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Found 41870 results

  1. Francesco Franco Garbuglia

    VEHICLES

    Hi, how u added vehicles? They doesn't work on our server
  2. Jeffrey Meuse

    Xbox Update 25/09/2018

    When do you plan on adding vehicles
  3. Satanspawn686

    Tents?

    Base building, vehicles, tents, more guns, hordes lol sorry
  4. Skruffy

    Tents?

    Listen, all due respect we get it. However, they had announced pre release that xbox would be missing content. But if you look at some development teams, that content could be reskinned as a season pass or a microtransaction. The most important thing for a game that is a PC port come to console is not content. It is stability. Once stability happens, the content flows. Now. To put a timeline in, BI Devs in their road map have speculated that Q1 2019 will be 1.0. Personally I believe it to be Q2-Q3. I too would like tents, vehicles, more weapons, and more content. But it will come. Please read the disclaimers on Game Previews. How does Xbox Game Preview work? Xbox Game Preview games can be purchased and played like regular titles. Because the games are still in development, they might be missing content, contain bugs, or need extra balancing work that will come later via updates. https://www.xbox.com/en-US/games/xbox-game-preview-faq
  5. Aussie Cleetus

    how to enable persistence on for car and base building?

    you can spawn them, doesn't mean they work. I've quite thoroughly tested the vehicles and they are way too broken to be feasible. I've yet to find a way for the server to save them, I don't think they spawn correctly through the methods on reddit for them to trigger as vehicles to save. I believe tents are broken in the fact that you cannot enter them, so you cannot access the storage or collapse them once placed. Many base building elements, while they may exist - I would expect to not function. I also tested guns like AK101, which you cannot attach a magazine to, or even load a single round into. AKM drum mags seem to work, though when in a gun they appear as a regular 30 round mag.
  6. Daniel Soltau

    Vehicle and More

    how can i activate the vehicles This my Configs events.xml <event name="VehicleCivilianSedan"> <waves>0</waves> <nominal>8</nominal> <min>4</min> <max>8</max> <lifetime>300</lifetime> <restock>0</restock> <saferadius>500</saferadius> <distanceradius>500</distanceradius> <cleanupradius>200</cleanupradius> <flags deletable="0" init_random="1" remove_damaged="1" sec_spawner="0"/> <position>fixed</position> <limit>mixed</limit> <active>1</active> <children/> </event> cfgeconomycore.xml <?xml version="1.0" encoding="UTF-8" standalone="yes" ?> <economycore> <classes> <!-- These are rootclasses to be used by economy. Do not forget to add attribute act="character", if root class represents character (player, infected, animal) Do not forget to add attribute act="car", if root class represents moveable vehicles --> <rootclass name="DefaultWeapon" /> <!-- weapons --> <rootclass name="DefaultMagazine" /> <!-- magazines --> <rootclass name="HouseNoDestruct" /> <!-- houses, wrecks --> <rootclass name="Inventory_Base" /> <!-- inventory items --> <rootclass name="SurvivorBase" act="character" /> <!-- player characters --> <rootclass name="DZ_LightAI" act="character" /> <!-- infected, animals --> <rootclass name="Car_DZ" act="car" /> <!-- cars (sedan, hatchback, transitBus, V3S, ...) --> </classes> </economycore> Please Help
  7. Aussie Cleetus

    Vehicle and More

    // Code derived from TheKappatalist420 on reddit in r/dayz https://www.reddit.com/r/dayz/comments/9hamlp/the_dayz_server_owner_howto_and_faq/ // Use one or another only, using all at the same time will undoubtedly cause issues (spawning all vehicles into 1 location just seems silly) // Spawn Sedan at Player - Sedan is terribly uncontrollable, traction is practically non-existent. Doors, trunk and hood cannot be opened unless someone is already inside the vehicle (the option does not seem to cause an update on the model). Terrible storage capacity EntityAI oCar = EntityAI.Cast(GetGame().CreateObject("CivilianSedan", player.GetPosition(), false, true)); oCar.GetInventory().CreateAttachment("CivSedanWheel"); oCar.GetInventory().CreateAttachment("CivSedanWheel"); oCar.GetInventory().CreateAttachment("CivSedanWheel"); oCar.GetInventory().CreateAttachment("CivSedanWheel"); oCar.GetInventory().CreateAttachment("CivSedanWheel"); oCar.GetInventory().CreateAttachment("CivSedanDoors_Driver"); oCar.GetInventory().CreateAttachment("CivSedanDoors_CoDriver"); oCar.GetInventory().CreateAttachment("CivSedanDoors_BackLeft"); oCar.GetInventory().CreateAttachment("CivSedanDoors_BackRight"); oCar.GetInventory().CreateAttachment("CivSedanTrunk"); oCar.GetInventory().CreateAttachment("CivSedanHood"); oCar.GetInventory().CreateAttachment("SparkPlug"); oCar.GetInventory().CreateAttachment("EngineBelt"); oCar.GetInventory().CreateAttachment("CarRadiator"); oCar.GetInventory().CreateAttachment("CarBattery"); oCar.GetInventory().CreateAttachment("HeadlightH7"); // Spawn Bus at Player - This is terribly broken. The doors do not open, and dialog to enter the vehicle as driver or passenger are absent. List may be missing some parts. Storage is not wide enough to fit an SVD, Mosin9130 or IZH18 Rifles (1 column short). EntityAI oBus = EntityAI.Cast(GetGame().CreateObject("TransitBus", player.GetPosition(), false, true)); oBus.GetInventory().CreateAttachment("GlowPlug"); oBus.GetInventory().CreateAttachment("TruckBattery"); oBus.GetInventory().CreateAttachment("TruckExhaust"); oBus.GetInventory().CreateAttachment("TruckRadiator"); oBus.GetInventory().CreateAttachment("BusDoors_Left"); oBus.GetInventory().CreateAttachment("BusDoors_Right"); oBus.GetInventory().CreateAttachment("BusHood"); oBus.GetInventory().CreateAttachment("TransitBusWheel"); oBus.GetInventory().CreateAttachment("TransitBusWheel"); oBus.GetInventory().CreateAttachment("TransitBusWheelDouble"); oBus.GetInventory().CreateAttachment("TransitBusWheelDouble"); oBus.GetInventory().CreateAttachment("HeadlightH7"); // Spawn Van at Player - Incomplete. There is no interaction programmed, from what I can manage to achieve, so Doors and Trunk do not open. List may be missing some parts. Terrible storage capacity EntityAI oVan = EntityAI.Cast(GetGame().CreateObject("CivilianVan", player.GetPosition(), false, true)); oVan.GetInventory().CreateAttachment("CivVanWheel"); oVan.GetInventory().CreateAttachment("CivVanWheel"); oVan.GetInventory().CreateAttachment("CivVanWheel"); oVan.GetInventory().CreateAttachment("CivVanWheel"); oVan.GetInventory().CreateAttachment("CivVanDoors_Driver"); oVan.GetInventory().CreateAttachment("CivVanDoors_CoDriver"); oVan.GetInventory().CreateAttachment("CivVanDoors_BackRight"); oVan.GetInventory().CreateAttachment("CivVanTrunk"); oVan.GetInventory().CreateAttachment("SparkPlug"); oVan.GetInventory().CreateAttachment("EngineBelt"); oVan.GetInventory().CreateAttachment("CarRadiator"); oVan.GetInventory().CreateAttachment("CarBattery"); oVan.GetInventory().CreateAttachment("HeadlightH7"); // Spawn Offroad Hatchback at Player. Doors, trunk and hood cannot be opened unless someone is already inside the vehicle (the option does not seem to cause an update on the model). Drives reasonably well. Terrible storage capacity EntityAI oAWD = EntityAI.Cast(GetGame().CreateObject("OffroadHatchback", player.GetPosition(), false, true)); oAWD.GetInventory().CreateAttachment("HatchbackWheel"); oAWD.GetInventory().CreateAttachment("HatchbackWheel"); oAWD.GetInventory().CreateAttachment("HatchbackWheel"); oAWD.GetInventory().CreateAttachment("HatchbackWheel"); oAWD.GetInventory().CreateAttachment("HatchbackWheel"); oAWD.GetInventory().CreateAttachment("HatchbackDoors_Driver"); oAWD.GetInventory().CreateAttachment("HatchbackDoors_CoDriver"); oAWD.GetInventory().CreateAttachment("HatchbackHood"); oAWD.GetInventory().CreateAttachment("SparkPlug"); oAWD.GetInventory().CreateAttachment("EngineBelt"); oAWD.GetInventory().CreateAttachment("CarRadiator"); oAWD.GetInventory().CreateAttachment("CarBattery"); oAWD.GetInventory().CreateAttachment("HeadlightH7"); // Spawn V3S Chassis at Player - Untested, but theoretically should work the same as V3S Cargo tests (except the tailgate as it doesn't exist) EntityAI oV3S = EntityAI.Cast(GetGame().CreateObject("V3S_Chassis", player.GetPosition(), false, true)); oV3S.GetInventory().CreateAttachment("V3SWheel"); oV3S.GetInventory().CreateAttachment("V3SWheel"); oV3S.GetInventory().CreateAttachment("V3SWheel"); oV3S.GetInventory().CreateAttachment("V3SWheel"); oV3S.GetInventory().CreateAttachment("V3SWheelDouble"); oV3S.GetInventory().CreateAttachment("V3SWheelDouble"); oV3S.GetInventory().CreateAttachment("V3SWheelDouble"); oV3S.GetInventory().CreateAttachment("V3SWheelDouble"); oV3S.GetInventory().CreateAttachment("V3SDoors_Driver"); oV3S,GetInventory().CreateAttachment("V3SDoors_CoDriver"); oV3S.GetInventory().CreateAttachment("V3SHood"); oV3S.GetInventory().CreateAttachment("GlowPlug"); oV3S.GetInventory().CreateAttachment("TruckRadiator"); oV3S.GetInventory().CreateAttachment("TruckExhaust"); oV3S.GetInventory().CreateAttachment("TruckBattery"); oV3S.GetInventory().CreateAttachment("HeadlightH7"); // Spawn V3S Cargo at Player. Doors and hood cannot be opened unless someone is already inside the vehicle (the option does not seem to cause an update on the model). Tailgate does not show interactions for players, so rear passengers are unable to enter the vehicle. Storage is not wide enough to fit an SVD, Mosin9130 or IZH18 Rifles (1 column short). EntityAI oTruck = EntityAI.Cast(GetGame().CreateObject("V3S_Cargo", player.GetPosition(), false, true)); oTruck.GetInventory().CreateAttachment("V3SWheel"); oTruck.GetInventory().CreateAttachment("V3SWheel"); oTruck.GetInventory().CreateAttachment("V3SWheel"); oTruck.GetInventory().CreateAttachment("V3SWheel"); oTruck.GetInventory().CreateAttachment("V3SWheelDouble"); oTruck.GetInventory().CreateAttachment("V3SWheelDouble"); oTruck.GetInventory().CreateAttachment("V3SWheelDouble"); oTruck.GetInventory().CreateAttachment("V3SWheelDouble"); oTruck.GetInventory().CreateAttachment("V3SDoors_Driver"); oTruck,GetInventory().CreateAttachment("V3SDoors_CoDriver"); oTruck.GetInventory().CreateAttachment("V3SHood"); oTruck.GetInventory().CreateAttachment("GlowPlug"); oTruck.GetInventory().CreateAttachment("TruckRadiator"); oTruck.GetInventory().CreateAttachment("TruckExhaust"); oTruck.GetInventory().CreateAttachment("TruckBattery"); oTruck.GetInventory().CreateAttachment("HeadlightH7"); I recommend commenting out the driver's door, because you'll have to remove it to enter the vehicle anyway Vehicle Persistence does not save. So a server restart will make your vehicle disappear (at least spawned in this method). The consensus is that it crashes the client after about 2 minutes of driving. It seems to show fine on the player side for the driver, but other players apparently see the car fly off into space on their screens when it drives, so they are not multiplayer friendly yet.
  8. TheYetiBum

    Vehicles

    Yep it'll be sometime before we see any major content update me thinks. Half the buttons aren't bound yet & the dev teams still working through issues that have been logged on PC for months. Patience is the name of the game when it comes to DayZ. but yeah I believe planes will also be reintroduced aswell as choppers and an assortment of ground vehicles. But remember this is Dayz hardcore survival, you may find a car if your lucky but then you gotta find all the parts to fix said car before you can use it which would usually mean running to an industrial zone or several and carrying heavy parts back to vehicle only to find it's being camped by someone waiting for you to fix it and steal from you after wasting you or someone's already fixed it a driven away lol. But that's what makes Dayz so fun. But yeah you can run from the coast upto numerous mil bases in 30mins so it's not exactly a grind right now
  9. Skruffy

    Vehicles

    There are 42,000 items that match thos search criteria. https://forums.dayz.com/search/?&q=Vehicles&item=239884&sortby=relevancy The team has stated vehicles are coming. Please be patient. We are 1 month in and there are far more pressing items needed other than having vehicles. We are on v0.63.148 I wouldnt expect vehicles until v0.70.0-v0.75.0 Considering as how I can go from Stary Yar which is just shy of the most northern bits on the map, to Solinichy in 1.5hr walk, while looting and shooting people, I'm not fussed right now. We need tents, QoL, Guns, Clothes and Game Patches more than vehicles.
  10. bindik

    Vehicle and More

    override void StartingEquipSetup(PlayerBase player, bool clothesChosen) { EntityAI oCar = EntityAI.Cast(GetGame().CreateObject("OffroadHatchback", player.GetPosition(), false, true)); oCar.GetInventory().CreateAttachment("HatchbackWheel"); oCar.GetInventory().CreateAttachment("HatchbackWheel"); oCar.GetInventory().CreateAttachment("HatchbackWheel"); oCar.GetInventory().CreateAttachment("HatchbackWheel"); oCar.GetInventory().CreateAttachment("HatchbackDoors_CoDriver"); oCar.GetInventory().CreateAttachment("HatchbackDoors_Driver"); oCar.GetInventory().CreateAttachment("HatchbackHood"); oCar.GetInventory().CreateAttachment("HatchbackTrunk"); oCar.GetInventory().CreateAttachment("HeadlightH7"); oCar.GetInventory().CreateAttachment("SparkPlug"); oCar.GetInventory().CreateAttachment("EngineBelt"); oCar.GetInventory().CreateAttachment("CarRadiator"); oCar.GetInventory().CreateAttachment("CarBattery"); oCar.SetAllowDamage(false); } add that to the function and u are done, vehicles are crashing client, correct me if i am wrong
  11. Skruffy

    Just wondering about vehicles.

    Vehicles are part of a heavily immersive process that will not be immediate. Many a bugs will need to be worked out when they do come (such is the software development lifecycle) however the devs have stated it is in the roadmap for PC as well as xbox before 1.0 launch. I too would like very much to see vehicles come around the time of based. As that makes the most sense. Although I could do 1 before the other. I would imagine the next content patch will be weapons and clothes and QoL stuff, and I'm not sure how quickly the devs escalate their versioning system, but as we are on v0.63.148 right now, I'd imagine tents probably in the v0.70.0-v0.75.0 patch range, and cars/trucks in the v0.80.0-v0.85.0 range, with helicopters in the v0.85.0-v0.90.0 range. I think the next content and QoL update will be around the v0.65.0 range
  12. Skruffy

    Staying on a Specific server

    I generally jump between a few servers, but what I've started doing is favoriting servers in practice for the coming months when based and vehicles come on. I've kind of found 2 RU and 2 US servers I like, so I favorite them and play them exclusively. I used to pick a random server and go, but after I dropped gear for a friend, we both got red server message and I couldn't remember the server number, I stopped doing this and started favoriting or writing down my 4 servers
  13. Los Bandito

    Just wondering about vehicles.

    From what i've seen though vehicles on PC are extremely laggy af, so even when we get vehicles dont expect them to work very well
  14. What would you all want to come out first excluding fixes. Vehicles? New guns? Bikes? Ghillie suits? Advanced controls like lean, hold breath, and easier select fire? I want a shotgun but ghillie is tempting
  15. amadieus

    Just wondering about vehicles.

    Vehicles will be coming to the PC version somewhere in the upcoming months. So there is a good chance Xbox will see it this year as well. Don't quote me on it though.
  16. pilgrim*

    What new update do u want

    On DayZ Mod there were (at the end) players who bought hack tools off the net.. most of these tools had options to let you use ArmA assets to wreck the game - I have seen big military bases with lines of military trucks full of weapons, I've seen warplanes of different types .. there was a youtube video of someone nuking Cherno with a tactical Nuclear Ballistic Missile from a full mobile launch platform.. (nice!) = but NOT in the official DayZ, it was a home made hack. Also some of the legit independent Mods to the game had base building etc.. perhaps that's what you saw ? - but DayZ Mod, and DayZ SA, neither of them have ever had << Base Building >> as part of the legitimate game. In my opinion there is ZERO need for <<base building>> mechanics to be added into DayZ SA.. It will completely change the game, and NOT in a good way. It will make it more ordinary, another move towards a bog-standard game, and further from what it was intended to be. It is not a collecting, or points, or NPC quest dungeon, or leveling, or Base Building game - at all. It is a scrounging and surviving and being paranoid and cunning and making decisions and reacting & living by your knowledge and your wits until you DIE, game.. NOT a <<Base Building>> game.. You Xbox players will be getting PERSISTANT storage soon - tents, vehicles and barrels, that you store gear in. They stay on the server even if you are killed.. If you are solo you can hide a barrel or a tent somewhere you think is safe, or repair a car and move about, store gear in it, .. if you are a team you can have a whole camp of tents and vehicles .. I think Xbox players should get used to THAT DayZ.. you will have it soon (I hear) just like on PC... when it is all in place (soon) you will have a chance to evaluate the real DayZ experience as it is now. If BI bring in military <<Base Building>>.. (as many PC players hope for) - then you will never have a chance to get involved in DayZ as it has been played for a few years.. Instead, you will think it is a <Base Building> game - and that's how it will be catalogued.. But there are already plenty of those. AND that would be a great pity.. Xboxers would MISS OUT on so much of this very UNUSUAL game.. BI are working now to give you the full set of features, then you will have many different play style choices. Get used to THAT (the full DayZ as it is now on PC), and see what you think of it .. it will give you plenty of life-choices and a few hundred ways to die. Try it out for a while. (ps - maybe Baty Alquawen can give you a pointer to when persistence with tents, vehicles, barrels, will be on Xbox ? ) All this about <Base Building> is just my opinion, natch.. Like my POV on on helicopters the old DayZ Mod.. dont LIKE them.. bases will give me something new to seek and destroy. I am totally the resistance & in cover on the high ground .. military occupation of my country I not like it. xxP
  17. pilgrim*

    What new update do u want

    Hang on a mo, dark.! . I was just saying that tents and barrels and vehicles are already PERSISTENT and already in the PC game. Xbox players are supposed to catch up to the PC game, so what is on PC is what Xbox will get - that's how I understand it. But, for the future there has been talk, and maybe promises of introducing "BASE BUILDING" on PC. - It is not there on PC yet - so I was just mentioning what is already in the PC game now. Some folk think Base Building for the future MUST means military = sandbags and barbed wire and watchtowers, or maybe ALL those things plus bigger constructions (?) plus invulnerability when the owner is offline(?) , or maybe just a berm to put your tents in? - or maybe a way of barricading houses already in the game?.. .. in fact many folk think all KINDS of things about it.. but Base Building is a concept in the air from BI without any deep info given out (not that I know about). Some players WANT that <<Construct a Military Base>> gameplay , some think it will wreck the game.. etc etc etc.. Just saying that AT the MOMENT on PC - I have SEEN lines and squares of 6 or 8 tents (2 different kinds of tents) - quite often, and sometimes with plenty of gear in them and also FOUND like 15 or 20 barrels stashed away together in an isolated place (just once) .. and maybe 4 tents and a line of 3 or 4 repaired cars and vehicles.. a truck, a coach & two saloon cars (you can also keep gear in vehicles) .. it is interesting to go looking for this stuff (hehehe) .. .. That is all persistent on PC at this stage in the game already. So there are player constructed server-specific persistent "camps" in the game, if you want to make them, to store your gear. Or you can just hide one barrel or one tent somewhere quiet on a server you like.. So you will be getting that stuff with persistence soon on Xbox. I believe that's the plan. Actual full military base building is still ..er.. moot. (?). it is not in the PC game now (anyway) .. Something will turn up, and my opinion is there will be a LOT of argument about that, and how it works (personally I agree with your view) .. but it's not out in the open yet, not in DayZ yet.. Different folk have different ideas and hopes .. guess we'll see ?? xxp
  18. pilgrim*

    What new update do u want

    Also remember Xbox-folk, you've got vehicles, & tents and barrels (for stashing stuff) coming. These are already on PC. These are all persistent - they do NOT vanish when you die - and they ARE server dependent. So even if you think server hopping on public hive is your best way to play, as soon as you have stashed a few items in a tent one ONE server.. then you start being tied to that server. If you are a big collector and have 3 tents and a truck, that represents a lot of effort and it is all on one server. Someone may find it, ya know? You will spend time on that server for sure. I stick to barrels (usually just one is ok for the way I play), which are much easier to hide than tents. Like any other gear you carry on your person, you can move an EMPTY barrel or a FOLDED tent, from one server to another. But once a tent is set up and has gear in it, you have to empty it before you can pack it up & move it, at all. Same for a barrel. So if you have 2 tents somewhere with any gear in them you probably won't be moving them much. And if you fix up a vehicle, it stays on THAT server where you found it. So you are already half-tied to a base hidden on one server. It won't vanish if you are killed. Also - for meeting players - on PC word gets around fast which servers are the main attractions for PVP.. its like the trendy hangout in town, OK? .. people who WANT run-around action all queue up to get in there for their session. I guess some players keep their tents on a low pop server, and then gear up for Friday/Saturday night and move over to their fave hot high pop server .. But other folk stay on low pop servers by choice, and go hunting or looting, farming, & surviving.. it's a play-style choice (among other ways to go) .. Either way <<Persistence>> of tents, vehicles, barrels, on PC, already links a player pretty strongly to "their" server. That's where their gear is. = PC players already say "found another player's base" as much as they say "found another player's tents" - because 5 or 6 tents together plus 2 vehicles is definitely a base, right? Check Youtube.
  19. hypoflex

    Zombies not spawning regular

    <waves>0</waves> ~ not supported <nominal>50</nominal> ~ Nominal value directly controls the amount of items the server is aiming to deliver at initial startup <min>25</min> ~ minimal amount of items/npc/vehicles etc <max>100</max> ~ maximum amount of items/npc/vehicles etc <lifetime>180</lifetime> ~ time before despawn <restock>0</restock> ~ when value is hit restock to nominal <saferadius>100</saferadius> ~ radius of agro <distanceradius>50</distanceradius> ~ meters of radius around player where zombies spawn <cleanupradius>100</cleanupradius> ~ meters of distance before corpse/zombies cleanup <flags deletable="0" init_random="0" remove_damaged="1" sec_spawner="0"/> ~ these flags indicate properies of the item/npc is a zombie deletable? no cause its alive, random im not sure, remove_damage is removing half killed zombies upon lifespawn, sec spawner is for how long it takes before it spawns <position>player</position> ~ spawn a zombie/item/vehicle on player <limit>custom</limit> ~ not sure <active>1</active> ~ is this a active item/npc/vehicle, server event can trigger this
  20. Today's Status Report will start off with a small surprise for most of you guys, so definitely check out Eugen's opening announcements. Our Lead Gameplay Programmer Mirek is answering community questions on the recent server issues and our animator Adam demonstrates the return of the surrender and restraint systems. Let's dive into it! Dev Update/Eugen Dev Update/Mirek Dev Update/Oresten Community Spotlight Dev Update/Eugen Dear Survivors, we have some good news to share. The Content Update has hit the Experimental Branch today, and that means we're also making it available to community server owners currently hosting with one of our Game Server Providers (GSPs). Please expect slight delays as GSPs will cope with the number of switch requests, but I'm happy to see things finally move along to the Experimental phase after most of the critical issues were fixed in our Stress Tests. We have implemented a large number of optimizations in our network code while trying to identify an issue that in the end was caused by specific server hardware problems. Now I have something that many of you probably don’t expect yet, but we want to see things move along at a faster pace there so we can get feedback: We've decided to release the DayZ 0.63 Server Files before BETA, and currently, we'd like to make them available to all DayZ players within the next week. Everyone will be able to download the Server Files for free on Steam under the tools section, and from that moment, everyone will be able to host a DayZ server on their own. I think that with the release of Server Files, we will see a much broader variety of server setups and community made game modes and while the full modding tool-set won’t be available before BETA, I think you guys have already figured a lot of the stuff out. Last but not least, our goal with the next Content Update (that we might already call an Experimental BETA patch since we will be stabilizing the internal version of the game on the Stress Test machines) is to have a release in as soon as the next couple of weeks. This update will, again,introduce a variety of new things, with vehicles getting in a bit later after the initial release of this next Content Update. We will announce the new features and content as soon as we release the first Stress Test build. Just to pick one example, the new restraining system that Adam talks about is definitely one of my favourite ones. The Xbox version of the game will see major game updates getting in soon after they hit the PC Experimental branch. While we won't be Stress Testing as of now on the Xbox platform, we will keep churning out updates with bug fixes and stability fixes to this version as they manifest themselves. Even today, we have pushed a game update with lots of fixes for bugs that we have seen in the PC version, and most importantly, we're fixing some of the specific inventory issues and controller related bugs that will make DayZ a better, more enjoyable experience on Xbox. - Eugen Harton / Lead Producer Dev Update/Mirek Hello survivors. For the last couple of weeks we were releasing new Stress Test builds almost every day with the goal to improve server performance and to finally solve the BattlEye mass kicking. And we solved it! I'd like to describe here what we were doing and why Stress Tests are so important for us. Probably the best way how to explain what we were doing in our last Stress Tests is to answer some questions directly from the community. Let's go through the questions that TheMagicTorch asked on Reddit, as they will nicely demonstrate our thought process. Q: Are you working with BattlEye developers to try and resolve the issues? A: We do have a direct communication open with BattlEye developers, and the first thing we've made was that we asked them for some input on what could be wrong. In any case, the kicking issue was there even when we disabled BattlEye, so logically, we started looking for an issue on our end. Q: What do you think is causing the kicking? In technical terms. So we knew that the issue is on our side, we were sure it must be somewhere in the low level part of our networking - we were thinking that the issue must have something to do with packet ordering or re-sending of lost packets, or even with serial numbers of packets. Now we know it was caused by packet fragmentation - in some rare cases, some packets were dropped and it broke down the entire server. Q: Why are you finding it particularly difficult to resolve kicks and lag? Are the kicks and lag a result of lots of bugs that you're slowly working through, or are you still trying to identify where problems are? The source of the kicks was just one mistake in the code, but it was hard to find it, since we weren't able to reproduce it internally. The 0.63 branch was created almost 2 years ago and a lot of changes have been made during this time period. Two weeks ago, we started to revert these changes, because it was probably the fastest way (but not the easiest one) how to find the source of the issue. We have reverted one or two improvements every day, made a build and released it on the Stress Test servers, so basically we went back in time every day (the curiosity here is that this bug has been in the build since May 2016). When we've identified the source of the issue, we started putting the reverted and working stuff back into the branch, and released it in Stress Test #46. Lags are closely connected to the server performance, so different parts of the code may cause them. We were profiling the servers every day to find out the source of performance drops, or what exactly takes most of the CPU time. Every day, we've made some improvements, which were merged into the Stress Test branch for play-testing. It's important to test these optimizations because optimizations can often break things that were previously working fine. One optimization helped us to find out that there is an issue with the firearm damage sanity check, which caused bad hit registration. This bug was there the whole time, but after the optimization, it happened more often. Q: Why does performance seem to vary between region? The deployment team along with Eugen has tracked this issue down to be a problem with a hardware configuration of the servers, and we're now seeing consistently decent server performance across regions. - Miroslav Maněna/ Lead Programmer Dev Update/Oresten Hey everyone, it's been a while since I wrote something, but boy, have I got goodies today or what? For the last two weeks, I have been working on looking through optics, surrender and restrained states. Optics The current implementation of looking through a detached optic in the latest public build had a lot of problems with it... The accuracy of mouse-to-screen is sub-par at best, and you can't accurately follow a target without moving your mouse a couple of meters. We discussed various ways to implement a solution, but I was mainly worried about the character not accurately displaying where someone is looking. If we were to ignore the player animation accuracy and just set the camera to be 1:1 with the mouse, other players could think that they haven't been discovered all while the player who's looking through his binoculars could be tracking them. I solved this by not allowing you to move while looking through binoculars or scopes, and by doing this, I eliminated any external factors that could mess with the accuracy of the animation; because really, what kind of crazy person would be moving while looking through a pair of binoculars? One wrong step and you could lose your target entirely! Here's the animation I cooked up: As you can see, it's quite damn responsive. Here's how it looks while looking through it: It's in a really good state so far and accurately displays in and out of the optics exactly where that person would be looking. Surrender and restrained Surrender is a highly sought after feature that we have been working on to deliver in the highest possible quality. At first glance, it would look like it's just another gesture; but under the hood it holds a bunch of complexities. You can't access your inventory when you're in surrendering - not something common for gestures. You also have new stance rules where you can only walk while standing and only turn in standing and crouched - also not something gestures can control. Lastly, but not least, it also has a bunch of surrender-specific stance changing animations - also something that gestures cannot control. With these things in mind, we had to approach the surrender mechanic with a bit more caution, as a half-assed approach would probably come back to bite us later down the line. We have solved it by essentially handling it like a gesture state on the script side, but on the animation side, it would be considered an "item" of sorts. The reason behind this solution is that when a player puts an item in his hands, his character will switch to the corresponding animation set (picking up a rifle will start playing the rifle animations, pistols for pistols, and so on) with all of their specific animations for turning, changing stances, etc. By putting this "ghost item" into the character's hands, the surrender animation set is enabled, and the specific movement rules that that animation set has attached to it. In addition, we have opened up avenues for ourselves where we can have a bunch of surrender-specific animations; such as deaths, gestures, actions, etc, etc. Gestures-in-gestures? Oh boy. All of those same rules also apply to the restrained state, but this also means we can accurately show what item is currently restraining you; such as in this case with some locked handcuffs: Maybe down the line, you'd be able to drink face-first from ponds even while restrained to keep yourself hydrated while running from your captors. Who knows! Until next time. - Adam Oresten / Technical Animator Community Spotlight Hello guys, has it really been two weeks already? It passed quickly with all the community feedback from all of you Xbox and Stress Test players! I want to thank you again for the feedback, it is really important, and it helps the dev team quite a bit. Let's start with a new merchandise on the Bohemia Store. A lot of you already have our t-shirt but you asked for hoodies too. And here we are: With this hoodie, you are never going to be hypothermic again! A question time! You can ask our technical animator Adam Oresten any relevant question and he is going to answer them on the Bohemia Developer's blog. Just tweet your question with #MeetTheBohemians and #AskAdam. Do you have a problem with orientation in Chernarus? We don't have any in-game map now, but if you need to find where you are or where to go, iZurvive is a solution. It features a 0.63 map and there's also hiking trails, wells, animal locations, and more. You can use the web map at izurvive.com, or the mobile version for iOS and Android. I want to introduce you to some nice streamers. The first one is Claire aka ArrianaGaming. She is streaming almost every day and she is a passionate DayZ Survivor. Check out her Twitch channel, Instagram and Twitter and give her a follow The second one is RageBruhTV. He is also a very passionate DayZ player and an entertaining streamer. Last but not least is BenFruit, a partnered streamer with a cool voice. He is a friendly player who loves interactions. Check him out! I choose four videos from the community today. This interview is from Gamescom made by M1NDR. He is talking with our Lead Designer Peter Nespešný about the future of DayZ. Another interview from Gamescom by Luzi, this time with our Lead Producer Eugen Harton. This video could be handy for Xbox players. Virtual Flood is introducing a looting guide for beginners. Finding loot is so easy! Are you stressed? Do you need to relax? I have a nice, calm video for you. Just sit down, put your headphones on and enjoy the sound of DayZ's nature. The answer to the latest riddle is a house near Gvozdno. And who guessed the right answer this time? KainMisterr ‏ Leo_A_Santos _Canis_Dirus_ DayzedEmu FiveSevenClown TheChewyMint LottaLottieT And where can you find this location? Send an answer to our Twitter account with the #DayZriddleTime hashtag. Thank you for your nice content and see you in two weeks! - Baty / Community Manager Header image by DrDeSync.
  21. Daniel Soltau

    Vehicle and More

    why have other 0.63 servers the vehicles on?
  22. CruFro

    Vehicle and More

    Just because the vehicles are deactivated doesn't mean they can be reactivated and used. I do not believe they've been implemented yet, correct me if I'm wrong. Good luck. You might just have to wait til they're added back in.
  23. JohnnyBravo2014

    ADVICE AND GUIDANCE - POST TIPS HERE!

    So I noticed from the logs when the server loads, it has a number higher than 0 for the vehicles.bin part of the database. I have gone through and think I have enabled vehicles to a high spawn rate, but haven't seen a single vehicle yet. Is there anything else that may be considered under the vehicle category?
  24. Los Bandito

    What new update do u want

    Vaulting, Bleeding Animation, blood trails would be pretty cool but probably very difficult to implement, Disease, Bows, Base Building, Vehicles, Leaning, More Emotes (surrender/point), Day/night cycle, Zombie Hordes and Ghillie suit would be nice :) Just having everything PC has :)
  25. so i get the server running but as soon as it spawns random loot for the police vehicles it crashes
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