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Hey guys, wh1sp3r here. Me and my friends recently started a Vanilla server based in SG but we do have players from EU, NA, Aus and UAE. Seeing how official server for Asia/SEA is always teeming with hackers, we decided to launch our on Vanilla server. No world addition other than codelock. All other MODs are purely QoL. Server is still on its infancy right now, and would love to have some new players. come check us out and see how it feels: ⎯⎯⎯ ᴀꜱɪᴀ ᴠᴀɴɪʟʟᴀ | ꜱɢ | ᴄʜᴇʀɴᴀʀᴜꜱ | 1ᴘᴘ | ᴄᴏᴅᴇ ʟᴏᴄᴋ ⎯⎯⎯ Server IP: 23.106.252.112 Port: 2325 Map: Chernarus Perspective: 1PP Only Region: SG Hosted | Global Players (US, EU, Asia, AU) Website: https://asiavanilla.org Discord: https://discord.gg/8sFwKakmcq Server Features: • Pure vanilla experience • Code lock for base security • Quality of life mods: auto-run, earplugs, give-and-take system • 3rd person enabled for vehicles only • No rules — except for zero tolerance on cheating Join a growing international community of survivors. Whether you're from the US, EU, Asia, or Australia — you're welcome here. Explore, survive, and thrive. We'll see you in Chernarus.
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Hey guys, wh1sp3r here. Me and my friends recently started a Vanilla server based in SG but we do have players from EU, NA, Aus and UAE. Seeing how official server for Asia/SEA is always teeming with hackers, we decided to launch our on Vanilla server. No world addition other than codelock. All other MODs are purely QoL. Server is still on its infancy right now, and would love to have some new players. come check us out and see how it feels: ⎯⎯⎯ ᴀꜱɪᴀ ᴠᴀɴɪʟʟᴀ | ꜱɢ | ᴄʜᴇʀɴᴀʀᴜꜱ | 1ᴘᴘ | ᴄᴏᴅᴇ ʟᴏᴄᴋ ⎯⎯⎯ Server IP: 23.106.252.112 Port: 2325 Map: Chernarus Perspective: 1PP Only Region: SG Hosted | Global Players (US, EU, Asia, AU) Website: https://asiavanilla.org Discord: https://discord.gg/8sFwKakmcq Server Features: • Pure vanilla experience • Code lock for base security • Quality of life mods: auto-run, earplugs, give-and-take system • 3rd person enabled for vehicles only • No rules — except for zero tolerance on cheating Join a growing international community of survivors. Whether you're from the US, EU, Asia, or Australia — you're welcome here. Explore, survive, and thrive. We'll see you in Chernarus.
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Hey guys, wh1sp3r here. Me and my friends recently started a Vanilla server based in SG but we do have players from EU, NA, Aus and UAE. Seeing how official server for Asia/SEA is always teeming with hackers, we decided to launch our on Vanilla server. No world addition other than codelock. All other MODs are purely QoL. Server is still on its infancy right now, and would love to have some new players. come check us out and see how it feels: ⎯⎯⎯ ᴀꜱɪᴀ ᴠᴀɴɪʟʟᴀ | ꜱɢ | ᴄʜᴇʀɴᴀʀᴜꜱ | 1ᴘᴘ | ᴄᴏᴅᴇ ʟᴏᴄᴋ ⎯⎯⎯ Server IP: 23.106.252.112 Port: 2325 Map: Chernarus Perspective: 1PP Only Region: SG Hosted | Global Players (US, EU, Asia, AU) Website: https://asiavanilla.org Discord: https://discord.gg/8sFwKakmcq Server Features: • Pure vanilla experience • Code lock for base security • Quality of life mods: auto-run, earplugs, give-and-take system • 3rd person enabled for vehicles only • No rules — except for zero tolerance on cheating Join a growing international community of survivors. Whether you're from the US, EU, Asia, or Australia — you're welcome here. Explore, survive, and thrive. We'll see you in Chernarus.
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I think Bohemia should add radio stations with no real humans, NPCs radio broadcasters and music culture in DayZ, music by artists, I don't mean ambient music, I mean a radio where songs are played. They don't have to be famous artists, they can be emerging indie artists interested in promoting themselves in the game, they can be part of the game's radio stations. NPCs survivor broadcasters are simply survivors who have radios and broadcast from somewhere, they talk and some play music, they tell us about their experiences and how they are surviving, their stories inside that world, if they have lost family members, if they have been attacked, if they have been injured, if they have seen resources, if they have not eaten for days, if they have had to kill someone. Obviously they would be people with a good voice and good interpretation, no matter the language, whether it is original Czech or English, the important thing is that there is a written translation into other languages. Broadcasters could play an important role in a system programmed for radio where they could give information on where to find supplies, which areas not to go to, where there are any interesting events, they could even make reference to players, where they have seen someone, some might be in a physical location on the map hidden away and we might have some real interaction with them. These NPCs could have some programmed areas where if we go inside these they could describe us through the radio, say the things we are carrying, where we are “I saw someone with an axe, I think he was not carrying firearms”. TRIGGERED DYNAMIC MAP CHANGES AND EVENTS The dynamic event system could be related to these broadcasters who could alter the world by what they say, some examples: -‘I've walled up a certain building, there were a lot of infected, I lost my backpack there’: And if you go there that building is really walled up and with infected inside, The game engine generated that event, injected it, and then informed us about it via radio. -"Don't go that way, I've seen a very large horde." The game engine has spawned a horde in that area, there is a large horde in that area and we are informed by radio. -‘Follow the graffitis, they will lead you to me’. Which could be a trap or a real NPC locked in a house asking us for something, like the one who exchanges music discs for antibiotics and other medicines. A broadcaster makes real graffiti across the map in the form of puzzles, and if you understand and follow them you can find his lair. -Whoever enters that area, I'm going to blow their head off. An NPC who warns that he doesn't want anyone and that anyone in that area is not welcome is possibly standing at a strategic point with a rifle. In reality, the event would first be generated by being injected into the map by the game engine and then reported by radio. Other types of content could be more related to collecting and exchanging goods and materials to survive, for example, Bohemia could create a system where there are music discs around the map and you have to find a broadcaster who asks you for them and if you give them to him he gives you medicine in exchange for them, because he knows how to make them, Once he receives the discs, he can play them through the radio, If the players manage to deliver a certain number of all the discs, there will be a curious ending to their story that wouldn't happen if they weren't delivered. These are just a few examples of the scope such a system would have in the game, I could write thousands but that is not the function of the thread. Other survivors would only tell stories about how they survive.they wouldn't really have a real location in the game, maybe they could generate dynamic events with what they do but we would never see them, they would just be narrative and events, some of them we might find dead. For example, someone who was broadcasting on the radio stops and ends up in a forest with a letter written about his death and how he loves his family. Some players might broadcast and appear to be NPCs from that world, but they could be setting us up with fake distress messages. Some NPCs could also be traps, asking for our help but only wanting to kill us or take our possessions. If we don't listen to the radio, we won't really be aware of what's happening in each place and we'll be going in a bit of a blind alley. RADIO DEVICES AND RADIO FREQUENCY RANGE To find out about these people you would obviously have to use car radios or a handheld radio with batteries.Most radio devices would be portable and battery-powered; not all devices would be able to broadcast, radios would only be used to listen to these characters or other players that have walkie talkies or radio stations, and of course, We'll be able to use car radios to listen, and other vehicles such as boats may have radios to listen and broadcast. Factors that could affect its use -Battery: Limited and necessary for operation. -Weather: Storms or interference could distort or cut off transmissions. Storms could affect communications, making them difficult to hear and distorting the radio signal. -Water damage: Getting them wet while they are working would cause a short circuit, although we could repair them. In fact, the same NPC to whom we give the discs could have the function of repairing electronic devices in exchange for discs or another NPC could do the same but in exchange for animals to eat. If we use them while it's raining and take them outside it could be a matter of time before they break, or if we jump into a lake with them working, then we'll have to wait a while until the electronics dry or dry them with a fire. -Range: Range varies depending on the quality of the equipment or the geography (valley, mountain).Each NPC broadcaster will have a larger transmission frequency radius than others depending on the type of transmission they use, the size of the antenna, some transmitters will only be heard in certain areas of the map but will not be heard in others, This forces players to use radios to find out what's going on in the world, and therefore they may even make more use of communicating with or listening to other players. Finding and using radios should be made less frustrating, the batteries should last quite a while, I'm not saying it should be easy or given to you at the start, I'm saying it should balance very well since it could be the heart of the map. BROADCASTED MUSIC The music can be related to the location of the map and the time period, for example, on a map of the Czech Republic there would be Czech music and local artists from the country could be highlighted, It's a way to discover unique music that we would otherwise never know about.I found this amazing music playlist about Czech artists: https://youtu.be/uFaA4OTdAfo?list=PLcFiTGX0bj6_d3FzcWvYJHC_TvqEnBkYP There really wouldn't be many survivors broadcasting music on the radio, at most one or two. OTHER FEATURES Music can also be put into cars with cassettes that we find, and these can be used to create or move hordes of infected, enter a town and move the infected out of it so our friends can loot it more safely. The noise of the car with music would also help to prevent gunfire from attracting them, as they would be more aware of the sound of the car. This would also include a randomness system that I explained on twitter, where the car could fail at any moment, breaking the strategy between players. https://youtu.be/6tLPijQs0Ic PLAYERS BROADCASTING This is a feature that was in the game, I am not referring to this with this thread, but in fact I see it as good that it exists and is enhanced, that players have to use radios and frequencies to communicate with each other and stay informed, players must also be able to use the radio devices to communicate with each other on specific frequencies. We'll be able to go to a local radio station and, with a power supply, broadcast to a large area of the map. Only walkie talkies and radio stations would allow us to communicate with other players, some with greater range to detect frequencies and others with less. It would be easier to find radios to listen to than devices to broadcast. MODDED SERVERS On mod servers you could even use a LLM ChatGPT-type AI generator so the character could say dynamic things alternately or adapt to the circumstances of the players in the game, through voice synthesis and a dynamic context that would be expanded. For example, if you pass by a boradcaster area, he might say he has seen you and describe how you are dressed, if you are wounded or armed. Actually what I have explained is the basis, but it can be made much more complex with very elaborate systems that would give an interesting and unique touch to the game as the fact of listening to people that you can't see or touch but maybe they are watching you is curious. RESUME The idea is to expand the lore, give an identity to that universe and that identity can play with the players, PvE, roleplay with them. and at the same time introduce music into DayZ, music culture, not just ambient music, promote artists to attract more people to the game, introduce radios with curious characters who can interact with us by helping us to find events and happenings linked to them. The radio broadcast system could be a unique system for this type of game dedicated to guiding players and expanding the game's lore, Furthermore, such a system can be seamlessly tied to other systems as the game evolves. The radio becomes more than a tool—it becomes the heartbeat of the game world. Players feel like they're part of an ongoing story, where they can tune in, discover, or ignore world events. I think if something like this is done well it could lead to very good evolution of the game, a more real world with an interesting background. RECOMMENDED THREAD This could be related to a seasonal design of the game where characters could vary seasonally, broadcasters could die or change, thus avoiding cumulative content.
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DAYZ SEASON BASED MODEL INTRODUCTION Seasonal model refers to a online game service model where the elements of the map change over time, they evolve, like Fortnite or Destiny 2 games. Yeah, I know these are games that DayZ players probably hate, I don't like them either, but I do recognize that the seasonal model in open world multiplayer games could be a very good idea for better content management. With this model the game has a narrative line where different things happen each season, that interferes with the players' survival, forcing them to make different decisions or follow different paths with each new season, having to adapt to this changing world. First of all I want to say that this does not refer only to a system where the maps change with real time seasons (winter-spring-summer-autumn) according to the time of the year with elements like snow, flowering leaves, or trees without leaves and leaves on the ground, that would be great indeed and can be part of this game model, it would be interesting to aim for that, even if it means fewer official maps or smaller but better worked maps, this refers more to the fact that the game evolves over time, as if the years passed in the game just as they do in life. Leaving aside the mod servers, I'm talking about the Vanilla experience, DayZ should be updated in a big way every six or three months, would be six-monthly or quarterly season model, depending on what the studio can cope with, that's why it's called a seasonal model, not by seasons (winter, spring, summer, autumn). The important thing about seasons is to show that the world changes dynamically, that new things happen, not just between players, things happen without the players having full control. The season based model would include new events and new stories, I mean NPC stories, yes, PvE needs to be improved, a open world online game that is only PvP or that barely tends to PvE tints can't evolve in a big way, If you want only PvP just create a primitive and simple arena server with no events and kill each other, it's the easy way. DayZ 2 concept main menu with seasons. TECHNICAL BENEFITS The seasonal model would also allow for the content produced in the game to be scaled, as if it becomes cumulative the game would crash. A game divided into seasons allows for much better control over the content injected into the maps, devs will have better control over the game content in each season, avoiding saturating the map with elements and having total freedom to remove and add new ones or to add back old ones that we previously removed. For example, in Red Dead Online Rockstar Games started to inject cumulative content massively, dynamic events on the map, and the game eventually ended up collapsing, the game was without animals for more than 6 months or more until they managed to fix it, the problem was because as being a P2P game players generated that content on the map and as they added new roles (bounty hunter, moonshiner, naturalist, trader, collector) and you acquired them each role had new events that were generated over the map adding new events related to them, this made the game collapse, mainly the generation of animals for hunting, that's why new players, the ones who had no role or only one role, kept generating animals around them and it was curious, while players with many roles didn't see them. Because of this problem I think they actually abandoned the game, if any of you played this game maybe you'll understand some of what I'm saying, they simply fixed the animal problem but they had to stop producing content because it was too complex to keep creating more cumulative roles and events. That's why I think a seasonal model is much better than acumulative, because the content is limited to only the seasons, or part of it. Obviously, there would be elements that would be more permanent than others, like animal spwans, for example, and even within seasons you can control basic elements and introduce others to balance the hardware resources if you want to introduce new things. ¿WHY A SEASONAL MODEL HELPS? -Content Isolation: Limits how much is active at once, reducing the chance of conflicts or system overload. -Balance Opportunities: Developers can rebalance systems between seasons based on data. -Thematic Focus: Each season can have a clear identity (e.g., winter survival, faction wars, etc.) which helps engagement and simplifies design/testing. -Improved Performance: Less legacy content running in parallel → fewer processing demands. PROBLEMS WITH A CUMULATIVE MODEL (LIKE RDO): -Exponential Complexity: Every new feature has to interact cleanly with all previous ones. -Systemic Conflicts: Like the animal spawns vs. new events -Inflexibility: Once content is live and tied to progression, removing or altering it becomes controversial and risky. The good thing is that DayZ moves on private servers, but increasing all that content without splitting it up would make the game run very poorly as the content increases across the map, conflicts can arise as more things are added and accumulate. A seasonal, modular system with scoped content is more sustainable, especially for live-service games aiming for long-term evolution. CREATIVE BENEFITS Creative benefits are undoubtedly also very large, you can develop evolutionary narrative, which changes over time; this is undoubtedly linked to the technical section where things can be added and removed from the map in each season depending on the narrative you want to present. When I talk about narrative I don't mean singleplayer games with cinematics, I mean like a action role-playing narrative game like Skyrim where everything develops in real time on the map, everything is playable and interactive, there are no cinematics, you can meet an NPC on the map and he will talk to you but if you want you can shoot him, or walk away and ignore him, it's up to the player. The player is responsible for the content they avoid with the choices they make, for example, if a player kills an NPC he could be missing out on an interesting narrative line in the game that would help them better understand that game world, or he could even lose important items or other elements, even their decisions could interfere with future seasons or future quests. I recommend this thread about radio station design with NPCs, as it's a clear example of core seasonal narrative, where players could tune into the radio with different characters each season and have them change over time. MAP CHANGES DURING THE SEASONS We are talking about changes within the same map, currently that is done using different maps, each map has its different settings, but here we are talking about a single map changing over time. -Loot placement may change seasonally, for example, during the first seasons it would be easier to find loot, there would be cars in better condition, etc... but also more infected, While in later seasons there would be more trade and farming in settlements, there would be almost no loot since almost all the food would already be expired. -Obviously as I said, dynamic narrative could be introduced with even characters, and generate concrete events in every season to give the game a unique lore, a story, a meaning. For example, if we do not give food to a certain NPC who is locked inside a house, he could appear dead from starvation or suicide in the next season. -The map changes would also include the appearance of survivor settlements on the map in case of wanting to add a season with factions. -Buildings that have suffered damage could appear destroyed. -Some routes could be unusable after a certain season, for example, a bridge destroyed. -The spawning grounds of creatures could be vary per season, for example, in one area the wolf population may have multiplied significantly. -After a few seasons, two years, gasoline would no longer be useful, and we would have to use biodiesel made by us or by NPCs, horses might be a better mode of transport than in the early seasons. DIFFERENT TIMES OF THE YEAR WITH DIFFERENT CLIMATES We talked about this before, it would be great to have Winter - Spring - Summer - Autumn with visual changes on the map, each season could have a specific time of year. Each time of year in each season could change things like where the NPCs, animals, infected are, and obviously, non-living elements on the map could also change. WINTER -The infected during the winter would hide in closed places such as buildings, garages, warehouses, houses, etc... -In winter animals like bears wouldn't appear as often, we could find them sleeping in caves because they would be hibernating, which gives rise to adding other things in places where they are no longer. -The map would look snowier, It would also be colder and we would have to keep an eye on our clothes, or not bathe if we don't want to suffer hypothermia and even lose a limb. SUMMER -Forest fires could break out and trap us, they can be initiated by lightning in thunderstorms, random events, or players. -The ice in spring and summer would be melted, so without ice sheets we might not be able to cross a river or lake on foot. -Extreme heat waves reduce stamina/endurance more quickly, the player needs to hydrate more often, shade and interiors help with energy recovery, some items (food, medicine) spoil more quickly, risk of heatstroke or dehydration. -Severe droughts, drying up or polluting water sources, increasing the value of clean water as a resource or currency, and the need for filters, purification tablets, or solar collectors. In a summer season narrative design, a rumor tells of an old school with a tank on its roof that still holds water. The player must reach it before another faction. -More useful solar panels allow you to recharge devices like car batteries (There are no 100% electric cars, I mean the battery to start the car). During the rainy seasons buckets can be used on the roofs of buildings to collect fresh water. Here, it would be important for Bohemia to be able to deliver content every three months, content that corresponds to each season. The autumn and spring seasons could be with less content, in the end all the content that was generated, part of it, could be reused, the spawns of each season, specific events created in x season could be used in another if they do not have a lore focused on that one. DYNAMIC EVENTS Bohemia should focus its efforts on generating content based on open world dynamic events basically, situations in which to put players. Dynamic events could have human presence not controlled by players, NPCs, animals, infected (horde event), atmospheric elements (storms), or situations such as planes gas-bombing certain areas to kill the infected. For example, in the first season of the game there might be contaminated zone events, where the military is still bombing areas, but in later seasons where all hope has been lost, because civilization has fallen, those events would be replaced by other different ones, If you want to live that experience again you'll have to go back to season one. This is understandable because DayZ currently has few dynamic events, but let's imagine that they want to generate and introduce sophisticated events, even with NPCs, or narratives, this content cannot be cumulative because it is very difficult to control. Bohemia should make an effort to introduce non-playable human characters into dynamic events—humans escaping a horde, a girl searching for her father who's on another side of the map, and things like that—and give players the freedom to intervene in those PvE events. Some bad soldiers patrolling roads and highways armed. Here we could differentiate between: -Non organic dynamic events (limited/finite): Limited ones are those that last once, once consumed they cannot be repeated again, they are lost, for example, if we find the girl who is looking for her father and we or and infected kill her she will no longer be able to find her father, the same if another player or infected kills the father, so we will not be able to see the outcome of her story. If the players manage to unite them, it will lead to a final narrative, we will help them evacuate to a certain area. Even if we rescue them we might still see them in future seasons, or see something related to them. -Organic dynamic events. These events are like an Ouroboros; they repeat constantly over and over again throughout the season. They may have a limited number of generations, but they can repeat more than once, even reaching several. This type of event would include gas bombings generating contaminated areas, which can be repeated randomly at certain points on the map at any time. For example, bad soldiers patrolling roads could also appear randomly several times.To do this with NPCs, a system of dynamic events triggered by a circular perimeter of layered activation must be developed where the player must enter the perimeter for the event to be activated by passing through the different layers. For example, there could be a survivor up on a rock and an infected below trying to kill him, we could see him from a distance, but until we get close enough to the perimeter where the layered event is activated, he won't see us or tell us anything, and if we don't save him by killing the infected in time, once the perimeter is activated, this survivor could slip and fall, but if we look at him from a distance, he would simply stay there waiting for some player to activate the event. The perimeter system event could have activation layers where each layer the player steps on, the player does not see the layers, it activates sequences, for example, if there are 3 layers the first could be the NPC shouting "Hey, you, help, please", if you go back and leave that layer the NPC sits down again and becomes silent, if you re-enter that layer he gets up and asks you for help again. If you cross the next layer you activate a dialogue where he tells you something to help him but also activate the possibility of him slipping and falling is also activated, perhaps a time trial to trigger the mocapped animation sequence, so there it is only a matter of time before he falls, a third layer would activate another dialogue or animation. This is a concept for an organic dynamic event where a bear scavenges for meat, human bodies, in a wrecked vehicle, because it's hungry. This bear could carry infected blood in its teeth or even claw. This event is organic because it could be repeated in multiple ways in different areas of the game. In the case of vehicles, we could see that at first they are not there and when they appear they remain static on the map, then bears or wolves may appear looking for corpses. A wide variety of scavenging events can be created, for example, a garage with an open door and inside there are two wolves eating a body, outside the garage some blood is seen. , The garage event can be repeated multiple times in different garages located throughout the map, the same as with crashed vehicles. As you can see, these are reusable events that can be injected into many areas of the map and can be injected again, that's why I call them organic. The server awards limited dynamic events per season per player. For example, if a player has been allocated two dynamic events, the second player is much more likely to find the third one, which would be generated due to his proximity to the event spawn zone. If that player has not entered the game for some time, the new dynamic event will be awarded to the player who has viewed the fewest dynamic events. Many players will lose dynamic events because they will be awarded to other players, giving replayability to the season. Players can help each other or not by the events they encounter, for example, an event could be a man who gives you clues about where a certain object or person is located in x place during that season, the player on the server is free to then share that information with other players or keep it to himself and say nothing. CROSS-EVENT/QUESTS Players can encounter quests activated by other players and intervene in them. For example, a quest to find a certain person — if another player finds them first, they can choose to kill or protect them. Imagine a girl looking for her father, both the girl and the father are on the same map, if the players find one of the two they can end their life, or they, the NPC's can die along the way, the NPCs will always be willing to go with you and will tell you that they are looking for each other. If you see an event in the distance, two players can influence the same event. I recommend watching this glitch video about Red Dead Online https://youtu.be/z4oOHtIzPCM To put it in perspective, the mission is a bounty hunter mission launched by another player from a sign next to the sheriff's station. The mission is generated in the world, and the event is placed in certain parts of the map. Generally, you have to go to that point and capture the outlaw, dead or alive. Alive gives you more money, and you have to deliver it to the sheriff. The outlaw can escape if you get distracted by shooting other NPCs. Surprisingly, I discovered a glitch: if you wait in areas near where these events are generated by other players, the NPCs from those events don't attack you. It's as if they were on your side or you were on their side. You can walk around the event and see the outlaw. Whereas if you're the one who triggered the event, from the sheriff station sign, when the NPCs discover you it's a shootout. The magic of this bug is that you can fight other players while defending NPCs and the NPCs defend you, in fact the other player might not even know that you are a real player, in that case I was with a friend when I captured that video. These types of situations increase PvE, since the player is fighting against NPCs who are also supported by other real players, something that Rockstar never officially implemented, in fact I think almost nobody knows about this bug. I made more examples of this bug: https://www.youtube.com/watch?v=w2WdJH5b2E0 https://www.youtube.com/watch?v=T9vRdoLbGJo https://www.youtube.com/watch?v=Z1hcWuy-17o Since it's a bug, sometimes NPCs end up attacking you, I think it's when you shoot them or the other player's mission ends, which is normal because the game wasn't designed for that. Example in DayZ: two different real players have developed a different role where one has to kill a certain NPC person because some NPC has told him to: that NPC person killed their brother, and if you kill him and take their head, he will give you more clues about something. Other player is the opposite: he has to help that NPC person escape the map because is in danger, If the player on that person's side finds this person before, what he has to do is protect the NPC and escort it to a certain point for their evacuation from the map, a bunker, a helicopter, etc. The NPC will follow you across the map and can die. If you are the opposite, your objective will be that if by chance you meet on the map, you have to confront the player protecting the NPC and that NPCs to cut off the NPC head and take it to the other NPC, the one who claims it and has promised you something in return. If the killer player arrives before and kills the NPC, then that content ends for the other player, but if the other player protects the NPC, the content continues for the both players until the NPC is safely at the indicated point. The players don't have to meet at any point, there are no indicators of anything, it's a coincidence that they are found, in fact there may be several players who think they have to cut off that NPC's head and only two who have to save him, and even a player who doesn't know anything about this may kill that NPC, so if that happens that content ends for one of both players. It's easy to understand. The objective is to evacuate an NPC from an area, point A to point B. He can give you a position with coordinates of where he is. You have to locate it. The other role player can arrive before and kill the NPC. Another player can even get there first, without knowing what the NPC's role is, and kill it. Even if the player who has to kill that NPC arrives and sees the corpse of the NPC, he can take its head and he won't lose that metaprogress because they would have achieved that objective: that NPC dies. As you can see there are multiple variables in the quest, and it is a very simple quest, it is only an NPC at a specific point on the map and that moves with you from one point to another while you have to prevent it from dying, you also have to take into account that the infected and the animal predators are also dangerous, they can kill the NPCs too, and that person might also need to stop and rest, eat, etc... That NPC is generated at the moment in which one activates that mission, the one to kill or the one to escort and it will be a coincidence that two players find the same path. The only difference is that those who have to kill him don't know exactly where the NPC is and there will probably be more of them, they only have a general approximation of the area because whoever gave them the information doesn't know where the NPC is as is logical, while the one who has to escort him has fewer players and they do receive coordinates to find the NPC on the map. What happens with NPCs could also happen with real players, it could also be that an NPC tasks you with killing a real player, giving you a description of the player, hair, tattoos, scars, etc. For example, let's think that there is a very simple system that has activated that. Imagine two NPCs and one player only kills one of them, the other runs away and saves his life, if the game marks that one as survived that will activate a side faction quest where other player can be task to kill that real player having a physical description of him, that NPC has been able to escape and tell that to other NPC, obviously the NPC will not travel around the map in real time to the safe zone, it will be enough to escape from the player's viewing radius at certain point.This system could simply be tied to if we attack NPCs and they run away, that could have future consequences with other NPCs. This explains a bit how Bohemia could use cross events based on, for example, having factions, there could be events where some of these are from our factions and we can participate in them, If we enter that area nothing happens to us, but if another player approaches, it does. MANAGING MULTIPLE MAPS WITH THE SEASONAL MODEL About more maps, let's suppose that Bohemia has 4 official maps to control with content, almost like right now, the seasons could move through maps with narrative taking the players through different flavors, for example, the first 3 years (real life time) of the game could take place on the same map, but in the 4th year a new map could be added and narratively move the players to that map, dedicating the work of the following next 3 years years mainly to that new map and its seasons and abandoning the previous one, but always leaving it replayable, in any new season the game could make us return to a previous maps if the developers consider it. The problem I see here is that I would like to have multi-map, to be able to jump from one server to another and change maps, being able to return to old maps, the problem is that creating seasonal content for several maps consumes a lot of time for developers and is very difficult to manage, the solution could be to leave the old map active with limited content, as currently occurs with the game, with some events that are repeated and elements that are repeated (infected, animals, etc..), but without new content. What could be done with this is that some elements of the new map make us interact with the old ones, for example, going to look for a specific species of plant on the old map, or going to a certain house on the old map and finding a certain object. LENGTH OF THE SEASONS AND THEIR STRUCTURE This also seems complex to me to manage, how long a season lasts and how its content is distributed in the game since its release, especially if there is a complex narrative with NPCs and not just dynamic changes to the map over time, like what I said about the bears and the caves. About this I thought that the game season could have a real duration per server of about 30 hours. From the moment the server is online, 40 hours pass, sometimes more, sometimes less, and in those 40 hours, specific situations and events will be generated that players must encounter. That's why I say that this type of design allows a lot of room for replayability, because you might start playing again and find things that you won't have found on the first playthrough. If a server is stopped, for whatever reason, the seasonal hours are also stopped, and will only continue until the server is restored. The essence of DayZ would not be lost, you would start a season and you would have to survive, with the only difference being that in each season there would be different events and different settings and things that would force you to adapt to the new circumstances of the moment, and If you squeezed out that 40 hours season few times, you can replay again the previous seasons until Bohemia releases a brand new season with new original content. On modified servers the timescale could be adjusted and the server could be stopped and better adjusted to the actual lifespans of the players. REPLAYABLE SEASONS Seasons should be replayable, or at least able to be started from scratch, since the goal is for the content to be replayable, for example, in Destiny 2 I believe there is no option to replay previous seasons, so the content worked on by the developers is lost, thats bad for the new players, maybe you advanced to a new season but missed details or things that you didn't discover in the previous one, things that another player did, that allows for replayability. META PROGRESSION SYSTEM Here I think players in hardcore mode should be able to keep their progress and items, but obviously they could be stripped of them during season changes.For example, maybe in the fifth season you found a letter, maybe this letter will be useful to you in the sixth seson, so that element would move to the sixth. In a season where you change to other maps and move around by helicopter thanks to some soldiers who evacuate you, perhaps they would make you hand over everything you have before flying with them. I repeat that it would be nice if there were several difficulty levels, for example a permadeath one where if you die you lose all your progress and have to start from the first season again, another hardcore where you would only have to start the season again, and another where if you die you would just spawn again in another part of the map. Some examples of meta progression -Each player has a persistent "Codex" of discovered events, lore entries, and dynamic world states from previous seasons that can affect the future. -Legacy Skills: Maybe minimal skill carry-over—e.g., “Your character remembers how to repair car engines faster after Season 3,” nothing OP, just flavor and slight utility. We could have lost an arm and still have that problem in the following season. -Objects / Relics: Cosmetic-only badges or gear skins tied to season completion or challenges. For example, a military outfit might endear you to an NPC, while if you're not wearing it, they might treat you differently. Meta progression in a season-based model can feel almost like losing your life, with a high value, which can lead players to make extreme decisions to survive without overreacting. You survive because you don't want to lose all your progress. You don't just lose items, you lose the progress of many hours of play. You lose specific items to solve lore issues or things you want to discover that you didn't discover the first time you played that season, so I think that allows players to act in a way that is more realistic to how they would in real life, there is a great fear of losing, especially if you play with permadeath. DIFFICULTY MODES This is a simple overview of how difficulty would be structured, difficulty would be based directly on how long a player can survive without dying. -EASY SURVIVOR MODE: If you die in a certain season you won't lose progress, you'll just spawn somewhere else on the map. Maybe some items or something will be taken from you to penalize you, but nothing serious. -HARDCORE SURVIVOR MODE: if you die you have to start over the season again from the scratch. You would lose everything, not just items, all your character progress would be reset to zero. You will start with all the meta you ended the previous session with. -PERMADEATH SURVIVOL MODE: you will lose all your progress, not just the season you died in, you will lose all your progress from all seasons, you will have to start over again from the first season. Permadeath mode and even hardcore mode have more value with seasons, let me put you in the situation, maybe you were with someone you met recently, a real human, you're in permadeath, a horde is chasing you and you have low stamina, you shoot him in the kneecap so you don't lose all your meta progress, since surviving becomes much more necessary knowing that you're going to lose all your meta progress from previous seasons, we're talking about each season lasting 20 hours or 40 hours, and you leave him limping, the horde goes after him and you run away, REPLAYABILITY: Permadeath players will always be able to return to a previous season as long as they don't die. The difficulty of the environment (infected, animals, weather, human NPCs) will be the same for everyone, or in principle it has to be that way. This also prevents developers from having to balance so many things, and on the other hand, the game experience must be that way. MULTIPLE CHARACTER-DIFFERENT SEASONS Players should be able to control different characters in different season lines, at least storing their metadata even if they don't play the season. For example, one character in permadeath and another in the hardcore line, each with their own unique metadata and progression. This is because if you have a character in permadeath, you might want to play the new season that's come out without having to make all the progress again, so having a hardcore line saves you from having to start all the seasons from scratch if you die. Maybe you're doing a permadeath challenge and you're on season 3, but the new season 6 released by Bohemia comes out tomorrow, then the hardcore line can help you play season 6 when it comes out and put the permadeath challenge on hold to enjoy the new season. MODDED SEASONS Seasons should be able to be modified by modders, adding additional content and enriching the foundation created by Bohemia, allowing them to make changes and improvements, vary their length, and better adapt them to each community servers. There would also be modified servers that would not have seasonal elements, for example, someone who just wants an unchanged map, like DayZ currently is, that would exist and it would not be difficult to create, in fact I think it is the easiest thing to do, you just have to deactivate things and place spawns and loot. SEASONAL PAYMENT MODEL Yes guys, Bohemia is a company and it has to financially survive, it is not a sister of charity. The model shouldn't change much. Every three-four years, if a new map for the new seasons is released, the new fee would be charged, you pay for a new map and three years of new content and support. A marketplace (workshop) with paid assets could be introduced where modders can create and sell them if they want, I think it's fair that people who create assets, maps, or scripts can make money from it if they want, because their work should be compensated, and Bohemia would keep a portion of the money, especially on consoles. Bohemia could also make collaborations with actors and companies and introduce paying character skins that fit the game, nothing ridiculous, we are talking about a serious setting, it could for example be a famous character skin like Cillian Murphy or George Romero, things that do not affect the core of the game, these skins could be rented, lost upon death or after a certain period of time. Introducing an in-game currency, be able to exchange real money for that currency, is not a good idea, it's very tempting, but it would destroy the core of the game and progress, I think there are better ways of monetization like the ones I mentioned before that wouldn't affect progress or break the setting. This game model demands a solid foundation. It can't be like the old DayZ, which has been more like an Early Access game with many shortcomings. There must be a solid foundation of systems and elements that allow for the easy production and manipulation of seasonal content, there must be a clear roadmap and a paved path for such a design, the game can't be like an Early Access where everything is still being created from scratch, there has to be a previous foundation already built, the basics, to build something like this, For example, the infected systems should already work perfectly from the release, the vehicles, the dynamic event systems, etc. ------------------------------------------------- If I can, I'll continue expanding the thread. I've missed a lot of things and this is just a rough outline of how I think DayZ 2 should evolve as online game, I also think such a design would be avant-garde and pioneering in terms of revolutionising the design of seasonal online gaming, and it would also make content management much more efficient, much more orderly.
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I think they're not really supporting the old DayZ because they're just focusing a lot of their work on DayZ 2, on bringing everything over to the new engine, while also working on ARMA 4, they have a team making new maps for the old DayZ, some systems will be used in DayZ 2 for sure, but you know making maps for the old DayZ isn't that complicated, is a way to appease people until DayZ 2 arrives. You have many mods and you can perfectly improve the game experience without Bohemia, but Bohemia now knowing that should be focused on offering a future ecosystem for the new engine and the game, in fact it is curious that they keep adding maps and implementing modules from the new engine to the hybrid, In fact, these implementations are nothing more than a teaser for DayZ 2, the vehicles, the skybox, etc... ¿What would be the point of giving you all the DayZ 2 improvements before DayZ 2 comes out? It would be commercial madness, the normal thing is that when the game is released it will feel completely revamped, a breath of completely fresh air, feeling a great evolution all at once. ¿Do you think they're not working on DayZ 2? Is that what devs have been told? No developer is going to tell you what they are doing unless there are leaks, In fact there have been leaks of the game, you know perfectly well that the videogame industry is very secretive with these things because then the magic of the games is broken, all the workers sign NDA so all the devs are going to sell you that DayZ 2 is not planned to exist, even when they may have been working on the game for years. The grace of a game is even as it happened with Oblivion Remastered, that without anyone expecting it a game comes out suddenly without warning, that's the real magic of videogame industry, It's like receiving unexpected Christmas presents. They're not going to improve the old DayZ, at most they'll give us small tweaks until the complete engine change, that could be when they decide, It's their decision to show engine improvements on the old DayZ, and if I were to move the company I wouldn't show much to maintain a good impression on the day the new product is introduced. Consoles are like computers, they share the same architecture. The PC also has controller support. In fact, I prefer the controller a thousand times over to the keyboard, since the controller allows you to, for example, adjust the speed at which the character moves, this is good, for example, for stamina, stealth, and other elements such as platforming. The DayZ experience can be perfectly ported to consoles, the fact that the game doesn't have big improvements isn't because it's on consoles, it's because of what I said before, believe me, most of the time when a developer is making a statement to you, they are confirming the opposite. "We cannot port the old DayZ completely to the new engine, it is too difficult, it would break everything." = "We really can, we're just working on a new product to launch." Believe me, when you've seen games like Zelda BOTW emulated on PC and with co-op multiplayer and developers from major companies saying that it's not possible, that people don't know how games are made. you think anything is possible. 😄 My message is that you just tell them what they should improve for DayZ, feedback is always good and welcome by companies, it helps to improve their products, they will then make the decisions they consider, but don't expect that to happen now on the old game, because if they are creating an improved DayZ they have to sell it as if it was something completely renewed, a brand new product, and if they give you all those improvements now they won't have anything new to sell you.
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|Huntsman Dayz|PC|EU|Chernarus|Traders|Drugs|Weekend Raid|AI
Cole Joynson posted a topic in Server Advertisement
Join up for early wipe: https://discord.gg/snS98X3kq5 What this server offers: Long Wipes Good eco Traders Friendly Staff Fair Rules Weekend Raid Daily Events Custom Zones Keycards Koth Airdrops BaseBuildingPlus AI When we get monetised all of the donations will be going towards making the server better for everyone We have plenty of rules to keep all everything fair for everyone on the server. Server Rules We highly recommend recording gameplay for ticket purposes, both making reports and for your own benefit in appeal and comp tickets. For example, clipping all kills, or recording raids to show an excessive amount of code locks using software such as Medal or NVIDIA Shadowplay. To maintain a fair and cheat-free environment on our server, we utilize advanced monitoring tools to detect suspicious activity. By playing on our server, you acknowledge and agree to fair play and understand that unauthorized modifications will lead to penalties. Staff members reserve the right to enforce rules at their discretion to maintain fair play and server integrity. If you have concerns about a punishment, you may appeal via a ticket NO Hacking (ESP, AIMbot)/Scripting/Doxxing/NVIDIA Inspector. Cheating, hacking (ESP, aimbot, scripts), or using software like NVIDIA Inspector to gain an advantage is strictly forbidden. This also applies to players knowingly associating with cheaters. NO Hate Speech. Discriminatory language or behavior will not be tolerated. NO CFT Information Sharing. Players with CFT access are NOT permitted to post CFT info or screenshots, or disclose information from CFT in-game or in Discord outside of a ticket. NO Using Alt Accounts Unfairly. Do not use alt accounts for ban evasion, loot storage (loot mule), or raid countering. NO Exploiting. Glitching, duping, render glitching, meatballing, changing player models, moon walking, or anything that provides an unintended PvP advantage is strictly forbidden. NO Stream Sniping. Do not watch any player's stream while on our servers. If you believe you have been stream sniped, you must provide time stamped video evidence. Sharing other groups' base locations in any form (coordinates, screenshots, or verbal communication) is strictly prohibited. NO Combat Logging. Logging out during PvP to avoid death is prohibited. You may only log out 10 minutes after taking or dealing damage. This includes Safe Zone strafing. Players proven guilty of combat logging will forfeit all items on their character, which will be transferred to the opposing party. If you are banned for combat logging due to a crash, you must provide crash logs as evidence. NO Loot Cycling. Purposely clearing and dumping loot to force respawns is strictly prohibited. This includes hiding or destroying items to manipulate the loot economy. Repeated offenses will result in bans No allies or teaming with any other groups. NO Blocking access to key card rooms, or logging inside key card rooms to cycle the loot NO Keycard Room Camping. Camping keycard rooms from the inside is prohibited. NO inappropriate names in game, impersonating staff or names that violate other rules. NO Calling out cheaters in in-game global-chat or in any Discord chat. Make a ticket. Only 6 people ONLINE in GROUP at the same time. ( If not in GROUP you CANNOT be ANYWHERE NEAR members of the group!) You will be banned if caught roaming with players that are not in your group Safezone Rules NO Stealing in a Safe Zone. This includes, but is not limited to, stealing from vehicles, stealing vehicles, taking items from dead bodies, and taking dropped items without permission NO Trolling in a Safe Zone. This includes, but is not limited to, getting into vehicles that do not belong to you, removing essential vehicle parts (spark plugs, batteries, wheels, rotor blades, etc.), and intentionally blocking, flipping, or damaging vehicles. NO Entering a Safe Zone During Combat. NO Hotmicing. Playing music, yelling into your mic, using soundboards, etc. NO Leaving Vehicles in Traders for More Than 6 Hours. Vehicles left in trader areas for longer than 6 hours will be deleted. NO Blocking Trader Entrances. Do not park vehicles or place objects that obstruct movement in trader areas. NO Scamming in Safe Zones. All trades in safe zones must be fair and honest. Do not deceive, shortchange, or trick players during transactions. If a trade agreement is made, both parties must follow through. *Always check item condition before completing a trade. Damaged, ruined or half, empty items should be disclosed beforehand. *Recording trades is highly recommended for dispute resolution. Use software like Medal or NVIDIA Shadowplay to clip your trades. Scamming will result in penalties, including warnings, bans, or trade restrictions. Raid Rules Raiding is only prohibited during the weekend. (Starts at Friday 5pm. Ends Sunday 11:30pm) BST It is mandatory to record how you entered and exited a base. Failure to do so will result in a 1-week ban—multiple offenses will lead to a permanent ban. Boosting is allowed; You can only boost on player's or static object/vehicle. Using floating objects within the air or placed up on the base of a wall/gate to boost is forbidden. Players may only raid through doors, hatches, or gates with breaching charges or C4. Windows are unraidable. During a raid, players may destroy both doors and their frames. NO building or deconstructing during a raid—this applies to both attackers and defenders. You are allowed to rebuild 20 minutes after the last breaching charge/C4 explosion. NO base takeover (placing your own codelocks). NO glitching to gain entry or to see inside a base. [00:11] You are not allowed to log out in enemy bases. If the server crashes during a raid, you may rejoin. However, if only your game crashes, do not log back in—open a ticket instead. NO logging out during a raid (defenders). You are allowed to log out 20 minutes after the last breaching charge/C4 explosion. If defenders are found logging out during a raid, all loot on the player will be transferred to the attackers You can only have a maximum of 6 attackers or 6 defenders during a raid. You CANNOT rotate players in or out of this number. This includes allies. Raiders MUST be able to see defenders as defenders see raiders. Window peaks ONLY. Defenders CANNOT build tight paths or rooms to prevent raiders from raising their weapons. Base Rules If your base/tents are built illegally, it may be deleted without warning. We will make contact with the base owner or a member of their team via a temporary ban to get your attention - (Illegal Base - Make a ticket) Bases cannot exceed 4 x 4 x 3 BBP Tiles (length x width x height) (If you break this rule your base may be deleted) Building in no-build zones. You are able to build 400m away from military zones, if you are unsure create a ticket so that an admin can approve your build location. If you have built to close to A military zone you will be warned by staff via ticket if your base is illegally built. Each group may store a maximum of 2 vehicles of each type in their base (e.g., 2 helicopters, 2 cars). Any extra vehicles must be kept away from the base perimeter. Excess vehicles found inside a base will be deleted without warning. Bases must have at least one raidable entrance accessible at ground level. Helicopter hangars and vehicle garages must also be raidable and cannot be fully blocked off. You are only permitted a MAXIMUM of 20 total code locks on doors, hatches, or gates. Anything over this will be deleted without warning. (This rule does not apply to windows, safes, tents, or storage containers.) NO Blocking gates/doors or entrances with any objects; for example, with tents. This also includes using an excessive amount of barbed wire or placeable objects - this base will be deemed un-raidable.NO Blocking gates/doors or entrances with any objects; for example, with tents. This also includes using an excessive amount of barbed wire or placeable objects - this base will be deemed un-raidable. NO using defense methods in which causes raiders to be forced into different stances these include, but are not limited to; Crawling, Climbing, Crouching, Vaulting and Plank Walking. All bases must connect to either an existing structure, or the ground via a foundation block, with no more than a 1 BBP floor overhang. NO skybases or floating bases are allowed. NO Stacking gates/doors/windows/hatches/walls in front of each other. You may have multiple airlocks with a minimum of half a wall in length between doors/hatches/gates. NO Blocking tracks or roads with bases, base-building objects, or tents. Groups are only permitted to have 1 base with a MAXIMUM of 6 people having access to it. (May change in the future NO Windows/sightlines facing military zones, Safezone and Non-Safezone traders, and cement mixers - this includes shooting from the roof of your base. Base defenders must use windows for shooting angles. It must be unobstructed, and the entire window & frame must be visible. Peeks that are gaps between walls are prohibited. This is to ensure that all peeks are of similar size, and to prevent tiny peeks that are impossible to fight back against. Attackers must have equal opportunity to shoot the defenders as the defenders can shoot the attackers; no tight spaces where you cant raise your gun. For reference, you must be able to raise and aim a gun the length of a sniper rifle, and fire back at the angle you are fired upon from. -
Remember guys, bigger maps or more maps is not better if they are empty without much to do, Bohemia needs to improve the playable systems, beyond survival, add narrative, improve PvE by adding NPCs and quests, dynamic events with NPCs, charismatic characters, bird systems that can be hunted, improving playable physics (towing vehicles with chains, ripping doors with chains attached to the door from a vehicle, being able to attach a rope to an animal and drag it to a trailer, locking the trailer door and transporting it organically, no scripted actions, pure physics, etc. ..) The main problem with DayZ is that it feels empty because it hasn't expanded on its initial concept of survival, so people feel that its maps are empty, the little that helps are the animals and the infected, and the latter are very unrefined, bad combat, bad gore, bad physics, bad AI, bad scripting.
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Arma 3 Experience already imported to DZ. I guess they will move Takistan Map to DayZ Official part of the game for another 35 bucks. And what do we have: chrno - feeling síck from it, limonia/enoch - bug land which was described 'for free', but DZ game license raised on limonia addon price and Vsrakal - paid version of ïdīotíc map called as Namalsk. Amazing, throw your doshes, for another cr@p for DayZ, coz we have the same amount of features, vehicles and items like it was in 0.63, oh we don't... What a cr@ppy...
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*FRESH WIPE* ApocalypseZ Aftermath - PvP - Raptors - Jungle - AI - Predators - 25K
kodybme800 posted a topic in Server Advertisement
Welcome to ApocalypseZ Aftermath Looking for a thrilling post-apocalyptic adventure? Look no further! Our server is seeking dedicated and enthusiastic Staff and Admin to join our community. Features: Fully Working Tanks and Turret Vehicles: Experience intense battles with powerful war machines. 100+ Weapons: Choose from a diverse arsenal to dominate the wasteland. 100+ Camo Sets: Personalize your look with a variety of camouflage options. 200+ Vehicles: Traverse the desolate landscape in style with an extensive vehicle selection. Custom Events: Engage in unique and exciting events designed for maximum enjoyment. AI Groups: Encounter challenging AI factions as you navigate through the chaos. Base Building: Establish your stronghold with one base per group, accommodating up to 10 members. Weekend Raids: Unleash mayhem during special weekend raid events. Active Admin: Enjoy a responsive and supportive administrative team. Community Friendly: Connect with like-minded survivors in a welcoming community. Map: ChernarusPlus Server Name: ApocalypseZ Aftermath - Jungle - Raptors - AI - Predators - 25K IP: 104.192.227.42 Port: 2302 Discord - https://discord.gg/q2rmGsMxq8 Trailer - https://youtu.be/Y3PZhU5CC4g -
Feel like its unplayable at times as a solo. I enjoy the extreme nature of it, its what brings me back to it but the reward is not worth it. With how long it takes to gather what you need for a base, to see a wall go down in one explosion is pretty poor but not just that with almost every one you meet theres likr 2 to 4 against you at times. Very rarely meet anyone on their own besides new spawns. Base building is obviously pointless when you get 3 or 4 raiding your base. They oftrn have vehicles because theres 3 or 4 of them going loooking for them. Do enjoy the game but unless youre playing in groups, it feels pretty pointless. Always dont mind losing loot and trying to survive again early doors but when you put hours into it to come up against a team of 3 or 4 either making it a near impossiblr fight or taking your base that you spent hours putting up to take it down through sheer numbers is meh. Feel like there could be things done to increase travelling speed to make it a little better, like bikes for instance
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🧟♂️ GODZofDAYZ 🧟♀️ XBOX COMMUNITY SERVER - CHERNARUS 🔥 SURVIVE IF YOU CAN 🔥 Are you ready to prove yourself in the ultimate survival experience? Join GODZofDAYZ - where only the strongest survive! ⚙️ SERVER FEATURES: 🎮 Xbox Server 🗺️ Chernarus Map 🔫 Full PVP with Trader Safe Zone 💥 24/7 Raiding Allowed ⏲️ Server Resets Every 4 Hours 🌟 CUSTOM CONTENT: 🔭 70+ Custom POIs marked on iZurvive 🏗️ Oil Rigs - Fight for the best loot 🔐 Custom Bunkers - If you can find them... 🚁 Custom Helicrash Events ⛴️ Custom Ship Events 📦 Custom Air Drops 💯 QUALITY OF LIFE: 🏃♂️ Unlimited Stamina 🏰 Free Base Building 💰 In-game Trader + Shopbot 🟢 Hulk Killfeed 📊 Leaderboard System 🏳️ Faction System 🚗 VEHICLES: 🚙 Cars & Trucks 🚐 Humvees 🚤 Boats 👑 COMMUNITY: 📅 Regular Events 👀 Active Admin & Mod Team ⌨️ M&K Support 🔗 JOIN THE CHAOS TODAY! Search for: GODZofDAYZ in the community server list Will you rise as a GODZ of DAYZ, or become just another victim in the wasteland? Server brought to you by GODZofDAYZ
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The BEST?! DayZ Modded Server?? Deer Isle & Livonia -- GFORGE!
mythal-15e79ab8581806d6 posted a topic in Servers
Are you tired of hopping servers - and just want to *finally* find the *best* modded server, with professional modding/optimization, admins who dont make 100 pages of rules and let you play, awesome content, best community, and it will scratch both your PVE and PVP itch??? Well lucky you! https://www.youtube.com/watch?v=v9GXlRtgyLM # GAMERSFORGE Server #2 - DEER ISLE in pre-launch mode NOW! *Since 2011 we've hosted multiplayer gaming servers in over a dozen games.* *We are professional modders and gamedevs - come experience the best modded DayZ server you'll find!* (Thats what our players say about it) ## Prelaunch??? Pre-launch is a short testing phase to ensure everything is working for launch! Any *money* or *reputation* earned pre-launch will NOT be wiped, and will carry over to the official launch! Get a nice head-start on official launch coming up in the next few days! ## Pre-launch Rewards, Too! Check our discord for info on some juicy pre-launch participation rewards, too! Exclusive for players who jump on during pre-launch! ## PLAY INFO - Player max: 80 // Group max: 5 - Restarts: 4hr // Wipes: 60 days - Playstyle: PVE world + PVP Zones + PVE&PVP Events. - Vanilla-like Survival with progression, stronger zombies, hunting/fishing, quests, AI, drug-growing and all the best Quality-of-Life (QOL)! ### Join our discord @ [http://discord.gamersforge.com](http://discord.gamersforge.com) ### Deer Isle :: [https://dayzsalauncher.com/#/servercheck/213.238.214.22:27021](https://dayzsalauncher.com/#/servercheck/213.238.214.22:27021) ### Livonia :: [https://dayzsalauncher.com/#/servercheck/213.238.214.22:27016](https://dayzsalauncher.com/#/servercheck/213.238.214.22:27016) ### Banov :: TBA ## ACTIVITIES - King of the Hill (KOTH) - AI Patrols + Factions - Dynamic AI Missions - Airdrops - PVE + PVPZones - Outlaws + Bounties - Drugs - Custom scripted quests and missions - Progression System ## CUSTOM - Trader Complex - Drug Cartel - Black Market - Smuggler Exports - Military Outposts + Additional Military Buildings ## VEHICLES - Expansion Cars, Helis & Boats - 4KBOSS Pack - DBN Ford Raptor - RFFS Helis - RFWC Boats ## BEST MODS - Full Expansion Bundle (AI, Airdrops, Quests, Missions, Progression, etc...) - Paragon - everything - Cannabis Plus - PvZMod - Customized zombie tiers and difficulties (+night-time dangerous!) - Base Building Plus ## QOL - Full Expansion Features - Unlimited Stamina - Gun Sway -90% - Smooth Movement - Vehicle Traction - Pristine Repair - No Vehicle Damage -
PS4/5: Lost Souls of Chernarus · PVE/PVP · Hardcore · No Baseraid
Seelenreisen1994 posted a topic in Server Advertisement
German Server! - Info in English Below ! ⬇️ ☣ Lost Souls of Chernarus | Hardcore | PVE/PVP | Kein Baseraid ☣ In den Ruinen von Chernarus regieren Verfall, Stille – und tödliche Geheimnisse. Du bist eine der letzten lebenden Seelen an diesem Ort. Hast du das Zeug, in dieser zerstörten Welt voller Gefahren zu überleben? Dann beweise dich jetzt! Lost Souls of Chernarus ist kein gewöhnlicher DayZ-Server. Hier zählt jeder Schritt. Jede Entscheidung. Jedes Leben. Ob du allein durch dunkle Wälder streifst oder mit deiner Gruppe versuchst, in der Endzeit-Metropole zu überleben – dieser Server wird dich fordern und belohnen. Und vor allem: zu keiner Zeit langweilen. Unser Fokus liegt auf dem, was DayZ wirklich ausmacht: Spannung, Überleben, Atmosphäre. Ein Hardcore-Survival-Erlebnis, wie man es auf Konsole nur selten findet. Ein Server, der sich ständig weiterentwickelt und immer versucht neues zu bieten. 🔍 Ein paar Fakten: 🟢 Hardcore Survival – Für wahre Überlebenskünstler: - Kein industrielles Essen - Weniger Waffen - Kein makelloser Loot - Kein Loot+ - Teils Unvollständiger Loot (z. B. Waffen teils ohne Magazine oder Anbauteile) 🟢 Vanilla+ Features – Mehr Tiefe, aber nicht Op: - +20 % Ausdauer - Basebau+ - Kein Zaunschaden - Fahrbereite Fahrzeuge 🟢 Exklusive Inhalte: - NBC-Ausrüstung ist selten und wertvoll und wurde als normaler Loot entfernt - 3 Mini-NBC-Bunker auf der Map – nur mit gestanzter Bunkerkarte betretbar - Karten gibt’s nur in verschlossenen Containern auf Prison Island (nur mit Containerschlüssel zugänglich) - Wissenschaftlerkoffer spawnen auf der Map – ihre Schlüssel bekommst du nur, wenn du Terror-Zombies besiegst > ⚠ Achtung: Diese Zombies sind stärker und könnten Sprengstoff bei sich tragen! - In den Wissenschaftlerkoffern findest du die Schlüssel für die Container mit den Bunkerkarten - Bohrinsel auf der Map – enthält High-Tier-Loot in verschlossenen Containern. Öffnen geht nur mit farbigen Spezialschlüsseln aus den Wissenschaftlerkoffern - 40+ dynamische Militär-Situationen – gefüllt mit Loot, Spannung und Gefahr - Militärische Außenposten - Modded Areas & überarbeitete Städte und Dörfer im apokalyptischen Look - Eine Map, die sich ständig weiterentwickelt und verändert 🟢 Ingame-Wirtschaft & Community-Fokus: - Ingame-Währung – Verdiene Geld durch Jagen & Looten - Custom Bases gegen Ingame Währung - Tradersystem – Verkaufe/kaufe Items sinnvoll - Tauschhandel & Spielerhandel inklusive 🟢 Strukturiertes & spannendes PVP: - Große, feste PVP-Zonen - PVP-Tage auf der kompletten Map mit Heatmap-Aktivierung für extra Nervenkitzel - Regelmäßige Community-Events & wöchentliches Killevent – organisiert, fair & spannend Dies alles und noch viel mehr, erwartet dich bei uns 🟢 Wähle deinen Weg: Erkunde als Einzelgänger die Schatten – oder führe deine Gruppe durch das Chaos. Errichte einen kleinen Rückzugsort – oder eine mächtige Festung. Du hast die Wahl. Du setzt die Grenzen. 👉 Tritt unserer Community bei und finde heraus, welche Art von letzter Seele du in Chernarus bist. Hier zu unserem Discord --------------------------------------------------------------------------------------------------------------------------------------------- German Server --- ☣ Lost Souls of Chernarus | Hardcore | PVE/PVP | No Base Raiding ☣ In the ruins of Chernarus, decay and silence reign — along with deadly secrets. You are one of the last living souls in this place. Do you have what it takes to survive in this broken, dangerous world? Then prove it. Lost Souls of Chernarus isn’t your average DayZ server. Here, every step, every decision, every life counts. Whether you're sneaking alone through dark forests or trying to survive the apocalypse in a ruined metropolis with your group – this server will challenge and reward you. And most importantly – it will never be boring. Focused on what really matters and what makes DayZ truly special, we're creating a hardcore survival experience that is still far too rare on console. A server that never stands still and always has something new to offer. --- 🔍 Here are some facts: 🟢 Hardcore Survival – For true survivors: - No industrial food - Reduced weapon loot - No pristine loot - No Loot+ - Incomplete loot (e.g. guns without mags or missing attachments) --- 🟢 Vanilla+ Features – More depth, but not overpowered: - +20% stamina - Advanced base building - No fence damage - Drivable vehicles --- 🟢 Exclusive Content: - NBC gear is rare and valuable – removed from regular loot spawns - 3 mini NBC bunkers across the map – accessible only with a *punched bunker map* - Maps found only in locked containers on Prison Island, openable with a container key - Scientist cases spawn across the map – their keys drop from Terror Zombies > ⚠ These zombies are stronger and may carry explosives! - Scientist cases contain the container keys you need to access the bunker maps - An oil rig has been placed on the map – its locked containers hold high-tier loot Unlockable only with special colored keys found in scientist cases - 40+ dynamic military scenarios packed with loot, suspense, and terror - Military outposts - Modded Areas and visually reworked cities and villages adapted to the apocalypse - A map that’s constantly growing and evolving --- 🟢 In-game Economy & Community-Focus: - In-game currency – earn money through looting and hunting - Custom Bases - Trader system – smart buying/selling, bartering, and player-to-player trading --- 🟢 *Structured & Intense PVP:* - Large-scale PVP zones - Full-map PVP days with active heatmap for maximum thrill - Regular community events and weekly Kill Events – organized, exciting, and fair --- And that’s just the beginning... --- 🟢 Choose your path: Wander the shadows as a lone wolf, or lead your group through the chaos. Build your own hidden retreat, or create a massive fortress with your crew. No limits. You decide. --- 👉 Join our community - Klick here for Discord --- -
19th Engineer Battalion | https://discord.gg/19theb
Gabagool1996 posted a topic in Server Advertisement
US|PC|Chernarus|19thBattalion|PvP/PvE|Rep-Progression|Raiding|Quests|AI|Strongholds An experience you've been waiting for! 19th Engineer is a server dedicated to making you feel at home. We offer a server that we promise will excite you while you make unforgettable memories along the way all the while making friends during your journey. There are many unique mods included in the server which are posted below Distinctive Mods Customized Skin textures Base-building Custom vehicles BM/Trader outposts w/ markets AI patrol, AI Missions Garages Helis and Weed Mining Quests w/ in-depth story Reputation Progression Strongholds + many more Administration The 19th server is monitored on an hourly basis with admins who are volunteering their own time in order to make sure you have a uninterrupted time while in our server. Admins are happy to help whether in the server or in a ticket Discord and Battlemetrics Server Name: 19th Battalion Discord: https://discord.gg/19theb IP: 66.70.176.151:27016 BattleMetrics: https://www.battlemetrics.com/servers/dayz/25124644 Some user reviews (all posted on Discord by players): ⭐️⭐️⭐️⭐️⭐️ Great potential here. The staff are super well organized and appreciative of any feedback being given. I’m not normally one for online games as a disability prevents me from fully enjoying most online shooters but the server being primarily PvE based with PvP zones makes the game so much more enjoyable. I’ve never played DayZ before and in just the past week I’ve logged almost 40+ hours. Can’t wait to see what gets added in the future!! - ⭐ ⭐ ⭐ ⭐ ⭐ Definitely love the server and most of the players are good people. Server admin is the bomb! - ⭐ ⭐ ⭐ ⭐ ⭐ Admins are very active, helpful and friendly. Dev team is always on the job updating, adding, assisting. AI, Events, and Missions are superb and well thought out. Traders are constantly being updated. I can say enough how proud I am to see this team continue to outdo themselves with each update. Sealger has been a truly wonderful addition to the team. ⭐ ⭐ ⭐ ⭐ ⭐ when i first started in this server i noticed that the admins are doing a very good job trying to keep EVERYBODY happy and invested in the game. i was looking for a great server but did not know i could find something like the 19th, i really like it here. the only problem i found that after a while playing the fun was gone. i had 'everything' i needed and missed a lot to do. even that they fixed. now we have a storyline with quest to follow. and other mods to spice things up. i like the group of people that are playing in this community. very helpful but also challenging in the pvp zones. when there is a problem. create a ticket and boom, there is a admin at your service to help you out. Awesome! keep on doing the good work! thanks for everything you guys do for the game and the players -- We hope to see you there! -
Welcome to The Gaming Hub Your Ultimate DayZ Experience Looking for a server packed with content, creativity, and challenge? The Gaming Hub is a PVE-focused DayZ server with dedicated PVP zones, perfect for survivors who love to build, explore, and engage! Key Features: Custom vehicles & helis Base Building Plus + Rag Base Items Advanced Banking & Bitcoin Mining DNA Keycards, Care Packages, 3D Printing SkyFall Weapons, Forward Operator Gear, Paragon Collectables Im7s Drug Running, CBD Halo Armours HGC Leveling System – Grind to Rank 70! Pokémon Cards? Yup, we got 'em. Over 10,000+ hours in DayZ Editor poured into handcrafted zones and unique experiences you won’t find anywhere else. Whether you're a lone wolf, squad leader, or community builder, The Gaming Hub has something for everyone. Survive. Build. Battle. Thrive. Join The Gaming Hub – where survival meets creativity. And receive a FREE Welcome Starter Pack From one of the staff! [Https://discord.gg/thegamershub]
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The Gamers Hub [PVE-PVP-RAIDS][TRADERS-AI-QUESTS]
Owner-Sharmz posted a topic in Server Advertisement
Welcome to The Gaming Hub Your Ultimate DayZ Experience Looking for a server packed with content, creativity, and challenge? The Gaming Hub is a PVE-focused DayZ server with dedicated PVP zones, perfect for survivors who love to build, explore, and engage! Key Features: Custom vehicles & helis Base Building Plus + Rag Base Items Advanced Banking & Bitcoin Mining DNA Keycards, Care Packages, 3D Printing SkyFall Weapons, Forward Operator Gear, Paragon Collectables Im7s Drug Running, CBD Halo Armours HGC Leveling System – Grind to Rank 70! Pokémon Cards? Yup, we got 'em. Over 10,000+ hours in DayZ Editor poured into handcrafted zones and unique experiences you won’t find anywhere else. Whether you're a lone wolf, squad leader, or community builder, The Gaming Hub has something for everyone. Survive. Build. Battle. Thrive. Join The Gaming Hub – where survival meets creativity. And receive a FREE Welcome Starter Pack From one of the staff! Https://discord.gg/thegamershub -
# 🎮 Welcome to GODZofDAYZ - Xbox Community Server 🎮 **XBOX PLAYERS!** Looking for the perfect blend of intense PVP action and community-driven gameplay? GODZofDAYZ offers a unique DayZ experience where YOUR voice matters! ### 🎯 How to Join Our Community: 1. Find us on Xbox DayZ Community Servers: GODZofDAYZ 2. Meet other survivors in-game 3. Ask them about Discord access - our community Discord is invite-only to maintain quality! ### 🏰 Unique Server Features: - **Safe Base Building:** NO 24/7 raiding - your base is your sanctuary! - **PURGE EVENTS:** Strategic, well-announced raiding events for those who crave action - **Custom POIs:** Discover unique locations across the map - **Community-Driven:** Server run BY the community, FOR the community - **Xbox Optimized:** Balanced for the best console experience ### 💰 Multiple Ways to Get Rich: - Sell animal pelts at the Trader - Deal in vehicles - Cultivate and trade goods - Complete COVERT MISSIONS - Participate in weekly events for custom weapons and clothing - Hunt down AIRDROPS for cash rewards! ### 🏪 Trading System: - **TWO SAFE ZONE TRADERS:** Located in Kabanino and Cherno - **BLACK MARKET:** Player-to-player trading (at your own risk!) - **AMAZON DELIVERY:** Shop from anywhere using simple commands - **BANKING SYSTEM:** Manage your money with ease ### 🏝️ PARADISE ISLAND - Cherno's Hidden Gem: - Perfect for RP enthusiasts and newcomers - Fully stocked with supplies and apartments - Protected by dedicated Police Department - Build relationships in a safe environment ### 🚗 Quality of Life Features: - Rental vehicles at Marinas, Garages, and Traders - Regular server resets (every 4 hours) - iZurvive app integration with custom markers - Active Discord community - Xbox-friendly controls and mechanics ### 🤝 Community Values: - Respectful gameplay environment - No toxic behavior or public drama - Active supporter system - Community-voted decisions on rules and events Remember: While we're all here to have fun, there are always bandits lurking in the shadows... 😈 Fire up your Xbox, join GODZofDAYZ, and start your adventure today! Find friendly players in-game to get your Discord invitation! #DayZ #Xbox #Gaming #PVP #Survival #GODZofDAYZ
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🧟♂️ GODZofDAYZ 🧟♀️ XBOX COMMUNITY SERVER - CHERNARUS 🔥 SURVIVE IF YOU CAN 🔥 Are you ready to prove yourself in the ultimate survival experience? Join GODZofDAYZ - where only the strongest survive! ⚙️ SERVER FEATURES: 🎮 Xbox Server 🗺️ Chernarus Map 🔫 Full PVP with Trader Safe Zone 💥 24/7 Raiding Allowed ⏲️ Server Resets Every 4 Hours 🌟 CUSTOM CONTENT: 🔭 70+ Custom POIs marked on iZurvive 🏗️ Oil Rigs - Fight for the best loot 🔐 Custom Bunkers - If you can find them... 🚁 Custom Helicrash Events ⛴️ Custom Ship Events 📦 Custom Air Drops 💯 QUALITY OF LIFE: 🏃♂️ Unlimited Stamina 🏰 Free Base Building 💰 In-game Trader + Shopbot 🟢 Hulk Killfeed 📊 Leaderboard System 🏳️ Faction System 🚗 VEHICLES: 🚙 Cars & Trucks 🚐 Humvees 🚤 Boats 👑 COMMUNITY: 📅 Regular Events 👀 Active Admin & Mod Team ⌨️ M&K Support 🔗 JOIN THE CHAOS TODAY! Search for: GODZofDAYZ in the community server list Discord: https://discord.gg/godzofdayz Will you rise as a GODZ of DAYZ, or become just another victim in the wasteland? Server brought to you by GODZofDAYZ
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🧟♂️ GODZofDAYZ 🧟♀️ XBOX COMMUNITY SERVER - CHERNARUS 🔥 SURVIVE IF YOU CAN 🔥 Are you ready to prove yourself in the ultimate survival experience? Join GODZofDAYZ - where only the strongest survive! ⚙️ SERVER FEATURES: 🎮 Xbox Server 🗺️ Chernarus Map 🔫 Full PVP with Trader Safe Zone 💥 24/7 Raiding Allowed ⏲️ Server Resets Every 4 Hours 🌟 CUSTOM CONTENT: 🔭 70+ Custom POIs marked on iZurvive 🏗️ Oil Rigs - Fight for the best loot 🔐 Custom Bunkers - If you can find them... 🚁 Custom Helicrash Events ⛴️ Custom Ship Events 📦 Custom Air Drops 💯 QUALITY OF LIFE: 🏃♂️ Unlimited Stamina 🏰 Free Base Building 💰 In-game Trader + Shopbot 🟢 Hulk Killfeed 📊 Leaderboard System 🏳️ Faction System 🚗 VEHICLES: 🚙 Cars & Trucks 🚐 Humvees 🚤 Boats 👑 COMMUNITY: 📅 Regular Events 👀 Active Admin & Mod Team ⌨️ M&K Support 🔗 JOIN THE CHAOS TODAY! Search for: GODZofDAYZ in the community server list Discord: https://discord.gg/godzofdayz Will you rise as a GODZ of DAYZ, or become just another victim in the wasteland? Server brought to you by GODZofDAYZ
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Better Than Vanilla DayZ Servers | PC | US | Cherno | Livonia
Amberrxdankk-7d692e5cc23393ac posted a topic in Server Advertisement
Explore Our Servers: Chernarus (3PP): 172.111.51.140:2702 Chernarus (1PP): 172.111.51.140:2602 Livonia: 172.111.51.148:2302 Why We’re Better Than Vanilla: This isn’t your average DayZ. We’ve stripped out the fluff and locked in the essentials—tight PvP, smart loot progression, and mechanics that reward skill and strategy. -Custom weapons, vehicles, and base items -Unique toxic and lava wildlife (they drop loot) -Raid Loot logout system -Custom gear skins + repaint bench -Ammo workbenches & upgradeable storage -Persistent body bags We keep things fresh with rotating events and challenges: -Loot Chests -Airdrops -Capture the Flag -King of the Hill -Secure-the-Zone -Survivor Missions & Achievements -Hidden stashes -Keycard Rooms -Team Deatch Match and Events. -24/7 C4 Raiding. Real-Time Killfeed (track or flex your kills) https://discord.com/invite/betterthanvanilla -
Spawn Max Cars On Sakhal in events.xml : <!-- !!! VEHICLES !!!--> <event name="VehicleCivilianSedan"> <nominal>9</nominal> <min>6</min> <max>26</max> <lifetime>1800</lifetime> <restock>0</restock> <saferadius>1000</saferadius> <distanceradius>1</distanceradius> <cleanupradius>100</cleanupradius> <flags deletable="0" init_random="0" remove_damaged="1"/> <position>fixed</position> <limit>mixed</limit> <active>1</active> <children> <child lootmax="0" lootmin="0" max="26" min="1" type="CivilianSedan"/> <child lootmax="0" lootmin="0" max="26" min="1" type="CivilianSedan_Black"/> <child lootmax="0" lootmin="0" max="26" min="1" type="CivilianSedan_Wine"/> </children> </event> <event name="VehicleHatchback02"> <nominal>9</nominal> <min>6</min> <max>59</max> <lifetime>1800</lifetime> <restock>0</restock> <saferadius>1000</saferadius> <distanceradius>1</distanceradius> <cleanupradius>500</cleanupradius> <flags deletable="0" init_random="0" remove_damaged="1"/> <position>fixed</position> <limit>mixed</limit> <active>1</active> <children> <child lootmax="0" lootmin="0" max="59" min="1" type="Hatchback_02"/> <child lootmax="0" lootmin="0" max="59" min="1" type="Hatchback_02_Black"/> <child lootmax="0" lootmin="0" max="59" min="1" type="Hatchback_02_Blue"/> </children> </event> <event name="VehicleOffroadHatchback"> <nominal>9</nominal> <min>6</min> <max>34</max> <lifetime>1800</lifetime> <restock>0</restock> <saferadius>1000</saferadius> <distanceradius>1</distanceradius> <cleanupradius>500</cleanupradius> <flags deletable="0" init_random="0" remove_damaged="1"/> <position>fixed</position> <limit>mixed</limit> <active>1</active> <children> <child lootmax="0" lootmin="0" max="34" min="1" type="OffroadHatchback"/> <child lootmax="0" lootmin="0" max="34" min="1" type="OffroadHatchback_Blue"/> <child lootmax="0" lootmin="0" max="34" min="1" type="OffroadHatchback_White"/> </children> </event> <event name="VehicleSedan02"> <nominal>9</nominal> <min>6</min> <max>46</max> <lifetime>1800</lifetime> <restock>0</restock> <saferadius>1000</saferadius> <distanceradius>1</distanceradius> <cleanupradius>500</cleanupradius> <flags deletable="0" init_random="0" remove_damaged="1"/> <position>fixed</position> <limit>mixed</limit> <active>1</active> <children> <child lootmax="0" lootmin="0" max="46" min="1" type="Sedan_02"/> <child lootmax="0" lootmin="0" max="46" min="1" type="Sedan_02_Grey"/> <child lootmax="0" lootmin="0" max="46" min="1" type="Sedan_02_Red"/> </children> </event> <event name="VehicleTruck01"> <nominal>9</nominal> <min>6</min> <max>24</max> <lifetime>1800</lifetime> <restock>0</restock> <saferadius>1000</saferadius> <distanceradius>1</distanceradius> <cleanupradius>500</cleanupradius> <flags deletable="0" init_random="0" remove_damaged="1"/> <position>fixed</position> <limit>mixed</limit> <active>1</active> <children> <child lootmax="0" lootmin="0" max="24" min="1" type="Truck_01_Covered"/> <child lootmax="0" lootmin="0" max="24" min="1" type="Truck_01_Covered_Blue"/> <child lootmax="0" lootmin="0" max="24" min="1" type="Truck_01_Covered_Orange"/> </children> </event>
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Console Stable 1.27 Update 1 - Version 1.27.159420 (Release on 25.02.2025) NOTES In case of problems, please check the Bohemia Interactive support F.A.Q. or DayZ F.A.Q. You can help us to further improve the game by posting your feedback on the Feedback Tracker. FROSTLINE EXPANSION ADDED New Features and Locations New villages added to eastern coast New ship wreck location off the coast of the Shantar island Added wooden log cabins on mountain sides Loot and Map Enhancements Improvised sandbag bunkers on Burukan island replaced with new concrete bunkers Dynamic military containers now require a corresponding key to be unlocked VSD variant with wooden stock, handguard and old metal body Aniva city has been expanded Reduced the vegetation cover on the military island Environmental Interactions Snow falling from the trees and on various interactions: cutting, harvesting, tree falling, car hit, and sprinting through Naval buoys with flashing red lights to serve better navigation through the ice sheet maze Particles for explosions on snow terrain added Functional Additions Functioning mounted outdoor thermometers reflecting the current temperature Boats can now despawn - degrade continuously until destroyed CHANGED Gameplay and Effects Player is now able to get longer heat buffer with all clothing. (increased for low insulation) Added a delay between falling unconscious due to blood loss. Behavior of lights in the warhead storage rooms Audio Sounds of footsteps from walking in the forest with and without snow New ambient sounds for Warhead storage New sounds for the power generator added New audio of birds, changed in intensity and variations Reduced noise level of owl sounds Loudness and reverb for electricity and storage doors Barefoot movement on Sakhal snow surfaces had no footstep sounds FIXED Gameplay and Effects Heavy metal poisoning effect could persist after player death with a new character Collecting and eating snow inconsistently impacted player temperatures Fixed inconsistencies in the freezing calculation Heat buffer "+" signs now display accurate heat buffer duration. Portable power generator could not warm up the player Characters could keep fast swimming or climbing even after running out of stamina (T188552) Players could perform multiple heavy attacks in quick succession while consuming very little stamina (T175065) Clipping and Collision Issues The player is able to clip through the drill geothermal plant tower Clipping and collision issues within the Antonov plane wreck Goats could spawn inside rocks Specific items could be built inside warhead storage Fixed exploits used to look through walls Environment and Visuals Wheel particles will no longer be present if a vehicle is driving on a surface without any defined. Boats could disappear when left on the shore or ice shelf Mushrooms spawn in a dried state Incorrect surface and interior detection in the Sakhal power station building Fire barrel fire could look different compared to a fireplace when dying out Structures and Objects Levers in Sakhal power station are off after server restart Sakhal school had a Chernarus flag Opening the storage doors in the bunker is not properly matching the sound Stash buried in snow did not properly save in server storage. Animal and Player Interaction Player could drink from springs from any possible direction Frozen animal corpses could be skinned It was possible to cut out seeds from frozen vegetables Sound and Audio Sprinting through a snow-covered tree could not make a sound Soundtrack related to Volcano could not play near it GENERAL GAME ADDED Backpack and Item Attachments New item attachment slots for specific backpacks Sound Effects Sound of rattling teeth when a player is exposed to low temperatures for an extended time Sound of boat propeller Sounds of boat splashes are now matching the animations Sounds for deploying and disarming mines and explosives More variations for bullet cracks sound Particle Effects Bullet hit effects on vegetation - different hit particles for autumn, green, and conifer trees Animations Patching items Repairing with tape Cleaning/repairing firearms Splitting long sticks Splitting firewood Splitting logs with axes UI and Quality of Life Controls options settings now have numerical values Controls options settings can now be edited by entering specific desired value Clickable link in the main and pause menus to access the Feedback Tracker directly New hints added during the loading screen New cartridge icon for crossbow bolts Show/hide UI cursor in main and in-game menu menus when the input device is changed Feedback tracker QR link within the main menu 'Previously played' tab in the server browser Technical Improvements Latency exploit mitigation, freezing players in place when having bad network connection CHANGED Loading times Improved general game loading times Sound and Audio Improvements Reworked SMG weapons sound Improved cooking sound effects system indicating "done," "in progress," and "cooking without ingredients" The sound of the wind when driving the boat is only audible to the boat driver Improved footstep sounds for some building interiors Improved trigger zones to ensure consistent soundtrack playback in specific areas Foot steps sounds changed with the aim of making running enemy more audible than the one carefully approaching Boat sounds reduced from close ranges and increase on long distance. Weapons and Combat Reduced smoke of VSS because it was too obstructive. Particles for M4-A1, M16-A2, VSD, LE-MAS, USG-45, VSS, Mosin 91/30 rifles were updated Rebalanced dispersion and damage of the Mosin, VS-89, and VSD. Heavy attack modifier keybind moved correctly under the Combat category instead of Unsorted. Vehicles and Boats Boats now slowly decay when abandoned for too long. Hoods of car wrecks are opening in the same direction as the drivable cars Crafting and Actions Splitting items from attachments is now possible Cutting up the guts to make a rope leaves player hands bloody Added continuous crafting option for some actions and recipes: Digging worms Repair tent and its parts Repair car parts and chassis Repair with blowtorch Crafting bone and stone knife Repiring electricity Repairing with epoxy Sharpening Patching Repairing with rags Repairing with tape Cleaning weapons Repairing planks Repairing with pliers Inventory and Interaction When scrolling through the inventory, the active gear section remains pinned to the top of the screen (T178787) Items created after player actions are found below the player more randomly, not directly on top of each other Cooking and Food Mechanics Food poisoning has been reworked. Chances to catch Salmonella vs Food Poisoning have been rebalanced. Cooking human steak to burned steak is no longer removing the brain disease Water boiling when cooking is now indicated by particles and new audio sound Fishing mechanics and equipment were rebalanced, reducing junk catch rates, adjusting signal timing, and tweaking bait and hook performance Burn rate of fireplace fuel (except firewood) and kindling has been increased Character and Gameplay Mechanics Increased blood regeneration for low food and water levels Increased blood regeneration while unconscious if the blood level is low. Items carried by players while swimming now adjust more quickly to match the water's temperature Surrender emote is no longer possible while standing on cars and boats Particles and Visual Effects Particles for cooking, hot items, and breath of characters Particles for vomiting and bleeding Disabled water reflection to improve performance Controllers and Input Adjustments Minimum left and right gamepad stick input changed from 0.5 to 0.7, for both PS and Xbox controllers Fishing and Gathering Items that are obtained by fishing, like pots and wellies, are no longer of pristine quality Balanced fishing mechanics: Improvised rods and wooden hooks are now less effective Miscellaneous Changes Fireplace goes from scorching to cold slower to make more space for re-igniting it Dead fox tail changed on the model and in the inventory to look more natural Removed the redundant rough and precise skill meter from the tutorial screens Player could receive chemical poisoning instead of food poisoning when opening Unknown food can Cow, goat and sheep are now more likely to run away Sherpa hat braids are now moving less frantically (T185025) FIXED Performance and Gameplay Fixed a game crash related to throwing physics Possible to see through walls when canceling or finishing Dig up action Exploit of players being able to peek through the trees Exploit of getting inside a locked room in certain houses through closed windows Exploit of moving unseen beneath the the map Players could perform actions and move freely while inspecting an item When digging worms, players could see through the walls Items could get stuck in hands after jumping or fast actions, making them unable to be swapped or removed until reconnecting (T188352) Character would stop taking damage from hunger and thirst after eating or drinking, even if their energy/water remained critically low, until relogging (T188364) Eating cold or chilly food incorrectly increased the player's heat comfort Client crash occurring when viewing specific characters from above from certain distance range Game freezes when player unfavorites all favourites on the first page and switches to the second page Sound and Audio The infected and animals in the water did not have correct sound Wrong sound played when crafting a fireplace with firewood in hands Boat engine sound did not turn off after the boat was beached with the engine Sound of infected falling to the ground after being killed did not play correctly Sound of some doors could be silent and delayed Weapons sounds sometimes had delay issues when firing large magazines continuously Tree ambient sounded like footsteps in the forests Changed the volume and audible range of bullet impacts for players to hear (T179210) Some weapons missing jamming sounds when jamming occurs Inventory and Interaction Combine action to mount barbed wire in the inventory was not working as expected Items dropped in corners were floating in mid-air in small houses Possibility to scroll in both inventory and vicinity at the same time in certain conditions Dragging and dropping items from inventory to vicinity slot sometimes did not work Mounting barbed wire action prompt could be hard to target Splitting the stick could trigger desynchronization with the server Splitting item stacks in the inventory would sometimes place them in the vicinity instead of the inventory Single seeds couldn't be planted via the widget, only by drag-and-drop. The last seed in a stack was also unplantable (T188464) Ensured repair and crafting actions correctly complete or stop when expected during chained actions Players were sometimes unable to water garden plots due to targeting problems (T183542) Weapons and Combat Single/double fire mode does not work when using shotguns and firing single rounds on double fire mode Switching scope modes on one weapon carried over to other weapons Noise levels increased unexpectedly while crouch-walking with a raised firearm Players couldn't sprint after lowering a firearm while crouch-walking Attaching a suppressor to a weapon was sometimes not possible PSO-1-1 Optic displayed duplicate reticles when a battery was attached (T188335) Vehicles and Boats Start engine action was not displayed when starting the boat without the spark plug Vehicles and boats could start bouncing when hitting rocks Items stored within fire barrels mounted in trucks could fall to the ground during server restart The car startup for missing spark plug would not play if no fuel was in the car Environment and Building Placement Clipping and seeing through various buildings and objects has been fixed. It is now possible to place large tents in big hangar buildings. Players will no longer be able to place Fireplaces and Garden plots in the air even if a server has placement collision checks disabled. Balota sign pointing in the incorrect direction Mitigated the issue of some objects clipping through the containers Some trees had incorrect particle effects when being shot New exterior wall texture on Old military barracks asset Sun rays could be present in the Tisy HQ basement Fixed a gap in the warhead storage ground that could have been exploited for an advantage LOD issues on some broken-down houses would cause unintended visual changes at short distances Thawed area around the fireplace was not visible at night despite any light source Character would be unable to climb up the ladder to the life boat Animations and Character Actions Fixed a faulty pose in the hare animations (T183546) Players were be coughing, laughing, and shaking when unconscious Animation for taking Improvised fishing rod to hands from shoulders was incorrect Left hand could get deformed while jumping backward with a two-handed firearm Axes could temporarily vanish during firewood splitting and fly back to the player's hands once the action was completed. The character would stand up when filling a gasoline canister with snow Food and Cooking Burning sound of food continues playing even after it has cooled down The water bottle containing liquid could get damaged when cooking even before it lost the water inside Cereal box was misplaced when cooking on cooking spots Burnt green bell peppers would stand unnaturally on the fireplace grate Cooking items could clip through the fireplace Items Hatchet now has correct textures in all of its damage states. Unknown food cans could sometimes not be eaten after opening. Damaged state for the female hoodie was not visually displayed. Localization and UI Issues Buttons for audio settings had the wrong focus when changing menu tabs The Online Tab loses focus after the focused player disconnects In-game server browser could focus on "Search by name" line instead of server names Localization for "Lock" and "Unlock" briefcase was not correct in some languages Changing any slider in the Controls tab would reset it back to 100 after applying Sliders in the Audio and Video tabs would revert to arbitrary values after applying changes Sensitivity slider values do not always increase or decrease correctly when adjusted OPEN STORE button in main menu was not highlighted when the cursor hovered over it Correct translation of Server Browser buttons Xbox: scrolling in the Xbox Main Menu could get stuck on specific options Xboxb: attempting to join a server via a friend’s invite on Xbox might result in a connection timeout and failure to connect. CHERNARUS Part of the Vybor air base was visible on the in game 2D map LIVONIA Fixed issues with certain houses that player can see through when looking around the corner Wrong street sign to Gieraltow New and more coherent set of footsteps for some surfaces Water was not properly aligned with the canal in the Livonia underground SERVER Added: boatDecayMultiplier to gameplay settings json to tweak the newly introduced boat despawn mechanic Added: Admin logs now inform on player death by selecting respawn (while uncon/restraint logout) or drowning (T179382, T174730) Fixed: Linux servers could crash on shutdown Fixed: Weapons spawned through the init.c could not be reloaded. Fixed: Optimized JSON file loading Fixed: Synced player stats of int type is always 0 on client Fixed: Players could remain locked to a server after disconnecting, preventing them from joining another server (T182340, T182316, T182304, T182260 , T182313, T182311, T183634) Fixed: A server crash Fixed: The server shutdown message incorrectly displayed #tmin instead of showing the actual countdown time before shutdown Fixed: Players could remain locked to a server after disconnecting, preventing them from joining another server (T182340, T182316, T182304, T182260 , T182313, T182311, T183634) Fixed: A server crash Fixed: The server shutdown message incorrectly displayed #tmin instead of showing the actual countdown time before shutdown Changed: Updated the debug monitor to allow higher resolutions Changed: Added count in map flag to certain flag items (https://feedback.bistudio.com/T186626 - private) Changed: Added Lunapark flag to Sakhal (still not actively used in default configuration)(T185827) KNOWN ISSUES Equipping and unequipping items between hands and shoulder/belt slots in multiplayer could cause animation glitches, missing or doubled audio, and character twitching. Spamming Reset Filters and Apply Filter in the server browser while official servers are still loading could cause the client to freeze The Right Upper Frame of a Watchtower on the top floor creates an invisible collision, preventing players from walking across Players can get stuck while Pushing the boat if the water level rises while performing the action, resulting in a frozen state with a loading wheel on screen
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Hello, I have an external IP address. I would like to create a server on my PC to test mods and settings before using hosting. So that I or my friends can connect to it, since I have an external IP address. The problem is that when I turn on the DayZ server, it does not appear in the LAN tab and I cannot connect to it in any way. Can you please help me and advise me how to solve this situation? 8:21:03 Byl vytvořen dedikovaný server. 8:21:04 [Inputs] Loading inputs default "bin/constants.xml" 8:21:04 [Inputs] Loading inputs default "bin/specific.xml" 8:21:04 [Inputs] Loading inputs cfg "C:\Users\krave\OneDrive\Documentos\DayZ Other Profiles\Server\Server.core.xml" 8:21:04 [Inputs] Exporting inputs cfg "C:\Users\krave\OneDrive\Documentos\DayZ Other Profiles\Server\Server.core.xml" 8:21:08 BattlEye Server: Initialized (v1.219, DayZ 1.27.159674) 8:21:08 SUCCESS: SteamGameServer_Init(0,8766,2302,27016,3,1.27.159674) 8:21:08 Hostname of server: "nemesis93 server" 8:21:08 Role byly přiřazeny. 8:21:08 Načítání mise… 8:21:19 [CE][offlineDB] :: Processing 0 players. 8:21:19 [CE][offlineDB] :: Conversion of characters successfully completed. 8:21:19 [CE][Hive] :: Loading core data ... 8:21:19 [CE][CoreData] :: 8 root classes, 18 defaults, 0 updaters... 8:21:19 [CE][offlineDB] :: Processing 0 players. 8:21:19 [CE][offlineDB] :: Processing 0 players. 8:21:19 [CE][offlineDB] :: Conversion of characters successfully completed. 8:21:23 [CE][TypeSetup] :: 561 classes setuped... 8:21:23 [CE][LoadPrototype] :: loaded 0 prototypes 8:21:23 55 containers, 232 points 8:21:23 0 dispatches, 0 proxies 8:21:23 [CE][LoadPrototype] :: last group name: Rail9... 8:21:23 [CE][LoadPrototype] :: loaded 0 prototypes 8:21:23 55 containers, 232 points 8:21:23 0 dispatches, 0 proxies 8:21:23 [CE][LoadPrototype] :: last group name: Rail9... 8:21:23 [CE][LoadPrototype] :: last group name: StaticObj_Misc_SupplyBox3_DE... 8:21:23 [CE][LoadPrototype] :: loaded 0 prototypes 8:21:23 55 containers, 232 points 8:21:23 0 dispatches, 0 proxies 8:21:23 [CE][LoadPrototype] :: last group name: Rail9... 8:21:24 [CE][LoadMap] "Group" :: loaded 11680 groups, groups failed: 0, largest group range: 34.2 8:21:24 [CE][LoadMap] "Dirt" :: loaded 0 groups, groups failed: 0, largest group range: 34.2 8:21:25 [CE][LoadClusters] "Cluster" :: Loading files... 8:21:25 [CE][LoadClusters] :: file: "mapgroupcluster.xml", 9 types, 50000 instances 8:21:25 [CE][LoadClusters] :: file: "mapgroupcluster01", 9 types, 50000 instances 8:21:25 [CE][LoadClusters] :: file: "mapgroupcluster02", 9 types, 50000 instances 8:21:25 [CE][LoadClusters] :: file: "mapgroupcluster03", 9 types, 50000 instances 8:21:25 !!! [CE][offlineDB] :: Type 'ChristmasTree' will be ignored. (Not spawnable. (Scope is not public?)) 8:21:25 !!! [CE][offlineDB] :: Type 'ChristmasTree' will be ignored. (Not spawnable. (Scope is not public?)) 8:21:25 !!! [CE][offlineDB] :: Type 'Static_FrozenScientist_DE' will be ignored. (Type does not exist. (Typo?)) 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\types.002" 8:21:25 !!! [CE][offlineDB] :: No Shutdown message present. 8:21:25 [CE][offlineDB] :: Loaded 50 dynamic events 235 total types. 8:21:25 !!! [CE][offlineDB] :: Type 'ChristmasTree' will be ignored. (Not spawnable. (Scope is not public?)) 8:21:25 !!! [CE][offlineDB] :: Type 'Static_FrozenScientist_DE' will be ignored. (Type does not exist. (Typo?)) 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_002.001" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_002.002" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_003.bin" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_003.001" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_003.002" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_004.bin" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_004.001" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_004.002" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_005.bin" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_005.001" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_005.002" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_006.bin" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_006.001" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_002.001" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_002.002" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_003.bin" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_003.001" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_003.002" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_004.bin" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_004.001" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_004.002" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_005.bin" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_005.001" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_005.002" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_006.bin" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_006.001" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_006.002" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_007.bin" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_007.001" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_007.002" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_008.bin" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_008.001" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_008.002" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_009.bin" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_009.001" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_009.002" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_010.bin" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_010.001" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_010.002" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_011.bin" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_011.001" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_011.002" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\building.bin" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\building.001" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\building.002" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\vehicles.bin" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\vehicles.001" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\vehicles.002" 8:21:25 [CE][Hive] :: Empty storage folder, reinitializing ... 8:21:25 [CE][Hive] :: Initializing ... 8:21:25 [CE][InitializeMap] :: initialized: 0 8:21:25 [CE][Hive] :: Initializing spawners ... 8:21:28 !!! [CE][Point] Removing 4512.276855, 9730.737305 from Land_Wreck_truck01_aban2_orange 8:21:29 [CE][LootRespawner] (PRIDummy) :: Item [0] is hard to place, performance drops: "BomberJacket_Olive" 8:21:29 [CE][LootRespawner] (PRIDummy) :: Item [1] is hard to place, performance drops: "BomberJacket_Olive" 8:21:29 [CE][LootRespawner] (PRIDummy) :: Item [2] is hard to place, performance drops: "BomberJacket_Olive" 8:21:29 [CE][LootRespawner] (PRIDummy) :: Item [3] is hard to place, performance drops: "BomberJacket_Olive" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [2] causing search overtime: "M79" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [2] causing search overtime: "M79" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [1] causing search overtime: "M79" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [5] is hard to place, performance drops: "GorkaEJacket_Autumn" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [5] is hard to place, performance drops: "GorkaEJacket_Autumn" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [6] is hard to place, performance drops: "TTSKOBoots" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [14] is hard to place, performance drops: "PlateCarrierHolster_Camo" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [8] is hard to place, performance drops: "USMCPants_Woodland" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [9] is hard to place, performance drops: "USMCPants_Woodland" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [10] is hard to place, performance drops: "USMCPants_Woodland" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [11] is hard to place, performance drops: "USMCPants_Woodland" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [12] is hard to place, performance drops: "USMCPants_Woodland" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [13] is hard to place, performance drops: "USMCPants_Woodland" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [14] is hard to place, performance drops: "PlateCarrierHolster_Camo" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [15] is hard to place, performance drops: "LabCoat" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [16] is hard to place, performance drops: "BDUPants" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [17] is hard to place, performance drops: "BDUPants" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [18] is hard to place, performance drops: "BDUPants" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [19] is hard to place, performance drops: "BDUPants" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [20] is hard to place, performance drops: "BDUPants" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [21] is hard to place, performance drops: "BDUPants" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [22] is hard to place, performance drops: "USMCPants_Desert" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [23] is hard to place, performance drops: "HighCapacityVest_Black" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [24] is hard to place, performance drops: "HighCapacityVest_Black" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [25] is hard to place, performance drops: "HighCapacityVest_Black" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [26] is hard to place, performance drops: "HighCapacityVest_Black" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [27] is hard to place, performance drops: "HighCapacityVest_Black" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [28] is hard to place, performance drops: "GorkaPants_Autumn" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [29] is hard to place, performance drops: "SmershVest" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [30] is hard to place, performance drops: "SmershVest" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [31] is hard to place, performance drops: "SmershVest" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [32] is hard to place, performance drops: "SmershVest" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [33] is hard to place, performance drops: "SmershVest" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [34] is hard to place, performance drops: "SmershVest" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [35] is hard to place, performance drops: "TTSKOPants" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [36] is hard to place, performance drops: "TTSKOPants" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [37] is hard to place, performance drops: "TTSKOPants" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [38] is hard to place, performance drops: "TTSKOPants" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [39] is hard to place, performance drops: "TTSKOPants" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [40] is hard to place, performance drops: "TTSKOPants" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [41] is hard to place, performance drops: "TTSKOPants" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [42] is hard to place, performance drops: "TTSKOPants" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [43] is hard to place, performance drops: "TTSKOPants" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [44] is hard to place, performance drops: "TTSKOPants" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [45] is hard to place, performance drops: "BoonieHat_Black" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [46] is hard to place, performance drops: "NurseDress_Blue" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [47] is hard to place, performance drops: "ManSuit_LightGrey" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [48] is hard to place, performance drops: "ChildBag_Blue" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [49] is hard to place, performance drops: "ChildBag_Blue" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [50] is hard to place, performance drops: "ChildBag_Blue" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [51] is hard to place, performance drops: "Compass" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [52] is hard to place, performance drops: "Compass" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [53] is hard to place, performance drops: "MilitaryBelt" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [54] is hard to place, performance drops: "ShortJeans_Black" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [56] is hard to place, performance drops: "MimeMask_Male" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [56] is hard to place, performance drops: "MimeMask_Male" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [57] is hard to place, performance drops: "BloodBagEmpty" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [61] is hard to place, performance drops: "SlacksPants_Beige" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [62] is hard to place, performance drops: "SlacksPants_Beige" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [61] is hard to place, performance drops: "SlacksPants_Beige" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [61] is hard to place, performance drops: "SlacksPants_Beige" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [62] is hard to place, performance drops: "SlacksPants_Beige" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [63] is hard to place, performance drops: "FieldShovel" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [64] is hard to place, performance drops: "FieldShovel" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [65] is hard to place, performance drops: "FieldShovel" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [66] is hard to place, performance drops: "ManSuit_Black" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [67] is hard to place, performance drops: "ManSuit_Black" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [3] causing search overtime: "PrisonUniformPants" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [4] causing search overtime: "CZ61" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [68] is hard to place, performance drops: "WomanSuit_White" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [69] is hard to place, performance drops: "WomanSuit_White" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [72] is hard to place, performance drops: "OfficerHat" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [71] is hard to place, performance drops: "MedicalScrubsShirt_Blue" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [72] is hard to place, performance drops: "OfficerHat" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [74] is hard to place, performance drops: "ManSuit_White" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [74] is hard to place, performance drops: "ManSuit_White" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [5] causing search overtime: "PrisonUniformJacket" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [6] causing search overtime: "PrisonUniformJacket" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [7] causing search overtime: "Fal_OeBttstck" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [8] causing search overtime: "Glock19" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [77] is hard to place, performance drops: "ParamedicPants_Crimson" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [78] is hard to place, performance drops: "ParamedicPants_Crimson" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [80] is hard to place, performance drops: "ManSuit_Beige" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [80] is hard to place, performance drops: "ManSuit_Beige" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [10] causing search overtime: "Ammo_40mm_ChemGas" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [79] is hard to place, performance drops: "ParamedicPants_Crimson" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [80] is hard to place, performance drops: "ManSuit_Beige" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [10] causing search overtime: "Ammo_40mm_ChemGas" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [82] is hard to place, performance drops: "ParamedicJacket_Blue" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [83] is hard to place, performance drops: "ParamedicJacket_Blue" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [84] is hard to place, performance drops: "ParamedicJacket_Blue" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [14] causing search overtime: "SSG82" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [82] is hard to place, performance drops: "ParamedicJacket_Blue" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [82] is hard to place, performance drops: "ParamedicJacket_Blue" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [83] is hard to place, performance drops: "ParamedicJacket_Blue" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [84] is hard to place, performance drops: "ParamedicJacket_Blue" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [15] causing search overtime: "Mag_CZ61_20Rnd" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [16] causing search overtime: "Mag_CZ61_20Rnd" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [17] causing search overtime: "Mag_CZ61_20Rnd" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [18] causing search overtime: "Mag_CZ61_20Rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [87] is hard to place, performance drops: "PartyTent_Blue" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [88] is hard to place, performance drops: "PartyTent_Blue" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [87] is hard to place, performance drops: "PartyTent_Blue" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [88] is hard to place, performance drops: "PartyTent_Blue" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [89] is hard to place, performance drops: "PartyTent_Blue" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [90] is hard to place, performance drops: "PartyTent_Blue" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [91] is hard to place, performance drops: "WomanSuit_Black" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [92] is hard to place, performance drops: "CamoNet" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [93] is hard to place, performance drops: "CamoNet" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [21] causing search overtime: "MP5K" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [20] causing search overtime: "Mag_STANAG_60Rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [21] causing search overtime: "MP5K" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [94] is hard to place, performance drops: "Jeans_Brown" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [95] is hard to place, performance drops: "Jeans_Brown" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [96] is hard to place, performance drops: "Jeans_Brown" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [22] causing search overtime: "Mag_SSG82_5rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [23] causing search overtime: "Mag_SSG82_5rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [24] causing search overtime: "Mag_SSG82_5rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [25] causing search overtime: "Mag_SSG82_5rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [26] causing search overtime: "Mag_SSG82_5rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [27] causing search overtime: "Mag_SSG82_5rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [28] causing search overtime: "Mag_SSG82_5rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [29] causing search overtime: "Mag_SSG82_5rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [30] causing search overtime: "Mag_SSG82_5rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [31] causing search overtime: "Mag_SSG82_5rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [32] causing search overtime: "Mag_SSG82_5rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [33] causing search overtime: "Mag_SSG82_5rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [34] causing search overtime: "Mag_SSG82_5rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [35] causing search overtime: "Mag_SSG82_5rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [36] causing search overtime: "Mag_SSG82_5rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [37] causing search overtime: "Mag_SSG82_5rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [38] causing search overtime: "Mag_SSG82_5rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [39] causing search overtime: "Mag_SSG82_5rnd" 8:21:33 [CE][SpawnRandomLoot] (StaticHeliCrash) :: Type: Wreck_UH1Y, lootmin: 10, lootmax: 15, wanted: 13, deloot: 2, containermaxsum: 15 8:21:33 [CE][SpawnRandomLoot] (StaticHeliCrash) :: Type: Wreck_UH1Y, lootmin: 10, lootmax: 15, wanted: 11, deloot: 2, containermaxsum: 15 8:21:33 [CE][SpawnRandomLoot] (StaticAirplaneCrate) :: Type: StaticObj_Misc_SupplyBox3_DE :: !!! Wanting to spawn more loot than possible (5 > 4) 8:21:33 [CE][SpawnRandomLoot] (StaticAirplaneCrate) :: Type: StaticObj_Misc_SupplyBox1_DE, lootmin: 4, lootmax: 8, wanted: 6, deloot: 2, containermaxsum: 4 8:21:33 [CE][SpawnRandomLoot] (StaticAirplaneCrate) :: Type: StaticObj_Misc_SupplyBox1_DE :: !!! Sum of container LootMax is lower than event child LootMax (4 < 😎 8:21:33 [CE][SpawnRandomLoot] (StaticAirplaneCrate) :: Type: StaticObj_Misc_SupplyBox1_DE :: !!! Wanting to spawn more loot than possible (6 > 4) 8:21:33 [CE][SpawnRandomLoot] (StaticAirplaneCrate) :: Type: StaticObj_Misc_SupplyBox2_DE, lootmin: 4, lootmax: 8, wanted: 6, deloot: 2, containermaxsum: 4 8:21:33 [CE][SpawnRandomLoot] (StaticMilitaryConvoy) :: Type: StaticObj_Wreck_Uaz_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 1, containermaxsum: 3 8:21:33 [CE][SpawnRandomLoot] (StaticMilitaryConvoy) :: Type: StaticObj_Wreck_BMP1_NoPlacement_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 1, containermaxsum: 3 8:21:33 [CE][SpawnRandomLoot] (StaticMilitaryConvoy) :: Type: Land_wreck_truck01_aban2_green_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 1, containermaxsum: 3 8:21:33 [CE][SpawnRandomLoot] (StaticMilitaryConvoy) :: Type: StaticObj_Wreck_Ural_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 1, containermaxsum: 3 8:21:33 [CE][SpawnRandomLoot] (StaticMilitaryConvoy) :: Type: StaticObj_Wreck_BRDM_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 1, containermaxsum: 3 8:21:33 [CE][SpawnRandomLoot] (StaticMilitaryConvoy) :: Type: StaticObj_Wreck_BMP2_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 1, containermaxsum: 3 8:21:33 [CE][SpawnRandomLoot] (StaticMilitaryConvoy) :: Type: StaticObj_Wreck_Ural_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 1, containermaxsum: 3 8:21:33 [CE][SpawnRandomLoot] (StaticMilitaryConvoy) :: Type: Land_Wreck_V3S_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 1, containermaxsum: 3 8:21:33 [CE][SpawnRandomLoot] (StaticMilitaryConvoy) :: Type: StaticObj_Wreck_Uaz_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 1, containermaxsum: 3 8:21:33 [CE][SpawnRandomLoot] (StaticAirplaneCrate) :: Type: StaticObj_Misc_SupplyBox1_DE, lootmin: 4, lootmax: 8, wanted: 6, deloot: 2, containermaxsum: 4 8:21:33 [CE][SpawnRandomLoot] (StaticAirplaneCrate) :: Type: StaticObj_Misc_SupplyBox1_DE :: !!! Sum of container LootMax is lower than event child LootMax (4 < 😎 8:21:33 [CE][SpawnRandomLoot] (StaticAirplaneCrate) :: Type: StaticObj_Misc_SupplyBox1_DE :: !!! Wanting to spawn more loot than possible (6 > 4) 8:21:33 [CE][SpawnRandomLoot] (StaticAirplaneCrate) :: Type: StaticObj_Misc_SupplyBox1_DE, lootmin: 4, lootmax: 8, wanted: 7, deloot: 2, containermaxsum: 4 8:21:33 [CE][SpawnRandomLoot] (StaticAirplaneCrate) :: Type: StaticObj_Misc_SupplyBox1_DE :: !!! Sum of container LootMax is lower than event child LootMax (4 < 😎 8:21:33 [CE][SpawnRandomLoot] (StaticAirplaneCrate) :: Type: StaticObj_Misc_SupplyBox1_DE :: !!! Wanting to spawn more loot than possible (7 > 4) 8:21:33 [CE][SpawnRandomLoot] (StaticAirplaneCrate) :: Type: StaticObj_Misc_SupplyBox2_DE, lootmin: 4, lootmax: 8, wanted: 7, deloot: 2, containermaxsum: 4 8:21:33 [CE][SpawnRandomLoot] (StaticAirplaneCrate) :: Type: StaticObj_Misc_SupplyBox2_DE :: !!! Sum of container LootMax is lower than event child LootMax (4 < 😎 8:21:33 [CE][SpawnRandomLoot] (StaticAirplaneCrate) :: Type: StaticObj_Misc_SupplyBox2_DE :: !!! Wanting to spawn more loot than possible (7 > 4) 8:21:33 [CE][SpawnRandomLoot] (StaticAirplaneCrate) :: Type: StaticObj_Misc_SupplyBox1_DE, lootmin: 4, lootmax: 8, wanted: 6, deloot: 2, containermaxsum: 4 8:21:33 [CE][SpawnRandomLoot] (StaticAirplaneCrate) :: Type: StaticObj_Misc_SupplyBox1_DE :: !!! Sum of container LootMax is lower than event child LootMax (4 < 😎 8:21:33 [CE][SpawnRandomLoot] (StaticAirplaneCrate) :: Type: StaticObj_Misc_SupplyBox1_DE :: !!! Wanting to spawn more loot than possible (6 > 4) 8:21:33 [CE][VehicleRespawner] (PRIContaminatedArea) :: Initial random enabled for "StaticContaminatedArea" - Chosen nominal: 3 8:21:34 [CE][SpawnRandomLoot] (StaticPoliceSituation) :: Type: Land_Wreck_sed01_aban1_white_DE, lootmin: 2, lootmax: 2, wanted: 2, deloot: 1, containermaxsum: 2 8:21:34 [CE][SpawnRandomLoot] (StaticPoliceSituation) :: Type: Land_Wreck_sed01_aban1_police_DE, lootmin: 2, lootmax: 4, wanted: 3, deloot: 1, containermaxsum: 4 8:21:34 [CE][SpawnRandomLoot] (StaticPoliceSituation) :: Type: Land_Wreck_sed01_aban1_white_DE, lootmin: 2, lootmax: 2, wanted: 2, deloot: 1, containermaxsum: 2 8:21:34 [CE][SpawnRandomLoot] (StaticPoliceSituation) :: Type: Land_Wreck_hb02_aban1_red_DE, lootmin: 2, lootmax: 2, wanted: 2, deloot: 1, containermaxsum: 2 8:21:34 [CE][SpawnRandomLoot] (StaticPoliceSituation) :: Type: Land_Wreck_sed01_aban1_police_DE, lootmin: 2, lootmax: 4, wanted: 2, deloot: 1, containermaxsum: 4 8:21:34 [CE][SpawnRandomLoot] (StaticPoliceSituation) :: Type: Land_Wreck_sed01_aban2_police_DE, lootmin: 2, lootmax: 4, wanted: 2, deloot: 1, containermaxsum: 4 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Wreck_sed01_aban1_wine_DE, lootmin: 1, lootmax: 3, wanted: 1, deloot: 0, containermaxsum: 2 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Wreck_sed01_aban1_wine_DE :: !!! Sum of container LootMax is lower than event child LootMax (2 < 3) 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Wreck_sed01_aban1_wine_DE, lootmin: 1, lootmax: 3, wanted: 1, deloot: 0, containermaxsum: 2 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: StaticObj_Wreck_Train_Wagon_Flat_Mil_DE, lootmin: 1, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: StaticObj_Wreck_Train_Wagon_Flat_Mil_DE, lootmin: 1, lootmax: 3, wanted: 1, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: StaticObj_Wreck_Train_Wagon_Flat_Mil_DE, lootmin: 1, lootmax: 3, wanted: 1, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_Mil_DE, lootmin: 1, lootmax: 3, wanted: 1, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_Mil_DE, lootmin: 1, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: StaticObj_Wreck_Train_742_Blue_DE, lootmin: 1, lootmax: 3, wanted: 1, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: StaticObj_Wreck_Train_Wagon_Tanker_DE, lootmin: 1, lootmax: 3, wanted: 1, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: StaticObj_Wreck_Train_Wagon_Tanker_DE, lootmin: 1, lootmax: 3, wanted: 1, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 !!! [CE][VehicleRespawner] (PRIBoat) :: Init: "VehicleBoat" - Failed to spawn the requested amount (19 < 22) within 66 attempts. 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 !!! [CE][VehicleRespawner] (PRIBoat) :: Init: "VehicleBoat" - Failed to spawn the requested amount (19 < 22) within 66 attempts. 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: StaticObj_Wreck_Train_Wagon_Tanker_DE, lootmin: 1, lootmax: 3, wanted: 1, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: StaticObj_Wreck_Train_Wagon_Tanker_DE, lootmin: 1, lootmax: 3, wanted: 1, deloot: 0, containermaxsum: 15 8:21:34 !!! [CE][VehicleRespawner] (PRIBoat) :: Init: "VehicleBoat" - Failed to spawn the requested amount (19 < 22) within 66 attempts. 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 !!! [CE][VehicleRespawner] (PRIBoat) :: Init: "VehicleBoat" - Failed to spawn the requested amount (19 < 22) within 66 attempts. 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 !!! [CE][VehicleRespawner] (PRIBoat) :: Init: "VehicleBoat" - Failed to spawn the requested amount (19 < 22) within 66 attempts. 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 !!! [CE][VehicleRespawner] (PRIBoat) :: Init: "VehicleBoat" - Failed to spawn the requested amount (19 < 22) within 66 attempts. 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: StaticObj_Wreck_Train_Wagon_Tanker_DE, lootmin: 1, lootmax: 3, wanted: 1, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: StaticObj_Wreck_Train_Wagon_Tanker_DE, lootmin: 1, lootmax: 3, wanted: 1, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 !!! [CE][VehicleRespawner] (PRIBoat) :: Init: "VehicleBoat" - Failed to spawn the requested amount (19 < 22) within 66 attempts. 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: StaticObj_Wreck_Train_Wagon_Tanker_DE, lootmin: 1, lootmax: 3, wanted: 1, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: StaticObj_Wreck_Train_Wagon_Tanker_DE, lootmin: 1, lootmax: 3, wanted: 1, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: StaticObj_Wreck_Train_Wagon_Tanker_Mil_DE, lootmin: 1, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_Mil_DE, lootmin: 1, lootmax: 3, wanted: 1, deloot: 0, containermaxsum: 15 8:21:34 !!! [CE][VehicleRespawner] (PRIBoat) :: Init: "VehicleBoat" - Failed to spawn the requested amount (19 < 22) within 66 attempts. 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: StaticObj_Wreck_Train_Wagon_Tanker_DE, lootmin: 1, lootmax: 3, wanted: 1, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: StaticObj_Wreck_Train_Wagon_Tanker_DE, lootmin: 1, lootmax: 3, wanted: 1, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: StaticObj_Wreck_Train_Wagon_Tanker_Mil_DE, lootmin: 1, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_Mil_DE, lootmin: 1, lootmax: 3, wanted: 1, deloot: 0, containermaxsum: 15 8:21:34 [CE][DynEvent] :: 50 types 8:21:34 [00] AmbientFox 8:21:34 Primary Spawner: "Ambient", active: yes, repeat: 1 8:21:34 [01] AmbientHare 8:21:34 Primary Spawner: "Ambient", active: yes, repeat: 1 8:21:34 [02] AmbientHen 8:21:34 Primary Spawner: "Ambient", active: yes, repeat: 1 8:21:34 [03] AnimalBear 8:21:34 Primary Spawner: "Animal", active: yes, repeat: 1 8:21:34 [CE][Hive] :: Init sequence finished. 8:21:34 [00] AmbientFox 8:21:34 Primary Spawner: "Ambient", active: yes, repeat: 1 8:21:34 [01] AmbientHare 8:21:34 [CE][Hive] :: Init sequence finished. 8:21:34 [CE][Hive] :: Init sequence finished. 8:21:34 [00] AmbientFox 8:21:34 Primary Spawner: "Ambient", active: yes, repeat: 1 8:21:34 [01] AmbientHare 8:21:34 Primary Spawner: "Ambient", active: yes, repeat: 1 8:21:34 [02] AmbientHen 8:21:34 Primary Spawner: "Ambient", active: yes, repeat: 1 8:21:34 [03] AnimalBear 8:21:34 Primary Spawner: "Animal", active: yes, repeat: 1 8:21:34 [04] AnimalCow 8:21:34 Primary Spawner: "Animal", active: yes, repeat: 1 8:21:34 [05] AnimalDeer 8:21:34 Primary Spawner: "Animal", active: yes, repeat: 1 8:21:34 [06] AnimalGoat 8:21:34 Primary Spawner: "Animal", active: yes, repeat: 1 8:21:34 [07] AnimalPig 8:21:34 Primary Spawner: "Animal", active: yes, repeat: 1 8:21:34 [08] AnimalRoeDeer 8:21:34 Primary Spawner: "Animal", active: yes, repeat: 1 8:21:34 [09] AnimalSheep 8:21:34 Primary Spawner: "Animal", active: yes, repeat: 1 8:21:34 [10] AnimalWildBoar 8:21:34 Primary Spawner: "Animal", active: yes, repeat: 1 8:21:34 [11] AnimalWolf 8:21:34 Primary Spawner: "Animal", active: yes, repeat: 1 8:21:34 [12] InfectedArmy 8:21:34 Primary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [13] InfectedArmyHard 8:21:34 Primary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [14] InfectedCity 8:21:34 Primary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [15] InfectedCityTier1 8:21:34 Primary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [16] InfectedFirefighter 8:21:34 Primary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [17] InfectedIndustrial 8:21:34 Primary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [18] InfectedMedic 8:21:34 Primary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [19] InfectedNBC 8:21:34 Primary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [20] InfectedPolice 8:21:34 Primary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [21] InfectedPoliceHard 8:21:34 Primary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [22] InfectedPrisoner 8:21:34 Primary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [23] InfectedReligious 8:21:34 Primary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [24] InfectedSanta 8:21:34 Primary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [25] InfectedSolitude 8:21:34 Primary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [26] InfectedVillage 8:21:34 Primary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [27] InfectedVillageTier1 8:21:34 Primary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [28] ItemPlanks 8:21:34 Primary Spawner: "Item", active: yes, repeat: 1 8:21:34 [29] Loot 8:21:34 Primary Spawner: "Loot", active: yes, repeat: 2 8:21:34 [30] StaticAirplaneCrate 8:21:34 Primary Spawner: "Static", active: yes, repeat: 1 8:21:34 [31] StaticContaminatedArea 8:21:34 Primary Spawner: "Static", active: yes, repeat: 1 8:21:34 [32] StaticHeliCrash 8:21:34 Primary Spawner: "Static", active: yes, repeat: 1 8:21:34 Secondary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [33] StaticMilitaryConvoy 8:21:34 Primary Spawner: "Static", active: yes, repeat: 1 8:21:34 Secondary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [34] StaticPoliceSituation 8:21:34 Primary Spawner: "Static", active: yes, repeat: 1 8:21:34 Secondary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [35] StaticTrain 8:21:34 Primary Spawner: "Static", active: yes, repeat: 1 8:21:34 Secondary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [36] TrajectoryApple 8:21:34 Primary Spawner: "Trajectory", active: yes, repeat: 1 8:21:34 [37] TrajectoryConiferous 8:21:34 Primary Spawner: "Trajectory", active: yes, repeat: 1 8:21:34 [38] TrajectoryDeciduous 8:21:34 Primary Spawner: "Trajectory", active: yes, repeat: 1 8:21:34 [39] TrajectoryHumus 8:21:34 Primary Spawner: "Trajectory", active: yes, repeat: 1 8:21:34 [40] TrajectoryPear 8:21:34 Primary Spawner: "Trajectory", active: yes, repeat: 1 8:21:34 [41] TrajectoryPlum 8:21:34 Primary Spawner: "Trajectory", active: yes, repeat: 1 8:21:34 [42] TrajectoryStones 8:21:34 Primary Spawner: "Trajectory", active: yes, repeat: 1 8:21:34 [43] VehicleBoat 8:21:34 Primary Spawner: "Vehicle", active: yes, repeat: 1 8:21:34 [44] VehicleCivilianSedan 8:21:34 Primary Spawner: "Vehicle", active: yes, repeat: 1 8:21:34 [45] VehicleHatchback02 8:21:34 Primary Spawner: "Vehicle", active: yes, repeat: 1 8:21:34 [46] VehicleOffroad02 8:21:34 Primary Spawner: "Vehicle", active: yes, repeat: 1 8:21:34 [47] VehicleOffroadHatchback 8:21:34 Primary Spawner: "Vehicle", active: yes, repeat: 1 8:21:34 [48] VehicleSedan02 8:21:34 Primary Spawner: "Vehicle", active: yes, repeat: 1 8:21:34 [49] VehicleTruck01 8:21:34 Primary Spawner: "Vehicle", active: yes, repeat: 1 8:21:34 [CE][Hive] :: Initializing of spawners done. 8:21:34 [CE][Hive] :: Init sequence finished. 8:21:35 [IdleMode] Entering IN - save processed
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Devs had long time ago mentioned about possibility of adding Skoda S1203 van as one of repairable vehicles in the game, but it never fully materliazed. In my opinion a van would be a great addition to the roster with it's slower speed and higher cargo capacity fitting between cars and the v3s. Ether S1203 or it's other eastern block cousin RAF - 2203 wouldn't look out of place in ether Cherno or Livonia, just like Praga V3S fire trucks are now outside every fire station, these vans would fit as destroyed ambulances outside hospitals for spare parts. Another suggestion, FN FNX45 feels too modern and out of place in the game, USP 45 would fit the timeline better. All they have to do is re-skin the weapon.