Search the Community
Showing results for 'Vehicles'.
Found 43146 results
-
Tail Rotor assemblies will be in before the weekend, 1.5.4ish. Vehicles are still pretty fucked at the moment, so keep your valuables on you until they are more stable.
-
How do vehicle saves work?
Midaychi replied to Outsider (DayZ)'s topic in DayZ Mod General Discussion
Yeah basically vehicles are 'saved', but only per server. They don't transfer over to other servers. Also, if the server restarts or crashes, and nobody gets into and out of that vehicle before it restarts or crashes, the vehicle and its contents are not saved and are lost. -
How do vehicle saves work?
thebigbobrowski replied to Outsider (DayZ)'s topic in DayZ Mod General Discussion
it works sometimes we spawnd in today to find one of our vehicles without 2 tires or a fixed engine and no gear that had been put in the night before -
Yeah, attached to one server. Vehicles for sure, and depending on development, other things such as fortifications will also be persistent to the server they are spawned/constructed on.
-
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.
-
Vehicles not saving properly
Felix (DayZ) replied to [email protected]'s topic in DayZ Mod Troubleshooting
Great to hear, everybody's vehicles just disappeared on us3 and 4 with the new beta version. -
Date/Time: 5/1/12-5/2/12 What happened: vehicles did not save their state of repair or inventory correctly (but location was saved correctly) Where you were: Anywhere What you were doing: We found more parts to repair our first vehicle and did so, then we found a second and repaired it as well and drove them both back to camp. This took place between 9pm and 12pm last night. Upon logging in today at 10am, both vehicles were where we left them, but they were both reverted to the state of repair and inventory that they were in some time around 10:30pm last night, the second vehicle lost all repairs except the front two tires (which we did during the first trip back to that vehicle to repair it, all other repairs done on the second trip were undone). Also the repairs done to our first vehicle were undone. tldr: I was going to chalk this up to the server reverting to a previous state, but the location of both vehicles saved correctly and the inventories and state of repair did not. *Current installed version: 1.5.3 *Server(s) you were on: Dallas 1 *Timeline of events before/after error: 9-12pm 5/1/12, 10am 5/2/12
-
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.
-
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
-
Have a new vehicle, it probably need some fuel parts. After using the context menu to apply some fuel parts you'll never see the option again unless bad things happen. Your fuel indicator will stay green and all is good. Or as least that's what we assume. The issue I'm running into is that vehicles are eating insane amounts of fuel. I'm not sure exactly how the leaky fuel is supposed to work normally, but after repairing a uaz it still burns fuel like mad. Example, the distance between Stary Sobor and Vishnoy ate up a little over a quarter tank of gas. Should this be happening, did I fix the fuel wrong, or is this possibly a bug?
-
After playing the game I have a few suggestions.
sgtsnug replied to MR DELICIOUS's topic in DayZ Mod Suggestions
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. -
PVP - Spawn Points and Safe havens
bigvalco replied to bionoman's topic in DayZ Mod General Discussion
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. -
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 :)
-
Roles system and information: two concrete ideas for deepening the game
swayzesghost posted a topic in DayZ Mod General Discussion
When I was thinking about the problem with players murdering each other for no good reason in DayZ, it occured to me that the missing component is the value of life. Player characters aren't important for any reason if your playstyle doesn't necessitate grouping. Players themselves are no more valuable than the items on their corpse. With the addition of Roles and Information, this would change. A player's life in DayZ would have value. The idea for Roles is similar to perks or traits in other FPS and RPG games. Roles give players valuable abilities based on their imaginary past before the zombie apocalypse. Roles should be useful, but should not dictate the overall gameplay. There should be enough unique Roles so that no two players on a 50 person server would share them. Players do not get to pick Roles, they are automatically assigned when you spawn. Some example suggestions, keep in mind these are just examples and may apply to features that are not currently in-game: Character can pick locks Character can crack safes Character can salvage vehicles, making them require less parts to repair Character can interrogate other characters to get their information Character can reload cartridges (requires special items) I mentioned Information in one of those. The basic idea for Information is that each player spawns with a unique piece of info. You might have a note in your inventory that says "my father buried a safe at X location north of Kamenka." To make things really interesting, sometimes information will rely on other pieces of information. Two players could each have half of the same note, and would have to search each other out. This would be hard to implement and is a little more far fetched. Please take heed that the idea of the note in the inventory is just to provide a player interface for the information. You cannot take someone's information, you cannot loot it or otherwise gain it by killing the person. You can, however, interrogate them under certain conditions, or coerce them into telling you the info even if your intentions aren't pure. Information could thus create mini-quests. Go find your ex-partner's safe and use the combination to open it, or sell the location of the safe to another player who has the safe cracker role. By giving players these additonal ways to interact, none of which are forced and could be completely ignored, the value of life is enhanced. Instead of just going to set locations to find the best items, you may be able to use someone's information to track down a good cache-- or they may use their information to deceive you and set you up. Certainly these ideas should provide leeway for people to be "evil" as well as team up out of genuine teamplay. -
What should our next competition be?
Diamondback replied to mattlightfoot's topic in DayZ Mod Suggestions
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.- 188 replies
-
- 18
-
-
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
-
So are vehicles persistent after a server restart?
-
After playing the game I have a few suggestions.
MR DELICIOUS posted a topic in DayZ Mod Suggestions
Hi all and Rocket. I've done a lot of work on game design and flow in the past, and I really appreciate what you've done here. I've been playing the game in a number of different roles and really trying to get my head around the end game as well as the beginning. The answers to these problems are all ones that tweak or add features, but don't interfere with player choices (the biggest problem with the bandit skin). 1. Give greater risk/reward on NATO weapon spawns. The current problem in the search for weaponry is that the size of the guns in the back pack, plus the ammunition sizes and scarcity means that receiving a weapon that will be good for more than thirty minutes is incredibly low. I'm not suggesting a drastic increase in spawn rates etc, but I am suggesting that you remove rubbish and underpowered spawns from spawn chances in militarised zones. Similarly, add a single military spawn, with military zombies, to some of the humvee wrecks and other military apparatus that can be found around the map. Give the higher end weaponry a chance to land into the hands of random players, while assuring that those who treck to the airfield will be able to find something worth their time (and usually life). Perhaps two mags per gun spawn would be generous enough. Simply, the amount of times I've sat at NE airfield for two hours waiting around while empty G17's and single mag AKM's spawn amongst a great deal of rubbish and whiskey bottles has lead me to question the viability of end game. Reasonably, there is no reason I should ever, at present, forgo my Winchester or my CZ for any NATO or automatic weapon. The stopping power is often not as good, the ammo count ridiculous in scarcity and I have a high likely hood of dying when trying to obtain it. 2. Diversify endgame content with survival tool spawns. At the moment, you're really trapped to catering for a few basic player wants in terms of rewards. In order to increase map travel it would be wise to have certain items spawn only in some parts of the map. For instance, the only camping shops in Chernarus might be located in Dubrovka and Petrovka. Within them would be three generic supply spawns and two focused spawns that yield the respective drop chances: tent 20%/GPS 30%/map 5%/compass 5%/binoculars 5%/NVG 15%/cross bow 20%. Simply adding those two new shops would diversify player travel across the map to a large degree, giving them a sense of direction, but also of danger. It would also increase party tensions, as a rare NVG spawn might force betrayals in the group. I must also add that the respawns should occur only every thirty minutes or so in order to add tension to the enterprise, and ensure they're not easily obtainable. 3. Reward exploration, intuition and memory in placing several reliable garages around the map. On the above note, I think it's prudent to suggest the increase in spawns for vehicle related components in the rare gas stations around the map. The south is well suited, but the north has few vehicle depots. It would be wise to limit the better vehicle spawns the further north you go in order to balance the map out and take PvPers away from the coast. Placing bike/car/bus spawns at a few choice garages (while keeping the random ones we have at the moment), you're rewarding player memory and intuition and encouraging a great deal of travel. If you would like me to assess each town individually as to what and where vehicle componentry/type of vehicles should spawn, I'd be very happy to go through it. In any case, by doing this you'll be lengthening the flow of play through the entire map. New players will want to try to survive the cities to get a few quick supplies, while Bandits and experienced players will want to head north to secure different vehicles and survival equipment. Again, it's another way of allowing different interested parties to control resources. It's essentially a high risk puzzle that is completed quicker with friends. 4. Greater reliance on water. Greatly lower the amount of soft drinks available in the wild. Force the player to find their own water. It's an elegant system with the bottles, but it's also under used due to the high availability of soda. 5. Resource denial. To this degree, allow players with a raw meat in their pack to have the choice to poison a water source (effective for five game hours). It adds a huge new dimension to survival, and player morality choices. It also presents the interesting tactical use of water as a method to cripple your enemies and to discourage people from following you. Poison effects should be curable by painkillers (and perhaps morphine if you've been poisoned for a while). It should be a threat. Would also give extra dimension of functionality to raw meat. 6. Extend value of water and potential gadgetry. Allow players to boil water over a fire in order to purify it. Would give extra functionality to matches. 7. Increase the reward for random exploration of the middle towns and settlements. Create instances of single or double NATO spawns near humvees or military wrecks near towns or on the roads. I'd be happy to draw up a detailed spawn flow of Chernarus that will balance the map (in terms of not having some places be completely redundant). 8. Give the ability to identify as friendly, to signal, or to mislead. Adding a military whistle item pickup would be really useful for a player to directionally signal over a large area (perhaps 2-300 meters and fading to silent at 500) in a certain sequence or to attract zombies. 9. Lower the risks in anti-bandit teamwork via short wave radio. Add CB radios as an item, allowing you to communicate directionally over 1 km or so. It would allow for random players to more effectively coordinate a bandit hunt without having to implicitly trust each other, as well as allow for some great roleplaying or entrapment. Attempting to locate the origin of a broadcast could be very tense and satisfying. I would have the strength of signal die out at 1km-1250 being silent. 10. Allow for more universal signalling. Being able to fire flares into the sky would be a great addition in allowing you to see the landscape around you, as well as signal your position to friends (and of course enemies). 11. Differentiate damage taken. Please add some dramatic bloody claw or fracture marks on the screen to denote zombie swipes. At the moment, it is hard to know exactly what is damaging you, especially due to the weird hit radii of the zombies. The white flash is also a bit insipid for a zombie attack. 12. Increase sound ambience and tactics when approaching a town. Add noise makers to different areas in the town. It could be quite cool to turn a factory loudspeaker on to an old Soviet song in order to draw the zombies out of the town (without using ammunition). It would also be very creepy to be in a town by yourself and suddenly hear the old working song come on in the factory on the hill. (The power source for the factory or whatever would be justified as an old generator.) You could have an individual song for different locations on the map as an easter egg for the player to find. I'm sure you can see the millions of ways a player might use this to his advantage, or have it used against him to his disadvantage. It would also add ambience to the general soundscape of the game. 13. Allow players to revive recently fatally wounded players. Taking a leaf out of Project Reality's book, it might be nice to have a give up or hold out option for dead players. A solo player might just respawn, while a player in a group might be revived, given a transfusion, morphine, pain killers and a bandage in order to bring them back to full health. Basically, having major medical surgery in the field with the right supplies. I'm sure you can imagine the interesting scenarios and sacrifices/decisions a group of players might have to make in order to preserve their team. While it would be preferable that the player's stats remain on revival, the death would still need to count as a stat start-over, and as a murder or bandit kill on the gunman's debug monitor. 14. Allow intuitive and natural bandit tracking through victim's corpses. On inspecting corpses of players, it would be good to have a feedback such as "Still warm." "Blood is still running from the wound." "Cold." "Rigor Mortis." Still warm would mean the player has been dead for ten to fifteen minutes, still bleeding would mean they are revivable with defibrillators (sustaining) or an epipen (one time use) and have been dead for anywhere up to five minutes, and so on. It would also be apt to have the cause of death in the readout as well. "Eaten" or "Murdered" would be equally apt. I'm sure you can imagine the story that will tell itself should a player stumble across a player's corpse that bears the wounds of murder, and is also relatively fresh. It will certainly influence their decisions in how they treat anyone they immediately encounter. Essentially, my fixes aren't about inhibiting the player, but diversifying player attention away from only acquiring weapons. I think these fixes shouldn't be too difficult to implement (most requiring fiddling the numbers and spawn locations), and I also hope that they go some way to mitigating the banditry on the south coast and giving people effective ways to deal with bandits. I also believe that it will greatly increase the depth and richness of the player story and experience, and the use of team work. -
Does this mean tents (and it's contents) and vehicles are bound to the character and can be brought to other servers?
-
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.
-
so today i spent 4 hours running through towns across the map checking every road and dirttrack on my way for a vehicle to repair but found nothing, seriously, put more vehicles in please, even in a zombie apocalypse there would be a hell of a lot of useable vehicles, i personally think people driving around would fix a lot of the pvp issues and get people to spread out on the map more
-
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.
-
New DayZ Update! Get it today! Affected Addons. dayz_code Changelog: * [FIXED] Morphing to new character causes empty backpack * [FIXED] At least some instances of players not able to load * [FIXED] "Monkey" Zombies weren't spawning * [FIXED] Bandits could not get in vehicle with other bandits/survivors * [NEW] Sync of player now entirely player driven to reduce server load and hangups * [NEW] Server database sync of characters heavily optimized to reduce load * [NEW] Server database sync of vehicles heavily optimized to reduce load * [NEW] Server item creation optimized to reduce change of vehicles/tents not spawning in * [NEW] Management of tent/vehicle inventory sync by server rewritten * [NEW] EXTERNAL SCRIPT: Dynamic Weather Effects Script by Engima
-
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.
-
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: