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Found 43103 results

  1. mikkrish

    My thoughts and suggestions.

    After another few hours of playing i came to a new idea. When playing i see that there is no official neutral ground beside forum for peaple to unite. 100% of terrain is hostile. So i thought of 2-3 NPC guarded bases spread on the map (AI can be mortal but i think it would be a magnet for griefers, so i wouldnt mind immortal npc.) The place can't be placed in towns as the loot spawn and zombie spawn would have to be changed. I think of some custom made base with AI guards that could kill on sight bandits.. Players could trade in that place and form some new groups. Meaby if there will be some trading system for NPC it would be good place too. It would be official safe zone from zombies and such, no zombies around so AI wouldnt use server sources for lag. Then if there would be zombies in forests and there would be slower movement between towns, it would nice if drop were more rare so people can actually trade between themselfs. Vehicles would have more value too. If towns could be conquered by players for not big amount of time as if you change server you can be in some not good situation, players actually could trade other as defenders of town cant go and scavange for food and other items. I know that in reality it wont work that perfectly but i think that is worth some thought.
  2. Felix (DayZ)

    Vehicles not saving properly

    Great to hear, everybody's vehicles just disappeared on us3 and 4 with the new beta version.
  3. jschaefer97@gmail.com

    Gun to bag glitch

    This same thing goes for placing items in vehicles, except the items just fall on the ground. The thing is, I'm not sure how the game determines where on the ground they will appear, because sometimes its a few feet behind the vehicle, and other times you can search the whole area for a half hour and not find anything (tested with jerrycans). I think it might place them at the nearest flat spot of ground but I cant be sure.
  4. boxman80

    Military Ambience

    I think the original idea is a good one but I would say make it less mlitary, or indeed hav ea wide veriety of AI civillian characters/vehicles that randomly occour throughout the map to create atmosphere;(very occasionally, maybe once every 24 hours) e.g. - civiallian and military choppers/aircraft appearing occasionally - vehicles being driven in the distance, - boats on the horizon or sailing by - random gunshots maybe even crashing sometimes to give some loot
  5. 1. I wholeheartedly agree, and I've stated many times the weapons should be geared towards those that share ammo clips instead of specialise per weapon, cause god forbid if you find an AK or a NATO weapon your chances of finding ammo to go with it are slim and even then you spend more ammo getting to it then you get out of it usually. Having weapons/ammo drop near destroyed military vehicles is something I've constantly thought about, I mean in an apocalypse one of the places you'd look for items is in cars since they'd be stocked up by fleeing civilians or military in first place. 2. Again I agree, right now the only main place to find tents is in the main cities 3 story buildings and that's a massive gamble and huge walk from those of us set-up in the north, having stores around the map even just a few with tent spawn chances would defiantly improve things for us. 3. A good idea, we need more reason to take veterans away from the newbie spawns and two main cities. 4. I often find myself overstocked on food and drink in my skirmishes into towns and on every other zombie, me and my group have often gone on water bottle runs to fill up at a well and return to camp with it, needing to do that is fun and gives us stuff to do. 5&6. I don't really like this idea myself, in respect to players poisoning water, but in regards to sea water, and maybe still water which is dangerous to drink in real life yes, these water sources could follow your idea and need purifying by fire. This would make players actively seek out wells instead of the ocean. 7. as stated above, yes to finding ammo n guns near broken military vehicles. 8. The whistle...ehh I wouldn't use it myself if you could just use a radio or blink a flash-light instead. 9. yes radios would be useful and fun especially if you got them working like in ACRE. 10. technically you can, with a m203 flare, thou it's too rare so yea a flare gun for side-arm just like a torch but for flares. 11. kinda cosmetic really, if your being shot you'll hear the gun, but i suppose being able to tell difference visually would be beneficial. 12. This falls into one of my threads about villages should have generators in them that can be fuelled up and power the area for a few hours if you turn it on, making the street lights turn on and like you've suggested maybe speaker systems and the like. Perhaps players could make noise devices from scavenging a car horn and a battery, theres lots of various ideas about noisy things you could make. 13. I've also made a thread about this one too, I figured you'd need some defibs which would be as common as binocs roughly and for 5 minutes after death you can revive the player at the expenditure of a blood bag. 14. I've supported this suggestion on another thread, not just for tracking bandits but knowing if it's safe or not by seeing the corpses status is very useful, cause if they are warm and murdered you know to get into cover and hide.
  6. bigvalco

    PVP - Spawn Points and Safe havens

    I had a clan mate steal a few of our vehicles for no reason besides just to drive them into the water, it's the internet and this mod is cutthroat.
  7. eroglik

    More vehicles

    I think bigger vehicles should be harder to get parts for than others but definatly an increase in maybe ATVs or bycicles or something. Wouldn't want it where everyone in the server has their own private vehicles though. Otherwise everyone would just be zipping about zombie free :)
  8. Diamondback

    What should our next competition be?

    Memes tend to end up being a formulaic plagiarism of each other with no real originality or creativity involved. You'll get pages and pages of template memes. We could have an exploratory competition to encourage movement around the map. Something like a good old easter egg hunt. Put some special valuables in a special set of locations and the first people to find them are the winners. Though this is open to exploitation and imbalance... those with vehicles are at a huge advatage. How about a golden ticket style comp? Stick chocolate bars in the game and have a couple spawn with golden tickets (codes) that can be given to you for some kind of privelege. What about a race? Or how about a competition for the cleverest manipulation of zombies? Or for the most daring video. Or a community judged story competition. Or what about, what about a competition to decide on a good kind of competition... that's meta-game shit, yo.
  9. rocket

    DayZ Update 1.5.3

    Yes vehicles are persistent. Monkey zombies are what I nicknamed them. Crawler, hopper, rabbit. Many people have called them different things. They walk weird, they're a bit slower but harder to see
  10. pyroflash

    DayZ Update 1.5.3

    So are vehicles persistent after a server restart?
  11. midhaven

    DayZ Update 1.5.3

    Does this mean tents (and it's contents) and vehicles are bound to the character and can be brought to other servers?
  12. skjold

    More vehicles

    I think the amount of vehicles are limited due to server load issues, many vehicles = very unstable server. Anyhow, even if you did get a vehicle if you change server/the server restarts you loose it anyway.
  13. rocket

    DayZ Update 1.5.3

    Previously tent, vehicles, and characters simply flagged themselves for update, and the server "got around" to updating them. Characters then changed to also force a save on exit. I ripped out the entire "flagging" system and now saves are forced (as this was working very well), but they aren't done as often (every 30 seconds). There is a cooldown to vehicles to stop them forcing a save more than once every ten seconds. To force a save of your vehicle, get in, and then get out. Getting out of a vehicle forces a save of its position.
  14. While the current gameplay has a relatively steep learning curve (which is good imo), once you figure out where stuff spawns Day Z just turns into a game of camping rare item spawns across multiple servers, then using those items to kill anyone who tries to stop you. Adding more valuable resources such as vehicles is good, but it won't help the current situation regarding "end-game" play. Here's a hodgepodge list of current potential issues as the game progresses: Resource Redundancy: Alternate methods of gaining resources could be used to balance out the gameplay. This could include specific and reliable spawn locations (eg. an out-house that spawns a hunting knife and matches every 10-30 minutes) placed near spawns, and others in more vulnerable, remote locations (eg. an isolated linebox with 15 zombies guarding it that spawns binoculars or night vision goggles every 2-3 hours). This would allow for a more organized and structured metagame concerning resources, so that players can actually learn from finding good loot. Hunter vs Hunted: The zombies themselves are rather harmless once you understand how to trick the AI. They could become more difficult (HP buffs, knockdown, damage, infection mechanic), or additional classes of zombies could be created that hold different attributes. (Resident Evil's Licker, Half-Life's Poison Zombie) They could have separate behavior patterns, like roaming, stalking, and retreating in response to player actions. Balancing the Bandit: The humanity system works and does not give an unfair advantage to either player. I like the idea of safe-zones, like specific buildings where friendly fire is off. It would encourage more spontaneous teamwork and provide a hub should trading be implemented. Then again, if it ain't broke don't fix it. Spawns vs Space: The bandit problem is manageable, the main problem with this game at the moment is spawning and how it affects the coordination efforts of teams as well as resource-gathering routes. Limit the spawn points to 3 or so clusters circling the SE corner of the map? It would certainly make respawning more bearable and help teams link up faster after somebody bites the dust. "No homo" Homeostasis: If I manage to survive a zombie encounter with under 4000 blood, chances are I'm a goner (unless I have a friendly bro nearby to give me a blood pack / an entire cooked pig). I'm going to have a hard time trying to accomplish anything due to vision and movement restrictions. Players should regenerate blood once it drops below 10000. I think that a rate of 10 blood/minute (600 blood/hour) is a fair estimate. This could scale with hunger / thirst levels and even increase the rate at which you need to eat / drink for the sake of realism. I know these ideas are , feel free to raise concerns about the viability of these solutions.
  15. Okay. I have ARMA 2: Operation Arrowhead and ARMA 2: FREE I have installed arma 2 free as a mod inside OA so it runs as ARMA 2: Combnied Operations LITE I have been told this works. But how should i then go about installing the mod itself? They are both steam sided. I tried installing normally, (OA file called @Dayz and using the launch code C:\Steam\steamapps\common\arma 2 operation arrowhead\Expansion\beta\Arma2OA.exe" -mod=Arma2free;EXPANSION;CA -beta=Expansion\beta;Expansion\beta\Expansion -mod=@DayZ -nosplash But when i try to join a server it says "Downloadable content missing Dayz.code dayz.vehicles dayz.weapons I have extracted them into the @Dayz mod folder. But i need help D:
  16. Okay. I have ARMA 2: Operation Arrowhead and ARMA 2: FREE I have installed arma 2 free as a mod inside OA so it runs as ARMA 2: Combnied Operations LITE I have been told this works. But how should i then go about installing the mod itself? They are both steam sided. I tried installing normally, (OA file called @Dayz and using the launch code C:\Steam\steamapps\common\arma 2 operation arrowhead\Expansion\beta\Arma2OA.exe" -mod=Arma2free;EXPANSION;CA -beta=Expansion\beta;Expansion\beta\Expansion -mod=@DayZ -nosplash But when i try to join a server it says "Downloadable content missing Dayz.code dayz.vehicles dayz.weapons I have extracted them into the @Dayz mod folder. But i need help D:
  17. profanwolf

    Cars

    As cruel as you may be, 0 vehicles around still may be a little demotivating :P Not everyone wants to walk 95395293523959 km every time they die
  18. pendelum5

    My thoughts on the mod

    While the current gameplay has a relatively steep learning curve (which is good imo), once you figure out where stuff spawns the game just turns into game of camping rare item spawns across multiple servers, then using those items to kill people who try to stop you. Adding more valuable resources such as vehicles is good, but it won't help the current situation regarding "end-game" play. (A) Resource Redundancy: Alternate methods of gaining resources could be used to balance out the gameplay. This could include specific and reliable spawn locations (eg. an out-house that spawns a hunting knife and matches every 10-30 minutes) placed near spawns, and others in more vulnerable, remote locations (eg. an isolated linebox with 15 zombies guarding it that spawns binoculars or night vision goggles every 2-3 hours). This would allow for a more organized and structured metagame concerning resources, so that players can actually learn from finding good loot. (B) Hunter vs Hunted: The zombies themselves are rather harmless once you understand how to trick the AI. They could become more difficult (HP buffs, knockdown, damage, infection mechanic), or additional classes of zombies could be created that hold different attributes. (Resident Evil's Licker, Half-Life's Poison Zombie) They could have separate behavior patterns, like roaming, stalking, and retreating in response to player actions. The bandit problem is manageable, the main problem with this game at the moment is spawns and how it affects the coordination efforts of teams as well as resource-gathering routes. Limit the spawn points to 3 or so clusters circling the SE corner of the map? It would certainly make respawning more bearable and help teams link up faster after somebody bites the dust. I know these ideas are very unrelated, feel free to raise concerns about the viability of these solutions.
  19. I'm going to write a little essay on it, if you decide to read it then good for you. So I come from the /v/ video game board on 4chan where I first heard about DayZ. Typically /v/ hates video games of all shapes and sizes, but there are some games that /v/ is passionate about in the other extreme where they get really worked up over something. Right now the flavour of the month is DayZ (to the point where people are buying ARMA 2 CO just to play), perhaps some of you may have noticed a steeper increase in players since the start-middle of the week. I jumped on board as well to give it a try, here's what I think. At the start of this whole mass-migration people would post a lot of stories from in-game, all of these had the general theme of PvE survival. "Oh, I was in this town and low on ammo when I encountered this group of players and they were total bros", basically people were playing the mod like STALKER and all was good. Soon though the trend moved towards "I saw a player moving in the distance and I shot on sight because fuck being bros". This outlines the big problem (or maybe it's not a problem but a deliberate design decision, I don't know) of the mod. It's not the PvP which is unbalanced or unfair, it's that the PvE isn't engaging enough to give people a reason to focus on it and cooperate. As it stands once you figure out a way around zombies and sneaking and using throwables the entire allure of PvE scavenging is the thrill of knowing that someone is going to try to engage in surprise PvP with you and so building your strategy around killing other players on sight. I see what you're trying to do with the mod, create a persistent world where players will have to police themselves. I'm sure this will work out great on closed-off RP servers owned by clans, if they're the only niche you're trying to appeal to with this mod then you can stop reading here. If however you want the mod to have mass appeal (or the sort of "mass appeal" that vanilla ARMA has) I think you'll need to make some changes. The game needs structure I'm afraid, there's no way around it. For the same reason ARMA has missions and objectives and isn't "let's put 1000 troops here and 1000 here and program them to hate each other and see what happens" you'll need to do something similar with the mod. If you drop a few dozen players into a big area with guns lying around and don't give them a defined end-goal it will turn into a free-for-all, either immediately or after the "I'll gather guns first and THEN kill people" delay. It's a glorified deathmatch at the moment when it can be something more. Look at games such as The Ship and Epic Mafia, they've managed to convey the feeling of paranoia and distrust while keeping some sort of structure in place by means of player roles and game rules, different players pursue different objectives and get awarded for those objectives while punished for others. Without these in place the only structure the game will have is the structure that comes from players metagaming (ie clanmates playing on a clan server and not shooting on sight because they're friends outside of the game). A lot of games rely on metagaming and teaming up with real-life friends to have fun, that's not a design flaw. What is a design flaw though is making it so difficult to team up with friends. I tried playing it with a guy I know, we started off in totally different places, no matter how many times I tried respawning I wouldn't get anywhere even remotely close to the guy's position. I think something should be done about this. The PvE component needs to be looked into as well, looting or killing zombies or building escape vehicles should give people a reason to cooperate. I can't imagine how this can be done unless actual objectives and missions are built into the game, but I'm sure there's a way to increase player interaction beyond shooting each other.
  20. archival

    Cars

    So far ive only found vehicles on the american servers. Found a civilian Mi-8 at devils castle and a UAZ (which I grenaded) Why cant I find anything on the australian servers damn it >:C
  21. [align=center]Not official announsment! But update is.[/align] UPDATE : 29 APR 2012 Affected addons: * dayz_code 1.5.2 * dayz 1.2.2 Changelog: * [FIXED] Nobody would change into a bandit (this time its REALLY fixed!) * [FIXED] Fireplace placement irregular * [FIXED] Study bodies broken * [FIXED] Environment updates from Cherno and temporary camps disappeared * [FIXED] Vehicle Repairs sometimes do not work * [NEW] Object creation completely recoded (tents working 100%) * [NEW] Vehicles added to every instance (Helicopters, Boats, Cars, etc...) http://www.armafiles.info/dayz/
  22. rocket

    Cars

    There are vehicles in the north. You just need to remember that I am a cruel, mean, sadistic son-of-a-bitch. Think like that and you'll find them in some cruel situations where problem solving is needed.
  23. When i try to join a server, running combined operations lite (OA with arma 2 free as a mod, Yes it does work, confirmed on the arma 2 forums.) and dayz installed, (Followed a how to) When i try to join a server it gives me an error, "Unable to connect, this server requires DLC which is deleted dayz.vehicles dayz.weapons dayz.code" Whats wrong, and could someone give me a step by step of how to fix?
  24. MechaGodzilla

    When i try to join a server

    http://www.armafiles.info/dayz/ extract the dayz.vehicles dayz.weapons dayz.code rars into your addons folder.
  25. So I just noticed that the Dallas 2 server provided by Legion is passworded, and has 12 players in game... all legion players. Screenshot Now on one hand it's their server and they can do as they please with it, but on the other hand they can farm gear/vehicles and then use said gear on other open servers or just remove the password when they are ready to. So how does this sticky situation play out? Can it be made so that players on passworded servers won't be saved? Just to be clear I'm not calling out or naming and shaming the legion guys, any server provider can do this and I think this has come up before. In fact I thank them for providing a much needed server, though it's still a serious balance issue.
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