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Showing results for 'Vehicles'.
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Tank traps? Uhhhhg more things for people to grief you with. The wire right now is mainly used to lock people out of buildings by placing them inside door ways and ladders so taht your character cant enter or exit through those areas. I for see lots of people using tank traps to lock vehicles into spawn locations just to grief people.
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From what I can tell. Some server have vehicles turned on some dont. Seems some have only choppers on and some have choppers and cars etc etc. Also since the last patch, vehicle repairs arnt working because of the scroll menu bug.
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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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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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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 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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The logical fallacy of keeping the day/night cycle
lherron posted a topic in DayZ Mod General Discussion
[Please save your "COD carebear" comments for a different thread. If you want to engage your brain, read on.] As we all know, each server has a true day/night cycle linked to its geographical location. This adds realism, makes the game more hardcore, more unforgiving. This brutality is the essence of DayZ, and it's what we love about it. However, in practice, all it's doing is creating logistical issues. Here is the logic: By having true day/night cycles, we impose a harsher and more realistic game environment on players. This is the mission of the game, therefore day/night cycles are good. Except this logic is flawed because you can't actually enforce that players log onto servers that they geographically reside in. In reality, all it does is drive the majority of players to daylight servers, further exacerbating the technical issues of this "experiment". I couldn't find an actual discussion of this issue on the forums (just a bunch of whining), so I created this thread. I'm sure there are those that disagree, and I'm curious to hear your opinions. Considering you can't enforce that people play on a server during nighttime, why do you feel that this feature should be kept? I think the most simple solution would be all daylight and all nighttime servers. YOU ALREADY CANNOT ENFORCE PEOPLE TO PLAY ONE WAY OR THE OTHER. They are already choosing to play in daylight or nighttime! (edit: this is a bad solution because of persistent non-player stuff like vehicles) Another solution, more of a compromise, would be to create a lopsided daylight cycle, maybe 20 hours daylight, 4 hours night. You would retain the feeling of anticipating dusk/dawn, etc, but would increase the number of daylight servers at a given time, and reduce the current amount of server swapping. Yet another potential solution would be to put ALL servers on the same day/night clock, regardless of geographical location (since geographical location is meaningless anyway, when you aren't forced to log into your own geographical server...). This, of course, again, would radically reduce the amount of server swapping. I kind of like that solution the best, actually. Use logic. Illogical responses will be ignored. UPDATE: Here's a great solution posted by Lev: "If you want all players to be on a level playing field, then the solution that will work is having a global DayZ time that is enforced via the hive pushing time updates to servers. Then slowly shifting the DayZ time (perhaps +3 hours every day or something so a full cycle in 8 days) in such a way that a player who lives at x and plays only during y to z will experience the full day and night cycle if they continue living at x and playing from y to z." -
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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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!
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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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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.