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Found 41868 results

  1. I'll start this gruesome topic. I would like to be able to, in the finished game, in no particular order: Run over zombies with vehicles [not bikes though], killing them if I'm exceeding 70km/h, and crippling them at over 50km/h into crawlers.Remove zombie limbs with sharp edged melee weapons or precise rifle shots, causing them to become crawlers, or armless zombies that only bite.Cause zombies to die over the course of one minute from blood loss.Obviously kill them via shooting to the body. I propose about 6-4 body shots required to kill a zombie with most guns, and one to two head or heartshots for instant death.Decapitate or bludgeon them to death, or stab them from further away with a pitchfork.Shoot zombies with arrows, killing with a head or heart shot but only causing bleeding if hitting in other locations.Punch zombies to death with many hits.Kill zombies with large explosions. We need more explosions, someone get Michael Bay on the phoneSet zombies on fire. Burn their eyes out to stop them from seeing you, or set their bodies on fire to kill them in about twenty seconds [you need to roast them a bit]Push zombies off buildings or cliffs for environmental death damage.Drop heavy objects on zombies to flatten them [the grand piano Kill of the Day from Zombielands, anyone?]I do not think zombies should become unconscious though. What am I missing?
  2. St. Jimmy

    1st person only for copters and cars

    If 3rd person is allowed then it should be allowed also in vehicles. There's 1st person only servers for this.
  3. xalienax

    1st person only for copters and cars

    poll is biased. I think Hardcore/ 1PP only servers that should apply vehicles and people on foot equally. if a guy on foot can used 3pp on a 3rd person enabeled server to peek a wall and see my car's exact position, i too should be able to use 3pp to look around and see anyone potentially trying to ambush me.
  4. Geckofrog7

    1st person only for copters and cars

    I say just make it like ArmA on the normal 3rd person servers. Why subject only vehicles to this anyways?
  5. gibonez

    1st person only for copters and cars

    Vehicles would be the biggest thing that benefit from A mod such as the forth wall mod. Have tents and vehicles hidden in the woods no problem since they would not render for helicopters since the tree canopies should obscure it all.
  6. Epoch has map markers. I understand their intention, but I do not condone their use. They diminish much of the mystery and intrigue a server has by supplying intel informing the nature and location of loot/vehicles/Ai. Markers encourage the mundane and dilute any desire of traversing the environment for reasons of exploration. It is preferable for such a large and open world space to explore, and discover specific events/missions dynamically. My missions spawn in key locations such as high loot areas, army bases, towns, airfields etc. The missions are held in context with their location and are often discovered whilst players search these locations systematically. In addition I have wrecked vehicle missions spawning with plumes of smoke telling of the location of said event, one only has to look to the horizon. The same is true of helicopter crash sites and supply drops. Although an obvious sign, the smoke/fire provides almost no further details, encouraging investigation. This is an apocalypse therefore there is no intel. Rely instead on visual cues and intuition to refresh ones status, instead of discouraging independent thought or actions.
  7. AP_Norris

    1st person only for copters and cars

    I think if you can just use third person it takes out a good factor for vehicles which is visibility. High up with lots of glass would be good for driving but make you an easier target. However if you can just go third person, having a shattered windscreen means nothing, you could stick armour everywhere and still see fine by just switching to third person. I want to see third person removed from the game altogether, but I think everybody is hooked on a feeling, the feeling of third person, whether they use it as a combat aid or just to look at their character people have grown attached. Not having third person will definitely cause an uproar.
  8. B4GEL

    1st person only for copters and cars

    What if the only ui for vehicles was the animated dials on the dashboard inside the cab/cockpit, so you had to be in first person to see fuel, speed, etc? I think this might make people spend more time in 1st person in vehicles but as others have said if you want forced first person play hardcore, its better anyway.
  9. Player Interaction is arguably the cornerstone of what makes DayZ magical. Be it friendly or hostile, direct or at a distance - the interactions between players within Chernarus is what makes the world come alive without a structured narative or reason to be. The drive to stay alive, and survive in itself compels the player to create their own story by way of the journey. You see the stories told through pictures, forum posts, youtube videos, and twitch streams all over the internet. As we move towards our Christmas break, making those experiences be as fluid and enjoyable as possible on a development build is a personal goal for the team. Server performance, and security fixes rank just as high as the remaining content and feature additions on the board for November, and the weeks available in December outside the holidays. Recently I have taken to spending more time on the newly supported private shards, exploring their communities and observing the playstyle differences between their player bases and the public hive. First person only camera perspective seems to be increasingly popular within the private shard market, and I've personally had some amazing player interaction in those worlds. For those still on the fence when it comes to trying first person only servers, I strongly encourage you to give them a chance. Restricting the perspective to what your character can actually see has a large impact on how people approach the game, and other players. As we approach the end of 2014 and look back at all the challenges, and accomplishments of the DayZ Early Access I can not help but get excited about the possibilities in the new year. A passionate and active community has allowed us to grow and adapt the design and functionality of the project so much more than the traditional development method does. Being able to deploy, test, and research how systems are utilized, and the impact that they have on the player base rather than the traditional closed method of development and hoping that when your titles hits shelves it has the effect and reception you had hoped, is amazing. I can't wait to share the work left in 2014 with you all, and hopefully spend my Christmas in Chernarus. (Not a bandit) - Brian Hicks / Lead Producer Standup Notes for the week of 17 Nov 14 (Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week) Art: • Prison Complex • High fidelity V3S instrument panel • Military Tent & Ground Model • Prison-themed zombies Animation: • Steyr Aug reload animations • Player Suicide Animations in Progress • Vehicle animations • Animation changes for new controls • Zombies with new AI Design: • Configs and scripts for V3S Praga • Config and scripts for prion disease • Vehicles • Cooking • Configuration for Military Tent Programming: • Critical inventory fixes • Vehicle settings for physical simulations • New gamecontrols • Loot distribution improvements • Gameplay & Player Statistics • Client/Server crash triage & bugfixing • Character connection issues (protecting players from attack while logging in/before being able to move)
  10. Hello there, Disturbed Revolution Gaming is a new Overpoch server. We plan to compete with the bigger servers, but only time will tell. We have a great community going, and friendly admins, the server is very new so don't expect a huge population, that's why we need you guys. The admins are very knowledgable, and we have the best antihack money can buy. We have dedicated and experienced scripters, as well as very intelligent admins who play BY THEIR OWN RULES. We plan on starting a tight niche of a community. Join us now! Server IP: 74.91.123.11:2302 TeamSpeak3: disturbedrevolutiongaming.teamspeak3.com Website: http://disturbedrevolutiongaming.enjin.com Features: Infistar Advanced Alchemy Gold Coins / Single Currency Militarized Tow / Lift BTC Cargo Drop DZMS (Mission System) WAI (More Missions) DZAI (Only Vehicle Patrols) Supply Crate Drops Refuel/Rearm SnapBuilding Pro Walking Zeds Junkyard for vehicles left at the traders on restart Vector Building Tanks/Jets/Attack Helicopters Personal Evac Helicopters Vote Day/Night Gem Trader (Go Mining! :D) Weed Harvesting (Sells for a big price) Group Management (From Wasteland - never lose your friends again) Plot Management Fast Trading/Crafting Deploy Bike/Motorcycle/Mozzie Napf Map Friendly Community Active Admins Dedicated Experienced Coders And lots more! Current Server Promotion: Recruit-A-Friend: Bring a friend on and get some base building supplies and there is no limit to the amount of supplies you get so your group could have a huge base with little to no effort! FAQ: Why should you join us?: We're a dedicated community, we have the skills and assets but not the player base. You could be one of the first superpowers on a big server if ya get to building and socializing! You listed that you have Tanks/Attack Helis, doesn't that mean anyone with one will own the server? Good question, the answer is no. You can buy and find rocket launchers. Most people value their expensive tanks/attack helis and don't want to lose them to some lad with a rocket launcher. What is your server economy like? We have a very balanced yet easy to make money on economy. You won't have to bust your butt for a week for a simple M2 Humvee anymore. Making money is very easy and balanced. However storing lots of money is a lot harder because of the single currency and the limitations of money storage.
  11. Evil Minion

    1st person only for copters and cars

    No need to remove third person when peeking gets fixed. For vehicles it could either stay a "player third person" mode (camera above the drivers head or shoulder) or simply work the same way as a potential peeking fix. All thats left is vehicles being a lttle easier to use in third person (first person should get mirrors) while other players etc. only show up when you could see them in first person as well avoiding major gameplay impact.
  12. gibonez

    1st person only for copters and cars

    Either this it preferably no helicopters only land vehicles
  13. Hanser

    General suggestions

    -Fix zombies AI, animations and hitbox. -Make zombies slow and more strong and remove jumps. -Adds much more zombies and zombies horde near city and areas of interest. -Zombies horde can walk through entire map. -Zombies should be less resistance on head and very durable on the body. -Adds zombies also in some building. -Adds corpses in various forms on entire maps, in buildings, on roads and in vehicles. -Make the entire map much more dirty, with blood and disorder(for now is too much clean to be an apocalypse game). -Make all environment textures dirty and worn. -Players can become zombies after dead. -Adds graphical informations for noise, hunger, thirst and other.. -Less ammo and military weapons.
  14. FrostyKush

    1st person only for copters and cars

    This will definitely be doable with modding support. It may be better to leave it to that as many people are heavily against first person (personally I only play first person) and play third person only. This was easily doable with a simple script in the arma 2 version of dayz that forced first person when someone entered a vehicle. You could even configure it to also do the same thing while in combat, or only for specific vehicles.
  15. bobotype3334

    Cannibals Recognition Suggestion

    Don't bloody do this. Public Service Announcement for those like you who think unimplemented features mean the game doesn't value realism: super stamina is a placeholder for an actual stamina mechanic and the current lack of vehicles. Not a lack of value for realism on the devs' behalf. Not that I like plebbit, but this search took me seconds. http://www.reddit.com/r/dayz/comments/2c0ty2/suggestion_stamina/ http://www.reddit.com/r/dayz/comments/1vwby6/recap_of_rockets_ama_filtered_for_only_dayz/
  16. Jex

    1st person cameraview is to low

    This - why don't they put this in! Every FPS should have switchable stances now and as it's already coded into Arma 3 by the same company, just sling it in DayZ already! So wrong it's ridiculous but when you can just mmake anything up, why not go for it BIG STYLE lol There's nothing wrong with the 1pp but the buildings and vehicles are another matter entirely which BIS, even in Arma 3 seem to do fuck all about, and annoyingly so. If you have either Arma 2 or 3, just go and sit in a truck, passenger side and wonder why, when you turn your head to look out the window your eyes are level with the top of the window. In fact, it's a little higher meanging you can see out the window anything below the door, but trying to look out further is impossible and this shit has been going on since OFP, as well as the fucking windows - how the fuck can a company continually make shitty buildings that don't make any sense. There's nothing wrong with the view, the problem is with everything else your av is placed inside and it's been going on way too long that it's just ridiculous now. Bohemia employees all live in houses where the windowsill starts with their nose - and nobody at BIS noticed this?????? COME ON!!!!! lol No they need to fix it. Not only the windows but don't you feel the houses you walk into are somehow just weird. Like they're just a little too small or they're designed oddly - there's just something incredibly weird about every house I go inside except the barns, they just don't make sense. Next time you're in a house, think about the layout and how it would feel if you were there RL and had to live in it oh and BIS, start fixing this shit! It's exactly the same FOV you get in every other FPS so presumably you can't play those either. What you see through your screen is the same as it would be in COD, BF4, etc and the FOV sldier works exactly the same except Arma allows you way more flexibility than COD ever will.
  17. =UN= Community Server | RP Encouraged | Private Hive =UN= Hardcore Survival|Trader|Bases+|Weapons+|Vehicles+|Raid+(PC) - First Person (Hardcore) - Player Run Traders - Scheduled Raiding(17:00-23:00EST) - Weapons+ - Vehicles+ - Lock cars - Repair vehicles - Custom Bases - Altar Military Base - Bases+ - Raid Tools(raidhammer, raidsaw, decoder) - Much Tougher Bases (timedestruction mod) - Breaching Charge - Zombie Hordes (that drop loot) We have united to create a First Person server that welcomes all players and play styles. The server already has several small groups committed to supporting its efforts. If you would like to join a clan, or form your own with the end goal to join The =UN= Community, Come stop by our Discord while you play. DayZ feels like a whole new experience with the outstanding mods we run on our servers. Our server is the original home of baseraidtools, tougher bases and the raidschedule, all of which were developed as part of our server mod. We’ve customized the map with new areas including a new military base located in Altar. There’s also custom crash sites (Humvee's and a downed attack chopper) to find and loot. We’ve completely reworked the base building and raiding on our server. No longer are you able to simply walk up to a base and be in within minutes. The higher the tier level you decide to put the time into building the higher your protection from those pesky raiders will be. We also run a raid schedule so raiding is only possible during the advertised times. We’ve limited raiding to a specific set of tools, the raidsaw, the raidhammer, breaching charge and our most recent addition the decoder We have a great group of people for both social play and PvP. Very solid community with Survivalists, Heroes, Bandits, Cannibals etc. This is a mature group of gamers who enjoy tactics, positive attitudes, and all aspects of DayZ. We’ve recently added zombie hordes to our server which can be hunted and defeated in order to obtain the high tier loot the horde master was carrying. The server will host events, as well as in-game challenges that will offer scenarios for clans, groups or individuals to accomplish, such as escort missions, king-of-the-hill scenarios, hostage situations, Prison Island jailbreaks, treasure hunts (PvP style). There is something for everyone who loves DayZ. Groups wanting to make =UN= Community their home will be offered a Clan room on our Discord server. We have active admins which will allow us to have supervision present most of the day, every day! Server Info: =UN= Hardcore Survival|Trader|Bases+|Weapons+|Vehicles+|Raid+ https://dayzsalauncher.com/#/servercheck/158.69.23.104:27016 IP:158.69.23.104:2302 Discord: https://discord.gg/tAkqgZ2
  18. Connection Info 69.162.122.162:5503 Location Dallas, TX Max Players 40 Vehicles 300+ Restart Timer 2 Hours Hello survivors! Are you looking for a server that will grow and adapt with you? Hero or Bandits alike are all welcome on Cry For Me. We are striving to become the biggest and best DayZ Community but it simply isn't possible without your support. Do I have you interested? Good. Below are some features that may bring you to the server and even give you a home. Features • Friendly Active Staff • Lag Free • No Weight • Friendly Community • Active Admins • Snap Build • Deploy Bike/Mozzie • Mission System • Admin Events • Eye Scans • Locked Vehicle God Mode (50m of plot pole) • Halo Spawn • Take Clothing • Starting Music • Tow / Lift • Service Points • Infistar Anti-hack • Walking Dead Zombies • Custom Loading Screen • Take Clothing • Custom Kill Messages • Hero Perks • Elevators Connection Info 69.162.122.162:5503 Location Dallas, TX Max Players 40 Vehicles 300+ Restart Timer 2 Hours
  19. Karmaterror

    Killed by bandit

    True, I was in full on trust mode lol....that berezino spawn put biggest smile on my face though :) Happens to me a lot because I believe biggest way to build trust is to show it, lots of my friends from the mod days said they only trusted me at first because of lowered weapon, and I used to offer parts or ammo or heli rides. Its never 100% sure tho, after about a week my trust is pretty high (that's when I used to reveal the smallest campsite and see how they react). Will be good when we have vehicles and proper camps, there will be levels of testing new friends :) Like I say tho never 100%.....I once gave a freshy a lift (in heli) to NWA, took him past 2 crashsites, killed zeds and let him cherry pick. Fucker still said "hang on a sec" when I dropped him off. I knew it was coming but full on trust mode again lol....must be in my nature. Anyways he shot me as I broke ground so I planted the front rotors into the runway and blew us both up :D
  20. dayy

    Slower More Dense Zombies

    Hordes are a planned implementation. Rn I feel like the devs wanna push vehicles. A friend of mine on an RP server I play posted a few leaked photos, one of which appeared to be a fully functional V53 (or whatever) truck!
  21. Still the same game with added items and some mechanics. I play for the pvp at NWAF cause I really have nothing else to do. Aside from some of the interesting people I have met playing running around as a fresh spawn sometimes. I mean I can only hunt and fish so much. When barricading (in advanced form) and vehicles come into play that is probably when you will want to return.
  22. Hello i was wondering if someone could please look over my servers rpt log. Thanks! ===================================================================== == C:\TCAFiles\Users\NickH\32600\arma2oaserver.exe == ARMA2OASERVER.exe -name=VilayerDayZOverPoch -mod=@DayZOverwatch;@DayZEpochPanthera_Epoch;@DayZEpochPanthera_Panthera;@DayZoverpochServer -config=vilayer_active_server_32600\32600_config.cfg -cfg=vilayer_active_server_32600\basic.cfg -profiles=vilayer_active_server_32600 -ip=46.165.248.230 -port=2802 ===================================================================== Exe timestamp: 2014/11/12 22:30:42 Current time: 2014/11/19 22:01:37 Version 1.63.125548 Item STR_EQUIP_NAME_41 listed twice Item STR_EQUIP_DESC_41 listed twice Conflicting addon Monaro in 'holdenmonarocop\', previous definition in 'holdenmonaro\' File nissan_350z\config.cpp, line 244: '/CfgVehicles/350zBase/Library.libTextDesc': Missing ';' prior '}' Unsupported language English in stringtable Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</German> <English>From world.guns.ru: &lt' Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</English> <Italian>From world.guns.ru: &lt' Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Italian> <Spanish>From world.guns.ru: &lt' Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Spanish> <French>From world.guns.ru: &lt' Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</French> <Czech>From world.guns.ru: &lt' Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Czech> <Russian>From world.guns.ru: &lt' Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Russian> <Polish>From world.guns.ru: &lt' Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Polish> <Hungarian>From world.guns.ru: &lt' Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Hungarian> </Key> <Key ID="STR_VIL_AKS74UB_BS1_SHORT"> <German>Compact assault rifle with silenced grenade launcher&lt' Item STR_VIL_DN_BS1 listed twice Item STR_AUTHOR_VILAS listed twice Item STR_VIL_EASTERN listed twice Item STR_VIL_WEAPONS listed twice Item str_dss_10rnd_vss listed twice Item str_dss_20rnd_vss listed twice Item str_dn_20rnd_9x39_sp5_vss listed twice Item str_dn_ak_107_gl_pso listed twice Item str_dn_ak_107_kobra listed twice Item str_dn_M40A3 listed twice Item str_dn_rpk_74 listed twice Item str_ep1_dn_fn_fal listed twice Updating base class ->Car, by holdenmonaro\config.bin/CfgVehicles/Car_sedan/ Updating base class ->Man, by nof_fsk\config.cpp/CfgVehicles/CAManBase/ Updating base class ->BulletCore, by ca\weapons\config.bin/CfgAmmo/BulletBase/ Updating base class ->GrenadeCore, by ca\weapons\config.bin/CfgAmmo/GrenadeBase/ Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/ Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/ Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/GrenadeLauncher/ Updating base class ->RifleCore, by ca\weapons\config.bin/cfgWeapons/Rifle/ Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/ Updating base class ->RocketPods, by ca\weapons\config.bin/cfgWeapons/FFARLauncher/ Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/ItemCore/ Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Patrol_Pack_EP1/ Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Backpack_EP1/ Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/CZ_Backpack_EP1/ Updating base class Man->CAManBase, by ca\characters\config.bin/CfgVehicles/Civilian/ Updating base class TalkTopics->TalkTopics, by bb_mercs_desert\config.bin/CfgVehicles/SoldierWB/TalkTopics/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Light/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier2/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_GL/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Officer/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_SL/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_TL/ Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_LAT/ Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AT/ Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_HAT/ Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AA/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Medic/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AR/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_MG/ Updating base class ->USMC_SoldierS_Sniper, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_SniperH/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierM_Marksman/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_Engineer/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_TL/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_R/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Marksman/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Corpsman/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AR/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_GL/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Sapper/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AC/ Updating base class ->RU_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/RU_Soldier2/ Updating base class Soldier->MVD_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/MVD_Soldier/ Updating base class ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/ Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_EP1/ Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_TL_EP1/ Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Medic_EP1/ Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_AR_EP1/ Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Marksman_EP1/ Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Air_Controller_EP1/ Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_M2/ Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_TOW/ Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_MK19/ Updating base class Car->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/ Updating base class ->Pickup_PK_base, by ca\wheeled\datsun_armed\config.bin/CfgVehicles/Pickup_PK_GUE/ Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_DSHKM_Gue/ Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_SPG9_Gue/ Updating base class ->UH60_Base, by ca\air\config.bin/CfgVehicles/MH60S/ Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/ Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_A_tent/ Updating base class ->Camp_base, by ca\misc3\config.bin/CfgVehicles/ACamp/ Updating base class ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/ Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/ Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/ Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/ Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/ Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_PowLines_Conc2L_EP1/ Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl/ Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/ Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/ Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind/ Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/ Updating base class RscStandardDisplay->, by z\addons\dayz_code\config.bin/RscDisplayStart/ Updating base class RscShortcutButton->RscShortcutButtonMain, by z\addons\dayz_code\config.bin/RscDisplayMain/controls/CA_Exit/ Updating base class RscText->, by z\addons\dayz_code\config.bin/RscTitles/Default/ Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_villager1/ Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_worker1/ Updating base class Soldier_Crew_PMC->Soldier_Bodyguard_M4_PMC, by z\addons\dayz_code\config.bin/CfgVehicles/SurvivorW2_DZ/ Updating base class HighCommand->Logic, by z\addons\dayz_code\config.bin/CfgVehicles/HighCommandSubordinate/ Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/ Updating base class HouseBase->, by z\addons\dayz_code\config.bin/CfgVehicles/House/ Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/ Updating base class MeleeHatchet->MeleeWeapon, by z\addons\dayz_code\config.bin/CfgWeapons/MeleeCrowbar/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face1/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face2/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face3/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face4/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5_camo/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6_camo/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face7/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8_camo/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face9/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face10/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face11/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face12/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13_camo/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face14/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face15/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face16/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face17/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face18/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face19/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face20/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face21/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face22/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face23/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face24/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face25/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face26/ Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face27/ Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face28/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face29/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face30/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face31/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face32/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face33/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_g/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_2/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet_g/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/wdl_helmet/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_green_beret/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_black_beret/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett_g/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap_g/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/b_TacticalGlasses/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset_g/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask2/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_red/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet2/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask_v/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_v/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap2/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/taliban_hat_shadow/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/dive_mask/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/BlackSun_sof_w/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/RedSun_sof_w/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/None_sof_w/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/goggles_winter/ Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/29Rnd_30mm_AGS30/ Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/48Rnd_40mm_MK19/ Updating base class 4000Rnd_762x51_M134->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/2000Rnd_762x51_M134/ Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/100Rnd_127x99_M2/ Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/ Updating base class Hatchet_Swing->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/crowbar_swing/ Updating base class CA_Magazine->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/Hatchet_Swing/ Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_1L2/ Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_3I3/ Updating base class ->Plane, by ca\air2\mv22\config.bin/CfgVehicles/MV22/ Updating base class ViewOptics->, by ca\air2\uh1y\config.bin/CfgVehicles/UH1_Base/Turrets/MainTurret/ViewOptics/ Updating base class ->HouseBase, by ca\misc_e\config.bin/CfgVehicles/House/ Updating base class ->Land_CamoNet_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNet_EAST_EP1/ Updating base class ->Land_CamoNetB_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNetB_EAST_EP1/ Updating base class ->Sign_1L_Noentry, by ca\misc_e\config.bin/CfgVehicles/Sign_1L_Noentry_EP1/ Updating base class ->Sign_circle, by ca\misc_e\config.bin/CfgVehicles/Helper_Base_EP1/ Updating base class ->Rifle, by ca\weapons_baf\config.bin/cfgWeapons/BAF_AS50_scoped/ Updating base class ->Rifle, by ca\weapons_e\config.bin/cfgWeapons/M60A4_EP1/ Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_EP1/ Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_m145_EP1/ Updating base class ->m107, by ca\weapons_e\m107\config.bin/CfgWeapons/m107_TWS_EP1/ Updating base class ->M240, by ca\weapons_e\m240\config.bin/CfgWeapons/m240_scoped_EP1/ Updating base class ->V3S_Base, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Base_EP1/ Updating base class ->V3S_Base_EP1, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Refuel_TK_GUE_EP1/ Updating base class AKS_BASE->AK_BASE, by vilas_aks_cfg\config.cpp/cfgWeapons/AKS_74_UN_kobra/ Updating base class House->DZE_OpenHouse, by warehouse\config.bin/CfgVehicles/Land_Ind_Pec_03/ Updating base class ->C130J_base, by ca\air_e\config.bin/CfgVehicles/C130J_US_EP1/ Updating base class ->Helicopter, by ca\air_e\ah6j\config.bin/CfgVehicles/AH6_Base_EP1/ Updating base class ->Plane, by ca\air_e\an2\config.bin/CfgVehicles/An2_Base_EP1/ Updating base class ->CH47_base_EP1, by ca\air_e\ch47\config.bin/CfgVehicles/CH_47F_EP1/ Updating base class ViewOptics->, by ca\air_e\uh1h\config.bin/CfgVehicles/UH1H_base/Turrets/MainTurret/ViewOptics/ Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Crew_PMC/ Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_TL_PMC/ Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_M4_PMC/ Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_AA12_PMC/ Updating base class ->BAF_Soldier_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_W/ Updating base class ->BAF_Soldier_L_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_L_W/ Updating base class ->BAF_Soldier_Officer_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_Officer_W/ Updating base class ->BAF_Soldier_SniperH_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_SniperH_W/ Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_UN_EP1/ Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_UN_EP1/ Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_TK_EP1/ Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_TK_EP1/ Updating base class ->Helicopter, by ca\air_d_baf\config.bin/CfgVehicles/BAF_Merlin_HC3_D/ Updating base class AK_BASE->AKS_BASE, by ca\communityconfigurationproject_e\ai_madeaks74unkobrafullysilenced\config.bin/CfgWeapons/AKS_74_UN_kobra/ 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:11:19 Old style material 207 used in ReportStack not available 22:11:21 Strange convex component288 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component289 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component290 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component291 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component292 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component293 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component294 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component295 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component296 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component297 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component298 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component299 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component300 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component301 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component302 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component303 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component304 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component305 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component306 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component307 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component308 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component309 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component310 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component311 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component312 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component313 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component314 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component315 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component316 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component317 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Old style material 204 used in ReportStack not available 22:11:21 Old style material 207 used in ReportStack not available 22:11:21 Old style material 207 used in ReportStack not available 22:11:21 Old style material 207 used in ReportStack not available 22:11:29 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon 22:11:29 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl 22:11:29 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]" 22:11:29 "DayZ Epoch: MPframework inited" 22:11:30 "DEBUG: loadscreen guard started." 22:11:30 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:11:30 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:11:30 Error Undefined variable in expression: dayz_clientpreload 22:11:30 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:11:31 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:32 Old style material 201 used in ReportStack not available 22:11:32 Old style material 201 used in ReportStack not available 22:11:32 Old style material 201 used in ReportStack not available 22:11:32 Old style material 201 used in ReportStack not available 22:11:33 Old style material 204 used in ReportStack not available 22:11:33 Old style material 205 used in ReportStack not available 22:11:40 "Admin Tools: AdminList.sqf loaded" 22:11:40 "Res3tting B!S effects..." 22:11:40 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852 22:11:44 "\z\addons\dayz_code\system\REsec.sqf:Monitoring Remote Exe..." 22:11:44 "HIVE: Starting" 22:11:44 "HIVE: trying to get objects" 22:11:44 "HIVE: found 409 objects" 22:11:44 "HIVE: Commence Object Streaming..." 22:11:44 "HIVE: got 89 Epoch Objects and 320 Vehicles" 22:12:04 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret 22:12:04 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun 22:12:09 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret 22:12:09 UH1Y_DZE: ObsGun - unknown animation source ObsGun 22:12:16 "HIVE: Spawning # of Vehicles: 2" 22:12:16 "HIVE: Spawning # of Debris: 500" 22:12:16 "HIVE: Spawning # of Ammo Boxes: 3" 22:12:16 "HIVE: Spawning # of Veins: 50" 22:12:16 "Total Number of spawn locations 11" 22:12:16 Warning Message: Script z\addons\dayz_server\DZAI\init\dzai_initserver.sqf not found 22:12:16 "PUBLISH: Attempt 25edd0c0# 306194: vwgolf.p3d" 22:12:16 "HIVE: WRITE: "CHILD:308:16:VWGolf:0:0:[23,[1882.07,9636.57,0.314143]]:[]:[["wheel_1_1_steering",0.589566],["wheel_1_2_steering",0.988913],["wheel_2_1_steering",0.356904],["wheel_2_2_steering",0.795148],["motor",0.0509434],["sklo predni P",0.474999],["sklo predni L",0.600099],["karoserie",0.245173],["palivo",0.686882],["wheel_1_4_steering",0.945552],["wheel_2_4_steering",0.665604],["wheel_1_3_steering",0.714211],["wheel_2_3_steering",0.0756141],["glass1",0.514153],["glass2",0.202527],["glass3",0.740826],["glass4",0.824248]]:0.868504:1882196366323:"" 22:12:16 "PUBLISH: Attempt 25ed6080# 306195: hmmwv.p3d" 22:12:16 "HIVE: WRITE: "CHILD:308:16:HMMWV_DES_EP1:0:0:[33,[4399.52,1838.26,0.0190427]]:[]:[["glass1",0.209379],["glass2",0.411177],["glass3",0.2811],["glass4",0.885053],["wheel_1_1_steering",0.983351],["wheel_1_2_steering",0.395142],["wheel_2_1_steering",0.165896],["wheel_2_2_steering",0.407817],["fueltank",0.988831],["engine",0.174776],["sklo predni P",0.530073],["sklo predni L",0.363479],["karoserie",0.75096],["wheel_1_4_steering",0.788765],["wheel_2_4_steering",0.762766],["wheel_1_3_steering",0.349105],["wheel_2_3_steering",0.413892]]:0.980944:4399518383033:"" 22:12:18 "DEBUG: Too many at [6758.15,1535.63]" 22:12:20 "DEBUG: Too many at [3184.54,5821.33]" 22:12:28 "DEBUG: Too many at [7243.56,1359.21]" 22:12:31 "DEBUG: Too many at [6778.16,4154.77]" 22:12:37 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:37 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:37 Error Undefined variable in expression: dayz_clientpreload 22:12:37 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:37 "EPOCH EVENTS INIT" 22:12:37 "DEBUG VEIN: on road [6614.92,7121.67]" 22:12:38 "DEBUG: Too many at [6095.03,5869.84]" 22:12:40 "DEBUG: Too many at [7047.86,3911.01]" 22:12:42 "DEBUG: Too many at [7799.61,5075.16]" 22:12:42 "HIVE: WRITE: "CHILD:388:4399518383033:"" 22:12:42 "CUSTOM: Selected "832"" 22:12:42 "PUBLISH: Created HMMWV_DES_EP1 with ID "4399518383033"" 22:12:42 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:42 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:42 Error Undefined variable in expression: dayz_clientpreload 22:12:42 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:42 "HIVE: WRITE: "CHILD:388:1882196366323:"" 22:12:42 "CUSTOM: Selected "831"" 22:12:42 "PUBLISH: Created VWGolf with ID "1882196366323"" 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <;
  23. thats the point we are screwed we are spanwed into a harsh world that has nothing to offer but death. we have to make our own way we have to survive. if you've missed the point to the game well don't know what to say i personally think the game is too easy its gotten a little harder with the elements like cold heat and the rain. but the zed numbers are not there and there are other issues. do you know how boring the game would be if you spawned with a truck and a weapon i would get bored in 10 minutes. don't fret though i'm sure after full release there will be private hives that oblige your wishes with 1000+ vehicles and you'll spawn with a belt fed machine gun.
  24. DURRHUNTER

    Why are the devs making the gaming so diffcult?

    omg why dont we have vehicles i cant wait to run over people
  25. Duenan

    Health by movement

    since we have so many status effects now, Besides adding limping movement when your leg is broken, your walking and running gait should be changed with corrosponding levels of illness, starvation, dehydration. This will help eliminate status messages and make it more immersive and realistic. If you are red sickness, starving or dying of thirst, you should have a near shambling walk similar to the zombies and only be able to jog for a few seconds. If you're in the yellow your posture and run cycle should be slower than green or what we have now, Other players should be able to determine this from a distance by how fast you can move and your body posture animation. I think this will help not just with immersion, but also as vehicles are introduced. We really need a tired walking animation and status effects like blurred vision and increased weap sway when you're starving or sick that will finally lead to vomiting/unconsciousness. This can also be used with getting shot as blood loss would trigger the same staggering walk animation, meaning that if you just got shot by a 45 or 7.62 you can't just sprint away, hide and rebandage. You would limp or stagger away and probably get killed
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