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Showing results for 'Vehicles'.
Found 41868 results
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Now that vehicles are beginning to be implemented in experimental what vehicle would you like to see after the VS3? I understand it is likely a long way off but I'd like to see your opinions.
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What I want to know is how bulletproof these vehicles are gonna be. I sense people being angry about not being able to find one, so they set up roadside ambushes with automatic weapons and such. Also waiting to see how many scenes from Fast and Furious will be recreated... Chernarus style!
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DayZ Vehicles (first implementation)
Thumper1999 replied to eugenharton's topic in News & Announcements
I'm so happy the vehicles are almost here. The V3S here I come. :) One question when we find drivable vehicles are we going to do repairs like fix a flat Tire, Engine repairs , fill the gas tank. any of those being added to dayz -
DayZ Vehicles (first implementation)
Etherious replied to eugenharton's topic in News & Announcements
Finally, now we can have people STFU about when vehicles are coming to DayZ. xD On another note, YAY! Vehicles are gonna be great! Although I am sad for no repairing them and I love the low number of them! -
DayZ Vehicles (first implementation)
eugenharton replied to eugenharton's topic in News & Announcements
20 vehicles per server, dynamic event for spawning, I will not specify the areas, but they are easy enough to find. -
DayZ Vehicles (first implementation)
odin_lowe replied to eugenharton's topic in News & Announcements
Cheers! B) :thumbsup: Let's have some fun! I gotta say that was pretty fast from the point we saw the first leaked videos of the V3S. We know there's gonna be plenty of bugs and it's a placeholder, but this will definitely give a boost to data gathering and polishing of all the systems, while adding other vehicles as well. Fantastic. :thumbsup: Great job really. Now let's have a good laugh and enjoy the ride! :lol: -
Give it a few, if it does not auto update then verify cache to update, exp is down for vehicle implementation. http://forums.dayzgame.com/index.php?/topic/215700-twitter-eugen-experimental-going-down-dayzupdate-surprise-surprise/#entry2167133 http://forums.dayzgame.com/index.php?/topic/215703-twitter-peter-so-blow-the-dust-of-your-driver-licence/#entry2167157 http://forums.dayzgame.com/index.php?/topic/215707-dayz-vehicles-first-implementation/ Steak.
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Vehicles , first iteration. (Experimental) I wanted to preface this, as we are going out with vehicles this soon into their implementation, only to be sure that performance impact is as expected and we can continue on this course. Currently the vehicles (as a feature) are very rough, however the underlying structure is there. Ranging from visual bugs, to physics issues. You can expect anything. We are aware of most of them. Although the data for parts and some tech is there, the systems need to be configured. You can expect to drive the vehicle, use it for transport of you and your codriver from point A to point B. However for this experimental you dont need to repair anything and you can find vehicles easily. This will not be the case later in their development. We increased the number of available vehicles by a great amount so you can have fun and break them. Many issues are part of polish that will happen over time. Some of them are critical, thus will have higher priority. Please use our feedback tracker for any specific cases, with as much data as possible. It does help. Now to the core of the problems that you can expect with explanation of each and every one (Most of the systems have been rewritten and the development time has been invested into having proper underlying tech for the modules of the new engine) 1. Animations Wheels overturning is visual bug with animation source and simulation itself . Its annoying, however we do have to ignore it for this experimental. As for other animation bugs. We removed the move in/move out animation for the release and will fix the issues we were having with its implementation. The wheel and doors are animated however the visuals themselves might change. 2. Ragdoll/Collision/Physics Most of it is tuning of all the knobs (weight,suspension,force, and a lot more etc.) and finding solutions for problems that are out of the normal range. The results can be go from minor to catastrophic, like, vehicle moving from shooting, player force moving a vehicle, not having right friction and sliding improperly,getting stuck and killing the codriver sometimes. But than again its just tuning (and that takes time). The system is there and its robust (bullet sdk). Some of it is rare, some of it is much more common. Just understand that it will be better in next few weeks 3. Damage system The vehicle can be damaged , however its rather rudimentary and only a placeholder effect. With more advanced underlying tech introduced later. 4. Driving model The driving model (sliding and general feel of driving) is again matter of tuning. The underlying system is there and it works well. But it needs more time and dedicated work for the feel to get right. That is a big part of our work on vehicles. 5. Clipping Expect a lot of clipping issues with player gear and objects around in the game. It can range from minor to major issues. 6. Sounds All sounds are placeholders before we set up a proper recording of v3s. 7. Persistence Cars will be persistent in the future (once they are made of parts and repaired). This implementation however focuses more on data gathered from any desync or interaction with network code. 8. Crashes Client crashes can happen, and will happen. Be aware that you can run the client with the option of -dologs to create crash dumps that can be attached to feedback issues. If you do encounter them please report and give us as much information as you can. I will try to answer some questions but I do have and update to prepare so please be patient.
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After many hours of playing I've realized one thing....
Karmaterror replied to pabloottawa's topic in General Discussion
I get a little swell of pride that dayz hasn't broken me yet haha. I still almost always try to make contact, and yes.....I get shot a LOT. Its when ya start to knw the map inside and out and realise gear comes and oes hat you can really just let go of those vices and try interaction every time. Sure I get that few seconds of rage...."A-hole.....really?....I was in a f'kin wave gesture with my weps slung you pice of...." yeah but that passes within 10 seconds and 20 more back on the beach doing exactly what you were before. Now that tents are in its even better, stash some basics, maybe leave your best gun at camp and take a crappy one to go meet people. Only take your mosin for when you after revenge haha. When vehicles come will get better again, chances of lifts from friendlys, hijacking if you play that way. Death will become less and less of a hassle. I say keep fighting the good fight, keep trying. It will fail 8/10 times but those 2 when it goes well are worth it. Might even make friends that you play with for years to come like I did on the mod :) -
[VSN] Overpoch Chernarus, new server, Veteran server, UNIQUE features only at VSN.
epd replied to epd's topic in Mod Servers & Private Hives
[VSN] Vision Gaming Overpoch Chernarus Server IP: 46.165.248.223:2302 VSN TS3: 178.217.186.86:11848 VSN-Gaming.com Hi everyone, recently I started Overpoch server, and I'm looking for any help, assistance or dedicated people who would like to help growing this community. I'm dayz admin and servers developer for about 2 years, I'm trying to be as professional as possible what you can see in added gallery and pictures. [VSN] Server is up and running, however there is always long list of things "what to do", that's why i'm looking for help. Map is totally customized, mission system is unique. Every trader, every AI site, every additional stuff was made by me, check gallery to see some of them: [VSN] Strategy: I must admit that i wanted to start Epoch server, however still Overpoch is more popular that's why im running Overpoch. Second thing is that the vision is to run natural, realistic and climatic dayz server without any fully militarized vehicles or OP weapons. I'm working precise and considering everything when balancing, adding new features. Also I would like to create a friendly community, and server. In game HELP & INFO Center: [VSN] Map Balancing: Below you will find picture of current map. There are some changes coming to even improve shore lesser activity, but it's already good for either fresh spawns and other players. I wont explain here how, what exactly and why i did it that way. If you are interested in being part of VSN community and helping me grow it and develop even better, or just wanna be admin while i will be busy working on new stuff feel free to contact me. Most of the day im on VSN teamspeak: 178.217.186.86:11848 You can also write to me on website: VSN-Gaming.com or Skype: kisiel_epd89 -
This is the rolling Development change log for 1.8.4 Changes: - [New] - New Wooden Gates now added and working. - [New] - Able to gather Stone from rocks. - [New] - 2 New Tools (pickaxe, sledgeHammer) - [New] - 1 New Equip item (Lever) other wise known as a handle. - [New] - Damage Multiplier for Zeds. (dayz_DamageMultiplier, 0 and 1 = Disabled, everything above multipliers the scale damage). - [New] - Accidental Murder - When a hero is wearing the garb of a non-civilian you are taking your life in your own hands, Attackers humanity should not be punished for killing a survivor who has shrouded his identity in military garb. (Not 100% sure on this but its a community request) - [New] - Weapon Attachment System. - [New] - Weapons - Mosin Nagan + Variants, Crossbow Variants - [updated] - Loot Tables add tranquilizer darts for the crossbow. (Tranquiliser_Bolt) - [updated] - Loot Tables add explosive darts for the crossbow. (Crossbow_EX_Bolt) - [updated] - Alice Backpack readded - [updated] - Alice backpack updated [1 X weapon, 18X magazines] (Should fill the gap between the Assault pack) - [updated] - Global zeds increased to 1k from 300 - [updated] - Zombie attack radius increased back to 3.6 meters. (attack radius if the player is in this radius you will be damaged.) - [updated] - AI damaged lowered. (Risk vs Reward was to great) - [updated] - Temperature changes for animation states. (should make your character much colder) - [updated] - Spawn radius updated to 300 meters up from 200 - [updated] - Infected players can now infect other players at 12 meters up from 8. - [updated] - Building timeouts for spawning loot Documented change to 15 mins (1.8.3). - [updated] - Made melee hit impact longer. - [updated] - Transfusion - Giving bad blood to players no longer refils the blood of the player receiving the blood. - [updated] - Rest at tents has been fixed and updated. Read Notes for info. - [updated] - Temperature now lowers/Raises based on different effects. - [Fixed] - Blood bagging should now be working correctly, Removed server spam and fixed missing var in 1.8.3. - [Fixed] - Oil Barrels Graphic Glitch 1.8.3 - [Fixed] - Duty system updated, Animations should now affect stamina and aiming again. (weapon sway/exhaustion) - [Fixed] - Watchtower bells ring throughout whole Chernarus! - [Fixed] - Duplicate action menu for fires. - [Fixed] - Being hit with a vehicle is no longer risk free. - [Fixed] - Opening a bag on the ground. - [Fixed] - Take Magazine from ground. - [Fixed] - Gather animation loop bug (No animation while gathering confrere leaves) for now - [Fixed] - Fire Monitor is now active again on fire places. - [Fixed] - Ai should now be forced into spawning around wrecks. - [Fixed] - Destroying tents should now have a global fire effect. - [Fixed] - When you exit a server your returned to lobby not thrown out of game. (BEC has Autokick lobby idlers) - [Fixed] - zed generation has been updated to fully support Wrecks. This should allow wrecks to always spawn zeds - [Fixed] - destrtype on fireplace this should stop them blowing up when shot. - [Fixed] - Login skin change. - [Fixed] - Rating issue. Should stop vehicles being locked out to players with negative rating. - [Removed] - the default action menu from fire places. - [Removed] - default reload action menu. (TempChange) - [Removed] - default pickup (weapon,bags) from action menu. (Arma default commands). (TempChange)
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Tried vehicles and dropped them. Maybe a bicycle but in my experience, vehicles just get you killed and you can be almost anywhere in 20 minutes on foot with a much better awareness of your surroundings.
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i was against vehicles until i played the mods. I hope they are slightly harder to come by in SA.
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I kinda feel that chernarus needs to be "blown up"
stielhandgranate replied to 5mirkeh's topic in Suggestions
We need a bigger map. Devs never said it couldn't be done. They said it would take a lot of work. When Ground vehicles are in the map is going to feel small. Like real small. IF we get aircraft? Enjoy getting anywhere on the map in 4 minutes. Make map bigger. And bigger with more land mass, not this "same repeated towns" BS. Thats not making the map bigger, its phoning it in. -
The day z mod had vehicles so why is every one saying that this game was based around walking everywhere???
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Agreed vehicles will go something like.... 1 week of playing... "omg guys! I see a truck!" "it wont move" "we need parts....form different servers"(thank you private shards) "shit" 1 week later "we got everything?" "yep" "you sure" "yep" "the trucks gone...." That's when people start adopting a camp hunting mentality lol
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Hey everyone. Got a nice server to advertise to the people who still play the Mod rather then the SA version. FBI Dayz is a server based on the map Taviana. If you're an older player you'll be familiar with Origins. Our server however has a twist. While we have sector B and some origins vehicles in, we also have alot of custom stuff as well as Epoch and Overwatch both on! There are also too many custom scripts to name but to name a few... Ai Missions. Custom AI Missions (Sector B & Sniper Elite) Coin & Bank system Trader safezones Misc traders Hero & Bandit trader Origins Trader Eye scan door lock system Plotpole for life Building Snap Pro + Many More! Come check us out! Website:www.fbidayz.com IP:31.186.251.120:2302 Launch Parameters: -mod=@DayzOrigins179;@DayzOverwatch;@DayZ_ Epoch1051
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Stop DayZ from turning into a Twitch shooter
Caboose187 (DayZ) replied to kll4's topic in Suggestions
No. Get it through your head that even when vehicles are introduced, you won't be find them laying all over the place so you can drive around like a gangsta from GTA so lowing the movement speed now will make players get use to the fact the the game is going to be grueling and hard. -
Lets not nerf the speed at which we run until vehicles are in the game please, travel time is the biggest mood killer for this game, don't make it worse. Either give us an option to spawn near our friends or leave the speed at which we run alone.
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I'd love to see them as well; But i think we really need to get proper weight/stamina system first not this silly exaggerated perma sprint that we have now to make up for lack of vehicles. An LMG is made to be fired from a fixed/deployed position and IMHO this should be accurately portrayed in the sense that when prone or resting on a bipod LMG/HMG should significantly outperform full-auto spray from an AR in terms of disperson and recoil. The down side, would in increased exertion of your character carrying the heavy thing, slower Aim/look speed with it- and id really love to see weapons actualy have proper collision on the models causing them to clip on walls/doors/etc. this would make run-n-gun style with them very unwieldly and impracticle indoors.
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just found a gasmask for the first time in months today, found a green pristine military helmet too, was sad seeing it hasnt been fixed yet. i dont think clipping would be tht hard of a thing to fix. its been quite a while. although, i really do think the time spent trying to get vehicles out before holiday is more important
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No need for MGs until we have hundreds of zombies in towns and heavy vehicles like Ural or Humvee. AKM with drum is more than enough. Once they are in game I would make them complicated to make them work if they are found. Let's say they can be found only on crashed helicopters and vehicles but as mounted version without butstock and bipod. So you have to find those elsewhere. Also, heavy MGs should require crew of two - gunner and ammo carrier. In one dayz submod M249 spawned in parts, separate barrel and receiver.
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Stamina would be great, we just need basic vehicles first. I just want the devs to add a car already, just one, even if it's buggy and glitchy as hell, and then we can implement some basic stamina. Stamina could be affected by the amount you're carrying, how hungry/thirsty/injured you are, how cold you are, and whether you've taken any kind of medication or caffeine/alcohol, all altering your stamina meter [unseen, but able to be judged by beginning to stagger in first person and breath becoming ragged]. Also riding a bike could use up stamina, although using up less than running the same distance. I don't think zombies should require stamina though, they should just run until they drop.
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Hi im bongo im 16 and from england I play 30-40 player servers (CCG) I want a tight knit group of serious dayz players with experience Roles im looking for people to join Im the Squadleader/Medic-Ill have all our med supplies to keep the team intact and make tactical decisions Vehicle Expert-Someone who knows the map and can drive all vehicles well Sniper-Someone who can hang around in the background protecting our squad Scavenger-Someone that knows the best loot locations and can get our squad supplies Assault-The Core of the squad , good in gun battles
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Great answer. Thanks for taking the time to put that down. I'd like to differentiate the discussion and focus specifically on mission map markers. These are added by the server administrators specifically, or they are part of an Ai package (but can be switched off). Regarding a baseline of difficulty; it's odd to necessitate such a premise particularly in a combat simulation, where it's possible to die through inaction as well as engaging the enemy. If you want to play easy; there's an entire industry providing instant PvP gaming. But DayZ/Epoch is an emergent open environment that demands a baseline of ability. I understand their function; that I'm not disputing. But I feel strongly that they ruin an essential part of playing the game in its setting, an element of discovery is more interesting and resides in our very nature. Currently, mission markers act as focal points for PvP/PvE. I've killed whilst mission camping because I knew it would serve to attract players within my scope, particularly because it's content had been broadcast to everyone. Experienced players may know to be wary of these lures or may even make them an opportunity in the same manner. In that respect they actually make the game harder for new/less savvy players whom may not have considered that. I've also seen dummy markers; missions spawn several signs where only one actually contains the mission, sending players on a hopeless search. That is counter-intuitive to the function and wastes valuable time and resources. In my error I concluded Epoch as an extension of DayZ. But there are subtle differences between each, which actually make vast differences in play-style and intent. Epoch is Arma II with zombies, not DayZ with build-ables, and it is apparent there is a bitter rift between Epoch and DayZ players which extends to discontent on either side. It's extraordinary that such different games emerge within the same code base. But I find it surprising that DayZ server administrators have not taken advantage of the versatility of Epoch to produce a DayZ style game, carefully extending the feature-set to provide enhancements, rather than changing it so much it attracts a different type of player entirely. Perhaps the actual problem is where missions spawn. Instead of idly allowing the code decide their locale; usually within a field somewhere far from the beaten path, tailor them to spawn in context with their content. To list some examples: Disabled helicopter mission. It spawns upon the airfield. The airfield is already a focal point due to it's high grade loot. Broken down Ural mission. It spawns at one of the working repair centres. These are already focal points due to their nature. Building supplies mission. It spawns within an industrial site. This is already a focal point due to its loot content. And it's entirely possible to refresh the locations randomly (within context) rather than relying on one location for each event. When approaching any developed area it is rudimentary to scope the environment to check for zombies/players/vehicles etc. At a glance it's clear to see whether a mission is there and a decision is made whether it's worth tackling. Buildings and fences provide cover for both parties and dilute the sniping of entire missions. It's more exhilarating and interesting than shooting 10 Ai stood in a field running to and fro. In addition, removing the completed mission statements force players to maintain their vigilance, as they should. So I'll need to revise this question: If missions spawned in key loot areas, would we need mission map markers anymore?