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My list of badass ideas: Power station repair,crafting,teams
wasrad posted a topic in DayZ Mod Suggestions
So here are some things I have been thinking about that would add to the game. 1. The ability to use the powerplants and substations. Most of the work has already been done and I am sure loyalguard would be more than willing to help and share his code. This would add on a whole new element to the game and make nighttime a bit more playable....once everything got fixed...and was protected. http://www.armedassault.info/index.php?game=1&cat=addons&id=1434 2. The ability to get the train working! Again, most the work has already been done! There is not a lot of track on chenarus and it kind of goes off the map but this would make for some interesting scenarios. www.youtube.com/watch?v=T2vsilkiSWE 3. 1 or 2 artillery pieces. This would be exceptionally useful with all the zombies. Obviously there are several mods already done to implement a decent arty system. Make the parts and ammo rare like with vehicles. With limited amounts of ammo, it would cause the groups that get it built to be very sparing. It would be badass to shell a zed and/or bandit infested town before going in. 4. A couple more military vehicles would be nice. A HMMWV with CROWS would be bad ass...a BMP or bradley would be awesome as well. Also, rebel vehicles like technicals 5. Crafting. See the zarglife mod for examples of this. Have areas what have resources that need to be harvested and certain areas where crafting can be done. Crafting stations would require power to the town that it is located in. Crafting times should also be implemented and maybe even a way of leveling up crafting skills. If you die you lose your crafting skills, so the other players would have to protect their crafters. Crafting stations for certain items should be randomly spawned at the start of each game. 6. Airdrops/strikes/reinforcemnts? See below for each class 7. Maybe have distinct teams? I get that the idea right now is to just kind fo go along with your own story, so to speak...but maybe have a civ team, a bandit team and a military team...and now that I think of it..why not zeds? I guess you could maybe play off of the humanity system with this but to me I think it would be a better idea to just start as whatever team you want to be on. I guess if you did the humanity thing you would have military being high humanity, civs inthe middle and bandits...where else...but in the low humanity scores. Im not too fond of the humanity system in its current state but hey it is an alpha. Each team could have certain pros and cons. Also, I think spawnpoints should be random as they are now so as to keep the 'omg where are my guys and will i make it to them alive' aspect of the game. Im gonna spew some brain diarrhea so bare with me: Civilians: Can repair civ vehicles, the train, power substation. Can craft medical items, flares, matches, flashlights/batteries. Maybe craft civ weapons like the enfield or revolver. Civs could also have the special ability to revive fallen players of any team. Either way, civs should be able to play an important role to bandits and the military...it is just a matter of who the choose to support. Maybe have the ability to call in a supply drop with parts, food and medical supplies? Bandits: Can repair bandit-like vehicles like technicals. Can craft items like IEDs, RPGs, AA, opfor weapons like the AKs and their ammo. Maybe have the ability to call in reinforcements? I guess it would be like having anyone whose willing to be teleported to wherever they are being summoned? Military: Can repair military vehicles, the arty, can see and disarm bandit IEDs, can craft blufor weapons and ammo and gear. Also I think it would be neat to implement a system like island life has where you can arrest and detain people....but I think it might be abused to much. Maybe only have the ability to detain bandits...who could then be broke out of detention...I dunno just an idea. Maybe they could also have the ability to call in an airstrike? ZEDs: The zed team could have the ability to control the swarms of zombies. Much like the insurgency mod, you could switch between actively spawned swarms. Also, much like insurgency, maybe limit this team to only a few players..like 4-5. You could maybe have the player be a queen-bee of sorts for the zeds and once that queenzed was killed the zeds would just go back to their normal AI routines. One idea that popped into my head...if you are killed/bitten by a zed you would eventually turn into a zed and in turn infect other players. This would require a bit more thought...but then all of this would...hah. Maybe have the zeds be able to craft certain sicknesses or something. I would like to add that I absolutely hate the player name tags that you can see 500m away. Teams like this would make it so that you can get rid of that built-in wall hack crap without worrying if someone is friend or foe. and finally..........a sort of 'end game' goal 8. Build/Repair a way the fuck out of chenarus.....but leaving it in a smoldering ruin..... Have it so that there are certain things that have to be found/crafted and have the crafting time set to several days or even a week of ingame time. The military could have a nuke that would just obliterate the island. They would have to find and build nuke parts along with farming the necessary resources. The zeds could have an ultimate z-virus that causes everyone to become part of the zed swarm The civs could build a passenger airliner or maybe a cure for the z-virus..or something.. the bandits could be working on a chemical weapon of sorts. oh....strippers. This mod needs more strip clubs damn it! I would be more than willing to contribute my free time to assisting inthis be it testing, script writing and converting, etc. I work, am in school(just one easy math class this semester) and have a wife and kid so it would only be a few hours a week but hey, rome wasnt built in a week. Other players ideas that I like that would mix well with these ideas. Safehouses/forts from NobodieCro: http://dayzmod.com/forum/showthread.php?tid=2502 -
What Futhermucker said. As I said in my earlier post this is just an Alpha and I'm already having a blast and haven't been bored in my two weeks of playing. There is only more content to come. The addition of creatable objects (sandbags, tank traps, wire fence) only hints at the possibilities of where the devs can take this. I've already seen people fortify area's for themselves using what has already been added. And I'm not talking blocking off a doorway with wire, I mean I've seen small perimeter fences set up around the north east airfield containing tents, vehicles, and a fireplace in the middle. It really made me feel like I was intruding into someones home. Right now it's just obstacles that hinder movement, but when you can build your own cover with sandbags, block roads with tank traps, and make movement to your base difficult with barbed wire, I can totally see some high profile bases being set up, adding another dynamic to this game. Right now as the game currently is I could see myself enjoying it for at least a few months. No matter what you do, the experience is always different. With bugs being fixed and content being added all the time, it just raises my interest, and keeps me here even longer.
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Looking for UK survivors.
uk_dayz_player replied to iogc_broadsword's topic in DayZ Mod General Discussion
Once again our group of 4 are always up for new players joining us or us joining them, we just become the owners of eu 14 (uk server) about 40ping, we will be setting up a camp/fortify it and have some nice vehicles by the end of the month with all the supplies we can get. Intrested in meeting us? Send me a message in steam pbr_djsy -
Patch 1.5.7 and this being an Alpha and fucking zombie spawns
Roguebone replied to rocket's topic in Mod Announcements & Info
I like the amount of zombies, HOwever they should disengage at a certain amount of distance. We had a few guys do a quick recon in one of our vehicles and as they came back to our temporary camp site, they had zombies following them the whole distance. I'm cool with the new zombies(even tho they sound like rabid chiuauass) but they really need to stop following at a certain distance. -
UK3 locked with admin + 5 others?
Zarlak replied to sleepless's topic in Mod Servers & Private Hives
You have no idea what you are talking about. 'Lock it with a password then restart it join and lock it' You don't even know how it works. I'm way out of my teens, and my acne is none existant. Do you need proof of this as well? No doubt you'll ignore it, like you have everything else in this thread. Or you can stop making childish remarks like the old 'guess the age must be a teenager' nut that we've all heard seventy billion times throughout our gaming lives. The way I'm replying to you, is a retort for the amount of times you've tested my patience posting what you've clearly got no idea about. Ignoring the other people who have come on to confirm how our server operates and how legit it is. You have no idea how many people try to connect to our server, what you are suggested is next to impossible. While it's locked it's getting spammed by connections, the second we unlock it we get 4 connections at least with another 6 in the next second. Then we lock it again. So I'll put it as plainly as I can, for about the 4th time that you keep ignoring it. It, is not possible, to choose, who connects, to our server. Many randoms, enter the server, at the same time, as us. Our vehicles, have been lifted, on a full server, in front of everybody, having to kill people whilst obtaining them. Enough people have come on here, who play on our server and see what happens, to back us up, vs you, who sits in the lobby and sees nothing of what happens in the server. -
Hm, indeed I hate the idea that every car in Day Z is just a broken heap; it doesn't seem like a very likely outcome realistically. I'm all for some rickety, slow cars you can fit a few fellows in for a journey just to save you some walking time or store some things in, I think that keeps a really gritty feel to the game. The idea of only requiring car keys I don't enjoy too much. If anything that makes obtaining vehicles, which are very important and useful tools, far too easy to obtain. For logically, if I found a car it should only make sense the body with the key is in a local areas so there isn't much effort or much danger that you require now to get a heap up and running. Perhaps for the better cars, armoured ones or what have you, you can have the ability to patch up and get going as you do now. However, allowing for not so common slow and rickety cars/trucks as I mentioned which require fuel and/or tires to get going would be a nice addition to make the game a little more interesting. On your topic of skills, I'm not too sure how it would work. What adds experience point? playtime, player kills, zombie kills? The ability to skill a tree doesn't seem very much into the feel of this mod if I'm honest, sounds more like those who can grind through tasks enough get an easier time playing. Bandits would get player kills and zombie kills and as such obtain better gear from that and therefore be more likely to survive longer. This allows them to skill up in various trees while players who do not wish to player kill then already lose out on one skill tree. It doesn't feel like it would end up as much of a fair system and seems to encourage meta-gaming which this mod seems to want to be a departure from. Clearly also lockpicking seems a better option. While I can have my medical kit do more I don't intend on getting hit. While I can do more damage, a few shots are usually enough. While I can survive on less food, I can just stock up on food as easily. If lockpicking gives me access to items nobody else can have then its obvious the majority would take this option? On the issue of enterable buildings, I agree. Hospitals, police stations and just basic buildings I can walk in to chill out or spend the night in would be a big help. Police stations and hospitals would of course be rare because let's face it there aren't a million of either in every town. Likely also the target of raids, which encourages some action and risk into the game.
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Hello, i had some great suggestions, which would make the gameplay way better maybe, if they are even possible. What about replacing most of the car wrecks around the world with different WORKING Cars, only thing recuired for those cars should be a KEY which first has to be found in a house or on a dead/undead body in a town nearby. Every carbrand should have its own key. For example: Chernarus has 10 cars, then there should be 1-3 carkeys which can be found to get away with the car. (a lock/unlock script should be added too then). Players should finally have the ability to skill themselve, one of the skills should be lock picking, so people could lock pick vehicles, if they can't find the key. (no lock/unlock script for those) (thats why some cars still should be damaged, so people won't just get away with every car they find. -------------------------------------------------------------- About the lock picking, there should be weaponboxes or other chests added to some areas, so people have to lock pick those boxes, to get the item, would be a really cool feature, which would make the gameplay alot better. To let there be more places to loot, maybe there should be some Building types added. Like Police Departments which also have Police Cars. Imagine: You and your friends chased by tons of zombies, you get into a Police Department, barricade yourself in, "JONNY WE DON'T HAVE MUCH TIME, FIND THE FUCKING KEY FOR THAT POLICE CAR IN THE GARAGE, JAMES, GET US SOME FREAKIN WEAPONS, ILL TRY TO HOLD THOSE THINGS OFF" Jonny has trys to lock pick the key chest fast as possible... "he gets 5 keys and has to try which is the right one for the Ford Victoria" James wasn't able to open the weaponboxes and is now stuck in a room with zombies. he shoots his way trough the zombies with his last magazine, and all 3 friends drove off with the Ford Vic in the last second. LOLOL, sorry just watched some shit. Well, lets list all my ideas again. 1. Car Keys, Less Wrecks. 2. Skills, (Lock Picking) 3. New Building Types (more enterable buildings) would be tooooo cool. would also change the gameplay alot and would make it more special.
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Lol, give it a second and theyll be in here saying its all a misunderstanding, they just let in a certain amount of people, they just happen to have three choppers and assorted vehicles ( http://dayzmod.com/forum/showthread.php?tid=1935&highlight=UK3 ) and to be blunt, nothing has happened to them. Sad but true, hosting rules or no. To see a resume of there LONG list of excuses - http://dayzmod.com/forum/showthread.php?tid=2135 - im afraid its pretty tedious (we own the servers / were letting people in gradually / the admin is busy fighting zombies ) etc etc.
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UK3 locked with admin + 5 others?
Zarlak replied to sleepless's topic in Mod Servers & Private Hives
Yeah, the admin is playing the game also so if it gets to 35/45 and he goes a few minutes without unlocking because he's being swamped by zeds then a polite ask and he will unlock it until we are full. You asked yourself today and he did it. Bingo. We've got no agenda, or any conspiracy. I've got no idea how many vehicles there are on the server. We had 3 choppers and a jeep. We were lucky that one chopper spawned where one of us happened to be (NE airfield) raiding and nobody was there because people don't often go that far up north so we scooted over and got the chopper and jeep that was there. We'd already lost 3-4 choppers due to bugs in this alpha on other servers so we've been keeping stock piles of parts in tents so we had it ready. Once we had that up it has a radar on it that shows you where other vehicles are. So flying around the north we found another one at the dam in the middle of the map, again on its own. Nobody ever goes there ever, so we managed to get that off without any problems. This is all on populated servers, so people are saying ohhhh you're farming everything on your own servers, bullshit. Then the third chopper we knew about because somebody told the whole server in side chat that it was there. So on a full server we fixed and lifted the heli off the hospital roof in Cherno with people coming to kill us, we had me and pope fixing it whilst killing bandits before we flew it off. No cheating at all, people were there to see us take it. On the subject of trading stuff, send me a PM on this forum. We won't ever bring you to our base camp, but if you've got something we need and vice versa we can meet somewhere on the map. -
Patch 1.5.7 and this being an Alpha and fucking zombie spawns
semlerpdx replied to rocket's topic in Mod Announcements & Info
Great update! Keep up the good work! Happy Birthday! Accidental extra Zombie numbers? Too bad, so sad players. Rocket, you work so hard, for free, and no one has the right to berate you on bugs arising from each patch. Constructive criticism is the only criticism that should be welcome, all others can go screw. Zombies climb ladders for a reason, either shoot the zed off the ladder, or quit yer `bichin. Too many complaints about "patches" when the heart of the complaint is based out of lousy gameplay skills. Like someone said, this isn't Left4Dead. I quite possibly have the lowest Zombie Kill Count for any survivor who's still alive longer than 23 hours, and I've been playing since the beginning. Each of the encouters I've had were tense as hell, much like Resident Evil games, I don't spend my rounds unless I absolutely have to. If you run around this game, a survival game, full of expectations that you're gonna become some badass Zombie killer, you're not surviving - you are "playing". If you are not afraid to die, than you are missing the whole point of this game. Players will die because of impatience, rash action, and poor choices. Survivors will survive because they plan, they have patience, and they value their "life". 1. I am more concerned by the issue of being present in an area, having situational awareness of the area, and then a player spawns inside the area - one you've already checked. This is the key factor that detracts from any level of realism, and even as a modder myself, I cannot see any way around it, even once servers are running private databases after the Beta/release hits. 2. Also, I am not a fan of "partially spent magazines now have a chance of disappearing from gear upon logging out". I immediately understand this - a man could otherwise roam with 2 mags, simply logging out before either was spent, and upon return, it's back to 30 rounds, or full capacity. Because a system is not in place to combine, say, a 10 round magazine with a 20 round magazine to become one full 30 round mag, I feel this is a serious detriment to the survival nature of this game. I cannot imagine coding such a system as easily as I could imagine coding a counting system that would use an event handler to monitor every round fired, and save it to the database for recall on player login. 3. Again, not one to suggest others to work - I'd love to assist in a few additions, this being one, and some version or similar system to ACRE (advance combat radio environment). Mumble is another decent idea, but ACRE of course brings actual radios in to cover long ranges. Many vehicles have CB radios, and "hunter's radios" (like small "walkie talkies") would make for some excellent depth in communication, while addressing all other coms problems. With ACRE required, players would be less likely to use TS3 to talk to eachother behind the backs of other players who, in all "virtual reality" are standing right next to the players while they discuss perhaps killing him. He should be able to hear them deliberating, and ACRE brings that, and to a lesser extent, so does Mumble. I've stopped sending emails to the dev email, because they go unnoticed as a result of all the tards using email to complain about this free game mod. Feel free to email me, but it would seem PM here at your forums would be more appropriate. As I said in last email, I can be found at ts3.veterans-gaming.com:9176 and patiently await a chance to work with Matt, or anyone, to knock out this issue of our DayZ server's HIVE exe not connecting to the database server. And let me know if/how I may be able to help with a script/fsm or two. I've been the "lone modder" everyone expects results from - that sux! Hit me up! -
vehicles are in a pretty good working status right now. 90% sure choppers can get a bug where the fueltank can not be repaired. I've never had a huge problem since the introduction of the save feature, except that sometimes your player might not be saved if a server crash/restart happens really close to a save. Also, sometimes players seem to get saved even while traveling in vehicles, so upon logging back in after a crash, sometimes various people are scattered along the road, and no one is exactly at the vehicle.
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The New Zombie Count is AWESOME
Noesis replied to WildGunsTomcat's topic in DayZ Mod General Discussion
I love the people that have large groups, tents, vehicles, and military gear saying the new zombie count is the greatest thing since sliced bread. The fact is there is too many for players starting out. I don't want to suggest giving the spawn set better gear, but I mean you need a little more than a makarov to even hope of meeting up with friends or looting better things. The gun is loud and you have little ammo. I guess my big point is that yea the zombie count can be fun if you've already looted everything you need, but just starting out it can be a nightmare. I'm all for hardcore but we need a balance. One thing I do enjoy from the new zombie count is the less random CoD playing Bandits that have wondered into this mod. (Edit: I do realize the zombie count is a bug, but Rocket is looking at community input about the numbers) -
Loving the new zombies, its not just a free ride to zip into the good spots to grab loot anymore by yourself. However there does seem to be something nasty where you're getting spawned on the coast with all of your gear etc. Annoying bit of walking with no vehicles there anymore to repair and use when you logged out next to your vehicle.
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Found a bus yesterday with 4 of my buddies. Someone was driving it and got shot, when the shooter went to collect his prize I shot him. Then when one of my buddies went to loot it, someone shot at him but he got away. Announced his shootings on blue chat. Shortly afterwards he got killed and we all decided to make our way to the bus. Drove from Cherno to Stary, everyone but me got killed. Drove on to the coast and picked up my 3 buddies and went back to stary and found a UAZ, it worked with fuel but was in need of repair but drove it anyway. This was the first time I encounted vehicles and to moderate success! Eventually I gotshot and my friend crashed the UAZ and killed everyone at the airstrip. Good times.
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a few questions fora new player! :)
tajin replied to thomas.bowyer@hotmail.co.uk's topic in New Player Discussion
Try searching the fourm, the other questions have all been answered before, several times. ;) Just one thing: Tents and vehicles are persistant only on the server where they currently are. SD weapons are sure useful against zombies. Though it can still go wrong. Personally I love taking an MakarovSD with me, it can use regular makarov ammo aswell (makes no difference to the zombies) so I never run out. It's not very accurate though, so you usually have to get pretty close. M4A1SD is pretty nice too, that one however only accepts SD-ammo and can be a bit weak in a PVP situation. ps.: There are several coop-communities that are quite friendly to newcomers, as long as they behave. So thats not much of a problem usually. -
The roads in Arma II usually allow the vehicles to go at top-speeds. Oddly enough ground impacts the speed of everything severely (I'm saying a drop of 15-30kp/h usually, while not making it any more difficult to maneuver.) Honestly I would rather have more vehicles that aren't armed before seeing the T34... or even the Huey. Still waiting on those mechanical bikes and ATVs :)
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I don't care about stealing from tents. That makes sense. But you're telling me it's perfectly okay for people to steal vehicles whenever the fuck they want? I think there's a problem here. Apparently the survivors in Dayz are too retarded to take their keys out of the ignition when they decide to disappear for awhile. Put this stuff to user error. Give players the choice to exit the vehicle, and when they exit it they can also take out the keys to stop others from driving the vehicle, or leave them in it. People who come across the vehicle either have to have something like a hotwire kit (posted above) that should take awhile to set up and use to get in the vehicle (without keys), OR they can just leave it be OR blow it up however they see fit. There's even more options too, such as waiting for the group to return to kill the guy for the keys. Not giving players any protection from theft like that is silly, especially when it doesn't make that much sense. Yeah, you can hide it. But if someone finds the vehicle, they shouldn't get a free pass to take it "just because"; if the player who owns it was smart enough to take some precautions, then they should get some extra benefit, especially for something as hard to acquire as that.
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Try searching harder. U know vehicles are rare and u should not find that easily. If no vehicles is found on any place ,then your server must be bug shit something
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Before I head to bed, just wanted to say I love this update. The zombie sounds are HORRIFYING. I thought you added in a new ambient frog sound at first, only to look to my right and see a gurgling zombie rushing at me head on. Now that I can't hear them from a mile away (which makes it sound like they're right on top of you), it makes it just that much scarier. I also love the panicking sounds. I agree with some others that they may occur a little bit too often, but earlier me and a friend were running from a group of zombies and I could hear my friend's character behind me packing for his life, breathing heavily. Just that little something added a lot more immersion for me. I saw someone suggest in-game that maybe with the more zombie kills you have, the less chance you have of panicking? Either way, keep up the good work Rocket. Some people like to bitch because they don't like change. Not all changes are permanent, but I for one would like to see the increased zombie count stay. Edit: Tents/vehicles/fences/etc seem to have disappeared this update. Was this intentional like it was for two previous updates? Also wanted to let you know that sometimes tents will get duplicated on server crashes although you probably already know this.
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Few things i'd like to see ingame: signs with customizable text. text on the side of tents. text on vehicles. This way it would be a lot easier to organize your sjper secret lootz encampment. It gets sort of har to remeber where you put what when there are over 10 tents...
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Vehicles out again? I know after this patch all choppers and cars that people had went away. None spotted since then...
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Don't listen to the casual gamers
Daimyo21 (DayZ) replied to droznig's topic in DayZ Mod General Discussion
I love DayZ and think the devs are going in the right direction. I completely agree that there should be freedom of choice in terms of Hardcore "expert settings" servers (which I only play on) and "regular settings" servers that have 3rd person and mouse scrolling etc. because a majority should not have a vote for the minority and vice versa. So let the two exist. As for the game being too hardcore. Yes as of now, with so many in-development features and functions and common problems, the game is definitely leaning to a far more hardcore edge (I've play Darkfall and AC DT so I know hardcore modes). I just made a post about this on vehicles, and the lack there of. CURRENTLY, its a matter of HIGH Risk (not of supplies but of TIME SPENT) vs Mild Reward (supplies arent hard to come by, the reward is simply wasting the other guys time then yours). When you die, your off running again. The games in development, it has potential. But never shun the community behind it, listen to everyone, and find the best median to fit both sides. Darkfall failed to do this and yes, there game died and is dead. They got their wish and now more of the community hates them then likes them. This Rocket guy could very well drive this game into the ground with a small niche of community and ignoring a vast amount of it. I try to find the perfect balance between realism and gameplay. Cause after all, I have very little time too these days, and want to enjoy great mods like DayZ and my own. -
Rocket, happy birthday. I sort of ragequit the server once I realized that everything was gone. xD Lost the tents full of necessities, lost the vehicles we spent hours fixing, ect. The worst of all, I can't even say publicly. But, it's horrifying. XD
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I'll let you know when I get home from work in 3 hours. Suddenly I'm so glad that we worked hard on recovering vehicles before this patch. *imagines the zerg zombie swarm chasing his car down the road*
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Vehicles, lack there of... Risk vs Time vs Reward
cesar10022@hotmail.com replied to Daimyo21 (DayZ)'s topic in DayZ Mod Suggestions
I always did think one of the more amazing parts of the ARMA engine was the ability to allow vehicles to be used in the massive scale map provided. So I have to agree it's a bit disappointing to see a lack of opportunity to see them used in such great mod. I understand the need to make it difficult to acquire one or placing them in dangerous locations with added maintenance of the vehicle. Unfortunately I think it was taken too far when assuming that the moment a Zombie like out break occurred every car and vehicle became obsolete. Pretty sure it was a virus not an EMP that wiped out the country side.