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Found 41868 results

  1. sfscriv

    Survivors DEC 2013 to AUG 2015

    The player population will get a boost when their are functional vehicles. Base building features will also likely increase the active player base.
  2. Fully militarized Slow Z's HORD High FPS AI mission Sheep's Repack fully militarized. Purchased a dedicated server last week. Installed everything and its working great. lots of mods :-) search G.S.B. IP: 63.141.252.179 PORT:2302 Epoch Admintools 1.9.1 (NoxSicarius) A Plot for Life v2.23 (Rimblock) Build Vectors v3 (strike) Snap Pro 1.4.1 (RayMix) Admin Fast Build Custom Loot (Shootex) Watermark (MadHatter05) Welcome Credits 1.3.7 ( IT07) Custom Loadscreen (jasonpointer) Custom Death Screen(Jokaru) ESS V2 (Enhanced Spawn Select) (ebay) Debug Monitor Burn Tents (soul) Deploy Bike Crafting Suicide ( Grafzahl) Buy Gems from traders Binocular Fog (alexlawson) Carepackage on self (MattL) Carepackage on map (MattL) Animated MV22 \SUV (ebay) Sirens Nitro (Sandbird) Regen Blood (Schwede) Fast Rope (=BTC= & sabbath) CAGN (safezones) Harvest Hemp (infiSTAR, FragZ, Shogun338) DZGM ( Group Management) (ebay) Drink Water (Mamu1234) Arrest/Investigate (Inkko) Tent Sleep Healing 1.1 (Krixes) Zombie Bait/Bomb (Freaking Fred) Anti Zombie emitter (Freaking Fred) VASP 1.2 (OtterNas3) fast trade (gr8_boi52) Trade from vehicle + Backpack (Csus) Door Management (Zupa) Paint Vehicles (0verHeat) EVR Blow Out (Sumrak-Namaslk creator, JOoPs for how to) Elevator (Axecop) Journal (jOoPs) Craft In Shed (Barra81) DZAI 2.1.3 (Buttface) WAI 2.1.4 (f3cuk) Extra Loot Postions (General Zaroff) Animated C130 Crashes (Gorsy) Animated AN2 Crashes (Gorsy) AN2 Carepackage Drops (Gorsy) Animate Heli Crashes (Grafzahl) DZMS DZMSHotSpots (ekroemer) Tow + Lift (Nightmare) Bury Body (seaweeduk) Cannibalism (seaweeduk) Take Clothes 2.0 (Zabn) Custom Hud (Cen) Hero perks (MattL) Walk Amongst Dead (Sandbird) Bank Robbery 2.9 (Darihon & Spodermayt) Servicepoints (Axe Cop) JAEM (OtterNas3) Snow (Audio Rejectz) Ground Fog (Andrew_S90) Advanced Alchemy Building (hogscraper) Custom Kill Messages (0verHeat) Weapon Mods (mudzereli) Fast Rope godmode (Asian Kid) Watermarkimage (BAROD) Single Currency 3.0 (Zupa)
  3. gannon46

    Tents doing the Houdini act...

    this^ if you opt into exp.58 its turned on and works. right now on stable when a restart happens they get deleted and vehicles go back to spawn locations.
  4. Our server is run by admins who have been playing DayZ since the beginning. We've been playing the 'ArmA' series since way back in the OFP days. Our server can't be called 'Vanilla' because we have made a few modifications. We think it's tough without being unfair (in terms of a new player's opportunity to survive, find loot, evade/kill zombies, and get vehicles). Don't expect to show up and have full, hardcore gear and an attack helicopter within five minutes of your first sign-on. It isn't going to happen. If you want good stuff, your going to have to put in some time to get it. Believe us, the stuff is there if you can survive long enough to find it. Looking for a new server? Check us out.
  5. S3V3N

    DayZ Standalone or mod?

    A shame you missed the big Bohemia Sale earlier this year. It had both Arma II and Dayz in it, basically for the price of one game. I would not want to have missed my Arma II-Mod experience and there really is a lot different stuff to do in the mods. Also, in the current Dayz SA build there are no zombies or very few. The mod is much more feature complete and you have cool vehicles and different versions of the mod with focus on different playstyles. I particularly liked Namalsk where you could really feel the cold. There are lots of different maps for the mod(s), so you will have much more to explore there. However, having said that. I played the mods for years and had a great time, but since I have the Standalone I never played the mod again. The standalone drives everyone crazy with its bugs and work-in-progress systems. But if you can have patience, it will come out the better game. If I were you, I'd buy either one of them now and wait for a sale to get the other, if possible. Can't go wrong that way ;)
  6. tux (DayZ)

    truck flipping

    Until some desync issues are fixed, or I get better internet, I will never feel comfortable driving a truck. I'm a very good driver, and when driving solo in a more empty server, I can make it almost anywhere without flipping my truck. However, especially with the V3S cargo, I've been running into the problem of not even being in control of the vehicle during bad desync, and flipping the car without even realizing what's going on. Obviously if we were able to do more while riding in a vehicle (e.g. accessing inventory, shooting from windows, hiding in "boot"), the issues with passengers seeing the vehicle doing flips and rolling all of the time, despite the fact that the driver is actually perfectly on track, will have to be addressed. As for flipping vehicles, it would be cool to have some way to get a group of people, and use materials to upright a vehicle. Maybe some sort of jack for adding tires. Can't wait for exp 0.59 which should have the 3 new vehicles.
  7. Coheed_IV

    Status Report - 14 Aug 2015

    The assumption of putting advanced base building in game because it is "popular" or because "that's what human do" is ridiculous. The Devs aren't just throwing things in game and hoping for the best. Breaking this down to understand benefits must be done to understand how to improve upon. So I will try to answer my own question. What are the benefits of advanced base building? Each storage should have an advantage and disadvantage: Ammo box keeps ammo from breaking down. The underground stash can hide something with little chance of being stolen, but it's small and damp I assume. The barrel can house liquid, can craft colored items, also is easy to hide. Tents should keep things dry, hold large numbers, but hard to hide. So the advanced base is for large size items, helicopters, vehicles, large vehicle parts, tires. Theses things cant be hidden easily. So even though its not hidden, it will be safer in a base. Bases will work better with a larger group of players working cooperatively. So I think to improve this (coop & large item storage). What the base will need more of, is a reason for players to be at the base for longer time frames, which will lead to more interactions and emergence. Right now it would be just "building it" or "repairing it", and most of that task is away from the base finding materials. Something like running a generator for a long period gets you something that cant be made or found in any other way. That is a task that keeps you there. Attracts others (interactions). And could potentially make something you need.
  8. getwastedgaming

    Get Wasted Gaming

    www.GetWastedGaming.com Teamspeak: TS.gwgaming.com.au 119.252.191.39 Overpoch : = DayZ Epoch1.0.5.1 Overwatch0.2.5 GWG Militarized Overpoch Chernarus @ 119.252.191.39:2302 GWG server Guide ! Quick Join Guide Steam Parameters: -nosplash -world=empty -skipintro -noPause -@DayZ_Epoch1051; mod=@DayzOverwatch; -connect=119.252.191.39 -port=2302 Just place this in your steam----> right click on game----> settings ----> start parameters---->Copy Pasted Above----> now when you launch operation arrow head your game will instantly join the server. Server Features: 24/7 Day Fast Coin, Fast paced Militarized Combat! Single currency Enhanced Spawn Selection Plot Pole Spawn Group Management Custom Load outs. New militarized Loot - Tables Get Armed Fast! Ear Plugs Improved Skin Selection Take Clothes Elevators Nitro Car Upgrade. Oil runs & Hemp Runs! Custom Missions. Custom Military Camps Custom Militarized Traders Bandit & Hero Perks – spawns, cannibal, bury, & more. Tier Humanity System 3levels with different access items & more Custom South Side Trader located between Balota & Cherno Safe Banks – more risk more glory Advanced / Fast Trading Safe Zone -God Mode, Anti BP, Zombie Shield, disabled guns Self Blood Bag Fast Rope from Choppers 20m Deploy/Repack Bike, ATV/LittleBird Refuel/Rearm/Repair @ trader pumps & Stations Tow & Lift Walking Zeds Right click Binocular/Rangefinder view distance. Door Management – no more codes Plot Management Snap Build Pro Build Vector Indestructible Cinder and Metal (except on base raid weekends) 1 Step Build No Weight Locked vehicles have God Mode inside 50m plot pole radius Custom AI WIA –Wicked AI DZMS Hotspots DZMS – DayZ Missions System DZAI- Patrols & AI stations Custom Tailored missions with a militarized flair Risk/Difficulty Mission design –Clear “Easy” Cross Hatch “Medium”, Dark named – “Hard” Custom loot rewards. High Risk High Gain Donator Trader Donator Base and spawn Kits – reasonable price not overpowered What Our Server Can Offer ! A server made by players for players ! = Ongoing player base directed development. We have dedicated scripters and admin that will assist players based on a case by case basis. Different levels of admin can perform different duties & must adhere to strict rules and a code of conduct when performing their administration duties. We will run occasional base raid weekends and other small and large scale events! We like to keep things fun and fresh. We will endeavor to cater to the player bases needs and wants within the scope and reach of the server as a whole. We do not tolerate cheating of any kind and this includes unnecessary use of admin tools. Even a few of our staff don’t use tools in game save for testing and some even have second accounts to ensure no temptations will get the better of them! Our pledge to you! Ongoing server population driven development ! Respectful administration, fair and fun gaming. Transparency in the servers ongoing administration and development. We will to the best of our ability provide a fun and fair Overpoch experience with unbiased professional admin assistance. We will listen to any greivence and judge on a case by case basis. However we do require sufficient proof of any incident or hackuszation. Most of all we promise that so long as you play and support this server we will provide the best possible experience for our players! Your responsibility We ask five things from our player base.HAVE FUN HELP OTHERS HAVE FUNUnder no circumstances Cheat, Glitch, Hack or attempts any of these. Read the Rules and if you do not understand anything ASK players if still in doubt as a admin!If you like the server and find a home hear, please support the server, its not cheap to run a dedicated! ---= IGNORANCE IS NOT AN EXCUSE=--- • When joining the server you have agreed to our rules and terms of service located at www.gwgaming.com.au Our dedicated box specs can be found at www.gwgaming.com.au
  9. Hairy_eyeball

    WHAT SHOULD BE ADDED TO DAYZ?

    vehicles are coming. but definitely needs a higher ratio of bikes vs vehicles, and even higher amount of cars vs the military trucks
  10. S3V3N

    This is how you free a truck

    Yeah, it's been asked many times. It's ridiculous you need a truck to free another truck, but at least it works. I remember, in Arma II OA when I flipped a quad the only way to get it back up was also to patiently drive it forward + back, until you finally hit something the thing could lift itself up on. It could take 15 minutes of that shit to get going again. Other games simply have a "flip vehicle" option, I actually thought ARMA had it too, but I remember sitting and turning it manually; so I guess, no. Trucks should simply not be able to glitch onto those things, but changing the collision mesh (it is invisible) to be taller would probably also prevent the players from jumping over fences. The only thing I can really think of to solve this is to actually make four wheel drive work on the vehicles. Because if I can get grip at the back, I'd probably be able to pull myself out of a situation like this. It wouldn't be much different from the old quad problems, but at least you could struggle and get yourself out of a ditch then. UPDATE >>The truck has been claimed by someone, so don't go looking for it, unless you want to be in that area anyway. thx!<<
  11. Thumper1999

    Status Report - 14 Aug 2015

    the new vehicles are really cool cant wait to drive one.
  12. ColdAtrophy

    Status Report - 14 Aug 2015

    INFECTED HORDES AS DYNAMIC EVENTS! That sounds too awesome for words. I cannot wait for 0.59 Experimental. The new vehicles look great.
  13. yimmasabi

    Status Report - 14 Aug 2015

    As I see, in this year DayZ team works well and again DayZ engine has big changes again :D From RTX 2015 presentation to the all things inside are all awesome. Too much new things presented, some are long time goals that means still we gonna wait more and more :( But first we still need basics of the game were been fixed as fast as possible. Please Please Please release 0.59 as fast as possible ( not 0.58 ) and lets all test then make it 0.60 in a week with some bug fixes. Who needs experimentals . If this is still alfa so we need much faster patches. As I see my son's game named 'unturned' they patch the game some like daily. Since the first DayZ mod one of the biggest mistake is developers (i mean coders) try to do insert a lot of things in one patch and without fixing "the one thing" e.g. zombie movements they insert another a lot of things. This is the point where the DayZ is. Still same issues and a lot of new things. Please insert one thing or innovation or whatever you call then fix it then move to the another thing. And patch it in dayz not in monthz. Character movements and animation bugs, Zombies, Animals, Loots, Vehicles etc. All things are not working correctly. While those were not not fixed you start new things again e.g. car repairs, new animal behaviors etc. I mean, as i understand from the presentation, at the end of this year we will have much more things but all things will be bugged as in started and then next year we gonna see again same new changes on the same things. e.g. "new loot system" .... Please check development strategy again if you want to speed up and want to make people happy from the game behaviors who paid before and who didn't expect this alpha and beta will take more and more decades . Life is short man and we grow up fast , c'mon ! I am sure there will be too much things and too much bugs again. Please focus on one thing and release the patch then move to the another thing and please release 0.59 asap. Thank you for the detailed presentation
  14. BCBasher

    Status Report - 14 Aug 2015

    Yeah, I find it hard to believe they didn't think of that eventuality and mitigate it. I have two accounts and a fancy keyboard so aside from the new vehicles I look forward to finding and reporting as many exploitable grinding techniques for the soft skills as possible.
  15. Conrad_The_Comrade

    Status Report - 14 Aug 2015

    Gawsh I can't wait for soft skills and more detailed vehicle maintenance, and of course the new vehicles!
  16. Dagwood

    Abundance is Realism

    This game takes place in rural Eastern Europe. Most of the population likely took their food and other useful belongings with them when they evacuated. If this game took place in the US or some other highly industrialized part of the world, I would agree with you assessment. But it does not. Most people in rural communities, especially farmers or others that make their living off the land, have trucks or other utility vehicles that can haul a lot of cargo. They wouldn't leave behind excessive canned food and weaponry, they would take it with them. Furthermore, if food is made to be plentiful, as might be the case in a real life scenario, why include it in the game at all? So we can watch our avatars eat for the sake of immersion? Food, drink and the whole nutrition system is relevant because sustinence is scarce. If it wasn't, why bother including it?
  17. derLoko

    Abundance is Realism

    Good topic! It doesn't have to be "sudden", tho. Let's look the following scenario: 1) An airborne virus is spreading real fast. 1 week of incubation time. Scientists realize too late what is happening. 2) 1 week of worldwide severe illness, only 1 out of 10K is immune. Infrastructre can't be maintained, food chain is breaking down, people are running out of food. 3) "Zombification" or death. In this scenario, most food would be gone. But you're right - everything else would still be there in abundance. There's thousands of cars / survivor now. No matter how much stuff some survivors may hoard, there's still shittons of stuff left for everyone. Having only a dozen or so vehicles on a server is imo way too unrealistic.
  18. ZomboWTF

    Abundance is Realism

    Nice addition, maybe you could start a small team to mod DayZ when modding resources and tools will be released, i personally like the "starvation survival" aspects, simply because atm the only threats are the environment and the players, zombies are really easy to deal with because of their limited number (i would offer my free time once this makes it into the community,i am a software developer trainee, but have no experience with the arma map editor) However i think a little different on the matter: DayZ afaik plays a few months after the apocalypse, and regarding the supplies and canned foods in Chernarus, the supermarkets seem unproportionally small for the population who was there, and apartments are to a big part raided and have no TVs, beds or other furniture, which may indicate that Chernarus has been going "downhill" way before the actual apocalypse happened, and without a steady supply of trucks re-stocking supermarkets, food will become scarce fast Also, once the apocalypse hit, i bet there was a major military effort to evacuate Chernarus, looking at how military vehicles and police cars are scattered all around the Region, and these clearly would have taken a LOT of the stashed supplies with them, god knows where they headed, which is also indicated by the lack of military vehicles and equipment at the actual military sites in Chernarus however, this is all just specualation, nothing with a real base to work with, which is also why i am thrilled they will introduce modding the game later on^^ Nice read :) this map is not picturing a real life place, the real place where chernarus was taken from is "usti nad labem, which is also why the first iteration of the chernarus map had no ocean to the south Usti nad Labem For comparing the two: just look at the town Povrly, which very clearly shows the Elektro Sniping Hill Also i guess we would see a lot of wolves and bears, since these wouldn't be kept in check anymore by local hunters, though wolves rarely attack humans, bears are extremely dangerous
  19. Resistance Gaming International Server IP: 69.162.122.162:4302 Teamspeak 3: 192.240.115.5:10003 Max Players: 40 Map: Chernarus Server Location: Australia Server Addons: Fully Militarization Weed Farms / Smoke Weed Hire Thugs Walking Zeds (Zombies) Enhanced Spawn Selection Service Points Refuel / Rearm / Repair Deploy Bikes / Mozzie Plot Management Vehicle Paint Custom Loot Table Custom GUI Coin Currency / Banks Dayz Group Management Door Management / Eye Scan Take / Remove Clothes Tow / Lift Weight System Removed Ear Plugs Snap Pro Vector Build Customized Traders Safe Zones Customized Map / Safe Zones / Added Barracks / Added Industrial Area's / Roaming AI Custom AI Mission System Right Click Binoculars / Rangefinder To Change View Distance Normal Hero / Bandit trader -/+ 5,000 Humanity Super Hero / Bandit trader -/+ 25,000 Humanity Building supply Hero/Bandit trader -/+ 75,000 Humanity Anti Hack Rules: Bases need to be maintained every 2 weeks / 14 days. Stealing of vehicles within the traders is strictly forbidden. Stealing of vehicles withn the trader area is stricly forbidden. Attempting to steal from a players backpack is strictly fobidden. Loitering is not permitted within the Safezone/Trader. Camping a traders is strictly forbidden. Deliberate ramming of platers/vehicles in traders is forbidden. Vehicles left in traders will be unlocked after restarts. Loot farming from buildings in safe zones is forbidden. Kamikaze... no... Refunding: You need evidence of items / currency lost, without this you can not and will not be refunded. Owners: Haddzy menZies TickleMyWifi Vermadrag Admins: Tommaynez Theacehamaster
  20. Evening survivors, For this week's Status Report, Lead Producer Brian Hicks will be informing us on what the team has been working on for the upcoming update on Stable branch. In this regard he'll go over subjects such as the loot distribution and persistence. Contents This Week Development Board SpotlightDev Update/HicksCommunity Video: I'M HUNTING Development Board Spotlight Dev Update/HicksGreetings Survivors! The team has been crunching away on our last blockers for stable release, as well as working on values for loot distribution. Tomorrow morning we should see our (hopeful) final experimental release hit Steam, which will be tested over the weekend. Assuming we notice no new issues, we're hoping to hit stable branch on Monday or Tuesday next week. The only issue we currently see as a blocker on experimental (0.58.128852) is visually represented as "floating loot" currently caused by an issue with items that have been "swapped" by players. (Most commonly seen as loot floating above deer stands, police stations, etc). As mentioned above, tomorrow should see an experimental push that will see this resolved - and this build will be tested over the weekend to see its viability for Stable Branch. While this fix has been underway, we've been dialing in the balance for non perishable food, firearms, and military loot. Currently, the highest quantity and priority in the economy is given to non perishable food goods. (Tuna, Beans, Rice, etc). With civilian pistols being the most common firearm, followed by civilian rifles such as the trumpet, blaze, IZH43 Shotgun, and so on. Military loot is distributed across all military points across the map, mostly of which are up in the Northern areas. Military grade firearms are relatively rare, and there is no guarantee that visiting the military bases will yield you the weapon you want. With most items on a 30 minute timer (without being "refreshed" by being manipulated by players) - getting fully kitted up as a "military" player with all the gear you want could take some time. Super Rare items (M4A1, Steyr Aug, SVD, and so on) that spawn on dynamic events operate on an even rarer chance. Dynamic events have a varied pool of potential items that can spawn, with only 3 active helicopter wrecks at any given time - and an approximate 4 hour clean up, continued hunting will be required to find that super rare weapon or item you are seeking.Please keep in mind, we are now fully able to update quantities and rarity without requiring an update - so if we should see issues with loot concentration, or quantity once .58 hits stable branch, we will be able to address this rapidly. Fortunately, players can now create camps and store their supplies and weapons at them during their treks across Chernarus. Different containers / objects have different lifetimes. Currently, they operate as follows: - Medium Tent (Pitched): 45 Days- Military Tent (Pitched): 45 Days- Car Tent (Pitched): 45 Days- Barrels: 45 Days- Ammo Boxes: 45 Days- Protector Cases: 45 Days- Backpacks (All types): 3 Days Current functionality on experimental does not allow for refreshing the lifetime of an object without picking it up, so tents and barrels were set to a lifetime that will cover the time to .59 + some safety room in case of .59 stable blockers. Once .59 is pushed to stable, we will support the refresh of a base objects lifetime via interacting with it (moving, placing, picking up any item inside it) - which will operate as follows: - Medium Tent (Pitched): 7 Days- Military Tent (Pitched): 7 Days- Car Tent (Pitched): 7 Days- Barrels: 7 Days- Ammo Boxes: 7 Days- Protector Cases: 7 Days- Backpacks (All types): 3 Days This system will also allow for the refreshing of advanced basebuilding objects, once they are implemented. Speaking of advanced base building - I'll be speaking at RTX 2015 in Austin, Texas on Saturday, August 8th at 5:30 PM to discuss a recap of things covered at E3 2015, what we'd like to do with advanced base building, what soft skills means exactly, and show the new vehicles coming in 0.59. For those unable to make it, we'll be providing the presentation + audio in the Status Report following the event (Wednesday, August 12th). Brian Hicks - Lead Producer Community Video: "I'M HUNTING"Hey survivors, While looking for some videos of players doing some hunting and fishing while living the hermit lifestyle in Chernarus, I came across a video simply called "I'M HUNTING". I could see in the description that it was probably not exactly what I was looking for, but I decided to give it a go just the same. Sure enough, the content didn't disappoint. In the video we get to see a glimpse of the unjust killing of a freshspawn and the subsequent hunt and sweet, sweet revenge towards the end. The video was brought to us by the following content creator: Musse Plays As always, if you have a nice video containing DayZ footage you'd like to share, or if you have come across some DayZ footage from other content creators, just post it in the Gallery section of the DayZ forums and we'll happily have a look. Header image credit: Jack Smith - Michael aka SMoss / Community Manager
  21. Addon: Preview Vehicles and Skins prior to purchase. NEW RANK SYSTEM (CUSTOM DESIGNED) --> HUMANITY(RANK) BONUSES <--- Rank 0 +/- 0 Humanity Recruitable AI Skill level 5% Evac Chopper Setup Cost 300000 Chance to drink clean water from ocean 0% Arrest - Break Free (10% Chance) Recruit Bodyguard (Cost 5k) Garage Max Storage = 1 Base Loadouts & Skins Evac Chopper Setup Cost 300000 Chance to drink clean water from ocean 0% Rank 1 +/- 5k Humanity Recruitable AI Skill level (Hero 10%, Bandit 10%) Evac Chopper Setup Cost (Hero 270000, Bandit 320000) Base PVP Damage Taken (Hero -5%, Bandit +5%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 10%, Bandit 1%) Anti-Zombie Emitter Sound (Hero -10%, Bandit +2%) Anti-Zombie Emitter Duration (Hero +20%, Bandit -5%) Increase Money found in AI Wallets (Hero 5%, Bandit 1%) Trader Discount (Hero 5%, Bandit 1%) Build Origins Building 1 & Origins Garage Small Arrest - Break Free (Hero 15%, Bandit 10% Chance) Build Bike w/Toolbox Recruit Rebel Gunner (Cost 10k) Rank 1 Loadouts & Skins Evac Chopper Setup Cost (Hero 270000, Bandit 320000) Base PVP Damage Taken (Hero -5%, Bandit +5%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 10%, Bandit 1%) Anti-Zombie Emitter Sound (Hero -10%, Bandit +2%) Anti-Zombie Emitter Duration (Hero +20%, Bandit -5%) Increase Money found in AI Wallets (Hero 5%, Bandit 1%) Trader Discount (Hero 5%, Bandit 1%) Rank 2 +/- 10k Humanity Recruitable AI Skill level (Hero 20%, Bandit 15%) Evac Chopper Setup Cost (Hero 240000, Bandit 340000) Base PVP Damage Taken (Hero -10%, Bandit +10%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 20%, Bandit 2%) Anti-Zombie Emitter Sound (Hero -20%, Bandit +4%) Anti-Zombie Emitter Duration (Hero +40%, Bandit -10%) Increase Money found in AI Wallets (Hero 10%, Bandit 2%) Trader Discount (Hero 10%, Bandit 2%) Arrest - Break Free (Hero 20%, Bandit 9% Chance) Recruit Rebel (Jungle Camo) (Cost 15k) Garage Max Storage (Hero 2, Bandit 1) Rank 2 Loadouts & Skins Evac Chopper Setup Cost (Hero 240000, Bandit 340000) Base PVP Damage Taken (Hero -10%, Bandit +10%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 20%, Bandit 2%) Anti-Zombie Emitter Sound (Hero -20%, Bandit +4%) Anti-Zombie Emitter Duration (Hero +40%, Bandit -10%) Increase Money found in AI Wallets (Hero 10%, Bandit 2%) Trader Discount (Hero 10%, Bandit 2%) Rank 3 +/- 15k Humanity Recruitable AI Skill level (Hero 30%, Bandit 20%) Evac Chopper Setup Cost (Hero 210000, Bandit 360000) Base PVP Damage Taken (Hero -15%, Bandit +15%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 30%, Bandit 3%) Anti-Zombie Emitter Sound (Hero -30%, Bandit +6%) Anti-Zombie Emitter Duration (Hero +60%, Bandit -15%) Increase Money found in AI Wallets (Hero 15%, Bandit 3%) Trader Discount (Hero 15%, Bandit 3%) Arrest - Break Free (Hero 25%, Bandit 8% Chance) Build ATV w/Toolbox Recruit Marksman (15k) Garage Max Storage (Hero 3, Bandit 2) Rank 3 Loadouts & Skins Evac Chopper Setup Cost (Hero 210000, Bandit 360000) Base PVP Damage Taken (Hero -15%, Bandit +15%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 30%, Bandit 3%) Anti-Zombie Emitter Sound (Hero -30%, Bandit +6%) Anti-Zombie Emitter Duration (Hero +60%, Bandit -15%) Increase Money found in AI Wallets (Hero 15%, Bandit 3%) Trader Discount (Hero 15%, Bandit 3%) Rank 4 +/- 25k Humanity Recruitable AI Skill level (Hero 40%, Bandit 25%) Evac Chopper Setup Cost (Hero 180000, Bandit 380000) Base PVP Damage Taken (Hero -20%, Bandit +20%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 40%, Bandit 4%) Anti-Zombie Emitter Sound (Hero -40%, Bandit +8%) Anti-Zombie Emitter Duration (Hero +80%, Bandit -20%) Increase Money found in AI Wallets (Hero 20%, Bandit 4%) Trader Discount (Hero 20%, Bandit 4%) Arrest - Break Free (Hero 30%, Bandit 7% Chance) Recruit Mercenary (20k) Garage Max Storage (Hero 4, Bandit 2) Rank 4 Loadouts & Skins Evac Chopper Setup Cost (Hero 180000, Bandit 380000) Base PVP Damage Taken (Hero -20%, Bandit +20%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 40%, Bandit 4%) Anti-Zombie Emitter Sound (Hero -40%, Bandit +8%) Anti-Zombie Emitter Duration (Hero +80%, Bandit -20%) Increase Money found in AI Wallets (Hero 20%, Bandit 4%) Trader Discount (Hero 20%, Bandit 4%) Rank 5 +/- 40k Humanity Recruitable AI Skill level (Hero 50%, Bandit 30%) Evac Chopper Setup Cost (Hero 150000, Bandit 400000) Base PVP Damage Taken (Hero -25%, Bandit +25%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 50%, Bandit 5%) Anti-Zombie Emitter Sound (Hero -50%, Bandit +10%) Anti-Zombie Emitter Duration (Hero +100%, Bandit -25%) Increase Money found in AI Wallets (Hero 25%, Bandit 5%) Trader Discount (Hero 25%, Bandit 5%) Build Origins Building 2 Arrest - Break Free (Hero 35%, Bandit 6% Chance) Build Mozzie w/Tootlbox Recruit Soldier (Urban Camo) (Cost 25k) Garage Max Storage (Hero 5, Bandit 3) Rank 5 Loadouts & Skins Evac Chopper Setup Cost (Hero 150000, Bandit 400000) Base PVP Damage Taken (Hero -25%, Bandit +25%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 50%, Bandit 5%) Anti-Zombie Emitter Sound (Hero -50%, Bandit +10%) Anti-Zombie Emitter Duration (Hero +100%, Bandit -25%) Increase Money found in AI Wallets (Hero 25%, Bandit 5%) Trader Discount (Hero 25%, Bandit 5%) Rank 6 +/- 60k Humanity Recruitable AI Skill level (Hero 60%, Bandit 35%) Evac Chopper Setup Cost (Hero 120000, Bandit 420000) Base PVP Damage Taken (Hero -30%, Bandit +30%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 60%, Bandit 6%) Anti-Zombie Emitter Sound (Hero -60%, Bandit +12%) Anti-Zombie Emitter Duration (Hero +120%, Bandit -30%) Increase Money found in AI Wallets (Hero 30%, Bandit 6%) Trader Discount (Hero 30%, Bandit 6%) Arrest - Break Free (Hero 40%, Bandit 5% Chance) Recruit Soldier (Cost 25k) Garage Max Storage (Hero 6, Bandit 3) Rank 6 Loadouts & Skins Evac Chopper Setup Cost (Hero 120000, Bandit 420000) Base PVP Damage Taken (Hero -30%, Bandit +30%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 60%, Bandit 6%) Anti-Zombie Emitter Sound (Hero -60%, Bandit +12%) Anti-Zombie Emitter Duration (Hero +120%, Bandit -30%) Increase Money found in AI Wallets (Hero 30%, Bandit 6%) Trader Discount (Hero 30%, Bandit 6%) Rank 7 +/- 90k Humanity Recruitable AI Skill level (Hero 70%, Bandit 40%) Evac Chopper Setup Cost (Hero 90000, Bandit 440000) Base PVP Damage Taken (Hero -35%, Bandit +35%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 70%, Bandit 7%) Anti-Zombie Emitter Sound (Hero -70%, Bandit +14%) Anti-Zombie Emitter Duration (Hero +140%, Bandit -35%) Increase Money found in AI Wallets (Hero 35%, Bandit 7%) Trader Discount (Hero 35%, Bandit 7%) Arrest - Break Free (Hero 45%, Bandit 4% Chance) Recruit Officer (Cost 50k) Garage Max Storage (Hero 7, Bandit 4) Rank 7 Loadouts & Skins Evac Chopper Setup Cost (Hero 90000, Bandit 440000) Base PVP Damage Taken (Hero -35%, Bandit +35%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 70%, Bandit 7%) Anti-Zombie Emitter Sound (Hero -70%, Bandit +14%) Anti-Zombie Emitter Duration (Hero +140%, Bandit -35%) Increase Money found in AI Wallets (Hero 35%, Bandit 7%) Trader Discount (Hero 35%, Bandit 7%) Rank 8 +/- 130k Humanity Recruitable AI Skill level (Hero 80%, Bandit 45%) Evac Chopper Setup Cost (Hero 60000, Bandit 460000) Base PVP Damage Taken (Hero -40%, Bandit +40%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 80%, Bandit 8%) Anti-Zombie Emitter Sound (Hero -80%, Bandit +16%) Anti-Zombie Emitter Duration (Hero +160%, Bandit -40%) Increase Money found in AI Wallets (Hero 40%, Bandit 8%) Trader Discount (Hero 40%, Bandit 8%) Arrest - Break Free (Hero 50%, Bandit 3% Chance) Recruit Sniper (Forest Gillie) (Cost 75k) Garage Max Storage (Hero 8, Bandit 4) Rank 8 Loadouts & Skins Evac Chopper Setup Cost (Hero 60000, Bandit 460000) Base PVP Damage Taken (Hero -40%, Bandit +40%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 80%, Bandit 8%) Anti-Zombie Emitter Sound (Hero -80%, Bandit +16%) Anti-Zombie Emitter Duration (Hero +160%, Bandit -40%) Increase Money found in AI Wallets (Hero 40%, Bandit 8%) Trader Discount (Hero 40%, Bandit 8%) Rank 9 +/- 185k Humanity Recruitable AI Skill level (Hero 90%, Bandit 50%) Evac Chopper Setup Cost (Hero 30000, Bandit 480000) Base PVP Damage Taken (Hero -45%, Bandit +45%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 90%, Bandit 9%) Anti-Zombie Emitter Sound (Hero -90%, Bandit +18%) Anti-Zombie Emitter Duration (Hero +180%, Bandit -45%) Increase Money found in AI Wallets (Hero 45%, Bandit 9%) Trader Discount (Hero 45%, Bandit 9%) Arrest - Break Free (Hero 55%, Bandit 2% Chance) Recruit Sniper (Desert Gillie) (Cost 75k) Garage Max Storage (Hero 9, Bandit 5) Rank 9 Loadouts & Skins Evac Chopper Setup Cost (Hero 30000, Bandit 480000) Base PVP Damage Taken (Hero -45%, Bandit +45%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 90%, Bandit 9%) Anti-Zombie Emitter Sound (Hero -90%, Bandit +18%) Anti-Zombie Emitter Duration (Hero +180%, Bandit -45%) Increase Money found in AI Wallets (Hero 45%, Bandit 9%) Trader Discount (Hero 45%, Bandit 9%) Rank 10 +/- 250k Humanity Recruitable AI Skill level (Hero 100%, Bandit 55%) Evac Chopper Setup Cost (Hero 0, Bandit 500000) Base PVP Damage Taken (Hero -50%, Bandit +50%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 100%, Bandit 10%) Anti-Zombie Emitter Sound (Hero -100%, Bandit +20%) Anti-Zombie Emitter Duration (Hero +200%, Bandit -50%) Increase Money found in AI Wallets (Hero 50%, Bandit 10%) Trader Discount (Hero 50%, Bandit 10%) Build Origins Building 3 & Origins Garage Large Arrest - Break Free (Hero 60%, Bandit 1% Chance) Recruit Special Forces (Cost 75k) Garage Max Storage (Hero 10, Bandit 5) Nuke Computer Accessible Rank 10 Loadouts & Skins Evac Chopper Setup Cost (Hero 0, Bandit 500000) Base PVP Damage Taken (Hero -50%, Bandit +50%) Before Dmg Multipliers Chance to drink clean water from ocean (Hero 100%, Bandit 10%) Anti-Zombie Emitter Sound (Hero -100%, Bandit +20%) Anti-Zombie Emitter Duration (Hero +200%, Bandit -50%) Increase Money found in AI Wallets (Hero 50%, Bandit 10%) Trader Discount (Hero 50%, Bandit 10%) New Origins Buidling Requirements: Origins Construction Box - 0 Humanity 1xScrapMetal Hero/Bandit Building 1 - +/-5k Humanity (Rank1) 20xWoodPile 10xCinderBlocks 2xMortarBucket 2xScrapMetal 1xComboLock Hero/Bandit Building 2 - +/-40k Humanity (Rank5) 40xWoodPile 30xCinderBlocks 6xMortarBucket 6xScrapMetal 1xComboLock Hero/Bandit Building 3 - +/-250k Humanity (Rank10) 50xWoodPile 40xCinderBlocks 8xMortarBucket 8xScrapMetal 1xComboLock Hero/Bandit Small Garage - +/- 5k Humanity (Rank1) Must have built Building 1 somewhere on the map Must NOT have a Small Garage anywhere on the map 40xWoodPile 40xCinderBlocks 8xMortarBucket 8xScrapMetal 1xComboLock Hero/Bandit Large Garage - +/- 250k Humanity (Rank10) Must NOT have a Large Garage anywhere on the map 50xWoodPile 50xCinderBlocks 10xMortarBucket 10xScrapMetal 1xComboLock Hero/Bandit Pyramid - +/- 250k Humanity (Rank10) Must have built Building 3 somewhere on the map Must have built Large Garage somewhere on the map Must NOT have a Pyramid anywhere on the map 60xCinderBlocks 12xMortarBucket 12xScrapMetal 1xComboLock Hero/Bandit Stronghold - +/- 250k Humanity (Rank10) Must have built Building 1 somewhere on the map Must have built Building 2 somewhere on the map Must have built Building 3 somewhere on the map Must NOT have a Stronghold anywhere on the map 70xWoodPile 60xCinderBlocks 12xMortarBucket 12xScrapMetal 1xComboLock
  22. For sure. That would be a good incentive to drop zombies and loot them in hopes of finding things like keys to vehicles.
  23. And what are the odds that one of those seven are playing on the same server as you are? Keys should be in game. Even if you only have 4 vehicles then make 4 different keys so that like weapons and ammo, if you find one vehicle but you have a different key, you have to keep searching. It would also make having a vehicle much more rare and more prized. Knowing that if you see a vehicle stop and someone gets out to search houses, if you dont have keys for that type of vehicle; youd have to wait for the driver to return and ambush him for them.
  24. deadjuice

    DayZ Vehicles (first implementation)

    The thread has been hovering near the top and the front of the Announcements and Information section. It's been so for awhile, due to the desire for any new info on vehicles. Yes, there are better places to find that info, but people are going to check this thread out eventually. I have still been checking this thread out myself in my info searches, just in case someone mentions something interesting or new here. Other people are also going to come across this thread and read it, regardless of its age. And I at least wanted to provide a reasonable explanation to that specific question. People are going to notice those commands in the control menu, because it's kind of a mess at the moment, and they'll most likely be confused for the reason for those options if they haven't played Arma 2 or 3, or aren't used to a game in an alpha state, particularly one that has carried many of its assets over from a previous engine.
  25. JPWiser

    Difference between standalone and mod?

    Has been a few years since I played it so Id hope by now everything "works". However when I did play...... You could break your legs opening a door. You could break your legs, even die getting out of a vehicle. You could die changing seats in a heli. Your items would dissapear into thin air if you didnt master the "oh so awful" arma2 inventory system. (Always add to the bag never take out of? I think that was the trick) Driving many vehicles was an absolute nightmare, AKA driving an ATV anywhere could get you insta killed if you went over the wrong bump, it also drove worse than the bicycle through ALL TERRAIN areas, and lots of times objects and blockades didnt render properly and would appear at the last second causing a crash and\or death. Zombie pathing, and auto walking inside was easily exploitable, they just could not enter ceratin areas at all (chopper spawn at devils castle for ex)... I actually just think this had to do with the vehicles themselves not the area, but even if zombies were working as they intended it was still "broke" imo.... Im sure there was alot more as well when I use to play it but it has been too long. Mod definitely had \ has its issues. Saying it "actually works" when comparing to the SA is a pretty misleading statement.
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