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Hey Guys! are you tired of spending hours and hours looting just to get killed by a new player with a chambered IJ who got a lucky headshot? Well, join MassFrags! Self hosted in the US, we have high loot spawns, use the Weapon Redux pack to bring back all the guns from 0.64 onward, we brought back vehicles, have a discord where you can find groups of people willing to meet up in game, and our admins are here to help both in game and on the support page of our discord! the server will be running 24/7 and we will always take suggestions and anything that you, the players feel need to be added into consideration. Run by an Emergency Medical Technician who tries to make the server feel as realistic as possible without all the major player issues. You will never recieve a kick or ban for playing your play style, whatever that is! be gun happy or peaceful! Just type "MassFrags" into your community browser to find us easily our click the link below! Discord: https://discord.gg/MsbhcC7
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they've said in the past they want to get it back in on a stream, but they can't confirm it will be coming. Its a lot of work involving animations and rewriting code that they are best spending time in other areas that really need people working. I think 1.20 is a good example that they're fighting with a lot of backend technical work, and bows don't really seem like a priority to readd right now when vehicles are not where they need to be, handstate bug, desyncing issues, server issues, the list goes on. As a team for a 10-year old project, they know from experience confirming things to the community then not being able to get that confirmed thing in for years goes against them, so their best option is to hear but not share where things are at unless it's genuinely coming in an update. That's why they haven't said anything about bows.
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Bugged Vehicles? Click the link below and watch how to pop bugged vehicles out of the ground and possible save them to use.. Click to Watch Brought to you by:
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From a console side of things. I know PC players have the choice too add a lot more items in their custome servers. Was hoping that some if not more of these items can make it to console. Weapons For example the lack of weapons and attachments on console. I know we recently received a couple of new hunting rifles and some explosives, that being said most of the other weapons have not changed. Cosmetics for them ie: colours have changed and some magazine sizes as well. More sights and scopes, more hand weapons, pistols, smgs, long guns, rifels, scopes, suppressors, etc would help keep the console players going. Building Seeing more building choices for consol as well. Adding doors, instead of just having gates. Keypads or different locking mechanisms. Different wall variations example walls with windows. Adding platforms that we can build on the ground to help level it. Some of these would help console players be a little more dynamic in hiding bases in or around buildings. Vehicles The cargo truck has been made usless as of 1.18 or 1.19 on console. Can barley make it up hills now, paved or not the seem to just spin tires even in 1st gear. As of 1.20 I know that there is a bug with the hummvees are doing the same. I know players get excited when we see a good working vehicle to be able travel and loot other areas. But trying to get anywhere now is more frustrating then ever before. The cargo trucks were amazing before. Now the are just a struggle to do anything with. AI Looking forward to seeing more changes to this area in the future updates. Map experience. I do agree that certain areas will be well received in updating. More immersive environments. I seen that someone put of graffiti as an example. Birds, and other types of animals as well. Some other things for example. When we cut down trees they just stay on the ground blocking us on building sometimes. Maybe after the fall down animation they disappear and a cut down stump is left. Maybe if there are tings in the way tables or chairs we can destroy them to place walls or open an area up a little would help. These are just somethings that I would like to see as a console player. I really do enjoy this game. It is byfar one of my favorite games that I can spend hours on every time I log on. So please don't take this as complaints. This is just hopes that console players can receive some more updates to make it even more enjoyable. I know it is easier to add things and customize things on pc but really do hope thatnit can be added to console. Really looking forward to seeing what 2023 has in-store for us and what the future of dayz will bring. I do hope this will be received. To the people that take the time. We will see you out there. Stay safe, make friends, good luck on your survival. Cheers.
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Hi For the last few years I've been going around the Chernarus & Livonia map and picking out all the faults that I've seen and come across. There are so many Dayz issues and here they are: 1. Trucks: No Power up hills.... Trucks need the 5th gear adding.....Engine burns out when revving the engine to much.....Rev counter needs slimming down..... Tyres are to far of the ground at least inch & half, Hence the reason why the wheels are turning when truck is ticking over... 2. Cars: as the same with the trucks wheel are to far of the ground.... 3. Shops and other buildings: The steps into are higher then the ground, you have to jump in to then to get in. 4. Zombies: They can hit you from 2 foot away from them when running away from them. They can go into the vehicle when they are chasing you or when they see you in vehicle when vehicle stops. 5. Static Military Convoy: At prison island ( rocks) you cant get by when driving a vehicle at all (coordinate 2506.05 / 2045.28) They need moving backwards by 3 foot..... 6: Static Police Situation: In Eltro town the Static Police Situation you cant get by when driving a vehicle again needs moving forward by 4 foot. 7. Roads: Roads go from tarmac into grit road or grass roads. 8. Loot: loot can be seen hanging out the vehicle.... So when a player wears a gun on there back then gets into a vehicle you can see the gun popping out off the roof. 9. Track Roads: on this particular area approx 192.47 / 3905.37 The road dips very low and needs addressing. when driving any vehicle it throws you in to the trees. 10. Player floating: When player connects with any climbing item the player feet goes into the item such as vehicles. 11. Gates: When a player opens or opens a pad lock to open a gate the the gate spawn through them. 12.Hatchet: When player use's a hatchet it looks like the player is about to chop of his fingers. The hatchet needs turning around so the other end is hitting the nail. 13. Chopping down trees: There is a issue when chopping down a tree, Sometimes the tree falls into you and damaging your health. 14: Canteen & Bottle: Dont open when player drinks from it. 15: Water fountain: when filling up to far to fill up and CanisterGasoline goes into the fountain. Thease are the main problem that are issues that can be fixed. kind regards. Dayz is a perfect game that anyone can play either PVE or PVP. But this game can kill you in many ways. One being the issues above or by someone who shots you. Maybe one day i can help correcting these issues and make dayz the best game ever to play. kind regards
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Maybe in 2024, if the company is still afloat, we will receive a meaningful update to vehicles? We have received no meaningful fix to cars since the title left beta 3+ years ago.
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The vehicles on my server appear to be stuck in the ground, resulting in them exploding when a player enters and killing them. The vehicle is also destroyed. Is there a fix for this ?
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DE 95 Expansion Servers/PVE/Quests/Missions/MoreZeds
veveausberlin cristian replied to veveausberlin cristian's topic in Server Advertisement
Wiped Vehicles to rebalance 🙂 -
Vehicles have come a LONG way since alpha. But they still have a ways to go. Vehicle damage needs some fine tuning. Just a couple of days ago, I'm driving along, not even that fast, maybe 50 kph, coming around a bend and hit the tiniest little lag spike and BOOM, hit a trail marker totaling my vehicle. If that were real life, that trail marker would have been toast and my bumper would have a dent. Now, I could understand hitting a tree, power pole, wall, rock, etc, going a bit faster would instantly kill your engine, but apart from that we need more than just two options with hitting something. Right now, you hit anything, it either does nothing, or completely kills your car. I know there are plans to implement a similar system to what we had in alpha with the tire repair kits, making use of battery chargers and electrical repair kits, but, in the mean time, can we just turn down the damage? Additionally, it would be nice to see destructible objects for things like those pesky trail markers, all the rails and pickets of all those various fences, all those road signs, and probably some other, commonly hit, roadside objects. There's just far too much lag on servers right now and putting vehicle positioning client side would just be a security issue, so, something needs to be done. But, until then, can we get those trail makers collisions removed?
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Experimental Update 1.20 (Change Log)
Sid Debian replied to Kyiara's topic in PC Experimental Updates
Em i think that's a wrong point. Why? -- Because new game engine ain't new money. But new engine and new name idk... DayZ 2: Wrath of Rust with better adoptation of engine from Arma Reinforger (aka Arma 4 - 0.5 (arma,liters,oz)) will brigs better adjustments of game itself. If look deeper then we'll see that Arma Reinforger (A-Re) is the alpha playground for Arma 4, I suppose that after release of Arma 4 we'll find in several years that BI will show up to us new DayZ with lowest characteristics like Intel Core i9 13***, 32Gb ram DDR5 or DDR6 (idk what ram will be in the future) and about 40 Gb of SSD (yeah I'm kidding, but who knows).. Problem of current DayZ SA is that was a beta ground for Enfusion Engine (EE). That playground was created for testing what thay engine may carry and what it will brings. We'd found that EE gave fine results and now we seen 2 playgrounds primary is A-Re because all workarounds should showup possible problems with future Arma 4 engine and may bring fixes to DayZ SA (like it was with vehicles in 1.18 path). So simly don't hurry up. We'll see it all in future, but don't live too fast. -
Looked for a few hours last night found plenty of parts no cars though. Any help would be appreciated.
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Hello Survivors! Today, we're releasing the biggest update of DayZ since launching in Game Preview! It's truly massive and changes the game quite significantly - for this reason, it's necessary to do a complete wipe of all characters and server persistence. But it'll be worth it ;) The update is out now and the servers should be starting - please restart your Xbox Once if you're not getting an update prompt. Here are the highlights of the update: new vehicle: ADA 4x4 + parts and other necessary items base building + necessary items to make it work (tools, planks, nails...) added some missing controls (freelook, walking, switching fire mode, gun zeroing) fixed various issues with hit registration of firearms changed the weather setup to feature less rain ;) new shotgun + ammo tents and barrels for making improvised camps and loot stashes improved nighttime (don't throw away those road flares everyone! You'll need them ;) lots of other new items configured for spawning in the Central Economy slightly increased numbers of infected There are most likely going to be various issues with the update, but for now, these are already known to us: NEW: Despite changes to weather configuration, servers still seem to get stuck on nighttime/heavy rain NEW: Performance issues especially in larger towns maps can be picked up and opened, but you can not navigate in them (controls are missing) vehicle controls may be too sensitive at times leaning and shoulder change missing (controls are missing) weapon sounds can stop playing in some situations For those of you who want to get a more complete overview of the changes, here's a more detailed changelog (especially listing the new items in Central Economy: Added: ADA 4x4 car Base building New controls option (walk, freelook, zeroing on firearms) Weapon collision with geometry Visual bleeding effect Heat comfort and disease effects New sounds Directional player death animations Weapon jamming Restraining characters Tweaks: infected tweaks (including their numbers per server) tweaked wild boar behavior tweaked navmesh functionality tweaks for animations, holding poses, vegetation collisions, gestures and more in data various animation tweaks tweaked infected aggro weights of food adjusted Changes: changes in unconsciousness mechanics changes in AI navigation changes to instance management (fix for desync where the player is in one stance but has a speed of another) changes to sun shadows changes to weather configuration changes to nighttime configuration changes to input system changes regarding server/client stability changes to networking (including fixes for hit registration issues) security fixes revamped Fire Station revapmped police station building items have been renamed updated offline DB to reflect the current online state changes to map toggling + a LOT of changes in data (animations, configs, settings) New Items in Central Economy: Vehicles: Horticulture (the feature itself is not fully implemented yet): Clothing: Medicine: Weapons/Attachments: Base Building: Food: Other: Don't forget to report every bug and issue you find to our Feedback Tracker. Thank you!
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Has anyone seen or used the ada 4x4 yet? I spent a good few hours searching purely for one and didn’t come across one except doors and a bonnet, anyone help with locations or any city’s where they have seen one?
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Re-introduce the ability for bears and wolves to hit players in cars
Parazight replied to Launchit00's topic in General Discussion
Vehicles taking damage seems like the only authentic solution here. A vehicle should protect you from a bear until it is ruined. What about taking out a horde of infected with a makarov, single loading, and standing safely on top of a hesco barrier? What about that gross abuse? (have them drop grenades) -
Update 1.20 Xbox Experimental (Change Log)
Kohlbar replied to Kyiara's topic in Xbox Experimental Updates
I like that this update seems to have fixed the inconsistent sprinting power attack problem. On 1.18 I had to spam trigger to use the sprinting attack. The added features focused on slowing players down so much more seems funny considering the vehicles are still in a bad state and few and far between. I could deal with glitchy cars or vehicles if I could find them! Zombies still seem weak, uninterested, uninteresting. Basically a nuisance and visual filler at this point. -
PC Stable 1.19 Update 1 - Version 1.19.155390 (Released on 18.10.2022) NOTES Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update. Consider de-fragmenting your HDD after downloading large updates. In case of problems, please check the Bohemia Interactive support F.A.Q., DayZ F.A.Q., or BattlEye F.A.Q. You can help us to further improve the game by posting your feedback on the Feedback Tracker. GAME ADDED M1025 multipurpose vehicle SSG 82 rifle BK-12 shotgun and sawed-off variant GPS Receiver Water reflections (can be configured in the graphics settings) Thrown items now have impact sounds The portable map now provides more details depending on the navigation gear you are carrying (GPS, compass) Military convoys Replaced abandoned police cars with police events Blowtorch Punched card Glow plug Improvised eye patch Color variants of the plate carrier vest New stealth kill variant Hand-brake for vehicles Brake strength can be adjusted by combining it with Ctrl (light) and Shift (strong) Car horn for vehicles The player can now drown when submerged for too long Bleeding indicator in the HUD Favorites tab to the in-game server browser, displaying cached offline favorite servers Added a spare wheel slot for the Olga 24, Sarka 120 and Gunter 2 FIXED Wolves and bears were able to hit players in vehicles (https://feedback.bistudio.com/T163439) The improvised suppressor would not display the correct model when ruined and detached from the weapon Public address system panels sometimes could not be started even when they had a battery in them Display of other characters in prone did not include inclination and rolling Attempting to roll while lying on your back would consume stamina It was possible to cancel the rolling animation by entering iron sights Fixed several bugs that would clip the player through the terrain (https://feedback.bistudio.com/T150596 - private) Reduced clipping of 40mm smoke grenades through geometry Dead bodies on top of a bear trap would reduce its damage significantly Torches and brooms could not be ignited indoors Grenades attached to vests would not explode when the vest was destroyed in a fireplace Switching tabs in the server browser too fast could prevent servers from loading The kitchen timer was not always rendered inside the improvised explosive It was possible to cover an improvised explosive with a garden plot The claymore mine could not be disarmed in some cases (https://feedback.bistudio.com/T166006) A ruined remote trigger attached to a tripwire would still trigger When approaching an explosive charge with a remote detonator, the UI would pretend that multiple options are available An ignited torch in hands would not extinguish while swimming with it Dead characters would still display a "strong pulse" The characters arm would clip into the body when running with the fireworks launcher Cooking sounds would persist on the spot even after the cooking ware was removed (https://feedback.bistudio.com/T165110) The AUR A1 with magazine was slightly cropped when displayed in hands in the inventory Vehicles would give off exhaust smoke only when started for the first time The cargo of the Assault Vest and -Pack were not displayed separately Plastic explosives close to an explosion did not take damage Jumping into a steep hill caused the character to "float" to the top Fixed a game crash related to loading and saving of characters (https://feedback.bistudio.com/T166829) Items with attachments without cargo were closed by default in vicinity and equipment (https://feedback.bistudio.com/T163406, https://feedback.bistudio.com/T163364) It was not possible to target a vehicle engine with melee attacks (https://feedback.bistudio.com/T165925) It was possible to refuel cars vehicles even when the tank was ruined The radiator of the Sarka 120 was accessible even when the hood was closed The player camera would fall faster than their character from huge heights It was not possible to scroll between several attached items to remove from the M3S (https://feedback.bistudio.com/T164587, https://feedback.bistudio.com/T166668) Characters were getting wet from rain while sitting in vehicles (https://feedback.bistudio.com/T164711) Changed materials of several objects for more accurate sounds and bullet penetration It was not possible to put the KA and M4-A1 Bayonets into the knife slot It was possible to cook using ruined cookware (https://feedback.bistudio.com/T165523) Inventory descriptions were not showing properly in 21:9 aspect ratio (https://feedback.bistudio.com/T155551) The character could get stuck behind opened doors A sound effect was missing for gas masks running out of filter capacity (https://feedback.bistudio.com/T166045, https://feedback.bistudio.com/T166195) It was possible to bury stashes in several places where it shouldn't have been possible Vehicles did not produce smoke consistently when driving with a radiator with insufficient water (https://feedback.bistudio.com/T161793) The vicinity tab of the inventory could disappear in certain cases Launching the game with 6 monitors would result in a game crash (https://feedback.bistudio.com/T167813) Fixed various object placement fixes for the Chernarus map Fixed several building issues CHANGED Reworked the simulation of vehicles, greatly impacting their general behavior Tweaked vehicle simulation parameters on surfaces for vehicles Reduced the speed of the player when running up/down steep terrain Increased the inertia of the character when accelerating Character slows down more when running turns Character running speed is slowed down in medium water levels 40mm smoke grenades now bounce off of wooden and metal surfaces and deal damage on impact It is no longer required to aim to the ground to empty a liquid container Fish, hares and chicken can no longer be skinned using the mosin bayonet Reduced the amount of explosives needed to break open a locked door Improved the holding of the remote detonator receiver in players' hands Improved synchronization of the stealth kill Improved sounds of the gas station explosion Damaged fuel tanks can now be repaired using duct tape or epoxy putty Vehicles are now ruined when their fuel tank is ruined All optics can now be repaired using the electronics repair kit Decreased the improvement of the immune system by high energy/hydration levels on average Most of the items in the world now have their damage state randomized Reduced the chance of weapons jamming by about 50% to account for damaged magazines now appearing more often Slightly increased brightness of the scene during daylight and reduced the difference between overcast and clear days It is now possible to untie another player with bare hands Updated the in-game credits Tweaked the lights distance and brightness for the headtorch and flashlight types The character now turns their head when looking around on ladders Tweaked the font settings on the in-game 2D map Sea chests and wooden crates can be repaired using wooden planks The pipe wrench can no longer be used to repair vehicle engines The common cold should appear less frequently when the character is cold All optics apart from night-vision scopes can be repaired using the electronics repair kit Reduced water required to extinguish a fire when using the canister Added a warning red line to the cooling water temperature in the vehicle HUD Moved various hunting rifles into higher tiers and re-balanced their numbers Re-balanced number of ammunition available within the world (increased number of piles, decreased the count in each) Reduced number of firearms available in the world (CE adjustment) LIVONIA DLC Added sawmills Added two new villages Added Brena health care center Added quarries Added deforested areas Added hunting cabins Added forest camps Added summer camps Added tenement blocks to selected cities Added amusement parks Added Dambog ammunition storage Added M1025 wrecks that can spawn its parts Fixed: Various issues with object placement Changed: Respawn locations upon server-switch Changed: Reduced the military spawns within central (overgrown) part of Livonia to be contained to the military bases there Changed: Military and hunting spawn areas on Livonia (areaflags.map) Changed: Moved various hunting rifles into higher tiers and re-balanced their numbers Changed: Re-balanced number of ammunition available within the world (increased number of piles, decreased the count in each) Changed: Updated the in-game Livonia tourist maps (portable and static) Tweaked: Town of Sitnik is now Tier 1 Removed: Cleanup of mapgroupcluster05.xml as it is currently not used (Livonia contains much less cluster groups than in the last update) CHERNARUS Fixed: Various issues with object placement Fixed: Medvezhi lugi was written in Latin letters on the map Changed: Replaced old M1025 wrecks with new variants that can spawn its parts SERVER Added: Server config bool parameter "forceSamePBOVersion" (default = false) which utilizes the 'version' property of a PBO and kicks players that have PBOs that do not match the version of those on the server Added: LootDamageMin and LootDamageMax globals to control the damage state of any item spawned by CE (https://feedback.bistudio.com/T161647) Added: Navigation-related settings to the cfgGameplay.json - Documentation Added: Inertia-related settings to the cfgGameplay.json - Documentation Added: Warning about duplicate prototype being skipped Added: DE error messages indicating incorrect Limit setup Added: Option to set scale of the object in the object spawner json files - Documentation Added: globals.xml entry "LootSpawnAvoidance" (int in meters) to control how far away a player should be from a loot group for loot to spawn inside of it (used to be hardcoded 50) Fixed: LoadPrototype warnings were sometimes not displayed Fixed: LoadPrototype statistics were sometimes incorrect Fixed: cfgspawnabletypes.xml children (<type>), <damage min="" max =""> configuration was not working (was almost always using the default global one) (https://feedback.bistudio.com/T161647) Fixed: Server messages to players did not work (https://feedback.bistudio.com/T150586) Changed: ErrorModuleHandler will now print to RPT even without -dologs enabled Changed: "Finish script disconnect" message will now also mention the uid to better identify the player in cases of -1 Changed: Improved warning message about failed cluster adding LAUNCHER Added: Launcher can now view cached offline favorited servers Fixed: Crash data was not properly separated between the Experimental and Stable branches Fixed: The description of the player count in the launcher was not fully localized (https://feedback.bistudio.com/T150206) Tweaked: Removed "Unsubscribe all Steam Workshop mods" option from More+ options in the mods tab of the Experimental Launcher due to incompatibility MODDING Added: [WIN + ALT] debug menu for the diagnostic executable and various debug options with it - Documentation Added: Script DbgUI now works on the diagnostic executable Added: SHumanCommandMoveSettings::m_fDirFilterSprintTimeout for inertia in sprinting Added: CGame::RegisterNetworkStaticObject for enabling replication on static (map) objects Added: World::GetGridCoords for translation of world position into grid position Added: Support for "deflectingMultiplier" parameter to ammoType, and specifically use it in 40mm smoke grenade configs Added: typename.GetModule Added: Class.StaticGetType Added: EnProfiler with API to profile script Added: Scale is replicated upon object creation Added: Additional EventTypeTypeIDs Added: PlayerIdentity.GetPlayer (https://feedback.bistudio.com/T140344) Added: New function World::SetExplicitVolumeFactor_EnvSounds2D for suppressing 2D environmental ambient sounds Added: Function Weather::SuppressLightningSimulation Added: Button on toolbar in Workbench Particle Editor to disable Post Process Effects Added: New type of script variable synchronization RegisterNetSyncVariableBoolSignal Added: Ability to adjust light parameters depending on an inventory slot of an item the light is attached to Added: CentralEconomy.c documentation Added: Base classes for each vehicle simulation we have in the game Added: When the old simulation is detected, simulation from cfgDummyCars is loaded instead Added: Support for "-=" operator for arrays in the config Fixed: Double clicking on a call stack in Workbench did not always go to the correct file Fixed: Several crashes and errors surrounding reading in .json with the JsonFileLoader Fixed: Several Workbench start-up crashes when script can't compile Fixed: Several bugs leading to script compile error not displaying any error Fixed: When any of the first 3 modules fail to compile the game will display a dialog box with the error and then generate a minidump instead of hard crashing Fixed: Removed auto clearing inventory reservation from c++ -> now it is controlled from script (time out still working) Fixed: [DayZAnimalCommandScriptClass::Initialize] VME being spammed even when everything is correct (https://feedback.bistudio.com/T166345) Fixed: Localization of mod info was not updated until the game was restarted Fixed: MapWidget was not being clipped by parent widget even when clipchildren is enabled Fixed: An issue with integer comparison (https://feedback.bistudio.com/T167065) Fixed: Stored PlayerIdentity changing to a different identity or garbage (https://feedback.bistudio.com/T144773) Fixed: SetMapPos being inaccurate (https://feedback.bistudio.com/T167081) Fixed: Map markers being offset by +5 on the x axis Fixed: Workbench crashing when Script Editor is connected to the game and a certain amount of Prints had been sent to the Output Fixed: Static_ assets loaded from CfgGameplay.json (objectSpawnersArr) were despawning randomly (https://feedback.bistudio.com/T166191) Fixed: Dispatch Player avoidance Fixed: Loot spawn player avoidance now takes group radius into account Changed: Synchronized SetCartridgeAtIndex and SetCartridgeDamageAtIndex Changed: PlayerIdentity can now be modded (https://feedback.bistudio.com/T140344) Changed: Introduced alternatives to 'IsUseButton' and 'IsUseButtonDown' methods, that are reacting to 'UADefaultAction' and 'UAFire' separately Changed: Updated CfgConvert in the tools Tweaked: All projectiles attempt to do some impact damage even if their caliber = 0 (https://feedback.bistudio.com/T165051) KNOWN ISSUES Hood of the M1025 is not open-able, attachments can be added through vicinity (this is an intended, temporary change) Vehicles spawn with wheels , wheels cannot be removed nor damaged (this is an intended, temporary change) this change is also recommended for community servers to ensure vehicle stability PC 1.19 Update 2 - Version 1.19.155430 (Released on 26.10.2022) GAME FIXED Steam Achievements were not functional The character could get launched into the air when changing stances close to objects It was not possible to crawl up steep slopes The character could get stuck when walking backwards along walls Widgets for the quickbar and stamina were misaligned in certain cases It was possible to glitch through base-building objects It was possible to use the vehicle horn in the pause menu It was difficult to access the engine widget in the Sarka 120 Reversing into objects with M3S truck could result in major crash damage to the fuel tank Fixed several building issues CHANGED Updated the model of the M1025 engine Reduced the amount of damage the blowtorch takes on usage Decreased the amount of glowplugs in the world The light of the mummy infected now fades after death SERVER Fixed: Ban list/Whitelist/Priority list would not accept all possible player identifiers Fixed: Setting inertia values in the cfggameplay.json to 0.0 would result in a game freeze - minimum value is now 0.01, see documentation KNOWN ISSUES Vehicles spawn with wheels, wheels cannot be removed nor damaged (this is an intended, temporary change) this change is also recommended for community servers to ensure vehicle stability PC 1.19 Update 3 - Version 1.19.155463 (Released on 03.11.2022) GAME FIXED Fixed an exploit to glitch the character through walls Ladders in tight spaces might have had issues with climbing Infected were not properly de-spawning from convoys on Livonia Throwing items could lead to a character glitch It was possible to glitch the character when exiting a ladder while running out of stamina The glowplug was visible and accessible through the closed hood of the M1025 The trigger of the SSG 82 did not move when triggered (https://feedback.bistudio.com/T168269) The inventory scrolling would reset to the top at every re-opening (https://feedback.bistudio.com/T168060) Fixed a collision at a ladder in large tenement buildings that could result in players falling off Changing ADS while holding breath could result in desynchronization Fixed a server crash related to item placement CHANGED Changed default action of filled cooking pot to "drink" instead of "empty" (https://feedback.bistudio.com/T167922) Damaged ammunition can no longer be repaired using the weapon cleaning kit (https://feedback.bistudio.com/T168505 - including more information on the issue) SERVER Fixed: Placement objects could not properly be stacked with disableIsCollidingCheck enabled Fixed: Custom spawning of the water reservoir would result in problematic rotation of the water surface KNOWN ISSUES Vehicles spawn with wheels, wheels cannot be removed nor damaged (this is an intended, temporary change) this change is also recommended for community servers to ensure vehicle stability
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Hi, i would like to know how works the vehicles spawn system. I set a high number of 4x4 to spawn, and set only 3 spawnpoits on eventsspawnpoints xml file, but only spawn 2 cars, and 1 spawn gets empty. Later i set the desired points that i want to spawn 30 4x4, but i am flying with the admin tool to check if spawns and i cant see anything at spawns.. Is it bugged or how it works? My code example for tests: cfgeventspawns.xml <event name="VehicleOffroadHatchback"> <pos x="4887.453125" z="2855.823242" a="257.481689" /> <pos x="4812.296875" z="6798.160156" a="327.097870" /> <pos x="5010.281250" z="6816.060547" a="203.527695" /> <pos x="3300.640625" z="3822.350586" a="240.870575" /> <pos x="9898.375000" z="8734.794922" a="241.005386" /> <pos x="11447.343750" z="7570.854004" a="325.940186" /> <pos x="11447.984375" z="7447.103516" a="106.006348" /> <pos x="9246.359375" z="13611.951172" a="92.931969" /> <pos x="6017.953125" z="7819.673828" a="69.972427" /> <pos x="7648.000000" z="12665.000000" a="288.604095" /> <pos x="7606.875000" z="12628.797852" a="67.133316" /> <pos x="6911.546875" z="7801.909668" a="138.833054" /> <pos x="6139.031250" z="7737.602051" a="225.997452" /> <pos x="12621.187500" z="13833.891602" a="128.923950" /> <pos x="12533.281250" z="13792.261719" a="9.391764" /> <pos x="12588.015625" z="13816.601563" a="288.245911" /> <pos x="2741.140625" z="12162.149414" a="113.329292" /> <pos x="3534.265625" z="14188.257813" a="207.150467" /> <pos x="1389.093750" z="11995.000000" a="72.688065" /> </event> and now the events.xml <event name="VehicleOffroadHatchback"> <waves>0</waves> <nominal>80</nominal> <min>50</min> <max>80</max> <lifetime>300</lifetime> <restock>0</restock> <saferadius>1000</saferadius> <distanceradius>500</distanceradius> <cleanupradius>200</cleanupradius> <flags deletable="0" init_random="0" remove_damaged="1" sec_spawner="0"/> <position>fixed</position> <limit>mixed</limit> <active>1</active> <children> <child lootmax="0" lootmin="0" max="80" min="50" type="OffroadHatchback"/> </children> </event> Can anyone help me? :/
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Hi all! Is the V3S also in the beta build, or onyl just the offroad 4x4 hatchback? Regards, Raptor.
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BOS EU HIGH-FPS|1PP|PVP|AI|NO TRADERS|BED RESPAWN|BUNKERS
SinJiin posted a topic in Server Advertisement
BOS EU HIGH-FPS|1PP|PVP|AI|NO TRADERS|BED RESPAWN|BUNKERS > MAP: DEERISLE > IP: 193.25.252.41:2302 ** 🔴 1PP Only 🔴 True Hardcore 🔴 Custom Built Areas 🔴 Keycards & Vaults 🔴 Buildable Cabins 🔴 Bed Respawn 🔴 6hr Restarts 🔴 No Traders 🔴 Active admins 🔴 Buildable Barricades 🔴 BBP 2.0 + Expanded 🔴 More Base Items 🔴 200+ New Recipes 🔴 Ear plugs 🔴 Auto Jog 🔴 Custom Energy System 🔴 Custom Stamina Settings 🔴 Working Gas Stations 🔴 Toxic Zones 🔴 Radios & Custom Music 🔴 Mystery Areas + Treasure 🔴 Custom Raiding Tools 🔴 200+ guns 🔴 Airdrops 🔴 Dogtags 🔴 Loot chests 🔴 Custom vehicles 🔴 Custom clothing and Items 🔴 Vote Day By Sleeping 🔴 Custom Loot System 🔴 Hidden Crates + More** https://discord.gg/zexyjHY265 -
I realize the current stable build has many issues at the moment and the focus of the devs should be to stabilize before the release next month, but one thing I would like to see, at some point, is a change in the philosophy of the vehicle spawns. Since there are only a limited number of vehicles spawning, I think the state they are in is a bit harsh. I found one last night on the east side of the map, but it was basically missing everything. I searched the surrounding area for about half an hour and found only one tire. I still needed everything else (3 more tires, spark plug, etc.) You teased us with those Stress Tests where we were able to drive cars without looting anything -- now, the pendulum has swung completely the other way and getting a car actually working seems ridiculously difficult. I think most of the cars should spawn with only a limited number of things missing and have a small percentage chance (say 25%) that it spawns ready to drive. Given the stamina system, having working vehicles needs to be more of a thing than it is now -- I don't expect every vehicle to work every time, but I should be able to approach it, see that all it's missing is one, maybe two things and boom -- I'm excited -- I now have a new primary goal for this DayZ session (beyond staying alive, of course) that seems achievable -- find those couple of things and I'm in business. As it stands now, I walk up to a vehicle, see that it's missing more than half of its required components (and in some cases, is missing everything) and I simply move along. I should have to spend only a small amount of time on looking for vehicle components, not my entire session. Please consider dialing back the harshness of the vehicle spawns at some point in a future patch. Thanks for reading this.
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passengers able to fire weapons from vehicles, and eat and drink, and use a compass!
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PC | US | BAYSIC SURVIVAL | 3 DIFFERENT MAPS | PVP | HELI | EXP | HARD
Craig Blackmon posted a topic in Server Advertisement
We are a new community welcoming anyone that loves DayZ. We are building a great community for all players to call home. We have custom content for our server, with custom traders for all types of game play. You will find hunting traders (many animals), Black markets, Boats, and Helis all custom locations. We support both PvE and PvP styles of play and many custom areas to support. Content is fresh and always being updated/added. Events will start soon! Baysic Survival Community: Chernarus Plus, DeerIsle & Banov - PC SERVER – - Not Your Average Vanilla Maps · Admin Supported · All around great people · Brand NEW! Fresh Start! · Discord Server and hangout area · Full Expansion · Faction/Groups welcome · Raids coming · Active Admin host / open to ideas Server Information: · 4 hour restarts / always up · Custom Trader / Safe Zones · Air Raids / Air Drops · Big hunting and environmental dangers! · No starting money. · Be a pioneer on this new server! · Bears on the beach! (or everywhere) · Infected animals! · AI Roaming the map! [Banov] · DNA Safehouses and Crates · Expansion Market · Need a companion? We have Dogs! · Want to travel in dog POV? You can! · Great selection of vehicles! · Major Base Building options! · Custom Spawns · Unlimited Stamina · Hardcore Zombies · Tons of weapons and Gear · Cities overhauled. · Oil Rigs! · Custom Zeds · Much More! Join us on Discord at = https://discord.gg/N9B5EURywk - Server name: Baysic Survival | Deer-Mystery-Isle | PvP | Heli | Exp | Hard - Address: 173.173.34.132:2302 - Server version: 1.19.155542 - Required game version: 1.19.0 - Server name: Baysic Survival | Hard | Exp | Heli | Hunting | Custom | PVE - Address: 192.168.50.200:2402 - Server version: 1.19.155542 - Required game version: 1.19.0 Server name: Baysic Survival | Area51 | Aliens | AI | Helis | Trade | PvPvE Address: 135.148.136.22:2502 Server version: 1.19.155542 Required game version: 1.19.0 -
I am not sure how to attach the parts correctly to vehicles in .63/Beta and looking for some guidance if possible. Okay i have a wrench, screwdriver, car battery, radiator, and spark plug, 4 tires and a 4x4 vehicle. Car wont start with the parts in it. I try and put the parts in the car the inventory has circles with a cross through it over each part. I tried combining various parts with the either of the two tools nothing happens. Both with the part in hand or the tool in hand first. I try and go to where the part (not in inventory and in inventory) is to be put in the vehicle with either of the tools nothing happens. (Both with part in car and in my bag). Could someone point me in the right direction? Thanks
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Hello, Can I ask how to set Whitelist on my server? I would also like to know where I find out how many vehicles I have on my server and where I find it. Thank you in advance.