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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?
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Let's say we have divided servers into two or three different classes of difficulty (which some server owners already did, obviously). Here is my suggestion: how about entering some sort of "keys" which are stored in player's inventory just like any other item and give access to servers with according difficulty? For example, let's say we have three kind of servers: newbie, veteran and hardcore ('green', 'blue' and 'red'). You start on a newbie server without any keys in your inventory. To enter a more difficult 'blue' server (which, of course, have some better loot but tougher enemies) you need to prove yourself worthy by obtaining a 'blue' key, which spawns in hot and hostile locations like airport, for example. And blue servers, in their turn, have red keys for even more hardcore players. Here are the benefits: 1) Servers will become more balanced by difficulty. Really, there are only around 50 slots on a server, and it's more interesting when 15-20 of these people are not complete noobs. 2) Hardcore servers may have more serious guns spawning or even more serious stuff like armored vehicles, bazookas, etc. I heard some people complaining about it's not much to do here, but to become a bandit, so now you get a noble purpose in life: obtain a key and get to hardcore server, where those ACE mod veteran gangs quickly make your survival more interesting. 3) When you die, you may lose the key just like any other of your stuff. I heard some people complaining about little life appreciation in this mod. 4) Keys may become a currency, yes. I heard some people complaining of lack of a currency.
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Getting slightly bored with longterm survival now, our group would like to find some vehicles but it seems 99% of the servers don't have them. After days of walking across the whole map back and forth we found nothing. We were desperate enough to lower to serverhopping multiple confirmed vehicle spawn locations including those lesser known (not posted anywhere on forums), kept asking people as we hopped but nope. No signs of vehicles on majority of european servers we visited. So if you know about a server where vehicle spawns are working and admins can keep them working, please post it here. To start off I remeber that someone on EU3 supposedly found a repairable vehicle yesterday but I had no luck finding any. The server is pretty old I guess so it could be some #*@$% clan with heli radar stealing everything and putting it deep behind the edge of the map..
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How can we make DayZ more unforgiving/brutal/fun?
aragos replied to Luieburger's topic in DayZ Mod Suggestions
I like the ideas. Especially like the idea that you only may have a min or two before the guy you just killed becomes a Zed. Sort of makes PK'ing a bit more hazardous. Not sure on the more detailed medical system. Yeah, what we have is gamey right now, but to add in a realistic level of detail...e.g., how many folks know how to remove a bullet? Secondary infections? And so on. Neat concept, I'm just not sure it would actually work in game very well. My suggestions. Military camps should have heavy weapons--M2 .50s, 60mm and 81mm mortars. They are very, very heavy, usually requiring a team to move them. Multiple parts to assemble,etc. Just think of the teamwork and logistics it would take to get Ma Deuce on the hill outside of Electro. But think about the fun. Or to rain down 81 mike-mike on a building full of Zeds. Would be cool. I'd like to see at least a few military ground vehicles. HWMMVs, BRDMs. Make finding the parts, very, very hard. But that would be fun. Nearly impossible to really abuse (I mean, you'd run out of MG ammo quickly...then what? You have a cool looking truck.). -
UK3 Admins hate to die? or even HACKS?
Mojo (DayZ) replied to proxzor's topic in Mod Servers & Private Hives
Server admins will frequently lock a server to do a controlled launch. As for what set off your alarm bells, well, I hope you don't ever see the group I roll with, because we have four DMRs between use, all six (or so?) of us with NVGs, GPSs, silenced weapons for zombie killing, and that's not the mention the M14s, M16 ACOGs, and vehicles. Find things, stay alive, win. -
How can we make DayZ more unforgiving/brutal/fun?
ejohnston95@gmail.com replied to Luieburger's topic in DayZ Mod Suggestions
Interesting ideas... however. Zombies: I agree with your points to some extent. Personally I'd like to see zombie population server dependent eventually, as there is a lot of division between slow vs. fast zombies. The servers could decide the percentage of population ( ex. 5% sprinters, 5% hoppers, 90% walkers). Granted there would have to be a change to the walker "class" zombie as they would be a snap to outrin in the open, but there are some good ideas in other threads ie. -Can only be killed with a head shot -Implement a fatigue system more unforgiving than the current one -Increase numbers To which I would add another two others one -Walkers have better detection Since they are so easy to avoid have them detect you easier. How long do you want to spend staring at that loot pile now? -Any hit = infection I don't mean a head cold infection, I mean an actual crap I'm going to turn into a zombie infection. After all that's the real threat and scare of those shambling hordes. Yeah you can outrun them, in the open they aren't much threat, but it only takes one swipe, one moment where your mind wandered elsewhere and its over. That infection could start a timer, maybe based on your humanity, maybe not. when it reaches 0 you die, back to the lobby, but your survivor (or bandit) stays in game as a zombie. Now not only do you have to worry about getting shot in the face while trying to team up, but turning around to find what was once your partner is now something else chewing on your leg. Tents: Until we get characters localized to specific servers I don't really see the point of tents. I see this as a work in progress, but fail to see why you would use this to make the world more "unforgiving" Vehicles: I kind of agree, but would rather see the parts already in the vehicles. Rather than a tire in someones warehouse what if you've got six repairable cars spawned, but each one only has one part needed. Remove the battery from one car to move it to the one your working on. I also saw a thread where you should have to "equip" the item and actually carry it. You've got to carry the tire so no gun. Based on the information that this is the anti-game and is suppose to be a pain in the ass I agree with that concept. Ammo: More weapons, more ammo types. I read somewhere about needing to refill magazines. I like it. I don't think ArmA 2 can do it though, but maybe with ArmA 3. Have 120 7.62x39 rounds, great! Unfortunately you've only found one magazine for it so you can only shoot 30 rounds at a time before you have to open up your inventory and reload the empty magazine click by click so you can fire off another 30. If you really wanted to get sadistic add in weapons jamming and require people to dissasemble and clean their weapons to avoid this, also firing using a magazine with 30 rounds has a greater chance of jamming than one with say 25. (the preasure on the magazine spring from 30 rounds weakens it over time not allowing it to feed correctly -even though the magazine holds 30 rounds most only put in 25-28 rounds to avoid this). Make this an unannounced effect. Starting Gear: ArmA 2 is horrible with melee weapons, although there have been some mods that have added bayonets to mixed effect. If ArmA 3 allows a more robust melee I'm all for it. Either way starting gear should be less, should be random, and starting over should be a major pain in the butt. Tube Magazine: That's an ArmA 2 issue and I'm not sure if it is workable. Not to be a nitpicker, but just to point out it is possible to fire in the middle of reloading a detachable magazine (but not in game) if you reload before you've fired the magazine dry you still have one in the chamber. That's why its common to load a magazine starting with 2 ball and 3 tracer. When you fire off three tracers in a row its time to reload even though your magazine isn't completely empty with the bolt locked to the rear. Additional Points on Bandaging: I like the current would system, but would suggest the following improvements: -Player bandages himself bleeding slows, but doesn't stop. -Other player bandages you bleeding stops. (increases the need to rely on each other while simulates the difficulty of say bandaging the left arm using only the left one and your teeth). -When shot the bullet has the possibility to pass through or get lodged in a bone or what-not. Effects -not sure, but something rather inconvinient. -If shot you need to find someone with the item "surgical tools" these could be collective and take up say several slots, or need to be found individuially and each take up one slot (surgical thread, scalpel, forceps, rubber tubing) with those in the inventory they can "remove bullet" from another player. The operation itself shoudl drain you somewhere between 3000-6000 blood, so you may need to get a transfusion prior to the operation to ensure you don't die under the knife. Interested in hearing some feedback. -Cheers -
All available vehicles are listed on this wiki-site: http://dayzwiki.com/wiki/index.php?title=Vehicles_and_Aircraft It's unlikely that a MLRS would make it's way into DayZ. I hope this helps.
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So, about this mission, it's just too hard. Could someone explain to me step-by-step how do i edit this mission so i can add some ammo crates or vehicles? I can't seem to find this mission in the editor. Mission here: http://dayzmod.com/forum/showthread.php?tid=3619
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[HELP] How to edit this mission...
redshootleo replied to redshootleo's topic in Mod Servers & Private Hives
So, about those missions, they are just too damn hard. Jesus, could someone explain to me step-by-step how do i edit this mission so i can add some vehicles or ammo? -
A possible way to have vehicles carry over that isn't mental
eegore replied to Sminky's topic in DayZ Mod Suggestions
I dont like the idea of magically spawning vehicles. If you dont want to lose one, dont work on one. -
Happened to me as well. Been on a few servers where there was no loot at all except anything to do with repairing vehicles (tires etc). Logged onto another server (=BOB= UK server), and loot seemed to work. Was in a gorcery store in Electro and I was happily looting, then decided to bandage myself cos I had the bleeding animation bug. When I finished bandaging, all the loot had dissappeared, apart from a tent and a backpack.
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Can confirm this with vehicles.
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An interesting idea, would obviously have to be very difficult to construct. I hate the clan tag bit though, sorry. Would break immersion and also look silly seeing: --==420xXxkill4hN0sc0peSniPahMLGcL4NxXx420==-- type shit around the place. Not bagging your general idea though, would be great to be able to customize all vehicles. Actually having vehicles to customize might be a good starting point though...
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I just don't have this issue. Course I am also part of a large group that does lots together. Mostly supply runs and the occasional killeveryoneincherno run. Not having vehicles in our new server is the only thing making this stale for me atm. As for the pvp aspect well, I just don't have that much of a problem avoiding death. I expect to be shot at almost all the time, even more so in major cities. Maybe if you just stopped assuming this was some friendly singleplayer+coop game with zombies and came to terms with what it really is, DieZ, you'd have a better time. Or just give up all together as this doesn't look like the game for you. I hear minecraft has zombies too. Why not give that a go?
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'Save Old Camping Tent' action not being removed
merc3n4ri0 replied to mad rabbit (DayZ)'s topic in DayZ Mod Troubleshooting
'Save Old Camping Tent' action not being removed Date/Time: 23 to 24/05/12 What happened: 'Save Old Camping Tent' action does not disappear from action menu once used and very much out of proximity of tent, Indeed, this new patch crash the dayz ... ie when you scroll the mouse on any object, eg tent (on the screen is safe old trend) helicopter (Safe hell), Car Safe pickp, or whether it crash the hud and tb is not working anymore the option of repairing same ... Where you were: Various locations on 3 different servers What you were doing: Saving currently deployed tents and repair vehicles *Current installed version: 1.5.8.4 *Server(s) you were on: BR Dayz *Your system specs: Pentiun i7, 4gb ram, nvidia gforce gtx 480 , 1000w *Timeline of events before/after error: Normal play. Happens after short/long play duration on a server. -
1.5.8.4 The first action you take on a server is stuck with you
DJKhaled replied to Luieburger's topic in DayZ Mod Troubleshooting
I can also confirm this Goes for refueling vehicles, fixing vehicles, giving blood bags, etc. The only way around it is to disconnect and then reconnect each time you want to perform an action Also with tents, when you save them the "Save old camping tent" selection stays the entire time until you disconnect I'm suprised no one is noticing this -
Date/Time: 5/24/2012 10:45 P.M. What happened: I was crawling through Berezino and I hit six or seven loot spots, including a grocery store. There was absolutely no loot, not even tin cans. There were zombies, but no loot. I hit both industrial and general loot spots. The only exception to this strange occurrence is that there was a fuel tank part for vehicles in a shack. I asked in chat if anyone else was experiencing weird loot and a few people said yes, not sure whether they were being sarcastic. The server went down shortly after these events. It could be unrelated, the Chicago servers say they reset every six hours. Where you were: Southwest cluster of Berezino What you were doing: Looting. *Current installed version: 1.5.8.4 *Server(s) you were on: Chicago 2 *Your system specs: [irrelevant] *Timeline of events before/after error: [irrelevant]
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This game is well known for being unforgiving, and in many ways that's part of what makes it fun. Zombies 1.5.7 added a lot more zombies. 1.5.8 nerfed them in several ways, but some good ways. They move much more fluidly now so they don't jump all over the place and zig zag everywhere. That's a good thing, but it seems like they are too easy now. Here's what I propose. Kiting zombies for miles isn't exactly fun. Slow the zombie runners down a bit so you can lose them and add maybe a 1%-2% of zombies that can catch you and hit you at jogging speed (but not sprinting speed). Sprinting to safety should be a viable escape tactic, but gathering up zombies and running for miles to a building or a dock or some other place where you can easily stop and head shot them is not fun. It gets boring fast. Which brings me to my next point. Let zombies run inside buildings. I'm sure this is in plan. Slowing zombies in buildings was probably implemented to prevent zombies from quickly jumping you through walls. I'm looking forward to using choke points and high places as defense rather than just a warehouse or a dock. Balance all of this out by making zombies eventually give up chasing you, or give up once you're on top of a building without making noise for 5 minutes, and we have something that's less forgiving, more fun, and not so hard that it just wipes everybody out. Tents Tents are a cool idea, and of course they are buggy right now while they're developing. Why aren't they packable by every player? It's possible that they don't want players to go around packing tents just to delete the loot in them that they can't carry. It's also possible that they don't want 1000 posts on the forum saying "the sever deleted my tent." Maybe when a tent is taken it leaves a small bag on the ground with the remaining contents that can be looted for 30 days before de-spawning. This fixes the problem of dead players having to re-deploy a new tent just so the stuff in their tent doesn't de-spawn after 2 days and also allows people to steal each other's tents. As it stands right now, I use 2 or 3 neighboring tents near my camp to store stuff because my current tent is full. Of course, who knows when those will de-spawn. Vehicles We need more fixable vehicles, and fewer parts. As of right now it's just dumb luck if you find a vehicle. By the time you find it you already have (if you're a pack rat like me) enough stuff to fix 3 cars and a chopper. In a real zombie apocalypse, parts would be the limiting factor. Not the vehicles themselves. This would make the game more fun because parts would be more valuable, and something worth fighting over. We'd probably find more half-fixed vehicles on the map as well, which would lead to more vehicle fixing battles and more player interaction/strategy/team building. Ammo Right now, half-used magazines are full upon login. Just disconnect and reconnect to re-fill your ammo. I expect that this will be fixed eventually, but there is a fine balance between having too much ammo and so little ammo that your firearms are worthless. I'm sure we can find a happy medium somewhere. Starting gear This has been stated in another thread, but players should start with nothing more than a flashlight and a stick for a melee weapon. The discussion about this is here: http://dayzmod.com/forum/showthread.php?tid=6718 Tube magazines Firearms with tube magazines should load one at a time. The Winchester is still overpowered since it takes 2 seconds to load 15 rounds. The other shotguns should be the same. The benefit of firearms with tube magazines is that you can stop right in the middle of a reload and fire. You can't do that with a firearm that has a detachable magazine. See my other post for more on firearms: http://dayzmod.com/forum/showthread.php?tid=6924
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First this is a ZOMBIE Survivor SIM... Not history Channels greatest wars... To care about name accurasy in a game that has Zombies is just fucking silly. People make nicknames for guns... Obviously you have never been in the military? If you are affectionate about a weapon it will garner a nickname... Ever heard of the Barret 50cal machine gun? or M2? Its commonly called the "Ma-Duece" in affection by those who use and love it. This is no different grow the fuck up and quit worrying about fucking historical accuracy in a ZOMBIE GAME. Ever heard of the Bushmaster 25mm AutoCannon? well anyone who has used it most likely will say 25MikeMike..... Think people call their M4 anything else? No because its 2 fucking letters... Some actual historical nicknames of military weapons: Potatoe smasher (german grenade) Burp Gun (PPsh-41) Grease gun (M3) The Pig (M60) Carl Gustav (Charlie G) And thats just a couple firearms... dont even get into military Aircraft or vehicles christ.. Heaven forbid "Gamers" make nicknames for weapons in a "GAME" FML some retarded fucking people out here. *Edit: You can try and play it off now that you look like a idiot that you were joking but you were not... go ahead play it off and try and make everyone look like a idiot but its too late you already let everyone know.
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This is part of the latest update, read the change log. Also thsi has messed with vehicle reparation. you cant fix vehicles anymore
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I disagree with OP. First off avg. lifetime is very misleading as its being lowered by cherno/elektro deathmatching derps who don't need to care about anything except point and click in the first place and just spawn over and over again. On the other hand, when you got some hours under your belt, you can survive for days and then you start pondering what more you can do. Build a base, reinforce a house, raid, hunt, repair stuff, etc. The more you will be able to do the better. Hell even implement the need to take a crap or a piss according to how much you eat/drink and make the possibility of digging a hole for it first or to do it in a bag that you'll bury so the smell wont give you away to bandits or zombies :D But I'm all for not adding too much stuff until the existing features will get fixed, like tents and vehicles.
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It is my belief that what makes DayZ so fascinating is that the game rules are very simple and comparable to the rules of physics in the real world. Some of the very simple rules we already have that can be exploited in many different ways: -Placing Barb wire and sandbags allow to fortify a building, secure encampments, funnel zombies and players. -The wound system allow a variety of play, will you kill this guy or spare bullets by wounding him enough so the zombies can catch him? -Tents: some use them as a lure to atract players in a killzone, some use them as a storage, some use them as the foundation of a player camp. -Vehicles: some use them as mobile tents. I think we should focus in thinking about features that are very simples and very close to "laws of physics" kind of features. The temperature system i'm sure will bring all kind of new situations. Which means, no "game like" rules because those always close up the gameplay rather than broadening it. My suggestion that follow these guidelines: Change the campfires so they make much more light and have a distinct "dark" smoke that can be seen over the trees, this would allow to find groups of players "hey look, there are peoples alive there!" and to allow players to use them as various signalisation methods. Airhorns: They would be handheld items that basically emit a sound that can be heard from very far, could be used for signaling or to lure zombies away from a building, car horns could have the same effect? Zipties and non letal weapons, this was suggested in another thread. Addiction: Painkillers and other drugs could have some side effects, for example every painkiller taken increase the chance that the next painkiller will not calm your shake (your body is getting used to it), this would create some players that now are looking for painkillers to calm their addiction.
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All our vehicles are now completely empty too. Lost more stuff than I care to mention.
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So, about this mission, it's just too hard. Could someone explain to me step-by-step how do i edit this mission so i can add some ammo crates or vehicles? I can't seem to find this mission in the editor. Mission here: http://dayzmod.com/forum/showthread.php?tid=3619
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It has been brought to my attention that there are a few servers whos owners have simply neglected to update to the current version of the mod, why is this a problem? Simply the fact that if nobody can play an outdated server, its just wasting valuable resources of the Database. Ive got a few solutions to fixing the "Lazy Owner" Issue, but like most solutions, they have there downsides, so i will explain both the Pros and Cons of each solution. Feedback is wanted, but please don't post unless its constructive criticism. Solution #1: "Outdated Auto-Lock" System. Since each server running DayZ is connected with the Database, if it detects that a server is not running the latest version, it will send notice to the server owner, and locks the server until it is updated. Downside: If a server owner is away or sleeping, the server will be locked until they are back. This would dramatically reduce the number of servers online after an update, causing the updated servers to be flooded. Solution #2: Auto-Update system. If an update is released, the server would shut down, and apply the update, and then reboot. Note: Im unfamiliar with ArmA2 Hosting systems, if this is not possible please ignore it. Downside: Servers would go offline without warning after an update is released, causing unsaved characters to lose progress, and players to become upset. Solution #3: Servers run by the Dev Team, not individual hosts. (Personal Opinion) Now, this IS an all out assault on Server Owners.. But if the servers were only allowed to be controlled by the Dev Team, the servers would be updated faster, and Admins wouldn't be able to change time, spawn items, or fuck with the settings to their liking. Despite the fact that I plan to host a DayZ server in the near future, i stand firm on this opinion. There are to many stupid people out there who think that just because they own the server, they can ban/kick players, spawn items/vehicles, and make exceptions to friends and clan-fags. Two options on this solution: 1.) Dev Team has full control, no Admins, no "Owners." 2.) Make it harder for people to host a server. (Rule/Regs, Application, Contracts, Etc.) Downside: More stress on the Dev Team, Running the servers AND making the mod would spread the Team and progress would be slow. Perhaps have a separate team that specializes in server management? NOTE: Solution #3 is my personal opinion, you can argue with it all you want, but it will not change.