guys lone-wolfing in the wilderness may survive on their own, but they sure as hell would be having a harder time then if they were to work together and exchange their knowledge. When you play Dayz there is little incentive to team up with an unknown guy, after all everything he can do, you can do as well. What if something like a skill/class system could be implemented? I do not know whether or not this is a path that Dayz should take but I can’t help but notice this aspect of realistic survival where people actually benefit by helping each other (in contrast to making loot scarce for a group). In a zombie apocalypse people would survive effectively by networking their skills. The survivors would have had a past history that could help them out (+) or harm them (-) after the collapse of society. These are just ideas, probably even very unbalanced ones that I would be open to discuss. Survivor (No specialisation, Jack of all trades) + Standard kit you spawn with in Alpha Mechanic + Able to repair vehicles (Functional vehicles could brake down after time) - No weapons at spawn Paramedic/Nurse + Can do blood transfusion without risk of infection + Carries extra medical supplies at spawn + Can use splint on survivors with broken legs - No weapons at spawn Botanist + Identifies useful plants in wilderness + Starts with extra supply of them - No weapons at spawn Hunter + Starts with Hunting Rifle + Can obtain more meat from an animal (+ Can spot wildlife easier) Feel free to add any “class” or to dismiss the whole idea =)
  2. dunkhan

    Player run towns?

    I have experimented with actually doing this in game and the following points are relevant in my opinion: It is not about zombie spawning. Unless zombies become a much larger threat in the future having to fight them off in a player guarded settlement is not a big deal. Some concept of them spawning on the outskirts would be nice but the whole zombie spawning thing is not all that important. Infrastructure building would enable this in a nice sandboxy way, as suggested above. Being able to repair and transport generators and attache lights to them for example. Fences are already in but the don't stop z's. Tents and vehicles already fullfill many of the storage and transport requirements so not a lot of major changes needed. Any suggestion that involves extensive scripting, specific locations, npcs or similar is misguided. There are major obstacles to cooperation that must be overcome first. I have listed them elsewhere but basically the main ones are server stability, character recognition and communication. Fixes are in the works for some of these and I believe the devs are aware that these are issues. This should be kept small so it doesn't dominate gameplay. We don't want a situation where every town is owned by some group and the whole game is about politics and alliances. That would also be a great game but it is rebuilding society after an apocalypse not apocalypse survival. A system like this could work but it would have to require huge amounts of time, effort and manpower to get going, and it would have to be able to fall apart very easily. Such settlements should be very rare.
  3. rocket

    Pending Build Progess: 1.5.9

    Updated Changelog: * [FIXED] Bodies being deleted immediately (now will stay around for 5 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) * [NEW] Hatchet for chopping wood in forests * [NEW] Wire Fencing kit model by Artyom Troshin * [NEW] Tank Trap kit model by Artyom Troshin
  4. Kagrenac

    How to repair bus?

    I'm pretty sure there is a bug with repairing vehicles. A buddy and myself spent about an hour trying dozens of different angles and inventory combinations in order to repair an Offroad, to no avail.
  5. This thought crossed my mind earlier today too. To help players cooperate amongst each other then just kill each other: make some high-end areas of the game accessible unless you have 2 or more survivors helping each other access it. For example, helping get over high walls, getting on top of roofs and large vehicles, lift/push large objects out of blocked paths etc. Even to the point where you can have high security military installations that need dual user access, like using two ID cards scanned at once to access an armory.
  6. -=Grunt=- (DayZ)

    <NEW> New Vehicles, Humvees and Blackhwaks!

    Those vehicles are already in-game so why not. It would be good if they have different parts such as rarer military grade parts for humvees and such.
  7. liammanator

    Thoughts and Suggestions

    Hello chaps, New to DayZ and I'm really enjoying it. Thanks to the devs for making this! Greatly appreciated. Anyway, whilst I'm waiting to get into a server and play and I have my DayZ head on I thought I would share a few, well thoughts, on where I'd like to see DayZ go. At the moment it's impossible to play on night servers without NVG's and this in turn causes issues with people getting on and playing. Now I don't know the back story to the player character but I'm guessing he is PMC? I don't think it would be to unrealistic to expect them to have NVG's from the get go? This brings me onto matches. I've not found a single box in game and only manged to come across them from a random who had died in Cherno. Again I don't think it would be too unreasonable to expect a PMC guy to carry around a lighter or a box of matches from spawn? Another thought I had was the temperature. At the moment it's a bit iffy and I appreciate that it's in development but I don't get that it goes down whilst you're running up a hill or across a field. I think this should be dynamic with the activity you are doing but offset with food and fluid consumption. e.g run to keep warm = increased thirst. Another thing is transport. Why after the zombie Apocalypse is there suddenly no transportation available? I've got no problem with having to repair vehicles but the current system focus's the majority of players in and around cherno/Elektro fighting for loot. I think enabling players access to a push bike/moped very early on, one that doesn't require repairing, would go some way to opening up the map and not making it such a chore to get around. Using a push bike/moped would bring the bio factors into play but get you about the map twice as fast as on foot. These are just a few thoughts I had and wanted to share them with you. Again Great Mod, Thanks!
  8. DJKhaled

    Pending Build Progess: 1.5.9

    Rocket please don't forget to fix the "last action stuck with you" bug The reason why blood transfusions, bandaging, fueling vehicles, fixing vehicles, etc. are not working unless you disconnect and reconnect for each action
  9. Luigi (DayZ)

    Can't repair vehicles 1.5.8.4

    Yeah its something with the Save Vehicle / Tent Function it stays on the scroll bar. Its Hard to Fuel some Vehicles ive noticed the only work around is to disconnect and reconnect next to the Vehicle then you get the refuel option only once. But on a side note the Vehicles get repaired on server restarts.
  10. anthony_henson2003@yahoo.com

    Pending Build Progess: 1.5.9

    Are you gonna fix not being able to fix vehicles ? And place tents?
  11. Leapchild

    Can't repair vehicles 1.5.8.4

    Does it happen with all vehicles on all servers?
  12. This isn't the suggestion forum btw. But new vehicles would be nice, once they are fixed across all servers.
  13. FreedomTea

    Pending Build Progess: 1.5.9

    please fix vehicles not being able to be refuelled and the spawning bleeding glitch and the save old camping tent glitch
  14. the musical fruit

    Skills and skin appearance

    I was interested to read that we might be getting changeable custom skins for characters and thought skills might be a fun adjunct to that, primarily as a means to incentivise coop play, differentiate players more and create more tension between high/ low humanity play styles. Skills would be interesting as its always seemed unrealistic and a wasted opportunity to have every player capable of giving a perfect blood transfusion, able to repair a car perfectly or operate a helicopter. The notion of a group of survivors with differing abilities is also a staple of zombie fiction and would definitely add something to the storytelling aspect. This concept is already present to a degree in the game in the form of the blood pack which gave me my most memorable early play experience ; only another player can give you a blood transfusion, forcing coop. it might be interesting to diversify this into other areas. Randomly assigned Pre apocalypse Careers. Cop/ prison guard- rare spawn career for players who had positive humanity in their previous life. Players who killed low humanity players in a previous life have a higher chance of spawning as a cop. Start with .38. dishevelled cop uniform Skill - Sees player humanity. Negative humanity names are red, positive humanity names are green. Makes you a big target for convicts while in that uniform. Doctor/nurse - rare spawn career for players who had positive humanity in their previous life - starts with blood bag or two. tattered white coat. Players who healed a lot in previous life have an increased chance of spawning as a doctor. Skill - Can perform perfect blood transfusions. restoring players to full health as we currently can do in game. Reduce the amount of blood restored in a transfusion by unskilled players substantially, or prevent unskilled players from being able to perform transfusions entirely. perhaps even running the risk of hurting or killing a badly injured player. Will always be able to find antibiotics in hospital Mechanic - uncommon spawn career - starts with toolbox, overalls Skill - Only class able to perfectly repair things As with the doctor allow unskilled players to attempt to repair vehicles, but with a greatly reduced chance of success. (maybe if successful the vehicle smokes like it is on its last legs) Pilot - very rare spawn career - starts in flightsuit with m1911. Skill- only class able to pilot a helicopter. Office worker - default spawn class - starts with usual gear, wearing battered office drone clothing - no remarkable skills Rural worker - uncommon spawn class - starts in rural gear with Winchester and 8 slugs. skill - Starts with several animal traps which will randomly catch an animal depending on where it is placed Escaped convict - uncommon to default spawn class based on humanity - garish orange jumpsuit - but otherwise nothing remarkable about them. Players who had negative humanity in a previous life have an incremental chance of spawning as a criminal in their next life. The Lower your humanity, higher the chance of spawning as a convict. First priority - find something else to wear! Players with exceptionally low humanity always spawn as a; Hardened criminal - orange jumpsuit - Skill - tough. more resistant to cold and illness. Start with a revolver with six bullets (stolen from prison guard) Negative humanity classes could be elaborated - players who stole a lot of equipment from people they shot might spawn as a banker in pinstripe suit, with a very rare pistol, pockets stuffed with useless money but no backpack. Or the bad cop, who sees humanity, albeit with colours reversed. Or the junkie doctor, who can perform transfusions but is addicted to painkillers. This interplay between skills and percieved skills through player skin could lead to some interesting gameplay and unusual alliances. for example - a band of convicts with a badly injured friend encounter a player in doctors garb and rather than shoot him, ask for help with a blood transfusion. Unfortunately for all concerned, the doctor is actually another escaped convict who stole the costume from a 'real doctor' he killed moments ago. The fake doctor fails to transfuse the blood correctly, the injured player starts bleeding again and dies. The forest echoes with gunshots as we pan out... If only he was a real doctor! To prevent exploits you would need to fix respawn class to prevent players respawning constantly to get rare careers like doctor or cop. Perhaps for 30 minutes your class would remain fixed no matter if you respawned or not. Or do allow respawn to change career but with a limit to the number of rare careers on a server. Awesome game!
  15. MagicFoozlePixxie

    Vehicle spawning system

    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.
  16. Demonith (DayZ)

    My Suggestions

    So first of all i wont to say a weary good job guys this is most best mode i ever seen just keep it up fix things in the future u may make good of this ^_^. Now for My Suggestions 1.Vehicles ( Helicopters,cars...and so on and full for use) 2.Teams (Guilds,Army Base or make your own base) 3.Silencers (Silencers for weapons and snipers that will be good thing ) 4.NAMES ! ( When u see some one u see hes name from far away that u can say hes name on mic and not to search him on chat message that will be grate) 5. Coming soon ^_^ So if u like u can comment let me see what u think about this :)
  17. Date/Time: 17:30 GMT What happened: Unable to fill Jerrycans unless i relog, Vehicles lose inventory on server restart Where you were: NE Airfield What you were doing: Attempting to refill Jerrycan *Current installed version: 1.5.8.4 *Server(s) you were on: UK8 *Your system specs: n/a *Timeline of events before/after error: Drove Vehicle up to tank, go out, couldnt refil, just got an option at the tank to save UAZ. Relogged could fill jerry. After the Jerry was emptied into UAZ could no longer fill it again, instead got save UAZ option at tank. Also from 2 vehicles all gear had dissapeared but gear remained saved in the tents
  18. sg_smokintodd

    Pending Build Progess: 1.5.9

    Hopefully, those of us with servers that don't have vehicles will get some love. Thanks RMan.
  19. Hello All, I logged off at around 7pm EST last night from that server beside my vehicle and near some tents that I am sure were saved. When I logged back in at 10pm EST they were all gone. Was the server restarted? Does this remove persistent objects? Was the server wiped? At 7pm EST there were zero zombies on the server. I wonder what happened can anyone clarify this?
  20. My server has vehicles currently on the map. Vehicles do not respawn once destroyed though.
  21. Humvees: M240 mounted Humvee: Range=90 kilometers. Fuel capacity=300 liters. Armament=One M240B machine gun mounted on the roof. Rarity=5-10 per server. Seats=5+1 gunner seat.(No idea for item slots) Very loud engine, and high profile (easy to see). Bullets should be deflected by the glass, but 2-3 rounds, depending on the weapon, would penetrate and hit a passenger. Speed on road: 100 kilometers per hour, off road 75 KPH. "Reconnaisance and transportation" Humvee: Transport Humvee. Range=130 kilometers. Fuel capacity= 350 liters. No armament. Rarity=4-6 per server. 7 seats, however should have DOUBLE the item slots of any other vehicle, as this is a transport vehicle. Should have slightly less armor than M240 humvee. Speed on road, 120 kilometers, speed off road 90 KPH. UH-60 BlackHawk: Transport chopper with side mounted miniguns. Seats=14+2 gunner seats. Just as many item slots as UH-1H Huey, maybe slightly more. (It is bigger) Top speed= 250 KPH. Fuel capacity=800 liters, range=900 KM (it is slightly more fuel efficient than the gas-guzzling Huey). Armament=2x door mounted M134 miniguns. Incredibly loud, should be louder than the Huey in this mod, and the sound of these BlackHawks should be louder than in the original game. I mean, seriously loud. Like-hear-it-from-a-mile-away-loud. This should only spawn at military fields, and spawn 1-2 per server. "Medevac" UH-60 Blackhawk: Transport chopper made for medevacing injured troops from the battlespace. Seats=12, plus two patient litters. This chopper should have at least 50 slots for blood bags, bandages, painkillers, morphine, Epipens etc. Top speed=275 KPH. Fuel capacity=900 liters, range 950 KM(it's an ambulance helo, if people are doing good deeds with it, then they should be able to get where they are going). No armament. But players should be able to fire their guns out of the aircraft. In the aircraft, players should be able to bandage, give morphine and painkillers, and blood to themselves and others, this is an ambulance after all. And remember, Devs, this is only a suggestion. If you don't like something, change as much as you wish. Could we get a mod in here to sticky this/send it to the devs?
  22. milancz

    EpicNL Servers connecting failed

    I used to play on these servers, they had an admin competent enough to keep the servers working most of the time, including vehicles and tents, I never ever had to wait longer than few second on any stage of logging in/loading, compared to most of the servers which are just plain rubbish barely working. But now I'm unable to connect :(
  23. DLG - Paterson

    Pending Build Progess: 1.5.9

    What about the issue with the vehicles, tents, and etc being broken... Looks good, anyway. Can't wait for the fix.
  24. So, what do you guys think about this? Any criticism, hate, or love is welcomed below. It's a free internet! Humvees: M240 mounted Humvee: Range=90 kilometers. Fuel capacity=300 liters. Armament=One M240B machine gun mounted on the roof. Rarity=5-10 per server. Seats=5+1 gunner seat.(No idea for item slots) Very loud engine, and high profile (easy to see). Bullets should be deflected by the glass, but 2-3 rounds, depending on the weapon, would penetrate and hit a passenger. Speed on road: 100 kilometers per hour, off road 75 KPH. "Ass Monkey" Humvee: Transport Humvee. Range=130 kilometers. Fuel capacity= 350 liters. No armament. Rarity=4-6 per server. 7 seats, however should have DOUBLE the item slots of any other vehicle, as this is a transport vehicle. Should have slightly less armor than M240 humvee. Speed on road, 120 kilometers, speed off road 90 KPH. UH-60 BlackHawk: Transport chopper with side mounted miniguns. Seats=14+2 gunner seats. Just as many item slots as UH-1H Huey, maybe slightly more. (It is bigger) Top speed= 250 KPH. Fuel capacity=800 liters, range=900 KM (it is slightly more fuel efficient than the gas-guzzling Huey). Armament=2x door mounted M134 miniguns. Incredibly loud, should be louder than the Huey in this mod, and the sound of these BlackHawks should be louder than in the original game. I mean, seriously loud. Like-hear-it-from-a-mile-away-loud. This should only spawn at military fields, and spawn 1-2 per server. "Medevac" UH-60 Blackhawk: Transport chopper made for medevacing injured troops from the battlespace. Seats=12, plus two patient litters. This chopper should have at least 50 slots for blood bags, bandages, painkillers, morphine, Epipens etc. Top speed=275 KPH. Fuel capacity=900 liters, range 950 KM(it's an ambulance helo, if people are doing good deeds with it, then they should be able to get where they are going). No armament. But players should be able to fire their guns out of the aircraft. In the aircraft, players should be able to bandage, give morphine and painkillers, and blood to themselves and others, this is an ambulance after all. And remember, Devs, this is only a suggestion. If you don't like something, change as much as you wish. Could we get a mod in here to sticky this/send it to the devs?
  25. Here is the current changelog, I'll update it as I go: updated 4:38pm (Czech Time) Changelog: * [FIXED] Bodies being deleted immediately (now will stay around for 5 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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