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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.
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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!
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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
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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.
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Way to climb over obstacles through teamwork
melanko replied to Weren's topic in DayZ Mod Suggestions
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. -
<NEW> New Vehicles, Humvees and Blackhwaks!
-=Grunt=- (DayZ) replied to richard_b's topic in DayZ Mod General Discussion
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. -
It s pretty much cheated and is totally a game breaker. You can see all the camps that have vehicles, all the destroyed choppers, and ammo are refilled at each restart server. (if it s hard coded, maybe you could put a blank image on top of it)
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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
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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.
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Pending Build Progess: 1.5.9
anthony_henson2003@yahoo.com replied to rocket's topic in Mod Announcements & Info
Are you gonna fix not being able to fix vehicles ? And place tents? -
Does it happen with all vehicles on all servers?
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<NEW> New Vehicles, Humvees and Blackhwaks!
Shooer replied to richard_b's topic in DayZ Mod General Discussion
This isn't the suggestion forum btw. But new vehicles would be nice, once they are fixed across all servers. -
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.
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please fix vehicles not being able to be refuelled and the spawning bleeding glitch and the save old camping tent glitch
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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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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 :)
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Hopefully, those of us with servers that don't have vehicles will get some love. Thanks RMan.
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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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List of servers with working vehicles
wolfpack81 replied to milancz's topic in Mod Servers & Private Hives
My server has vehicles currently on the map. Vehicles do not respawn once destroyed though. -
EpicNL Servers connecting failed
milancz replied to Ray Mears's topic in Mod Servers & Private Hives
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 :( -
What about the issue with the vehicles, tents, and etc being broken... Looks good, anyway. Can't wait for the fix.
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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.