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Showing results for 'Vehicles'.
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I just posted this in another thread, but here: Low Resolution Blegh Same-photo Comparisons/Demonstration of low-res textures. High Resolution PMC skins (weapons' date=' vehicles, and units) :heart: [img']http://www.arma2.com/images/stories/arma2PMC/Arma2-PMC-ingame-sshot-04.jpg
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Low Resolution Blegh Same-photo Comparisons/Demonstration of low-res textures. High Resolution PMC skins (weapons' date=' vehicles, and units) :heart: [img']http://www.arma2.com/images/stories/arma2PMC/Arma2-PMC-ingame-sshot-04.jpg
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Can any DayZ staff confirm whether >all< vehicles are currently available ingame? Checked multiple spawn points for helicopters on 14 different servers, nothing. Seen a Jeep on a couple of servers, but no helicopters.
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On a related note seeing as vehicles are now more prominent in general - if you get a certain distance away from chasing Zeds, do they stop following you? Obviously it's pretty hard to do that on foot, but on a push bike...
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USELESS TENTS - stuff inside gets deleted
Felix (DayZ) replied to drakenof's topic in DayZ Mod Troubleshooting
Is that issue tied in with vehicles not showing up after a crash? Whole motor pool disappeared after some US servers came back up after crashing hard yesterday. -
[v1.5.4] Stuff not spawning/slow logins/Data Saturation
Deviant (DayZ) replied to jtime's topic in DayZ Mod Troubleshooting
Vehicles and Barbed Wire / Tank Traps / Sandbags are disappearing. Had a motorbike wayyyy out in the boonies. Would be impossible to find unless you knew exactly where it was. Spawned in after leaving for an hour, and it was gone :\ -
Also missing vehicles on ANZ 1 and 2. :-(
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Oceanic Server Discussion
Freeborne (DayZ) replied to jonnerz's topic in Mod Servers & Private Hives
We're still testing server performance and tweaking things. ATM, we have 45 slot server, and another 25 slot server. NZ server is also up atm with 25 slots. All slots of course are full within seconds of a server going up, LOL. This is with 100% ANZ players too. That's an awesome amount of demand for our region. Only problem is no vehicles are spawning on ANZ servers :( -
Is anyone sure exactly on how the vehicle spawn/respawn process works in the current version? I know a server starts with a certain number of vehicles on the map, but after time these vehicles tend to become abandoned or destroyed. What is the logic governing how these vehicles return to existence, or if return at all? I only want facts on this. Rumor mongers need not apply to this thread.
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They supposed to respawn after server restart on spot where they were wrecked. But right now vehicles saving is really messed up.
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Do Vehicles respawn? If someone crashes a Huey does that mean we will never see it again on that server? Also noticed when a Huey crashes its kicks you because of battleye for script error #12 or something. And do Vehicles spawn randomly or always the same area?
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For now, I am taking a break from DayZ, out of two reasons. My bachelor paper, and out of lack of security. I feel like the main problem with the mod is how insanely unforgiving it is. I like the tention it gives, being afraid to die. But as it is now, dying means loosing hours and hours of gameplay, maybe even days. I think that is a bit to harsh. The reason for this is simple, alot of people will play the game, collect awsome gear and then die. After that, they don't care too play anymore due to the intense amount of work that went into aquiring all that gear. There is a few things that can help this out though. Here is a list of things I would like to see with this mod: 1: The ability to make hideouts and encampments! There is slight indications that this is turning into reality, with the focus on fences and so forth. I really, really like where that thing is going. Having a base of operations, where you can store gear, have an armory, have a garage etc would be great. This also provides some interesting PvP elements. But as I see it, there is one requirement for this to work, it should not be possible to loot other peoples bases when they are not online. If you somehow could bound a base too several players, counting for the group that runs the base, that would be great. When those players are online, the base can be looted. This forces a compromize when going to scavange. Do you leave 5 guys to guard the base, and form a hunting team of 3, or do all go? But to loose everything in the base due to the fact that no one was online is just stupid. Let containers be locked when the owning player is off line. When he is online, it's possible for everyone to loot it, and by doing that it is possible also for his friends to acess his gear. This way, people can slowly but surely build up an armory between them selves, with scattered gear throughout several players containers. When you die, you loose your gear as you do today, but have a place to go to for restocking. Oh, and of course, if all the guys leave the base, the base can be looted by whomever! The other thing that would be a huge advantage, is to be able to place spawn points and form formal factions. When you play together with someone and die, you'd often have to walk for miles and miles to catch up. For me, I've spendt countless hours just walking in the woods, alone with no real gameplay. I don't want this to turn into a hiking simulator, even though I find Chernarus to be a beutifull place. And yeah, vehicles should be a bit more common, at least cars. That I say out of a realism point of view. Most people have cars, and most people don't set their car on fire when there is trouble around. Allmost all of zombie fiction depicts roads filled with abandoned cars, making traveling by car extremely difficult. I'm not saying that they should be around every corner, but a bit more common. Remember, car's arent really that useful anyway. They make alot of noise, and attracts other players as well as zombies. They are also extremely fragile, and if the spawning beacons actually happens, they are of limited value anyhow. They CAN be used tacticly however, as a tool for a fast in, fast out sweeping and for attacking encampments, but even for that, they aren't that good. Choppers, on the other hand, can still be rare. Choppers are insanely handy, and should thus be hard to come by. Or, as another suggestion, uping both chopper and car availability, make fuel more rare a commodity. You might have that fancy truck, able to fit all of your friends, but have fuel only for one trip. You can have all the cars in the world for that matter, and it won't help you at all, if you don't have fuel. Lastly, the hideout or base element would also maybe encourage trade with other factions, often at gun point, as long as we get a fix for the comms. Servers might come with ACRE and TS-servers if must be. If ACRE is implemented, radios should be rare, but not impossible to come buy. Civilians might have them as well, and of course police, health care and fire department. Happy hunting guys!
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I'd love to see about 5x as many spawn points with a MUCH more random distribution between them. As someone else said wrecked vehicles could be a source for *something* and every town, village and farm should be worth taking the chance to explore it. The fact that most experienced players know the airfield is THE place to go for top shelf gear speaks volumes about random placement. Again, part of being an experienced player is simply knowing which buildings are enterable and which are not... which are worth risking zombie-itis on a search and which are not. More low level gear/food/water around more buildings would help curb the experienced player advantage (as far as searching goes) and be more realistic at the same time. (Why isn't there a usable water well in every town, village and farm?) I'd prefer it if the same weapon/gear was almost never found in the same exact location. This would also help control get loot/disconnect/join other server/get more of the same loot, rinse and repeat.
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It would be nice to see. I think there's a vehicle issue that causes lag so a lot of vehicles would not be a good idea. As a bike is classed as vehicle. Unless they managed to resolve that issue then, bikes spawn please! :)
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USELESS TENTS - stuff inside gets deleted
rocket replied to drakenof's topic in DayZ Mod Troubleshooting
It's mainly related to referencing. The thing that broke DC, fixed characters (your avatar survives your disconnection). I switched to a new method of referencing tents that is more robust, but figuring out when a tent inventory has changed is problematic. Also, getting my new referencing method (generating a UID out of the position and orientation) has some issues, so "word isn't getting through" On a non-busy server it works. On a busy one, it seems that it generates the UID before it can set the orientation. Meaning that the UID is wrong. Changes in 1.5.5 should fix this. The messages get through, but it has the wrong UID. So I hope this fixes it. Vehicles are a bit more complex, cause those fuckers move. -
Wanna know my reason?, simple less survivors more supplies,weaponry,and vehicles..im taking chernarus..
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Some new player questions ? And a little suggestion
pingzite replied to dskpnk's topic in DayZ Mod General Discussion
Tents and vehicles can only stay on the server you left it. When i repaired my first police car i hid it away when i needed to log, and used it as a bonus storage for loot. I always play EU7 And only log off somewhere near where i hid my car. So i know where to find it agian. -
Bases, vehicle ideas and spawn beacons.
aLmAnZo (DayZ) replied to aLmAnZo (DayZ)'s topic in DayZ Mod Suggestions
Oh, yes. I also forgot one thing: I would also like rare spawns of military grade stuff around military vehicles (the crashed/burned out HMWWs everywhere) -
Vehicles are still missing :'( Where be our helicopter Q.Q
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FR1 restarted again (just now) but the vehicles are still missing..
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I've said it before and I'll say it again, while it's good to have plenty of opinions, you can expect twenty tonnes of butthurt testing a feature in an open alpha :p The other issue is somehow encouraging people to choose less-than-desirable traits for the sake of the group. Because 95% of players are playing by themselves, it is highly unlikely they will ever choose to be the 'group medic', unless it has definite bonuses to themselves. I believe the best way to balance this is to make sure every bonus has an equal selfish bonus and selfless bonus. From a gameplay perspective, this passively encourages teamwork: The player will see he has a friendly bonus and will often be compelled to use it. (I tested this with a few projects I've been involved with. It's surprising to see how often someone will do something purely because 'My class can do it, and noone else can!') It's important that the 'nudge' to groups is passive: You want to be subtle, not have a metaphorical big glowing sign saying "GET IN GROUPS!" As a purely on-the-spot example: (As an example of seperate Selfish / Selfless abilities): Medic: - 2 x Speed Bandaging Self (Selfish) - Half as long knockdown time (Selfish) - 2 x Speed Bandaging Others (Selfless) - Extra blood given to others on transfusions (Selfless) (As an example of combined Selfish / Selfless abilities): Engineer: - May repair certain vehicles (everything but the chopper) with just a toolkit If this makes sense.
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All vehicles start unrepaired and empty (But fully feueled). If you find a semi-repaired vehicle, that's thanks to someone else's work. ;)
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Roger, im workin on it, real sorry the tents + vehicles are in such a state... going to get that fixed. Also the bandit switching should now be fixed (in 1.5.5)
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The other players are reporting all vehicles are gone :)
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Seems were not the only one. More people are reporting dissapearing tents backpacks and vehicles.