Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
Search the Community
Showing results for 'Vehicles'.
Found 41868 results
-
This is why I will be scripting in the 25% reduction script. What we called ear plugs script. I had ours down to 5% noise. Worked every time you got in and out of the vehicles. Otherwise you still want to have some noise. Then I would like to play the radio :)
-
This is another good point, and I kinda wish they'd implement a volume slider specifically for vehicles. I always have to turn my volume real low to hear anything my friends say.
-
There's a lot of differences between the vehicles in the SA and the mod. 1) they had to be redesigned because the character model is different, every animation for the character had to be redone. there are videos of the mod cars in the sa and what happens? the player sticks out of them because there's no animations to support it. the player model would have even more clipping issues than it currently does if they simply used arma vehicles. 2) cars in the sa are modular where the mod wasn't. doors/hoods open. that might not seem like a big deal, but it adds a lot of immersion and it also offers a lot more possibilities. we've been told we're going to be able to change out the doors/hood/other parts of vehicles in the future. armoring vehicles, "mad maxing" stuff to an extent, actually getting visual representation of stuff like changing/fixing the engine. this all adds to the simulation and opens up a lot of possibilities. 3) I don't know the full details of the physics of the vehicles in the mod/arma but they were replaced with something that will hopefully once again give better simulation/immersion/handling. You can clearly tell the difference already. It doesn't make all that much sense to open up modding to a game that isn't even finished yet. Have some patience and you'll end up with something completely better.
-
Vehicles are simply bullet magnets as they almost always will be - I usually just observe and or avoid them but the majority of DayZ players dont roll that way
-
Greetings Survivors, As the team continues pushing development of DayZ, we have Brian, Chris, and Viktor providing us with a peek at what is on the plate for the team. For this week, Lead Producer Brian Hicks will discuss development going forwards in regards to the DayZ audio module, while Lead Artist Chris Torchia will discuss the decision making behind the firearms design, and Lead Animator Viktor Kostik will discuss the development of transitioning the player character across to the new animation system. Like always, we have a couple of links to our DayZ Trello board, and towards the end of this weeks' Status Report we showcase a video showing an interesting game session springing forth from a Vybor spawn. Contents This Week Development Board SpotlightDev Update/HicksE3 - DayZ PC Gaming Show 2015Dev Update/ChrisDev Update/ViktorCommunity Video: "Long Story Short - I Got a Vybor Spawn" Development Board Spotlight Dev Update/Hicks Greetings Survivors, Its been a hectic few weeks, with 0.57 release and E3 - but I'd like to take some time out this week to discuss pending changes to the Audio side of the Enfusion engine, as well as some critical audio bugs plaguing DayZ Early Access players. We've talked about replacing the existing Audio system in DayZ with a new Audio module better suited to DayZ's needs, but we haven't really outlined what some of that means. As many players may know, the inherited audio technology from the Real Virtuality (TKOH / Arma 2) side of the family has its strengths, but it also has quite a few weaknesses. As we began looking at the time and resources required to update this portion of our base engine, we looked at several key areas we wanted to improve: - 3D Positional Ambient Sound: Supporting true 3D Positional Ambient sounds is integral to proper immersion within Chernarus. As well, once we support this - the roar of the coast, and the confusing positional ambient noises should be a thing of the past. - More complex configuration options for vehicles, weapons, etc: Current technology supports a very basic methodology for potential sounds and triggering events for weapons, vehicles and the likes. Moving to the new Audio module will begin to allow the design and audio teams to implement more complex audio configurations for items and vehicles in game. As development on this portion of the engine continues, we'll be looking at other features existing internal projects offer (such as Arma 3's tech) to ensure that the support the Enfusion engine offers is as comprehensive as we can allow. In addition to this, work has continued internally on slaying the ever illusive audio bug beast known as "Ghost sounds" - Potential headway was revealed during a conference between key members of the Arma, and DayZ teams. Potential related causes of the issue, as well as fixes implemented on the Arma side of the company are hopefully going to be implemented. We'll be testing this out on experimental hopefully with 0.59 - I'll be speaking with people about this on the official DayZ forums when we begin testing, and anyone encountering the issue at that point is strongly encouraged to utilize the Feedback Tracker. See you all in Chernarus! - Brian Hicks / Lead Producer E3 - DayZ PC Gaming Show 2015 Also, we have a little bit of info in regards to modding and the singleplayer part of DayZ in the following video featuring Brian Hicks at this year's E3 convention. Thanks and props go out to the fine people of DayZ Underground for providing the video! Dev Update/Chris From the beginning of the project, Dean and I worked closely on the initial design of firearms in DayZ, including which kinds of attachments they should be able to use as well as which specific firearms would best fit the environment. The requirements from Dean for creating the final list of firearms included: - 50/50 mixture of 'Western' and 'Eastern' firearms. - Bias towards civilian models. - Expansion of the weapon set should occur with minimum expansion of calibers and attachments - Emphasis on short and intermediate range firearms Peter also required that each firearm should be as visually distinct as possible from one another and that we should add some of our more unique items. To figure out which sort of guns we should add, I took several trips to zbraně a střelivo obchod (gun and ammo stores) in Prague as well as investigated the websites of local gun ranges for firearms for sale and rent and was shocked at the massive spectrum available to civilians. Here are some items I found in Prague. See if any of them are familiar: -Mosin Nagant -Modded AR15s -AR10s -VZ58 (by the way, I'd love to buy one and export back home to the US :) ) -SVT40 -Tiger rifles (civilian SVD) -Various bolt action rifles of every make and kind -Ruger 10/22 -Derringer pistol -Single action revolvers -Kimber 1911 -P38 Pistol -Civilianized AK clones of multiple origins -Various pump action 12 gauge shotguns The list goes on... In addition, we wanted to remain faithful to the lore of DayZ's roots in Arma2 so involvement of NATO and Russian forces and their equipment. This meant our options were wide open to consider some more exotic items like the AK74M, VSS, UMP45, etc... We hope this approach would provide a large variety of experiences for our players as your strategy must sometimes change, depending on what kind of firearms you end up with in your journey. - Chris Torchia / Lead Artist Dev Update/Viktor In the last weeks all animators were focused mainly on the new animation system since all animations need to be reexported and adjusted for the new skeleton. Our initial goal is to reproduce the character as we know and then focus on the improvements which new system will allow us to do. Player already has all movement animations, can reload all guns, climb ladders, enter and drive vehicle and do other things as old character. The big chunk of work is done although some major things still need to be implemented like most of the user actions. Some animations were improved on the go. So now we have new climbing ladders anims, falling and landing, picking up and carrying heavy items, some additional gestures and other polishings. The reload animations at the moment work the same way but we just started on advanced behaviour where chambering and loading rounds will get it's own animations for each gun. In the Phase 2 of transition player character to the new animation system we will do some major improvements regarding animations. There will by synchronized walks and runs which will enable us later to do some fancy stuff with upcoming wounded character and stamina. On to do list is also improvement of animations for first person view, improved IK for feets and hands, detailed animations of guns, and more. - Viktor Kostik / Lead Animator Community Video: "Long Story Short - I Got a Vybor Spawn" For this week, we have a small gem created by "Dog the Bandit Hunter". This video popped up in the sea of DayZ content while looking for a bit of entertainment one weekend. From the tumbnail it looked like it was a video dedicated to depicting the Vybor spawn bug itself, so I thought I'd have a look see. Very quickly did I find out though that it was a bit more than that. Instead, the video turned out to be a somewhat hectic documentation of Dog's experiences, as a result of the Vybor spawn, during a gaming session. In short, many lols were had that afternoon while watching (and re-watching) Dog's video. Unfortunately, it seems like "Dog the Bandit Hunter" have hung up his spurs in regards to editing and uploading gaming videos on YT, but luckily there's still quite an archive of entertainment goodness on his channel. If interested in more, please feel free to have a look: Dog the Bandit Hunter 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. May is long gone, and again we are extremely grateful to see how many bugs we received from players. A quick look at the Feedback Tracker tells us that Darcion did very well in terms of finding new bugs, so for the month of may, Darcion is the top bug hunter! As mentioned before, we'll keep track of this in the background, and those of you guys that make the extra effort to help out the team in terms of filing them bugs will be mentioned in the Special Thanks section on the rolling credits for DayZ. Header image credit: T1M #pepe - Michael aka SMoss / Community Manager
-
BrainlessGaming Overpoch Chernarus! Website: www.BrainlessGaming.com Teamspeak: TS.BrainlessGaming.com Server IP: 216.244.79.106:2312 Server Name: BRAND NEW!!! BrainlessGaming Server, Extremely Custom Launch Paramaters: -mod=@DayZOverwatch;@DayZ_Epoch; 3 ANTIHACKS Snap Build Pro Build Vectors Accurate Base Building Door management Plot Management Single Currency (Unique Version) Towing/Lifting Refuel/Repair/Rearm Custom Spawning System Paint Vehicles AI Missions/Bases Cargo Drops Custom Loot Deploy Bike Vehicle Pointer Dynamic Traders Advanced Trading Earplugs Changeable View Distance Partial Safezones CrashLoot Random Speed Zombies Indestructible Bases Earplugs Group management + Tons More! Custom Dynamic Trade System The way our custom trade system works is, on every restart it spawns 0-2 of each trader on restart, it always spawns 1 bandit and hero trader. They are in random locations and they ARE NOT safezones. There is also 2 static trade cities which have the basics and are in 2 completely new locations on the map. Each trade city will be in a safezone. (IT TAKES AT LEAST 5-10 MINUTES FOR THE DYNAMIC TRADERS TO SPAWN) New Community Our community had a very popular server in the past, this brought us ton's of players that stuck arround until this current day, we took a break a while back and never really had a community. This time we are releasing at a full launch with a new server, new website, and new teamspeak completely finished. This will be the start of something great. And we are always looking for people to help us grow. What we are about Our community is all about the players, we have 2 owners that are always listening to the players. This is not like a normal community where the owners and staff don't actually listen to the players. In this community everyone has the ability to speak and everyone has equal say into what goes on in our community. We are all fun and enjoying people who want to make the best servers to match our players unique interests. Why should you join us You should join us because we are an amazing community and are always looking to expand, wether it be new games, new players, or even new servers. We can open any horizon that your mind will want you to go to. We want to make our community the best and we have the tools and knowledge to do so. We are always looking for staff because the more staff we have the bigger we can grow and the more people we can trust. I personally will be on teamspeak to talk to any players that have any questions. If you don't think you will like our server, please just even hop on teamspeak to let us know why and we might even change! We are just trying to get as much input as possible. PLEASE GIVE US A CHANCE! YOU WONT REGRET IT! JOIN US ON TEAMSPEAK! Teamspeak: TS.BrainlessGaming.com Or check out our website! Website: www.BrainlessGaming.com
-
The only thing that is persistent in this patch as of now is the gear on your character's back. Anyone telling you that vehicles / tents / loot is persistent is lying to you or is playing on a server that is not properly configured. What you described is exactly what is envisioned... Not sure what boneheaded ideas you are talking about?
-
Actually, it is that way if I read this correctly. "classes of items that spawn in types of vehicles" this is exactly what it's doing for me. you define all your inventory loot items in the vehicle_inventory table, change the ID in that same inventory table to match what you consider to be "classes of items" and then the vehicle spawn routine matches the number you put into the Inventory column in your Vehicle_Spawns table to the pool of matching ID's in your Vehicle_Inventory table to randomly select loot for the vehicle when it spawns in. so for me, I classify loot as either civilian or military so my loot in the Vehicle_Inventory table is either ID'd as a "1" for civilian grade loot or a "9" for military grade loot. Then back in my Vehicle_Spawn table, I set all the civilian type vehicles to have a "1" and the military type vehicles to have a "9" in the Inventory field. When the vehicle spawns, the civilian vehicles get random civilian grade loot and the military vehicles get random military grade loot. It's actually quite impressive. and let's see if I can address the first part of your response about vehicles, "any vehicle could spawn at any location". So the location works the same as inventory does. When the vehicle spawns, it randomly picks a location from the Vehicle_Locations table based on the pool of ID's in that table. So if you have 10 QTY bicycles in your Vehicle_Spawns table and 20 locations defined for bicycles in the Vehicle_Locations table, it would randomly pick a location for each of the 10 bicycles you wanted to spawn from the pool of 20 locations. if you have two types of bicycles, (Old_Bike_TK_CIV_EP1 and Old_Bike_TK_INS_EP1) you set both types of bicycles to have the same Location in the Vehicle_Spawns table and when they spawn, you get both bicycles sharing the same pool of locations and when they spawn you have one or the other type bicycle spawning at only bicycle spawn locations. PM me your email address if you want and I'll send you my vehicle files to reverse engineer.
-
Q1 2015 Basic vehiclesAdvanced loot distributionNew rendererNew Zombie AIBasic stealth system (zombies and animals)DiseasesImproved cooking and horticultureAdvanced anti-hack system (Dynamic BattlEye) Q2 2015Advanced vehicles (repair and modifications)Advanced animals (life cycle, group behavior)Player statisticsNew UIPlayer staminaDynamic eventsWorld containersNew physics system Well, what we kind of have is basic vehicles, kind of new zombie AI (not really good though.......), and some kind of new UI (neither good nor specially different so far...). So... yeah....
-
Confusing syntactically to declare InventoryID and then select from vehicle_spawns which has ID and Inventory columns. Anyway, when I did that they seems to spawn with the old defaults, but I haven't traced the procedure to understand why yet. I like the random spawns, but wonder whether or not any vehicle could spawn at any location, not just in their class (of course some can't fit, I know). At this point in the game, a bunch of new spawn points would change it up a bit. It's all good. Can you throw out a few lines of each table you changed, so I can reverse engineer instead of tracing forward? I almost think the vehicle random should be like loot - classes of items that spawn in types of vehicles. I don't suppose there is a writeup of how the random inventory works?
-
I told you that they only spawn sometimes on MP5-Ks in the world, they don't spawn in the world. If that's not what your main question was asking then I must be 100% mistaken. Your second question is irrelevant because it is in the game. And yes, the devs are working on the 'retarded vehicles', which is 10x more important than having a single mostly aesthetic attachment for one gun be spawning everywhere it should.
-
Yes true but a very simple fix. I really wished Dayz people would set aside the Vehicle and Bus development bs and fix the stuff that we all complain about every day..for example the Zombies. No one cares about new content and vehicles.
-
The Original Line is the correct line. Change it back! The reason they spawn with no inventory is because they didn't get a chance to populate the VEHICLE_INVENTORY table with anything more then simple test data. I had to populate that table with my own loot data in order to get vehicles to spawn with inventory. VEHICLE_SPAWNS is the main table for all the related items for vehicle spawning, Location, Inventory, Hitpoints, etc. The numbers in those fields relate to the ID's fields of the VEHICLE_LOCATIONS, VEHICLE_INVENTORY, VEHICLE_HITPOINTS tables, the spawn routine matches the numbers from the VEHICLE_SPAWNS table fields; LOCATION, INVENTORY, HITPOINTS to the ID's of the VEHICLE_LOCATIONS, VEHICLE_INVENTORY, VEHICLE_HITPOINTS tables to know where the vehicle should spawn, with what damage and what inventory to put in it. It's very customizable and has that random feel to it as far location, hitpoints and inventory now over the previous way of just plopping the same vehicle with the same inventory at the same location every time.
-
New to the DayzMod. I have setup a private server starting with 1.8.3 and upgrading to 1.8.5. Works well. Now I'm trying to understand the 1.8.6.1 code to help on a public server. I've been looking through the new vehicle spawn code and from what I can tell from reading and running the code, vehicles can spawn in any points of the group, right? Also, looking at randommizeVehicleInventory() I keep seeing vehicles spawn with empty inventory. Looks like there might be a typo. Can someone confirm?? #Original Line: DECLARE InventoryID INT DEFAULT (SELECT Inventory FROM vehicle_spawns WHERE Classname = c LIMIT 1); #Fixed:DECLARE InventoryID INT DEFAULT (SELECT ID FROM vehicle_spawns WHERE Classname = c LIMIT 1);
-
We should have shopping carts / trolleys... Imaging the crafting possibilities! Tasty steaks! Bases! Vehicles! Or just basic..carry your gear like a hobo! Lets make it happen! :P
-
No replies? Is this topic locked? On topic, only two months until new vehicles!!
-
Greetings Survivors, Work continues on experimental branch as the team keeps hammering away at the next Stable build candidate. It's been a tough wait, we understand, but major issues encountered during development required fixing before the push to Stable branch. This week, Lead Producer Brian Hicks will be dishing out some handy information regarding the Central Loot Economy - what it is, how it's supposed to work, as well as the thought process behind the design choices for the CLE. Also, Lead Designer Peter Nespesny will be telling us about future updates to the vehicles found throughout Chernarus. Peter will go over subjects such as operation, maintenance, as well as the design choices behind these upcoming updates. Lastly, we have a couple of links to the DayZ Trello board and DayZ forums discussion thread related to the new bus animations, and at the end of our Status Report, we have a small feature on one of DayZ's content creators - Barely Infected. Contents This Week Development Board SpotlightDev Update/HicksDev Update/PeterCommunity Video: Barely Infected Development Board Spotlight Back to Contents Dev Update/Hicks With 0.57 on the horizon, this week I'd like to take time to talk a bit about player progression across Chernarus, the Central Loot Economy (and its impact on this), and the challenges DayZ faces compared to the Arma 2 Mod experience. First lets go over exactly what the Central Loot Economy is, and what it offers DayZ. - Migration of control over what items spawn from legacy method (script) into a more easily and rapidly updated system - This means the dev team can rapidly (and without requiring an update to the game) completely change / update the amount of items that spawn - This is done on both a global, and a per server level - in the future allowing custom server operators fine control over their server and its item spawn quantities without requiring any base modification to the game - Control over item lifetimes (speed of decay / time to item cleanup) - Control over how many of each item time is supposed to be present in the world (Min / Max / Nominal) - Control over item cost (rarity vs spawning methods) Why is the Central Loot Economy critical to DayZ's design - versus the original prototype placeholder loot spawning script? Simply put - the original method was a very rough prototype, designed to start populating the initial memory points for each structure. In order for the design and environment teams to be fully free to create a comprehensive, living breathing world - we first needed to begin to have fine and robust control that can be rapidly pushed to all servers. The original prototype method was very time resource heavy for updating, limited our options to traditional DayZ Mod style building definitions only, and in short pidgeon-holed the team into very limited control. Photo Credit: Arma2Base.De (DayZ Mod Player Movement / Heatmap) One of the images that has been circulating the DayZ Community over the last week is a map covering player progression across Arma 2's original Chernarus map. The layout of the original Chernarus, as well as the very limited amount of enterable structures, and thus very limited amount of potential spawn points for items meant an inherent flow of player movement across the map. It required very little work on the design side - High end military loot spawned mostly entirely at Barracks structures, Basic Supplies / Weapons at Firestations, Grocery Stores, Barns, and so on, and Medical supplies at Hospitals. The structure of *how* items spawned within the original Chernarus just -fit- the limited scope of that map perfectly. Moving into DayZ as a standalone project, one of the first tasks undertaken was the decentralization of core resource (points of interest) buildings - and the expansion of Chernarus into a more robust and living world. Nearly every structure was made enter-able, and thus nearly every single building on the map was a potential (or group of potential) points for items to spawn. At first this might not seem like it should have a major impact on the design, and flow of player progression across the map - but when you look at the statistics, it is rather telling. - In DayZ Mod, with vanilla Chernarus - Potential item spawn points number in the thousands (Sub 10k) - In DayZ Chernarus + the potential locations for items to spawn exceeds 1 Million. While the intent with DayZ as a finalized product is a higher player count (100+) than originally supported in DayZ Mod, the original spawning prototype system has several major glaring flaws compared against this intent. With basic control, we cannot effectively lay out a path of player progression across the world (without limiting the environment team to the placement of certain structure models *only* in certain regions). This is where the Central Economy Control comes into play - and will enable us to begin moving towards a path of progression that more resembles DayZ Mod - while still embracing the fleshing out of the world, and decentralization of points of interest. While this system right now only controls the details listed above - the future iterations are aimed at allowing us the "next step" in the Central Loot Economy: - Per building quantity controls (Min / Max / Nominal) allowing us to ensure an event spread across Chernarus, as well as to prioritize point-of-interest structures such as the Grocery Store, Medical Center, and so on - Region control (Restricting item rarity levels to certain regions of the map) Previsualization of intended initial region support - NOT FINAL Breaking Chernarus + into defined regions based upon item rarity and classification type is the first and most critical step into allowing us to layout a natural path of progression for players across the map - and begin to move us closer to that familiar and well known flow across DayZ Mod. Lastly - as development with 0.57 wraps up, the current iteration of the Central Loot Economy will have loot persistence (the saving of spawned and dropped loot, as well as tents) disabled - while the programming team resolves the blocking issues with item cleanup, and rolls out support for per-building quantity controls to ensure an even spread of loot across the world (slaying those pesky loot splosions). This means that when servers restart, fresh loot will be respawned to ensure an enjoyable experience on stable branch. That said - the following persistence options are unaffected and will remain enabled: - Vehicle Persistence - Server Time Persistence (The saving of server time on restart) I hope this helps you all understand the intent of the Central Loot Economy, where it is now - and where we want it to be in the coming months. Curious about this report? Want to discuss anything contained in it with the developers? Head over to the Developer Discussion Forums and let your voice be heard! See you all in Chernarus! - Brian Hicks / Lead Producer Back to Contents Dev Update/Peter Let me talk a bit about vehicles and their functionality. Of course any functional vehicle by itself is an amazing piece for the gameplay but what will they be without their parts? They will become just an instant object used by survivors to traverse the long distances and that's about it. I believe that without any depth to the maintenance of vehicles, nobody will create any kind of relationship with exactly that truck they are driving for a few days across the land of Chernarus. On the other side, with plenty of different vehicle parts your approach to a vehicle will be different every time you encounter one. I want to see many vehicles across the map in different states, so you can run into a vehicle which just needs the spark plugs to be added in or a nearly completely stripped one but with a last wheel you need to put on yours. I favor such possibilities which offer strong emergent gameplay based on player choices and consequences they bring. One can try to find missing parts alone or group up with friends or strangers to get all the remaining parts for that fabulous bus and run a bus line together. It will spruce up the planning, imagination and strengthen interactions with both players and environment. Implementation of such advanced mechanics of vehicles that use different vital and optional parts has been ongoing for some time now. In the current state we have some of the vital parts functional already; without spark plugs or a battery you simply can't start the engine at all. However more interesting are wheels themselves. Wheels can be detached or destroyed while on the vehicle and physics simulation is responding properly in such situations by inclination of the given vehicle to the side of the missing wheel and adaptively changing the simulated wheel radius and friction. Such dramatic changes, of course, have direct impact on the handling of the vehicle. But, nothing is lost in such case as the spare wheels can be mounted back on the wheel hub and get controlling of the vehicle back on track. From the optional parts there is detachable/interchangeable hood and doors now that while obviously don't affect the vehicle behavior at all add variety to its visual representation. I'm looking forward to see such advance features finally in game providing more unique perception of vehicles and their involvement in the gameplay. Keep some spare parts at hand... see you in Chernarus folks! - Peter Nespesny / Lead Designer Back to Contents Community Spotlight: Barely Infected Hey folks, Another week is upon us and the lurking around on Youtube and Twitch continues. In that regard; the focus on content creators keeps chugging along. This time around we'll have a look at the creations made by: Barely Infected seems to take more to the Hero style of gameplay and most often prefers to speak to and help players that he meets. However, when running into armed and hostile players, he definitely isn't shy of picking up a good fight. When not running around on his own, Barely Infected tends to hang out with other content creators such as TheRunningManZ and Superftlol for example. For a bit of team based play footage; here's a couple of good examples of the guys hanging out around Chernarus. It's nice to see the way that those guys don't get affected when encountering hostile players. In Barely Infected's solo videos, the same calmness shines through as well, as he encounters players no matter if they are friendly or hostile. His way of conducting himself seems to rarely change much regardless of the situation: All in all, I enjoy watching his videos, and it's nice to see that he is not afraid to also show those odd instances when things go pear shaped: As always, if interested in more, please feel free to follow Barely Infected via the following social media accounts: http://twitter.com/barelyinfected http://www.youtube.com/user/BarelyInfected http://www.twitch.tv/barelyinfected http://www.facebook.com/barelyinfected Header image credit: TamDaSwede - Michael aka SMoss / Community Manager Back to Contents
- 66 replies
-
- 14
-
-
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ For the Fun:-) i start a new Server (Start 25.10) Epoch Chernarus IP 31.214.197:2302 My Idea: a Epoch Server with rare High Weapon loot ( example; DMR is a special Weapon again) Overpoch is nice but it really boring, to much for me :) Back to the roots ;) Serverwipe 15.04.2015 Goldcoins and Banking Snappro Missions Spawn select Custom Loadout Groupmanagement Service Station Evac-Chopper Map Editing (over 6000 New Objects) Event City Custom Vehicles Special Trader 50 Meter Plot Paint Vehicles Elevator JSRS Soundmod New Feature Mining ( Diamonds, ore and Cinder) Fully reworked Map and Traders Secret Airfield added Hmwv Avenger Removed Missles and Gun Changed to Pkp Ural with M2 Gun ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-
Aircraft: What kinds would you like to see? Share your opinion!
FlimFlamm posted a topic in General Discussion
So as we all probably know aircraft are set to make their appearance by the end of the third quarter of this calendar year (this, the 2015th year of our lord, Rocket). I'm sure the devs are already on their secret high horses with their majestic plans, but I think it's important for us to have an on-going discussion about the types of aircraft we want there to be, the roles we want them to be able to fill, and also the mechanics of how we get our hands on them. Personally I want there to be a decent variety of helicopters and planes, but nothing too big or powerful. Any modern military helicopter is simply beyond what my vision of vanilla DayZ should be. I also want there to be a big emphasis on maintenance and tools. Also very important to me is that the flight characteristics be as realistic and difficult to master as is feasible The most desired for me in regards to aircraft isn't necessarily what they are, but how we can get them. I would be forever satiated if I had the ability to construct my own ultralight aircraft (flimsy, slow, one seater flying machines that can carry very little weight) because I would no longer have to worry about spawned in vehicle availability and could rely on my own hard-work to ensure access to flying machines in the long run. I think maintaining and repairing aircraft of any kind (let alone building one from a kit/fabricated parts) should be a major chore and require a host of tools (maybe all of them) and all kinds of other things which present a challenge. Owning and maintaining large ground vehicles and aircraft is something that only organized groups with established bases will be able to pull off. If we had makeshift vehicles with adequate difficulty associated with them, the small frys would be able to have an enriched end game. large groups probably would not care much for makeshift vehicles because their speed and transport capabilities are so limited they serve less function to large groups. If I had to pick just one vehicle that I want to see, it would be the AutoGyro! -
Early in development rocket talked about introducing multi person interaction mechanics that supposedly would help to reduce KoS'ing. As it stands there is only a single multi-person mechanic, and that would be administering blood and saline bags. Please share any ideas you might have for interesting multi person mechanics that would be easy to-implement and would help deal with the constant KoSing. One idea I had would be relevant along the coast: Shaking apple trees with two people. Coastal players mainly desire food to carry them into the mainland. When they meet a player they think that they can either rob or eat them and get off the coast sooner. If two strangers could meet and do something productive together like shake an apple tree to make a dozen or so apples fall into the ground/vicinity rather than having to search for apples individually, then this could be a great way to break the ice between players, establish trust, and potentially lead to long lasting friendships and alliances. With this addition when players are fresh and on the coast fresh, they will look at another survivor not as a piece of meat or a mark to extort, but instead as a valuable resource (alive) whose cooperation can lead to good things. Even though this mechanic would only make a difference for coastal players (inland players care about gear over food), I think it would drastically improve the coastal experience, and it should be exceedingly easy to implement as a feature (placeholder animations for now with motion capture down the road, apples spawning in a circular pattern around the shaken tree). Another potential mechanic that was talked about but never implemented would be a trading vicinity menu option. If players had a formal way to trade with one another then there would be incentive to actually introduce yourself to people instead of shooting them for their gear. This would help coastal players get along and would also create interesting encounters for mainland survivors. The other mechanic I came up with is a general one that can be used in many potential features. Objects that are so big they require two people to move them. A dynamic event could be that some normally enterable houses have had the doors barricaded with refrigerators or something, which could require two or more people to push out of the way. For that server restart only, there could be special loot inside the barricaded house, given that since it had been barricaded, nobody will have scavenged it. The reward for opening a barricaded house could be basic clothing, backpacks, and food, possibly with rudimentary guns like shottys and magnums as well. Every restart some random houses across the coast or the entire map could become barricaded as a part of a dynamic event just like heli crashes. It would be easy to implement because they simply need to have the fridge be moved to a doorway in a house (thereby blocking it, and also ensuring that other entrances are blocked), and add a mechanic that with two players this fridge can be pushed aside or knocked over to allow access to the house. It doesn't have to be a fridge, but it certainly could be. Whether or not you're moving a large object out of your way, or moving some large object or piece of equipment into place for some specific use, having a requirement for two people to move an object it something that can mesh well with vehicles and with basebuilding. What would be perfect for DayZ as it is currently is some sort of two person chore that coastal players can do in order to get the advantage required to make a safe trip inland. I think there should as many multi-person mechanics as possible so that when two strangers meet, they instantly begin thinking about all the nearby stuff they can do if they would agree to work together. I've been trying to think of more two person mechanics that would be easy to implement and also productive so that players are encouraged to cooperate instead of murder, but it's hard to think of good ideas, so this is where you all come in. Please share your ideas for multi person mechanics that can encourage cooperation instead of competition. Mechanics that can be done by freshly spawned strangers as a way to get off the coast and meet each other would be most ideal for the current state of the game. ADDENDUM: Does having a DayZ "meaning of life" reduce KOSing? The Dayz meaning of life... A bit of a conundrum... The meaning of life, and the value of life can be two separate things.The meaning of life is a very subjective thing; unless god is around to provide objectivity, we each discover what life means to us. The DayZ meaning of life would be no different. In the mod the DayZ meaning of life for me was the joy of flying and the sense of pride that comes from comradery and successful long term survival. For some players it will be about getting the most long range head-shots, or racking up the most kills. Since DayZ is unscripted the meaning of the DayZ lives that we live are up to us to discover. Value of life however can be additional can(s) of worms. Often times the meaning we assign to our own lives makes life worth living; It makes us value our own life. The reasons why we value the lives of others can be something completely unrelated to why we value our own life. Almost ironically in regards to the dilemma of trying to reduce the occurrence of KOSing, the meaning of DayZ life for some players is the KOS'ing of all other life at all times. Players who value their own lives but not the lives of others tend to be the ones to KOS out of fear, or boredom, or sadism. Getting players to value their own lives isn't necessarily the issue, but rather getting people to value the lives of others. Value for ones own life can lead to conflict avoidance out of self preservation, but it can also lead to aggression, depending on the strategy of the individual who greatly values their own life. Increasing the value to ones own life in this case can be a double edged sword. A notable exception to to the strategy of offence as a viable form of defence (resulting from valuing ones own life) can be destroyed through a greater penchant for mutual destruction. Imagine if the only weapon in the game of DayZ was a knife: players would pretty much be guaranteed to get their pretty faces sliced up real bad regardless of whether or not the emerge victorious. The likely result of that system would be that players engage in group based knife warfare where players form phalanxes of swinging knives in order to dominate individuals and other groups. The game would be terrible (or would it?) but at least KOSing would be almost totally addressed :D. Mutually assured destruction as a source of stability is unlikely to be much of an incentive to reduce KOSing between individuals but once group play becomes common place it is certainly important to try and preserve relations with other groups because war between them will mean overall net losses on both sides. There is a natural spectrum of deviance between the way humans feel about and behave towards one another in the real world, and as a result the motivations which can cause or prevent murder can be numerous and likewise varied. This is I think what makes the issue of KOSing hard to understand and as a result such a heated and controversial topic. There are numerous reason why people KOS: Boredom, Fear, Paranoia, Greed, and Sadism to name a few. Boredom is something that only additional features can really address, and luckily this happens to be a significant cause of current KOSing. Fear and Paranoia and Greed (which stem from the fact that generally people do value their own lives) seem quite difficult causes for KOS to address. When players look through the eyes of their character and see a stranger, what do they see? A potential friend? A potential ally? A likely annoying nincompoop? A walking meat kebab? A walking loot cache? A potential enemy who must be killed at any cost? The next victim in your endless series of senseless murders and short lived characters? Different players with different personalities are naturally diverse and some of them KOS. As I have tried to argue, addressing the "problem" of KOSing as a whole involves dealing with each and very possible cause for it. Now that I feel I've rambled enough about the complexity of the issue, here is my attempt at a useful conclusion: Boredom - Fear/paranoia - Greed Sadism Results of source poll, the specificity of the questions could use some improvement but it got the job done. TL;DR: read what is bold and in red
- 141 replies
-
- 16
-
-
OVERPOCHINS TAVIANA 1.7.9.5 (tnx to ElDubya server files) support: dayzsurvivalunit.tk Restart every 4hr Gmt-2 PVE SERVER - PVP accepted but not encouraged String Parameters -mod=@DayzOrigins;@DayzOverwatch;@DayZ_Epoch; DOWNLOAD ORIGINS TORRENT : http://originsmod.info/files/dayzorigins.1.7.9.5.torrent Origins 1.7.9.5 as base mod.Restart every 4hr - time GMT-2 All Origins vehicles. Fully working Excavator, Taviander, Beast Kamaz, Buhanker, Scrap Ferry, M3 Bimmer, Submarine, etc, etc. Most Origins buildings. (Thanks SchwEde) Level 1, 2 and 3 HERO houses, garages, pyramid and stronghold (except electronests). Mudzereli's Deploy Anything. R3F Towing/Lifting Zupa's Single Currency Axecop/Zupa Single Currency Service Points Zupa's Advanced Trading eBay's ESSv2 Graphical Spawn Select Central Locking Car Sounds, ore mining sounds, stronghold door sounds. MV22/Armed SUV/Submarine and Excavator animations. Smoke Hemp Script. Zupa's Plot Management. Adjust View Distance With Binoculars Right Click Pistol for Suicide Right Click Toolbox for Personal Bike Mikeeeys Precise Base Building Raymix's Snap Build Pro Striker's Vector Building Piggd's Chameleon Skin Changer The Farix's Enhanced Vehicle Deployment (for Origins Housing) 2 Missions Systems (WAI and DZMS for missions, Sector B mayor, guards and Isle Krk guards) Fully working Sector B with mayor, AI helipatrols, AI and loot Urals on both Sector B and Isle Krk) 4 Roaming AI Heli Patrols over Taviana and Novistrana. 2 seperate mining areas using sledgehammer to get ore to build origins housing. Use animated excavator to knock down Origins housing. (Thanks SchwEde). Submarine submerge and rise animations (Thanks SchwEde). Trader Safezones Zombie Free Plotpole Areas. Vehicle Godmode in Plotpole Areas (After a restart). Coins on dead AI. Zombie Free Sector B. Players can't log out on Sector B. Map Markers for traders, mining area and Isle Krk. Custom Loot Tables. Overwatch Weapons and Skins Right Click Base Buildables Aircraft Vendors sell Origins vehicles.. Enhanced Death Messages. Force Save Vehicle Location. Full Moon Nights. R3F Weight Disabled. Self Bloodbag. God Mode Bases. Reduced Construction Count. (1) Config Based Single Currency Traders. New Spawn Loadouts.
-
Multi-Person Mechanics to discourage KOS
capt. beefsteak replied to FlimFlamm's topic in General Discussion
I would think that anyone could be anything and that they had to choose that skill upon spawn in. Now, the only real way I see it curbing KOS is if it took quite a bit of time to aquire the skill. By quite a bit of time I mean hours upon hours. If it's something you can just do right away it would take the whole "meaning of life" out of the game. I don't think that people would seek vengence they would almost surely start working on there skills again. The only catch would be people that don't care to do anything in this game but kill for fun. There is no skill requirement to pick up a gun and shoot someone, nor should there be. Now, with a skill that can be aquired you might be able to craft something that almost makes it worthless for some spawn to try to gun you down. That is the only real way to discourage it. The catch to this of course is that mutiple people would be able to achieve this level and then you just have KOS on the top and it keeps spawns from ever having a chance. There needs to be a fine balance. That balance can't be left to me to decide... Maybe someone who has made it that far also has something to loose by peppering new spawns for fun, but if in defense, maybe it's still retained. I don't know... Some form of humantiy level that effects skill sets. Negitive humantiy people have to work harder/longer to aquire the same level skill as someone with good humanity. And god forbid there are ever vehicles with weps on them, they should also count against this humanity as well for everyone in the truck/vehicle. I know it didn't count in the mod so people could retain there humanity gunning down spawns on the coast which is complete shit. -
MOTO Servers ! - DayZ OverPoch DayZ Epoch Panthera & DayZ Epoch Napf
natedabeast posted a topic in Mod Servers & Private Hives
MOTO SERVERS DayZ Epoch Panthera (#2 In the world,MGT 1st :I ) - DayZ Epoch Napf - DayZ OverPoch DayZ Epoch Panthera Server IP : 208.115.200.131:2302 DayZ Epoch Napf Server IP : 69.162.87.123:2302 DayZ OverPoch Server IP : 69.162.122.162:2702 Website : http://themotoclan.enjin.com/ TS3 IP : themotoclan.myts3server.com To start off , I don't want to get you bored so I'll try to make this quick. My gaming name is NateDaBeast, Most people just call me Nate for short obviously. And I develop for the MOTO servers. On my time being on the servers, I've enjoyed every bit of it, Of course there are some rough time but we get through it A Example of a rough time is getting the OverPoch server setup, That's a long story tho but It's finally up. We aim for perfection on our servers, 90% of the staff are adults, But I am the youngest of them all at 15 :) So maturity runs through the staff team, But of course we love to joke around. We have multiple servers 5 in total, 2 counting as test servers. I hope that you have a great time on the server, And hopefully I see you on them :) ! Our Features: - Admins, Our admins are branched off into other servers, But of course we can still look for other staff :) - Our scripts are the best out there, We try going for the unique scripts, But we care for the players FPS at the most ! - Our server is new so this means we have a fresh database, so there shouldn't be lots of lag :) - 300+ Vehicles - Custom Traders - Prices are custom. - Traders have custom categories with types of weapons, For example, HK Variants is a category. - All overwatch weapons have been added to the traders. - AI Missions - At the moment still standard epoch Missions. - Modified AI Units that bring in the most realistic AI we can make. - The loot is modified for the AI and the boxes that spawn in. - Changed Loot-Table - The loot tables have over watch weapons spawning in them and other things too ! - Extra Vehicles - Added some extra vehicles to the map. - They are also at the traders too. - Trader Safezones - God Mode enabled! - No Shooting inside Trader Cities! - Anti Backpack Stealing! - Building System - Indestructible bases! - Snap Building is available! - Other Features - Vehicles are lockable from INSIDE - Config based traders ( INSTANT TRADING ) - Auto-Refuel - Vehicle Lifting - Set your View-Distance - Admin Events - We host Admin events when alot of players are on our servers. You can expect Tank Battles, Heli fights, and Hunger Games ! +more. If you need help please do tell a staff member for help we dont have a problem helping out any of you guys at all, The admins are nice to help you out, To get fast support, go onto our teamspeak and go to the waiting for admin channel [The server your playing on] and wait for a bit or you can poke a admin for help in the room. -
Definitely. Based on what I've seen in the files, we may someday have smaller fuel containers that wouldn't be as heavy or bulky, so that would help at least. Wheel/tire combo for any of the vehicles in this game would be awful to carry (V3S might be impossible).Batteries are always heavy as shit :p
-
Welcome to Tits Ass and Guns Teamspeak: 198.27.111.250:10042 Website: http://ndaservers.com/ Server IP: 74.91.126.125:8008 Admins on daily{}New comer deals{}Loads of added weapons and vehicles{}Custom map{}JSRS sound mod{}WAI and DZMS mission systems{}Virtually no lag{}SSD TAG is always looking to recruit new members, moderators, and admins feel free to stop by and join us on the teamspeak if you're interested. The teamspeak is open to all players and if you want a private channel for your clan feel free to ask an admin. We are a mature gaming community that doesn't abuse power and is focused on the players needs. Constantly adding new content to both the map, loot, and scripts to bring the best entertainment to you. Vote for us here: http://topg.org/DayZ/in-395120 Server Spec's 4 core 3.4 GHz processor 4 GB ram 30 GB SSD Server Scripts, Tools, and Plugins JSRS sound mod supported Intelligent and difficult ai missions (WAI & DZMS ai mission system's) Gold/Gem currency only Armored vehicle traders: Btr's, Bdrm, Jackal's, GPK's and more Custom map: Kamenka, Chernogorsk, skalisty Island and bridge, North West Airfield, North East Airfield, Stary Sobor, Multiple caves, and more to come Safe zones: Stary Sobor, Bash, Klen, Bandit trader, and Hero trader Tear gas- throw any smoke grenade and it is now tear gas, your character will begin to shake and cough as well as a blurry screen(post process is required for the blurry screen we highly recommend turning it on to at least very low in video settings) Halo spawn and guide your free falling character off the coast Self blood bag- Right click on the blood bag in your gear to use it Towing and lifting Weapon Caches No plot pole and no base decay No carry weight Snap and build 4 hour day FREE BEER Admin events And lots of other stuff we hope to see you on there and if you have any questions just ask an admin Load Out ALICE backpack Morphine Painkillers Water bottle Cooked meat Beer Scrap metal G17 3 bandages 2 G17 mags Flashlight Hatchet Map Toolbox Radio Planned map additions aircraft carrier Island bunker cherno to elektro sewer industrial city multiple military camps/bases multiple cities hemp farm apocalyptic/survival remodel of map