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What do you want to see in 1.5.9 ?
robertstuartmarshall replied to Marcuss95's topic in DayZ Mod General Discussion
- clown feet. Sick of my stupid, normal sized feet in game. - cartwheels. Sick of crawling through towns, I want to cartwheel past the zombies. - eye lasers. I don't need to explain this one, surely? - military blockades. Very random and very rare spawns of 2 humvees and 8-10 soldiers blocking off roads. They are here to kill anyone to stop the infection spreading and trying to take them out alone would be deadly, so a group assault is needed. Make it so that if they do get wiped out, the last soldier detonates explosives in the vehicles to stop survivors from using them to flee the infected are. -
Persistance and server switching with tents/vehicles.
[email protected] replied to Finch (DayZ)'s topic in New Player Discussion
It's my understanding that tents and vehicles are specific to an individual game server. The master server will not transfer them with you if you change servers. As Unkn0wn said, if the server you have a tent or vehicle on crashes or restarts, I think the items are gone. I am not positive though and haven't tried myself. Hopefully as the mod continues to develop it can get worked out so you can setup a camp with a tent or car or helicopter and if you change servers they come with you. When you are offline they would remain on the last server you played on, and then the chance of other players finding and looting them remains. -
I believe this would be a wonderful implementation. The map is insanely huge and it takes an incredible amount of time to walk it on foot. It would be pretty awesome if you were able to tame horses to make your trip a little quicker. I understand that there are already motor vehicles in the game, but I believe a horse would be more enjoyable and an overall better experience, since you could ride through the wilderness with your friends. Perhaps you would have to feed and water your horse or it would die... just to balance things out.
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Wouldn't be too hard to make "bandit safe zones" with AI controlled CDF patrols hostile to bandits, problem is they would also be an easy source of loot, unless of course they patrol in armoured vehicles/choppers or something, making them virtually unkillable.
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I really like DayZ, but...
Jasper (DayZ) replied to Angry Guy's topic in DayZ Mod General Discussion
I'd have to disagree. Leaning round corners is incredibly easy, and entering vehicles uses the most used menu in the game (mouse wheel scroll). I bet most of these new players never play on vanilla Arma 2 or any of the other servers. If DayZ has done anything, it is good for the Arma community. Introducing a needed boost to the player count. -
Frustrated with my squadmates' plan to raid the NW airfield, I instead decided to head east up to Krasnostav to raid the convenience store that had become a normal stop for me. I creepy crawled straight into town with only a handful of zeds alerted as I closed on the front door and quickly dispatched them with my makarov, laying still and keeping quiet to listen for more of them. Feeling safe, I poked around the store and found some bandages and a 1911 with a few magazines, but nothing else of value. After stuffing the pistol into my backpack, I decided it would be a good idea to head up to the nearby lake to look for a cow or something to eat and to fill up my canteens. Navigating by hilltops, I made my way up to the ridge above the barn at the lakeside and quickly dispatched the roving undead with 3 rapid shots from my DMR. Eyeing every point I'd hide if I were gonna ambush someone at the lake, I creep my way down the hill and wait a few moments before dispatching and gutting a cow. I quickly build a fire and cook the meat, scarfing two of the steaks down to get my blood up. After snuffing the fire and moving down to the waters edge, I put everything but 3 mags for my rifle and my 2 canteens into my pack and shuck it onto the ground, dropping the DMR a few feet away. A quick drink swim and refill later, I find that my pack is gone. Cursing to myself I pick up my DMR and the three mags, quickly stuffing them into my pockets. I rub my face in frustration and consider my options... I just ate so I won't need to eat for a while, and I have enough water to make it all the way to Cherno if I REALLY wanted to. Ammo is going to be a problem, though, what with only three mags for both my DMR and 1911. I click over to my squad's radio channel and inform them of my situation and tell them I'm going to head for the NE airfield. They wish me good luck and I start trekking along, hugging treelines and always eyeing the horizons. I approach the two warehouse/barns just shy of the airfield and investigate quickly, crawling and generally being as Solid Snake as possible to avoid the local zeds. Just my luck... Absolutely nothing of value. I swallow hard and consider my options, finally deciding to hook my way around the lowlands and approach the airfield from the north, knowing a shack over that way that might hold something interesting. After working my way around, I am not surprised when the shack has nothing but a single car tire in it. Lovely. Undeterred, I crawl up the hillside and push myself into the edge of the perimeter fence, eyeing the ridges and control tower for snipers or prey. Seeing neither, I start to work my way down the fence line towards the security shack at the end of the runway. This is when things get interesting... I immediately freeze and stare between the hangars, grinning to myself like an idiot. A UAZ! It has a nice green camouflage paintjob, too. Giddy as can be, I radio to my squddies that I have spotted the truck, they warn me of its potential as a trap and I agree, asking for backup to sweep from the other end of the compound as fast as they can manage. They figure this is worth a shot and start heading my way from the NW airfield, having found minimal salvage there. I figure I should get a better angle on the UAZ to look for bogies behind it and continue to creep down the fence line, moving as slow as I can manage and keeping my head on a swivel. Just as I hit the end of the fence, I freeze once again, not believing my eyes. Of all things, I see a very salvageable looking Huey parked in the rear of the right hand hangar. I am shaking with excitement as I radio my squaddies again, requesting immediate support. They give me an ETA of 90 minutes. I frown to myself and consider my supplies... My two canteens are still full and I'm not really hungry, so I should be fine for that time. I settle myself into a comfortable position butted against a fence post in a feeble attempt to break up my outline and commence to scan the entire area until my mates arrive. They arrive a bit over their ETA and sweep in from the far side, the marksman with them moving to a vantage point that complements my own. After combing the entire area and figuring we're pretty well off, we set up a nice ambush position in the control tower and draw the zeds in, picking them off with our sidearms. The marksman knocks anything trying to sneak in from above off the ladder out front with a few well placed shots. Laughing and congratulating each other, we pick through the tower quickly, finding a new backpack for myself, an AKM with a few magazines, and some other knickknacks. We find a main rotor assembly and a wheel in the small building next to the fuel tanks and quickly use them to patch up both the UAZ and Huey. After an hour or so of scavving for parts, we get both vehicles in running order and start running fuel from the storage tank to them, one can at a time. The marksman frenetically radios in about movement on the ridge behind the hangars and the three of us on the tarmac hit the deck and crawl into defensible positions. He tells us there are two survivors there, both of them with AKs of some type. One man stays in the hangar with the chopper and myself and the other guy creep our way out and around, crawling through the grass. We open fire on the two men from a classic pincher formation and drive them off without taking any counter fire. Worried about our trophies, our fuel runner gets back to it and the rest of us warily eye all approaches. With the UAZ now filled to capacity and the chopper with about a quarter tank, our marksman spots a man coming up the flat field at the end of the runway. He reports the man is armed with an AK and we assume he is one of the men from before, flanking us or somesuch. A round to the chest from the marksman and he hits the dirt, incapacitated. Paranoid gits we are, myself and a rifleman roadie run up to the man and dispatch him with a few pistol shots. Quickly relieving the corpse of anything useful, we rush back to our defensive positions and wait for the second man to show up. After fifteen minutes of nothing, we quickly fuel the chopper up to one third tank and then get ready to flee. We gather in the hangar the now repaired chopper sits in and distribute weapons and ammo, giving the marksman the ammunition for his weapons we had found and giving one of our riflemen the dead man's ammo. Satisfied with that, we stow excess gear in the chopper and we move to defensive positions, our pilot jumping into the Huey and doing a final check, the marksman moving back to high ground, and the other rifleman squatting by the UAZ outside, ready to take off. The chopper roars into life. We are both scared that someone will hear the rotors churning, and extremely proud that we brought this machine back to life. Our pilot said he used to run medevac missions. After he scooted the Huey out of the hangar without taking it more than a few cm from the tarmac, I believe him. The rifleman jumps into the UAZ and thunders down the runway, headed to pick up the marksman and I sprint over to the chopper and hop into the crew chief seat, leaning in to yell over the roar of the engine spooling up. DUSTOFF! And off we go, screaming into the sky and edging the valley before rocketing away, radioing to our squaddies in the UAZ the coordinates we plan to rendezvous at.
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this is a pretty interesting story, and if it was a real event then it confirms my belief, it seems like (as of right now) the majority of pro players who are able to make vehicles and stuff almost all end up as bandits from so much self-defense. so im thinking a good survival tactic would be instead of just shoot any bandit on sight, if u notice its a group of bandits mixed with survivors its a good chance that there not PKers. i would try to group up with anyone who has a vehicle lol.
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No to offensive or defensive skills, its not really something that would work for arma, for realism sake. You need to learn to shoot guns on your own, not let the game do it for you. However trade skills or survival skills would be interesting, you could give your character a bit of background. Make it so you can only absorb a few skills. For example if you get a machinist book or something you can repair vehicles better or with less items. Arma 2 is a realistic simulator so if some sort of skill system is added, it has to be realistic. Keep it limited to certain trade skills and stuff.
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I've found a few vehicles in this new update (I think). I've found two ATV's at the end of the mountain trail NW of NWAF. I've found the motorcycle outside Berezino hospital. Found another motorcycle in the middle of Olsha. Riding a motorcycle in DayZ is like a pod racing simulator. Driving downhill through a forest is like throwing spaghetti at fan. Found a jeep at both Stary camp and at Green Mountain. I'll have to get home and check my little notepad of spawn location goodies.
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Another major problem is we cannot setup weapon cahces with the tents or save vehicles atm because every server is reseting every 30 minutes. So it makes it worthless to play dayz attm just imo because if ur just going to run out of ammo and supplies going from cherno to elektro whats the point? We should be able to setup caches that stay on server and the vehicles also should be keptt till stolen from u i dont get why the servers are restarting but its messing up the entire gaame and could possibly lose a few of us to d3.
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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
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Few questions: 1) Are these "vehicle crash sites" random or is there any known areas with a higher probability of stumbling across one? 2) When you find, and repair a vehicle, can you save it like tents? If so: 3) When a server restarts, does your vehicle remain where you last saved it? If so: 4) Do less vehicles spawn across the server if several players already have them? Thanks!
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What are the sites that can spawn the vehicles or helicopters?? I never thought a = (
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Yes, when you 'abort' (disconnect), everything will be saved to the master database. You can join any server and you will keep the same character/gear. Tents and vehicles only save on the server you left them on though.
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People can steal your vehicles while you're offline if you don't hide it well enough. I wonder if my shitty Lada is still there, we dumped it in the first bit of woods we came across, then I couldn't get back on the same server the day after. I'll probably find it with all its wheels removed and set on fire.
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Vehicles are working' date=' you have an option to save it, then if server restarts it will save at the place you left it! [/quote'] Oh okay, so if I save my cars position and then log out, it will disappear until I log back in?
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You can find a tent (takes 3 spaces in your backpack) that you can set up and store items in. Tents only save on the server you set them up on but they remain there even after server restarts. You can find more info about tents and vehicles here: http://dayzmod.com/forum/showthread.php?tid=1362&highlight=tents
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When you drop an item it has a chance to despawn, and is despawned when the server restarts. You can store items in Choppers/Tents/Vehicles, these vehicles can be saved along with tents. However with tents you have 2 - 3 days left if you die to go back to the tent. If you have a map in-game then you can see the legends/churches on the map but there is more than one church in the game so good luck. :V
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You can store items inside tents / vehicles. These are both server bound. People can find these tents / vehicles whilst you're offline and loot them. Also, yes there are multiple churches and there are church icons on several of the maps.
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There are two kinds of people killing others. 1) The FPS player. This guy, there's nothing you can do about him. His ONLY goal is to log in for a bit, and kill people for no reason whatsoever, not even their stuff or anything. The rest of the mod doesn't even remotely interest him, zombies are a pain and for stupid "pve carebears", etc. You get the idea. You CANNOT fight these guys and you certainly cannot win. They have no emotional attachment to whatever they're doing, don't give a shit about the mod's concept and if even if you kill them, they'll just respawn, go camp new weapons and server switch while looking at a map on the internet, and start again. Also, since nothing matters, they'll happily disconnect to avoid death, or use any abuse they can. I repeat, these dudes play this mod like any normal FPS, and Chernarus is just a bigger counter-strike map. Good thing is that they're not too many of them overall. 2) The average players. These guys play either solo or in pre-made groups and actually play the mod, embracing it's content. They'll enjoy zombies, town raids, repairing vehicles, and pretend to try and survive..in a way, they'll sort of "roleplay" the situation. Sometimes they'll meet other people and then they'll make a decision on how to deal with the situation. Not just killing others because it's fun, but they'll actually think about it for a second, why it's needed, or why it's not. Most can be quite friendly, but most are also very careful when meeting other people, even if they don't want to kill people, because they have a certain emotional attachment to their characters and pride themselves not on how many people they killed, but how long they've been alive for. This is I think the majority of the players out there and the more the mod will develop, the more there will be of these guys. Personally, I think the bandit skin should go, period. It's artificial, it feels artificial and worst, it makes some people crave it, like a scoreboard almost. Humanity is ok, but it should NEVER be displayed to the player (any score will PUSH players into competition for it) and it should impact your character in different ways, such as nervous shakes and other "gameplay" mechanism so that you don't WANT to lose it. Nothing too serious so that you feel really penalized when it happens by accident but something so that at least you don't WANT to lose it, or not too much. Map tracking and scores and whatnot, I'm completely opposed to that, feels also totally artificial.
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Vehicles are working, you have an option to save it, then if server restarts it will save at the place you left it!
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Frankly if there is one thing this game teach you is cooperation. To a point of course. -With a friend you have a backup if things go wrong. -With two friends no loner will ever attack you for your gear. -With more friends, your carrying capacity allow you to scavenge much more efficiently, benefit most from vehicles, establish temporary perimeters while a friend is respawning, carry extra "respawn kits". Peoples already group and socialize, simply not with everyone, and they shouldn't have to, really. What i don't like with the humanity system is that it label a group of peoples as "bad" and creates a game sanctioned "us vs them" which is fine in a team based game, but this is not one of them. Most humanity + shoot bandits on sight. They do not shoot them because they are a scourge to the game, they shoot them because unlike shooting another survivor, shooting a bandit is free, no matter how unfair the circumstances are, and they can pretend they are acting for the common good and pat eachothers in the back for making the world a better place or something. But being a bandit is a simple "karma" mechanic, it doesn't factor why you became a bandit or how, it's not very precise either since you become a bandit at your first kill of a survivor, no matter what, and there are hundred of reasons to kill one another. The day you become a bandit by accident, or on purpose, you realise that it's nothing special, that you didn't become magically an evil bloodthirsty brute, you're just the same, but now, instead of giving you the benefit of the doubt, 90% of the other players shoot you on sight as soon as they spot you. So if you want to survive, you do the same and sink further into the humanity scale. It's trying to push some universal view of good vs evil, but fail to do so because you cannot accurately judge player intents and the situation solely through game logic. That's why in the real world we dish out justice with a court, and not with computers. In my opinion, we get enough manichean good vs evil shoved down my throat everyday in the real world, don't you think? I mean this mod picture the end of civilization, there is no god, there is no retribution for your sins, all you can do is TRY to cling to the last shreds of your humanity. You can only make virtues for yourself, being unable to force others to play your way is what makes this mod interesting. Enforcing it through a simple (and ultimately abuseable) game logic only ensure that players will walk the razor edge of the "rules" and that player to player relationship will remain superficial and shallow.
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Vehicles, lack there of... Risk vs Time vs Reward
Daimyo21 (DayZ) replied to Daimyo21 (DayZ)'s topic in DayZ Mod Suggestions
Im not saying increase it so everyone and there mother can have one.. But your going to die alot. I think the average life time is now 25 minutes (Rocket reported on main site). Im sure Rocket is thinking that he might increase the vehicle spawns eventually but if you think about it. Having a vehicle makes you noticeable and people can do roadblocks, steal your car, blow up your car, or you can simply crash, lose a tire and your ride is done for. The only difference now is that it probably took you several hours+ to find and build one on a fully populated server. People are going to be super stingy with them and I would too.. You just wont see them very often, and even if they are increased, you still wont, because people tend to shoot at vehicles because they might have nice shit in them, and alot of it. "Well I have a vehicle, and it wasnt that hard..." I know I can just join a server at odd hours that has like 5 people and MAYBE find a vehicle and its parts and not worry about getting killed. But thats not fun and still will probably take a small determined group a few hours+. The risk is fun, but lets not make it so hard that youll never see one.. Or I can have a big organized group and find and fix a vehicle in a few hours.. But what about the lone wolves, the smaller groups etc. With so many variables on fixing and maintaining a vehicle.. I dont see how we cant convert some of the 100s of "wrecks" that we see into a few more that work and can be fixed up, maybe put them in vulnerable spots.. I dont care, just give me hope in at least finding one. Is this a high priority? HELL NO! This is simply tweaking with percentage values to make them more available. Especially maybe in major cities etc... Make it a hot zone to get a vehicle. -
Vehicles saved in tents are for that server only.
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1) They have set locations, but wont always be there, for instance there may be 25 spawns but only 5 of them on the map at one time 2) Yes you can and it is bound to that server 3) Yes it does although it can occasionally dissapear just like tents 4) Yes they do. Vehicles are currently spawned at the start of a server. Until that server bugs to the database no more vehicles can spawn, it is theoretically possible for one person to have every single vehicle on a server.