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When will we be able to see tents and vehicles spawning, and staying spawned?
kelron.si@gmail.com replied to Deviant (DayZ)'s topic in DayZ Mod General Discussion
I'd like to have vehicles even if they weren't persistent. But if they were causing problems with the servers, then I understand removing them. -
When will we be able to see tents and vehicles spawning, and staying spawned?
Guest replied to Deviant (DayZ)'s topic in DayZ Mod General Discussion
Guys, Please remember that; 1. This game is alpha staged. 2. Server stability is more important than tents and vehicles at this point. The team will get round to it when they can but having tents that stay but a mod that doesn't work is kinda silly am I right? -
When will we be able to see tents and vehicles spawning, and staying spawned?
profanwolf replied to Deviant (DayZ)'s topic in DayZ Mod General Discussion
You can't really keep tents and vehicles from THAT many people on all servers. -
When will we be able to see tents and vehicles spawning, and staying spawned?
drakenof replied to Deviant (DayZ)'s topic in DayZ Mod General Discussion
If the tents don't " stay " no matter what, and no matter the server you're on, they're pointless. Easy as that. Better have no tents than temporary tents imho. Works with vehicles too. -
When will we be able to see tents and vehicles spawning, and staying spawned?
Deviant (DayZ) posted a topic in DayZ Mod General Discussion
As the title says, when will we be able to see tents and vehicles spawning back in? Will our old tents/vehicles be saved? Will they spawn back in as well? It almost feels like there's no point to play when Persistence isn't working properly, not being able to save your things in a secure (ish) place kinda ruins the experience. -
EDIT 5/27 Changed to reflect new ideas and those that have been included: Fine tuned Zombie Behaviors (click me) ------------------------------------------------------------------------------------------ Enable "survival" with more realistic options: Water: I'd like to be able to drink when you are near water even if you don't have a canteen, just because you should be able to. I once lost all my gear due to an extended swim (everything but my pistol and ammo) and was irritated that even though there was water all around I was very likely to die of dehydration anyway because I didn't have a container to drink from. Every farm and village should have at least one manual water pump and well. Water is far to sparse in this game for the climate and terrain. On the flip side of that coin make sea water undrinkable. Should be able to last 24 hours with no drink (although any extension towards realism would be welcome). You'd be thirsty but this isn't exactly the Sahara desert either. Food: I'd like to see more animals in the woods. If more players start to hunt for their meals the already sparse animals will be completely wiped out! How about basic fishing tackle and fish to catch? Canned food is very sparse (I've never seen any) in the smaller villages and farms. Would it hurt to scatter a bean can here, some sardines there? Foraging: I'd like to see the addition of foraging for things to eat that don't require a fire to eat them. Wild berries, nuts, mushrooms, roots, grubs, etc. for food. Natural pain killers used to be chewing on some willow bark (contains the same ingredient as aspirin), bandages were moss and mud, etc. Perhaps foraging in gardens in towns could also supply "an old turnip" and the like with enough time spent looking (not automatic). Matches and other ways to make fire, hunting knives (any sharp knife) and containers to hold water should be far more common and should have at least limited availability at pretty much any village or farm. Consumption and blood regeneration: Food and water consumption made more realistic, perhaps on a caloric system. Sit still, consume less. Run like crazy, consume more. Regen blood slowly over time based on water and food levels. Eating 20 cans of beans or half a dozen steaks to rebuild lost blood just doesn't make much sense. And where are the Chernarus version of MREs (Meal Ready to Eat)? High in calories, lightweight, and maybe found around military bases? Skills, perks, etc.: I really don't want a perk based game. Here is a method of implementing "skills" while keeping the game item based. "Books" could be added as findable objects... You might have one called "wilderness survival guide" that identifies good to eat things from those that are poisonous, meaning that not every mushroom you find will be a tasty treat. Other books could be "emergency first aid" that could be used in lieu of medical supplies, "auto repair" for fixing vehicles, "pilot check list" before you can take off in that helicopter you put together, etc. One book per person at any time (?) Setting a broken bone could be a "do unto others" action much like blood transfusions are now. Dynamic weather and cycles of the moon synced to provide MP/JIT coherence. Maybe zombies go crazy at the sound of thunder, maybe fog or hard rain hurts their vision as much as it does ours. Could include hypothermia which produces the same sort of shaking as when in pain. Cure by time by camp fire, staying indoors when it's raining, additional "rain gear", etc. items. Free range zombies and migration: I know this mod will one day have a back story to it and I'd love to know what it was going to be. If the Dayz time frame is significantly after the start of the plague (infection, whatever) then "local" zombies would eventually run dry. Zombies spawning inland (on the dry edges of the map) and moving towards the coastal areas would represent the possibility that Chernarus is one of the last pockets of humanity and the zombies are migrating here in search of fresh food. This would make the north lands more dangerous and explain why more zombies might be found in the wilderness, secondary roads headed to the coast, etc. Extras: Replace american weapons with those more suited to the location. Sort ammo by caliber instead of weapon. Shotguns especially. Magazine fed weapons might take an action to "convert" to use... example: convert .45 cal 1911 rounds to .45 cal revolver. Same with 9mm, 5.56, etc. Fix flashlight so you can hold it in one hand with a pistol in the other.
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Dat big world has no cars...OH DERP
bigvalco replied to paxodeus's topic in DayZ Mod General Discussion
It's funny to see posts from people who see a car, or repair a car and think they are experts on vehicles in this mod. -
Dat big world has no cars...OH DERP
WebCole replied to paxodeus's topic in DayZ Mod General Discussion
In the short time in which vehicles were in, I saw with my own eyes 2 helos and 2 cars. Admittedly the choppers disappeared after server restarts, and I'm not sure what happened to the cars, but it does seem like, at the very least, helicopters spawn too often. I've totally never seen a bicycle though, do want :P -
Night Vision, Should it be removed?
bodycount replied to HurlockHolmes's topic in DayZ Mod Suggestions
How about the ability to build/construct night vision? Is that even possible to implement? Have to acquire the different pieces and make them. Like the vehicles. I really liked the Fallen Earth crafting. I enjoy the vehicle crafting in DayZ as well. Would love to see more of it. -
Dat big world has no cars...OH DERP
oktyabr replied to paxodeus's topic in DayZ Mod General Discussion
STOP GIVING AWAY MY SECRET CAR SPAWNING SPOT! Every time I have ever seen it there I have worked so hard to get it up and running but have never succeeded. Keeping a tent nearby with tons of car parts in it (but the tent usually despawns) running miles trying to get the wheels/engine/fuel tank. LOL! That's why vehicles are a good teamwork exercise. When we built that one in the screenshot I posted a few back at least one of us stayed behind to cover the car while the rest went to collect the needed parts. Rules of Engagement: Car and parts are top priority. Shoot others on sight if they can't be avoided or are too interested in the unfinished car. Getting that thing up and running is something I would never try solo. -
I think they should be as common as maps and compasses. Between my home and my vehicles I have three pair myself.
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Dat big world has no cars...OH DERP
Deviant (DayZ) replied to paxodeus's topic in DayZ Mod General Discussion
I have no idea what the hell you just said. But if I can infer correctly, adding more cars would mean that vehicles are easy to come by. Then everyone would have cars ^^ -
Between my home and vehicles I own three pair myself. Binoculars should be roughly as common as maps and compasses, maybe even more so.
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Dat big world has no cars...OH DERP
Bob (DayZ) replied to paxodeus's topic in DayZ Mod General Discussion
lost all vehicles couple of days ago -.- -
Dat big world has no cars...OH DERP
Difecti replied to paxodeus's topic in DayZ Mod General Discussion
You know those car parts you see lying around? You use those to repair vehicles that you see lying around. If you can get in it, you can repair it. Herp de Derp. -
Errors on startup, restart, server join, tried many things
wolfgang784 replied to wolfgang784's topic in DayZ Mod Troubleshooting
I had already done most of that and more, but downloaded new files and tried again anyway. I get an error upon joining that says I am missing required DLC files that were deleted or are missing. They are: dayz_code, dayz_weapons, dayz_vehicles, dayz_equip However all of those files are there. I tried running both OA by itself, and Combined Operations. Steam is set to run as administrator as well. I will try setting both of the exes to run as admin as well and try again. I have read every post in the support forums that is anywhere close to my problem and tried dozens of things with no luck. Hopefully I can figure this out soon D= EDIT:: Well while I have still been searching all of the other threads and attempting various fixes, I noticed the code file updated again a little bit ago (second time in an hour or so lol) so I installed that. Now not only do I get the error about missing code, weapons, vehicles, and equip the game also crashes right after I see that in chat. EDIT AGAIN:: Noticed the servers said they were running on 1.4.17 so I reverted back from 18, especially since the devs didn't even add 18 to the new download page. Still getting the same errors. Out of solutions. I have read nearly every support thread, even the ones that do not pertain to my issue, just as something to do and for the slim chance of finding a fix in one of them. I guess there is nothing left to do but read everything on the forums and prepare myself for eventual gameplay hopefully sometime today. I will keep checking back to this thread often as well as checking for new support threads in general. I can't see what files would be wrong, so I will update the OP with my system specs. Maybe someone will see a problem between them and the mod/game. EDIT::::Still here. Been 6 hours. Still trying everything that I possibly can. Got some good sounding solutions on another website but none of them worked. Been trying everything I can find on the internet without luck. Anyone got an idea? I keep updating as they are posted, currently on 1.4.22. Still getting: "You cannot play/edit this mission because it is dependent on downloadable content that has been deleted. dayz_code, dayz_weapons, dayz_equip, dayz_vehicles" Once that is fixed I should be good. I managed to glimpse what I assume to be the screen you see when you get into the server, but I always get kicked from the whole "You cannot play/edit this mission because it is dependent on downloadable content that has been deleted. dayz_code, dayz_weapons, dayz_equip, dayz_vehicles" right after I finish connecting. PROBLEM SOLVED ITSELF. -
Sgt.Snug from EU1 (EU2 if it's down). I like to group up and fulfil a support role, be it carrying the torch, navigation, scavenging, thou more often then not I find myself alone, soon after I have all the best gear n items then usually I get clobbered to death by one lucky zombie who gets a 1 hit KO. I'd like to think I'm a good shot, not big on killing other players but shoot me and you WILL go down, I usually offer a hand wherever possible as-long as your friendly. I can see myself playing this for a while, depends how rapidly it adjusts and develops, few bugs, few issues that need a fix, mainly a method of fighting/escaping zombies without a weapon, addition of acre and a TS server or a few, more weapons with shared ammo types - 9mm, NATO etc... making power stations accept full jerry cans to power up the grid at night, zombie hordes wandering wilderness, more animals, and honestly more vehicles.
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I started writing the bwelow and realized there is no way yet to stop exploits of a battery's charge level. Might I suggest a true TEOTWAWKI scenario used by domsday preppers in the USA. 1. SOlar panels found on office/residential buildings. 2. Vehicle Batteries found on vehicles. 3. "D" Batteries for NVGs, such as standard consumer D batteries. Solar panel+vehicle battery creates "solar power station". Power station saves to player like a deployed tent does. Power station+ (1 hour of night=false) + consumer battery or NVG equiped player, scroll context menu, charge consumer battery or charge NVG battery. IRL it would take something like 3.5 hours on a sunny bright summer day to recharge the batteries in military grade NVGs, but that would be horrifically boring.
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Pull up a sandbag! Its story time!
n3uro replied to RoaR (DayZ)'s topic in DayZ Mod General Discussion
Some nights ago, me and three of my friends were hanging around at our camp in the woods to the north edge of the map. It was pitch black, we had one guy with a nv telemeter keeping guard on a hill close by. We decided to go up to the NE airfield and maybe raid it for supplies, having nothing else to do, and being night it seemed a fair challenge. So we left most of our equipment at the tents, everyone lit a chemlight, and I planned the trip, about 4km on foot, in perfect darkness, with only chemlights and a tactical glock as light sources, since we didn't want to attract attention with flares. Well, let me tell you, one of the greatest feelings this game can give you, is to manage to navigate your team, at night, through woods and hills, with just chemlights, to and from your intended target, which sits 4km away from your camp. I would set up reference points on the map, like roads, peaks (barely visible against the dotted night sky), and intersections. So we set out, and after twenty minutes of fiddling around in the dark, we emerged from the woods, on the exact road I intended to reach. We then set up an observation post overlooking the airfield sitting 600m east of us. We were a ragged bunch, no night vision except for that rangefinder, which was barely usable due to the extreme zooming it provides; weapons were less than stellar too, we had a cz550, two winchesters, my ak47 and even a guy with a crossbow. As I said, we were observing the airfield, well, the dark patch where we thought it was sitting, when all of a sudden we see a flashlight turning on right on top of the control tower. We immediately shutdown all of our illumination, even if it consisted of just chemlights, and sat there waiting. The flashlight danced all over the airfield, flashing by some lone zombies, the hangars, and broken vehicles. Then it flashed rapidly toward the north side of the runway, and after a moment, darkness came back. We were puzzled, was it a signal for someone? Did he get mauled by a zombie, or shot by a bandit? Even though we didn't do anything for five minutes, it was one of the most entertaining experiences i've ever experienced in a videogame. As we were pondering our next move, we noticed flares being thrown all over the field, and the hangars. We thought a bandit group saw the flashlight and decided to attack him. We sat there watching the action unfold, holding our breath for the poor sob's fate. Six to eight survivors emerged from darkness, into the now brightly lit airfield, tinted in red by the flares. They raided the hangars, shooting with automatic rifles, killing all zombies in sight. Amazingly, the single flashlight guy was climbing down the ladder, so we realized it must have been a scout for the large group. As flares went out, they were thrown again, further south. We were amazed by the coordination that the group was showing in their raid, no shots were wasted, noone got injured, they just went through the airfield down to the city in a fell swoop, all the time lighting their path, taking down all the zeds without mercy. It was awesome to watch. Given the situation, we decided to head back to the camp and call it a night; there was surely no supplies to be found after their raid, and we definitely did not want to cross ways with these guys anytime soon. -
These are a handful of ideas intended to make it more desirable to band together into survivor groups. The rationale behind most of these ideas is that if something functionally requires more than 1 person to accomplish, and it is desirable to do so, then you are encouraging teamplay. Limit The Map etc Inventory Slots As it stands you can carry a Map, Compass, Hunting Knife, Matches, GPS, and a Watch. As soon as you acquire the first 4 of these (in bold) you are set to go pretty much anywhere. What I propose is limiting the number of these items that you can carry to 2 or 3. If you could only carry that Map + Compass you found, the natural solution is to get a friend for the Hunting Knife + Matches. In short it gives groups a concrete reason to rely on one another, and a sort of dynamic specialisation of roles without implementing a class system. (Problem: Players holding all of the utility items in their backpack and switching out for what they need at the time. It may have to be impossible for survivors to put maps etc in their packs, or some other solution to be found.) Heavy Lifting Make it so that those larger items, such as Rotor Assemblys or Engine Parts require 2 players to carry. This would mean that only survivor groups could easily repair vehicles, and should make it more desirable to find friends in the post-apocalyptic wilderness. :P Note: I am not quite sure how this would be possible to implement, but I believe ARMA 2 already has certain things that need to be carried by more than 1 person. The Act of Repairing Change the amount of people that need to be present to repair a vehicle. For instance, you can repair a motor bike by yourself, but in order to repair a car you need to have 2 survivors close to the vehicle. For a chopper you would need 3 - or more - survivors close the vehicle (as they are a more powerful asset than a land vehicle.) Again, this gives survivors encouragement to form groups and work together to survive and progress. Of course, it doesn't stop bandits from killing you or robbing you to get at your fancy toys ;)
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- Create a group - Creating camps with spawn in / near the tent. Possible if they are at least two tents and a campfire - If we killed a zoombe in a few meters from the water, water may be complained of and the need to seek medication for abdominal pain - The water in my flask should be enough for two to three times - more vehicles - It can also add weapons RH Rus? - Tent synchronization with other servers (if possible) - rod to fish (if possible) - possibility fireplace nearer the tree (after the trees) - The same tent If I remember something else invents a write
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Laser Sights Molotov cocktails Pipe bombs Bile bomb / smoke bomb (use them to your advantage in a hoard attack or toss them between you and your attacker/s) Exploding gas cans, oxygen tanks, propane tanks, exploding barrels, cola 6-packs, working coke* machines, bayonets, shields, fire works. Zombies drop ammo (I run out of ammo after a couple hoard attacks, a few more rounds would not hurt) Turn the power on in Chernarus Working barbwire to keep the zombies out The ability to carry two packs (one large and smaller or smallest one inside of it) for a larger capacity to carrying things or hide them in forest like tents for stashing your gear or gear for a friend. or just being able to pick-up there pack and carry it in my pack would be a dream come true. http://img341.images...61305340837.png A day and night time server for people that work long hours Ammo Crates / Ammo boxes (with every type of ammo) Defibrillators / Shock Paddles (will only bring VIC back to life) Claymore Mines Zombie eyes that glow white in the dark (so we can see them first). Make the M1014 & 1866 shotguns fire the same ammo Jet-Skis Attack Dog ATV Quad Bikes The option to flip quad bike back over after a roll over The option to siphon gas from other vehicles, remove tires, engine, windshield glass and other things from other damaged vehicles Camo Faces camouflage smock's (to keep the rain off and help blend into the surroundings) Item: slot count in item description (can't tell how many slots an item will take-up in inventory/backpack). NVG's and GPS for night time battles (way too hard to find, too rare). Add gilly suit and make skins loot-able items so we can loot them from dead bodies Zombie spawn radius seems to be broken, I cant tell if there are bandits and survivors in the town or if I triggered the Z-spawn myself. Whats the zombie spawn radius in meters? I don't know... Change debug area to Insel Skalisty Island (137/124) Different factions so that when we kill each other, we can capture there clothing/custom skin and infiltrate there ranks. So, custom/customizable skins will be the faction you choose (will also slow down some of the useless killing by having different factions to belong to). Change temp values from 42 Celsius to 98.7 Fahrenheit (normal body temp.) rifle butt-stroke and bayonet Malay animation: http://edu.glogster....54/30035412.jpg (if zombies can hit us, we should be able to hit them back). canned goods= 200 blood count, cooked meat= 600 blood count & chicken= 800 blood count, rabbit= 1000 blood count Back-packs on some of the military zombies I want to hear and locate animals by sound at night A working Train that goes up and down the coast. One that can be stopped and boarded by standing @ a train station (train with zombies on it). Working parachute (cant jump out of the helicopter w/o killing myself). new loot item images like: spare ribs beef ribs pork ribs bacon plucked chicken churche's chicken box (three piece chicken dinner) popie's chicken box kentucky fried chicken box lamb chops tenderloin milk pork chops stakes rib tips pork roasted rump :) This list is only going to get bigger. If I get any more bright ideas I'll append them to this list. Anyone else reading this post, please feel free to add your own.
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Let me just go ahead and tell you everything I have learned from hours of trying to repair/fly the 3 types of helicopters in this mod (might vary per server). First off the MH6 can have everything repaired except for the hull itself which leads to leaking fuel, making it non flyable. Mi8 does not have a script for being repaired but depending on it's state when it spawns you might get one flight out of it without a tail rotor or something. and lastly the only helicopter I have been able to get completely working is the UH-1 Huey, (which we lost due to a server restart after it saving while it was on the ground). Also vehicles do not re spawn in this mod and the only way to get more into your server is for a developer to manually place them so don't get your hopes up.
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Well I noticed that while installing glass onto a vehicle it only repaired one window (front windshield) perhaps like I said earlier it takes multiple parts for larger vehicles. 3-4 fuel tank parts might stack and finally get her airborne.
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I think the crossbow is cool but not as practical as it could be. As it stands, the trade off for silence is not enough to make it useful. They are more trouble than they're worth. Single bolts take up one space slot, it also takes two to bring down a zombie. If it was possible I would have bolts be found in quivers of five (taking a single space). This would over come the downsides and balance it. A minor bug I noticed was that water bottle re-fill script works everytime on coastal water but the places you'd expect it such as fresh water ponds have never worked. I'm sure this is known by now though. This mod really shows off Chernarus. Would the dev's be interested in porting it to other islands like Celle 2, Lingor 2 etc? The mod makes use of a repair interaction system for vehicles. I'd like to see this expanded and implemented for equipment, weapons, traps. There are gardens in some areas outside of houses with pumpkins growing, we can hunt game, why not harvest fruit and vegetables. I don't think anyone expected such popularity, congratulations on this success.