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Showing results for 'Vehicles'.
Found 41868 results
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I think in order to provide a complete sandbox experience end game elements are necessary. Otherwise you would reduce the game to easily accessible early/mid game features - which is actually pretty far from a "complete sandbox". There should be features only really available if you have the time, resources or manpower needed and that might actually change the environment. Base building/barricading is definitely a thing especially if it actually takes time and effort to pull off in contrast to magically spawning walls or buildings on the map.Vehicles and other machines you need to get your ands on, get going and maintain. This shouldn't be easy and for some machines/vehicles extremely hard or almost impossible for lone survivors.Horticulture should also be more of a endgame feature with crops growing over extended periods of time and needing regular care as opposed to the "quickly generate some food" we got right now.Companion animals were discussed as well. Taming and maybe even training dogs/horses might be interesting.Improved character/player identification features could make it possible to form communities and incorporate improved social elements like renting or bounty hunting.In the same vein advanced player communication options could open up social options: drawing on paper, spraying walls on pinning notes on them, in game photography where you can give the pictures to other survivors or leave them behind.The crafting system could be expanded on so you can create specific valuable items from rare resources (like some types of medicine). The difficulty might be in getting the right resources, the right tools in the right condition or doing it just right.Applying a significant cost to server switching while keeping the connections and introducing items/parts of extreme rarity might allow for trade to evolve where some players loot through servers in search for rare items while others try to get specific parts together. Would also fix the current server hopping issue.A greater variety in environmental hazards and PvE threats might expand on the survival part and allow for a diverse and challenging experience even if you decide to go full hermit.In any way going beyond the early/mid game elements should be an option and require significant effort all while being vulnerable to loss (destruction, takeover, decay from lack of maintenace). However they should persits enough to be worth putting effort in. Example: Basebuilding - Actually building a base should require quite some investment in time and resources. Otherwise bases would just pop up all over the place and in the end Chernarus would look like it was subject to trench warfare. Now this significant effort should somehow pay off which means base destruction/takeover should require quite some effort as well. Now we basically got two end game elements: Building and raiding where the latter might be closer to burglary unless the owers put in the additional effort of having guards around. A lone wolf who just happens to stumble across a completed base somewhere should usually not be able to get anything off it unless there is a significant weakness. He might come back later though bringing friends and dedicated equipment...
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Spawning vehicles problem in 1.8.5 SQL
alanbr00 replied to CTBM's topic in DayZ Mod General Discussion
I was able to spawn more vehicles, but now i can't find them in game, i go to them thru DB and they are not there. This is the RPT if help. Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/Offroad_SPG9_Gue/ Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/HMMWV_Ambulance/ Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/HMMWV_Avenger/ Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/USMC_Soldier/ Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/MTVR/ Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/M119/ Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/DSHkM_Mini_TriPod/ Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/SearchLight/ Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/Igla_AA_pod_East/ Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/Metis/ Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/2b14_82mm/ Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/M252/ Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/M2HD_mini_TriPod/ Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/MK19_TriPod/ Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/A10/ Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/C130J/ Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/T34/ Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/M1A1/ Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/MLRS/ Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/StreetLamp/ Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/StreetLamp_BaseWeakYellow/ Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/StreetLamp_BaseMediumOrange/ Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/StreetLamp_BaseMediumPale/ Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/StreetLamp_BaseStrongPale/ Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/StreetLamp_EP1/ Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_Lamp_Cable_EP1/ Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_decor_EP1/ Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/ Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/ Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/ Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/ 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:01 Server error: Player without identity Cap_Nemesis (id 320489710) 14:23:05 Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_lampa_sidl/ 14:23:06 Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_PowLines_WoodL/ 14:23:07 Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_lampa_ind/ 14:23:07 Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_PowLines_ConcL/ 14:23:10 Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/ 14:23:10 Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/ 14:23:13 Unrecognized CfgNonAIVehicles simulation thing in bin\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/ 14:23:22 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon 14:23:23 "PRELOAD_ Functions\init [[<No group>:0 (FunctionsManager)],any]" 14:23:23 "MPframework inited" 14:23:23 "dayz_preloadFinished reset" 14:23:25 "Res3tting B!S effects..." 14:23:26 "z\addons\dayz_code\system\REsec.sqf:Monitoring Remote Exe..." 14:23:26 "HIVE: Starting" 14:23:26 ["TIME SYNC: Local Time set to:",[2012,8,2,8,23],"Fullmoon:",true,"Date given by HiveExt.dll:",[2015,6,7,8,23]] 14:23:26 "DEBUG FPS : 32.9218" 14:23:26 "HIVE: Request sent" 14:23:26 "HIVE: Commence Object Streaming..." 14:23:26 "HIVE: Streamed 0 objects" 14:23:26 "STARTING LOGIN: ["76561198006395951",B 1-1-A:1 (Cap_Nemesis) REMOTE]" 14:23:26 "LOGIN ATTEMPT: "76561198006395951" Cap_Nemesis" 14:23:26 "LOGIN LOADED: B 1-1-A:1 (Cap_Nemesis) REMOTE Type: Survivor1_DZ" 14:23:26 "1, [[],[["HandRoadFlare",9],"ItemBandage","ItemBandage"],""], ["",[[],[]],[[],[]]], [15,20,20], false, DayZMod V1.8.6.1, Survivor2_DZ, true, false" 14:23:26 "CLEANUP: INITIALIZING CLEANUP SCRIPT" 14:23:26 "CRASHSPAWNER: Starting spawn logic for Crash Spawner" 14:23:26 "z\addons\dayz_server\compile\server_playerSetup.sqf DEBUG ["1",B 1-1-B:1 (Cap_Nemesis) REMOTE,"76561198006395951",9]" 14:23:26 ["Character data: blood_type,rh_factor,testdone=","A",true,false] 14:23:26 "LOGIN PUBLISHING: UID#76561198006395951 CID#1 PID#3(Cap_Nemesis) as Survivor2_DZ should spawn at Elektrozavodsk [104:131]" 14:23:27 ["z\addons\dayz_server\system\scheduler\sched_sync.sqf","TIME SYNC: Local Time set to:",[2012,8,2,8,23],"Fullmoon:",true,"Date given by HiveExt.dll:",[2015,6,7,8,23]] 14:23:28 "z\addons\dayz_server\compile\fn_bases.sqf found a nice spot at Wilderness [100:30] (9)" 14:23:28 "CRASHSPAWNER: Spawning 'Mi-8 Wreck' with loot table 'HeliCrashEAST' at [9032.42,10735.5,0]" 14:23:31 "Infected Camps: Loot spawned at 'Camp2_Small' with total loot '16'" 14:23:32 "Infected Camps: Wrecks spawned at 'Camp2_Small' with total Bodys '9'" 14:23:33 UH1Wreck_DZ: MainTurret - unknown animation source MainTurret 14:23:33 UH1Wreck_DZ: MainGun - unknown animation source mainGun 14:23:33 UH1Wreck_DZ: Gatling - unknown animation source Gatling 14:23:34 "CRASHSPAWNER: Spawning 'Crashed UH-1Y' with loot table 'HeliCrashWEST' at [4054.96,12314.9,0.0694733]" 14:23:35 "z\addons\dayz_server\compile\fn_bases.sqf found a nice spot at Guglovo [83:81] (9)" 14:23:35 "Infected Camps: Loot spawned at 'Camp3_Small' with total loot '15'" 14:23:36 "CRASHSPAWNER: Spawning 'Crashed UH-1Y' with loot table 'HeliCrashWEST' at [3955.77,7834.42,0.00115967]" 14:23:36 "Infected Camps: Wrecks spawned at 'Camp3_Small' with total Bodys '6'" 14:23:36 "z\addons\dayz_server\compile\fn_bases.sqf found a nice spot at Dubrovka [108:48] (9)" 14:23:38 "Infected Camps: Loot spawned at 'Camp2_Small' with total loot '13'" 14:23:38 "Infected Camps: Wrecks spawned at 'Camp2_Small' with total Bodys '6'" 14:23:38 "z\addons\dayz_server\compile\fn_bases.sqf: found 3 camps spots in 12 sec." 14:23:39 "DEBUG: Spawning a "Misc_cargo_cont_net1" at [6427.32,7669.42,0] with loot type "Hospital" With total loot drops = 6" 14:23:40 "DEBUG: Spawning a "Misc_cargo_cont_net1" at [7246.64,5164.97,0] with loot type "CarePackages" With total loot drops = 3" 14:23:47 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl 14:24:00 Server: Object 3:53 not found (message 94) 14:24:00 Server: Object 3:55 not found (message 91) 14:24:00 Server: Object 3:54 not found (message 99) 14:24:00 Server: Object 3:56 not found (message 98) 14:24:00 Server: Object 3:57 not found (message 91) 14:24:00 Server: Object 3:58 not found (message 98) 14:24:00 Server: Object 3:59 not found (message 91) 14:24:00 Server: Object 3:60 not found (message 70) 14:24:00 Server: Object 3:61 not found (message 94) 14:24:00 Server: Object 3:62 not found (message 99) 14:24:00 Server: Object 3:63 not found (message 91) 14:24:00 Server: Object 3:64 not found (message 99) 14:24:00 Server: Object 3:65 not found (message 91) 14:24:00 Server: Object 3:66 not found (message 70) 14:24:00 Server: Object 3:67 not found (message 70) 14:24:00 Server: Object 3:68 not found (message 70) 14:24:00 Server: Object 3:69 not found (message 70) 14:24:00 Server: Object 3:70 not found (message 94) 14:24:00 Server: Object 3:71 not found (message 70) 14:24:00 Server: Object 3:72 not found (message 70) 14:24:00 Server: Object 3:73 not found (message 70) 14:24:00 Server: Object 3:74 not found (message 70) 14:24:00 Server: Object 3:75 not found (message 70) 14:24:00 Server: Object 3:76 not found (message 70) 14:24:00 Server: Object 3:77 not found (message 94) 14:24:00 Server: Object 3:78 not found (message 94) 14:24:00 Server: Object 3:79 not found (message 70) 14:24:00 Server: Object 3:80 not found (message 94) 14:24:00 Server: Object 3:81 not found (message 94) 14:24:00 Server: Object 3:82 not found (message 70) 14:24:00 Server: Object 3:83 not found (message 70) 14:24:00 Server: Object 3:84 not found (message 70) 14:24:00 Server: Object 3:85 not found (message 70) 14:24:03 ["sched_lootpiles_5mn: reset lootpiles check, total visited:",95,"listed:",0] 14:24:12 "get: STRING (76561198006395951), sent: STRING (76561198006395951)" 14:24:12 "Player UID#76561198006395951 CID#1 PID#1(Cap_Nemesis) as Survivor2_DZ, logged off at Elektrozavodsk [104:131]" 14:24:12 Client: Remote object 3:9 not found 14:24:12 Warning: Cleanup player - person 3:8 not found -
Spawning vehicles problem in 1.8.5 SQL
r4z0r49 replied to CTBM's topic in DayZ Mod General Discussion
It only spawns a maximum amount of vehicles based on group. -
Spawning vehicles problem in 1.8.5 SQL
pjohnson7 replied to CTBM's topic in DayZ Mod General Discussion
Take a peek at the table VEHICLE_GROUPS also..it appears to be like a global max vehicle count by vehicle ID... on a side note, I also had to delete out the info in VEHICLE_SPAWNS_GROUPS in order to get all the vehicles spawned that I wanted. Though I did this because I added/rearranged/etc the Vehicle ID's to my liking and didn't even understand what this table was actually doing other than stopping some of my vehicles counts from spawning. -
Yeah i know, i do several starts. the object_data stops around 55 vehicles. It stop around 55 vehicles It stop around 55 vehicles
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The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
atempleton replied to alexeistukov's topic in Suggestions
P90 as heli crash only SMG and Five-Seven as military semi auto pistol? Basically the P90 would be ultimate end game SMG, with the best range, largest magazine capacity (only 50 round mags though,) high firing rate and moderate damage, with good penetrations on vehicles and armour. Not sure on attachments for it though, besides pistol suppressor and some reflex sight. -
Setting the vehicle max number won't do anything past about 70, or something like that. If you want more vehicles you need to increase the max number of each particular vehicle and then also ensure you've added enough spawn locations if necessary. Also pretty sure this sub-forum is for advertising servers and illustrating the features of said server. Probably want to put this thread in the server owners subforum.
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Thanks all working fine, however the tool doesn't show vehicles or tents/stashes for some reason! players online can be seen on map tho!
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Aircraft: What kinds would you like to see? Share your opinion!
FlimFlamm replied to FlimFlamm's topic in General Discussion
I use the term OP rather loosely along with other things like "full militarization", so I will try and clarify this first. What some people consider to be OP, some others do not. Some people consider aircraft of any kind "OP" simply because of the reconnaissance they can do. Some people take it further and say that helicopters allow players to find and raid bases too easily because of their VTOL capability. At the very minimum when I refer to the "inherent OPness" of helicopters it is this subjective take, which I do not necessarily agree with. On the subject of "attack helicopters" and "full militarization, the waters are also a bit murky... Specifically I am against the idea of an m134. I've played the mod a lot and they are simply too destructive. Aside from being able to disable any vehicle in seconds through sheer bullet saturation, they fire up to 4k rounds per minute (IIRC) and that is simply a ridiculous amount of ammo. If a group is able to gather 2k rounds to just spurt away in one or two minutes then every gun that uses 5.56 nato rounds is going to have plenty fo ammo available or else these groups are going to spend an unreasonable amount of time gathering 5.56 rounds. I heavily support the m240 as an alternative to an m134. It requires less maintenance (so far as I understand), is much lighter, and fires reasonable numbers of 7.62 rounds. I'm personally in support of being able to shoot out of doors, and if I can point an M240 out of it in with hands then why not mount it on to the sides? Having to construct your own gun mount for whatever helicopter ends up being available is a great way to give it more potential while keeping it balanced. The problem comes in when the pinnacle is too powerful, which is the case for M134's and 50 cal MG's. It is my opinion that these two guns are too powerful, and so I would rather they not be in the vanilla standalone. I'm fine with door mounted guns and helicopters of all sizes in the end so long as my entire base cannot be razed by a group with several m2/m134 bearing choppers or humvees in a few minutes. Unless you had a high caliber gun you were no match on the ground for a helicopter. If you have assets in the open they would be destroyed without means of retaliation. I'm not absolutely opposed to the idea of a venom helicopter, but the fact that it has a lot of armor can be cause for worry if it has a lot of firepower. Keep in mind this is just my own opinion based on my own experience in the mod. Part of the reason why I was vague about what is OP and what constitutes a potentially undesirable military aircraft is because the matter is controversial, and my own opinion subjective. In the end I'm not the one to arbit balance. If M134's and M2's become available, I could only hope that they would be exceedingly rare, and the ammo requirements just as difficult in order to balance their very blatant destructive capabilities. This brings me onto the subject of balance and maintenance. One of the problems with very large helicopters is that they require more, and more complex, maintenance. Military helicopters have more systems, are larger, made from stronger materials, and presumably require more complex mechanical work compared to most civilian helicopters. If military helicopters should come to be then all the same maintenance procedures which are required for civilian versions should be exacerbated. More fuel requirements; more metal to fabricate rotors in the machine shops that you power with your own generators; longer fabrication time; more difficult to transport due to greater size of rotors, longer installation time potentially requiring the highest industrial grade tools available. This is just rotor installation. The same applies to every aspect of the helicopter which requires maintenance. More rare and larger (harder to fabricate and or transport and install) windscreens, tail rotors, engines, landing gear, etc... One of the reasons why many people think of military aircraft as inherently inauthentic is because they see it as too difficult in the first place to maintain such a large aircraft as a venom or a black hawk, or an mi17. If such aircraft should make it in, I am of the strong opinion that they should be balanced with a level of difficulty that balances the reward of being able to instantly shoot your way across the map at high speeds and deliver 6 or 7 soldiers in for an attack. I'm not creative enough to come up with all the cool mechanics that we could use to make aircraft feel more real and make it more difficult in the name of balance. That is a big part of the purpose of this thread though. When it comes to ultralight aircraft, I'm a strong advocate of them because I was around to see what happened to the DayZ mod. Servers jacked up their numbers because they could, and became by far the most popular, then mods hit the scene and became, and remain, by far the most popular. One of the biggest reason why they remain by far the most popular is because they address vehicle availability by supplementing them somehow. One way is an NPC vendor, albeit a lame one, another way is makeshift/constructable vehicle variants. My thinking is that we should pre-empt the need for such features in the form of mods to the standalone and have them come standard in the vanilla standalone. Base building is going to be a thing, which is a concept that only came with the mods, and so too should supplemental vehicle access. If anyone is interested they can check out a lengthy thread I made on the subject in an attempt to give ideas to the developers. It deals strictly with ground vehicles but the same sort of concept can apply to ultralights: http://forums.dayzgame.com/index.php?/topic/223970-modular-vehicles-conceptdiscussion-thread-condensedupdated/ The real reason why constructable ground and air vehicles are so important is to prevent servers spawning massive numbers of them and ruining the experience of vehicle rarity (which creates the feeling of value). The other reasons that make ultralights a great idea are basically just cherries on top of that first basic argument. You say that ultralights have no offence, but being able to do recon is key to any aggression. The defense of an ultralight is to fly away. Ultralights can be very stealthy, at certain altitudes they cannot be heard. Autogyros in particular can do long glides (using auto-rotation) and make ultra silent landings. When it comes to speed they are much slower than a bona fide aircraft, but they will obviously travel much faster than any ground vehicle. They are extremely easy to hide compared to large aircraft and even some ground vehicles. An auto-gyro can be pushed behind a bush and be practically invisible. One guy flying a Uh-1Y must be on his way to pick his friend who probably has ammunition (they're well off enough to be operating a UH right?) Presumably he is going to fly around looking for potential targets. If a real helicopter of any kind with door gunning capabilities came upon an ultralight of any kind, the ultralight would be utterly fucked. With no ability to out maneuver or outrun, they would be at their mercy. That's how I think it should be. If people want to be militant then I will let them, but they should go through the appropriate hardships so that they don't suddenly have enough ammo to lay waste to a 5km radius. All I want is a thing to get me from point A to point B, and to flee from all the militant people. It's much easier to build and fly an ultralight than to maintain, repair and fly a real helicopter. It requires less fuel, less exotic fuel, less materials, less work, less expert knowledge. It's more reasonable for small groups to use ultralights for recon and travel than to all have their own respective venoms. In other words it's more realistic that people would be flying ultralights simply because they are economical and easier to achieve. That they would have a less destructive impact on the community of survivors is a benefit that many people would also appreciate. I want as much variance as possible, so bring on aircraft of all kinds, but I also want balance. The better the craft the more difficult it should be to get. An operational military grade attack helicopter should take a heck of a ridiculous amount of time and effort and luck to pull together whereas ultralights are something we can all enjoy at a more reasonable expense of our time and effort. -
Saving Vehicles in DayZ Vanilla?
TIC replied to carbine781 (DayZ)'s topic in DayZ Mod General Discussion
Normally what people do in Vanilla DayZ is that they stash off the vehicles they find in their base and some of them never even touch them again. With them being able to save on their own, it sounds like in your situation that your vehicle was stolen. -
Aircraft: What kinds would you like to see? Share your opinion!
Katana67 replied to FlimFlamm's topic in General Discussion
Mkay, maybe make 5.56x45 hard to come by? That's a start at balancing it. Or maybe make the door-mounted gun hard to come by as well, in addition to the ammunition? Maybe have an M240D instead of an M134? You can't just exclude/ignore "military" aircraft with the cop-out of "leave it to mods." This is a DayZ forum, you brought up military aircraft in your poll, therefore we're discussing their inclusion in DayZ. This is exactly what I was talking about, there's nothing in the mythical rulebook that says "military aircraft are unbalanced." Moreover, this is DayZ. They were a feature of the mod, no reason why they can't be a feature of standalone. Also, what do you even mean by "full militarization"? Is a civilian UH-1 with someone shooting out the window a fully militarized aircraft? Where do you draw the line? It's not a zero-sum status for aircraft. Scout helicopters are often heavily armed (read AH-6) but they can be unarmed as well. Similarly, there's a huge difference between an attack helicopter with a co-pilot controlled turret versus an AH-6 or somesuch. There's a lot of grey area that you're overlooking. Similarly, why is this a bad thing? That's pretty easy to say, what do you mean? Do you mean the parts themselves should be rare? Do you mean they should be individualized (i.e. Mi-7 rotor, UH-1 rotor, etc.)? Do you mean there should be some sort of repair process that requires player input? Seeing as small arms could bring down a UH-1 in the mod, gonna' disagree with you here. They weren't tanks by any stretch of the imagination. One guy with a Mk 48 or even a DMR could bring one down. They were suitably vulnerable in the mod, they had an acceptable offensive/defensive damage model. Making them super vulnerable is pointless, nobody will use them if they're not powerful or to be feared. So remove autohover? I never thought autohover was problematic, landing 100% vertically was suicidal. Any pilot worth their weight in salt would come in at a gradual angle and be thinking ahead. Sure it's a crutch, but it's not an overly advantageous crutch. How, specifically, do we make a "better" flight model? You're not making any suggestions. Does it require weather to be simulated? Does to require more intricate control schemes? Does it require TOH intervention? People crashed planes in modded DayZ because Chernarus is unsuitable for landing, not because they were overly difficult to fly. Also, where are you drawing these percentages from? If you're using your own experience (which it seems like you are), a 20% crash rate seems pretty high for something that's super easy to fly. Also, there are more reasons than "inexperience" that cause crashes. While I agree that helicopters themselves should be more consequential to use/maintain/store/repair, 20 players struggling for anything in DayZ doesn't really make much sense. We can quip about "how many players is enough to be granted the use of a helicopter" but 20 person groups are few and far between. They should be forces to be reckoned with, I'm not sure why you want to neuter helicopters. They weren't that good in vanilla DayZ. Sure, a god damn UH-1Y with auto-repair on restart, auto-resupply on restart, and a FLIR seat like we saw in the mods is ridiculous. But remove all of those things and it's pretty effing tame. You seem to view the so-called "OPness" of a helicopter as bad. I view it as good, because helicopters should be good and not useless. They should be the powerful resources that they were in the mod, they just need to be made more consequential to use (via rarer parts, a more involve supply chain [having to find a door mounted weapon, ammo, etc.], no parachutes for passengers, etc.) And here it is, the unexplained assumption that armed helicopters are "inherently OP." See my initial thoughts on this, there's an incredible amount of variance in what constitutes an armed aircraft. What is overpowered? Is it a UH-1Y with a minigun? An M240D? A Hydra pod? An MH-6 with someone shooting off the bench? An AH-6 with a lone minigun? A Super Tucano with a gun pod? Some asshole tossing frags out of a biplane? What? Where's the line? How would the addition of constructable ultralights do any good? Not only is it ludicrous from a "realism" standpoint (which I don't particularly care for) for every player to know how to construct these things, but it doesn't resolve any of the problems you just highlighted. All it does is give an unarmed alternative to armed helicopters. Again, where's the line? UH-1's don't take much more to get flying than an AH-6. Certainly not in the personnel department. People want death helicopters because they're death helicopters. If people have the option of 20 ultralights and 5 armed helicopters, you bet your ass they're going to dump that ultralight the second a more robust airframe comes along. It doesn't matter if it's hard to maintain, once they've got it flying, that ultralight is going to rot in a field. Availability =/= desirability. This is the first time I've heard someone suggest more helicopters as a solution to discouraging their use overall. If I want to get to point A from point B quickly, quietly, and without a lot of maintenance... know what I'll select? A freakin' bicycle! Ultralights wouldn't exist in a vaccuum, they're not overly advantageous in any regard. They have none of the stealthy benefits of a ground vehicle, they have none of the carry capacity of heavy helicopters/vehicles, they have no offensive measures, they have no defensive measures. Their only advantages are that they're relatively quick, marginally easier to hide than the average vehicle, and are hard-er to hit. All of which are easily outweighed by their downsides. One guy flying a UH-1 can do about as much damage as one guy flying an Ultralight. All types of helicopters should be included. Armed helicopters should be feared assets, not teacups. Ultralights aren't a panacea to helicopter balance. We can have a debate about what types of armed helicopters/aircraft will be included, if you'd like. -
Saving Vehicles in DayZ Vanilla?
hekeetsu replied to carbine781 (DayZ)'s topic in DayZ Mod General Discussion
I have had no problems with vehicles disappearing. Must be a bug or the server owner wiping it? Im not sure about the server owner tools. -
Aircraft: What kinds would you like to see? Share your opinion!
FlimFlamm replied to FlimFlamm's topic in General Discussion
The only way to sucessfully implement aircraft in DayZ is to find a balance with them. It would be very hard to balance a UH-1Y in the game of DayZ. Anyone who thinks firing 2000 rounds of 5.56 every minute is a good plan then they have another thing coming. Military aircraft, as I will argue, should only come to fruition with modding tools. As has been said before if people want full militarization they are going to need to wait until modding tools. Military aircraft aside, I'm keen to discuss exactly how arcraft can be kept balanced while still making them satisfying in the long run: here are my ideas so far. Maintenance, maintenance, maintenance. This is the obvious and easy way to balance any form of aircraft implementation. The more in-depth the maintenance, the more difficult helicpters will be to use effectively. Realistic Damage. If aircraft take bona fide damage from bullets, then we will see them be used in a drastically different manner than we saw them used on the mod. On the mod aircraft were pretty beefy and hard to hit. Attack helicopters could be easy hit with bullets if they were attacking you or trying to land, but the amount of armor they had made them flying tanks. If aircraft have little to no armor (I.E, not military aircfraft) then nobody will fly low and base hunt out of fear of being shot down. We will see them used in civilian-esque ways instead of airforce-esque ways. Better (more realistic) Flight Model. Aircraft should definitely, definitely, definitely, behave in a more realistic manner than the way they behaved in Arma 2. Flying a helicopter was literal child's play. Autohover was constantly used by 95% of all pilots simply because they are bad pilots, but autohover allowed them to takeoff and land. Not loosing control, Landing properly, Taking off properly, actually flying straight, etc..., these are all things thta will become genuine issues for people. Even with the ease of flight in DayZ there was like a 20% crash rate. In my experience, 20% of all aircraft flights end in a crash (resulting from the poor average piloting skill of the public), imagine how high that number could be if helicopters were actually more challenging to fly. I don't even really need to make this argument regarding planes and autogyros, but a better flight model is absolutely expected. On the DayZ mod people crashed planes and gyros so frequently that literally only one in 50-100 players was competent at flying them. If the devs addressed these three main aspects, getting a helicopter could become so difficult that groups of 20 struggle to achieve it after weeks of play. Through part rarity, tool rarity, resource rarity/complexity it is possible to counteract the OPness of a heli of just about any size, but if helicopters should not be too OP in the first place, and overall they should not be nigh on impossible to get. The last and most important method of balance is the overall rarity dilemma. The issue is that once servers gain control of vehicle spawn rates, they will jack up the numbers, and those servers will become the most popular for that singular reason. This is where the concept of supplementary constructable ultralights comes in an tries to save the day. Ultralights in the form of fixed wings, autogyros, and mozzies (with their respective complexity and difficulty to construct) will satiate many players who want flight for the sake of flight without giving them something inherently OP. (1 passenger, basically no cargo capacity). Because of this, players and server owners will be much more apt to not want an increase in actual vehicle spawns because they will want to preserve their rarity and value, knowing that players have access to alternatives they an achieve through their own hard work. The problem is we all want aircraft to be rare, but even more so we want to actually use one more than once a year, and so we jack up the spawn rates and fuck over the rarity and then there are too many OP helicopters everywhere, and the game changes (Sky Captain and The World of Tomorrow :D). If we implement constructable ultralights then we address the problem on many fronts. Firstly we allow for more vehicles without making them free and spawned in everywhere, players have to work for them; value of aircraft is preserved and the number of constructable vehicles will only ever reflect the amount of work players have put into making them on a given server. Secondly, the 'extra vehicles' that exist as the result of being constructed by players will be inherently weaker and more limited than real helicopters; we satiate people with a vehicle of their own after two weeks of work, but we don't break the game by rewarding them with something over powered. This also keeps real helicopters much more valuable given that they can actually be used as transports so the most powerful groups (or the badmins) can be the ones to vie for the ultimate power (if indeed it be that). Thirdly, and perhaps in the end the most important reason to have constructable ultralights is Realism/authenticity. Small groups and lone survivors simply aren't going to have the where-with-all to maintain and operate any kind of medium or large helicopter. Realistically the best they could hope for in the name of reconnaissance or travel is an ultralight that they can actually construct, maintain, and fly on their own. Given the availability of ultralights, many players will opt for an ultralight instead of going for a much harder to maintain/fuel/fly large helicopter. As a result instead of servers needing to spawn 20 helicopters to satisfy their playerbase, they might only need to spawn 4 or 5, or even 2-1. Instead of everyone and their grandmother flying around in a little bird or better, the aircraft economy will actually scale with the strength of groups who play on a given server. The level of maintenance required such as complexity of parts and amount of resources required can also scale with group strength; only large groups will be able to power the machine shops and fabricate parts they need; only large groups would be able to collect enough fuel for a large aircraft like a little bird. And I promised myself I wouldn't make a huge post... TL;DR: BALANCE!!!!! balance real aircraft with extraordinary maintenance requirements, weak armor resulting in extreme fear of bullets while flying (realistic damage), and make them be much more difficult to fly (wind, turbulence, tailspin, no auto hover, etc...). Add Ultralights in order to neuter the chance of 2000 vehicle bonanza servers, thus preserving the value and rarity of actual aircraft while giving something less powerful and more authentic to smaller groups who cannot fight for the super rare helicopters. Not to mention ultralights would instantly become an incredibly attractive end game. -
You will need to update your db with the extra tables needed to run vehicles. its all included in the sql files
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how the new method of spawning vehicles, on my server are not spawning, before used this line in startServer.bat. \ MySQL \ bin \ mysql.exe --user --password = = dayz dayz host = 127.0. 0.1 --port = 3306 = --database HiveMind --execute = "call pMain (1)", now do not know how it works. :rolleyes: :rolleyes:
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I believe guns should be no more difficult to use then real guns, if anything. I don't think it's good for the game to limit the use of any weapon, tool, or item simply because this is a zombie apocalypse. I've never survived an actual zombie apocalypse. Have you? The game is in alpha. Oh, there's that dreaded word again....alpha! Either accept it or move on. There's been way too much whining about DayZ being in alpha in these forums. I like how DayZ is being developed. But it is an alpha so I expect some broken mechanics etc. DayZ is in the testing phase. That's what a game in alpha means. Sorry if you feel ignored because DayZ isn't playing like a complete game. Cry to your mom, please. Let her hear the whining. It's gotten old hearing it here. Here are a few things (That's "few" as in not everything, in case you're not sure.) that I'd like to see in DayZ in its FINAL form: 1. More vehicles 2. Crazier zombies 3. More company owned servers. (Rented servers have some horrible admins who kick you if you're too good or not their friend. Which is fine if there are plenty of company owned servers.) 4. Spawns that move you around the whole of Chenaraus. Not the same spots every day. Which leads to wimps camping out to KOS new spawns. 5. Loot that moves around to keep players on their toes. It is an apocalypse so yes there would be difficulties. 6. A live means of reporting hackers to admins. Maybe a typed word that would trigger an alert to admins who may be online at the time. (Not sure if this would work. Just a thought. ) 7. A way to add a server to my Favorites when I'm already in the game. Sometimes I randomly pick servers from the list hoping it will be a good one. When I play I can see if my experience on that server is good. Many times I've looked in History and I don't see the server I last played. Why this happens, I couldn't say. Anyway, it's just an idea. These are just a few ideas. My ideas aren't better then yours. They're just ideas. Cheers.
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Aircraft: What kinds would you like to see? Share your opinion!
Katana67 replied to FlimFlamm's topic in General Discussion
Everything short of delivering explosives on both fixed-wing and rotary-wing aircraft, and even then, if they want to throw a Hydra pod on the UH-1Y (that has to be looted from an airfield, and stocked with rare-ass FFARs) then so be it. Door and/or mounted pylon guns are fine, so long as they... - Don't come as standard, meaning you have to loot and attach them - Have to actually be resupplied with ammunition, again, meaning you have to loot a ton of ammunition, find belt links, find an ammo box, etc. - Have some sort of maintenance requirement - Are suitably rare That said, I don't necessarily want to see "crafted" airframes. Ultralight scout vehicles, sure, no problem. But there's a lot of overlap. Not to rehash the old argument, but aircraft are not irrevocably and innately incompatible with DayZ by any means. They're going to be in DayZ, get over it. -
I need to help for spawn vehicles in my server after install the version 1.8.6.1. I not solved the problem, can you help me?
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Easiest method of installing DayZ mod and other relevant information
BC_Hawke posted a topic in Mod Announcements & Info
Here is some helpful information on the easiest method of installing the mod, how to find and join servers, and what to know about the mod if you're coming over from DayZ Standalone: Installing the mod is easier than ever now that it's available on Steam! What you need To play DayZ mod, you need to purchase the following on Steam: · ArmA 2 (A2) · ArmA 2: Operation Arrowhead (A2OA) You can purchase these two games as a bundle called ArmA 2: Combined Operations. The only other thing you need is to download/install DayZ mod via Steam. How to install DayZ mod Here's the step-by-step process for easily installing the mod: · Install and update A2/A2OA via Steam · Open and run A2/A2OA once each to create some necessary config files (even just getting to the main menu is far enough) · Install and update DayZ mod via Steam · Run DayZ mod via Steam How to find servers When trying out DayZ mod for the first time, I highly recommend joining a vanilla DayZ mod server. This means a server running the original DayZ mod defaults without adding all sorts of custom content like extra vehicles, starting loadouts, etc. Here is a list of vanilla DayZ mod servers. Finding a server you want to join in DayZ mod's multiplayer menu can be confusing, because the server list that populates will include servers for all sorts of other DayZ variant mods like Epoch/Origins/Overwatch/etc. I recommend using Gametracker (or reference the list of vanilla servers I posted above) to find the server you'd like and then manually entering the IP/port in the multiplayer menu. Here's how to manually connect to a server: · Open DayZ mod · Click on "multiplayer" to get to multiplayer menu · Click "remote" at the bottom and enter the IP/Port of the server you want to join 3rd party installers/launchers/browsers Personally I recommend avoiding any 3rd party launchers since it is so easy to install/update via Steam now. 3rd party installers tend to end up being neglected by their developers and cause a lot of issues with installing the game. DayZ Commander was known as the go-to installer for DayZ mod but it has been neglected for a long time and causes all sorts of issues installing the mod, yet for some reason people still want to use it. It is possible to get it to work, but it has caused and avalanche of problems for people that are trying to get into the mod. Avoid it like the plague. You should really avoid any 3rd party installers if you can, but they are really handy for installing mod derivatives such as Epoch/Overpoch/etc and they usually have a server browser that you can use to favorite servers and filter them based on what mod you want to play. The official A2/DayZ mod installer is Play With Six but people say it's not very intuitive. It's also not specifically for DayZ but rather for a variety of A2/A3 mods. A lot of mod players are using DayZ Launcher. I hear that it can be finicky but that it's the go-to installer currently. Hope this information is helpful for some of you. Feel free to ask any questions, PM me, or hop on over to /r/dayzmod as there's a lot of knowledgeable people over there that can help you get started and playing. Many servers have a TeamSpeak server associated with their DayZ server and they're great for getting help or meeting up with other players. Have fun trying out the mod! Below is information I submitted before in a post titled "what you should know about DayZ mod if your coming over from SA" I've been asked to repost this information that I posted a while back seeing as lately there's been a lot of SA players showing interest in getting into (or back into) the mod. I've updated it to reflect recent changes. Incoming wall of text!! TL,DR below A lot of SA players these days have been showing interest in trying out the mod. The thing is, though, DayZ mod has become very confusing because of a plethora of different server types and various mods of DayZ mod. Because of this, people often join a variant of DayZ that is completely different from what they thought the game would be, and immediately become disillusioned with the mod. I've found that a lot of SA players like the difficult survival aspects of DayZ but end up in mod servers with 1,000,000+ vehicles that spawn you with high end gear, not even realizing that this is a highly modified version of DayZ mod. Conversely, some people come try out the mod expecting to jump in a vehicle or helicopter within 5 minutes of spawning but join a vanilla server and get bored with it in 30 minutes. Hopefully this will clear up some confusion for those of you who want to try the mod out for the first time. What is "Vanilla" DayZ, and how do I find it? A lot of people that are new to DayZ never actually experience the mod as it was intended because a majority of servers have altered the settings to make the game easier and more PvP and vehicle centered. People often refer any official DayZ mod server as "vanilla", but a lot of official DayZ mod servers have these custom settings. Vanilla DayZ refers to servers running the official DayZ mod with unaltered settings outside of a few predetermined basic ones like crosshairs, 1st/3rd person, full moon, and timezone. In other words, there are no added vehicles, buildings, or choppers beyond what is already in the original DayZ mod, you don't spawn with weapons, tools, or a backpack, and the server is on a real-time 24 hour day/night cycle. I always recommend to people trying the mod out for the first time to join vanilla DayZ servers so they can really experience the original game before going to custom modified servers or other mods. However, finding vanilla servers can be difficult. Nearly every private hive server (note: all DayZ mod servers are now private hives now as the public hive is gone, though there are talks of bringing it back) has been heavily modified, so you have to look hard for vanilla servers that run the default settings that the public hive servers used to use. Most vanilla servers will have "vanilla" in the server title, so you can filter for "vanilla" either in the in-game server browser or at Gametracker. Here's a list of some known vanilla DayZ mod servers. You can join them by searching for their name in the in-game browser or by manually entering their IP/port by going to the multiplayer menu and clicking on the "remote" button at the bottom. Note that the Gametracker URL for each server has the IP/Port within it. Public hive servers vs. private hive servers This section is moot now that the public hive is gone, but it gives a little back story as to how DayZ mod private servers radically changed the game (for the worse IMO) so I'll leave it here. Just remember that instead of looking for public hives you should be looking for vanilla private hives to join now. Much like SA, the official DayZ mod has a public database that stores your character's data. Your inventory, weapons, backpack, humanity, and outfit stay with you no matter what public hive server you join, though persistent items like tents and vehicles stay in the server that you left them in. Private hive servers have their own database, so your inventory, weapons, etc are unique to that server. Back when the DayZ mod public hive servers were getting hacked to death in late 2012/early 2013, private hives were the savior of DayZ mod because they could be much more closely monitored for hacking and some even had a whitelisting process to get in. The late BMRF servers were really well known for running quality servers that were for the most part hacker free and kept very close to DayZ's original intent. However, as time went on, the private hive servers became more and more heavily modified to attract players. This led to the state that DayZ mod is in now where a majority of servers are heavily modified with 24/7 daytime, added vehicles/choppers, map changes, the list goes on. It is regularly argued whether this has been for better or for worse, but that's a different conversation. Mods of DayZ mod This one is pretty well known, so not much needs to be said about it. Several mods of DayZ have been made, each focusing on different aspects of the game. Some of them add a lot of different aspects such as base building and more advanced crafting. Others focus on survival and minimalism, keeping true to the original idea of DayZ. By far the most popular mods right now are Epoch and Overwatch (and the hybrid Overpoch). Epoch focuses heavily on base building system they have implemented as well as a currency system. Overwatch has a plethora of added vehicles and weapons and focuses primarily on PvP. Another mod that used to be popular but is thinning out is DayZero, which focused on optimizing DayZ while adding building interiors and improved weapon models and sounds as well as map changes. There are many other mods such as Namalsk and 2017 to name a couple, but most of them have very few players. These mods are easily installed using a 3rd party installer like Play With Six or DayZ Launcher. Some other popular questions: What's with all the zombies!? I can't even pick up loot! Believe it or not, SA will eventually have as many zombies as the mod (I hope). As most of you know, the current SA zombies are a WIP and due to limited server performance there are very few zombies. It can be easy to get mauled to death very quickly in the mod if you're not careful. The good thing is, in the mod you can sneak past zombies if you're stealthy (shift to walk, crouch, prone crawl if you have to) NOTE: you can do this now in SA as well. My original posting of this was before the new zombie AI was implemented. At night it's easy to sneak past them because it's harder for them to see and hear you. If you do aggro zombies, you can lose them by going into a building that has two entrances. The zombies can only walk indoors, so you can dash out the other exit and lose them. If there's no enterable buildings nearby, you can go through bushes and trees, and zig zag through fences/walls/buildings. You can lose the aggro if you do it right. Above all, find a melee weapon ASAP. When you pick it up, it will be on your tool belt. Open your inventory, right click on it, and click "remove from tool belt". The melee is far from perfect in the mod as Arma 2 didn't have a melee system. However, with practice, you can become really good at zombie slaying. Why can't I go inside most of the buildings? Arma 2 was a military sim that put very little focus on indoor CQC. The battles were fought on the fields of Chernarus as well as in the air above it. As a result very few buildings had interiors modeled. Unfortunately, the official DayZ mod devs are not allowed to modify the assets that make up the Chernarus map due to copyright. However, the DayZero mod added interiors to several buildings. I suggest checking it out. What's with this crappy inventory?! Yes, the DayZ mod inventory is very primitive and it has issues such as deleting items that you try to put into a full backpack. With some patience and practice the inventory becomes simple to use. I believe there's some how-to videos and forum posts out there that can help. This game looks like shit! Actually, for it's time, Arma 2 looked stunning, and is still a beautiful game today even though it lacks the lighting effects and highly detailed models in SA. Before you judge it, take a look at your settings. A lot of people immediately go for the "best FPS" settings, which is great for performance, but will severely impact the visual quality of the game. I suggest, even if it's just for a few minutes to test it out, turning all your settings up to high or very high (even shadows which has a big impact on visual quality), turn on anti-aliasing, setting ATOC to Arma 2 grass + trees, FXAA high sharp, and post processing to "low" or any setting higher than that. The game will look amazing compared to minimal settings. ALSO, if you haven't bought it, get the Arma 2 DLC Private Military Company and British Armed Forces. This DLC will add higher quality textures to certain models which improve the look of the game. Hope this helps out anyone that wants to try DayZ mod. Feel free to respond here or PM me if you have any questions. TL,DR: There are many variants of DayZ mod which people don't always understand when they try it out. There is vanilla DayZ (unmodified DayZ - see server list above), modified private hives with added features (easy to find these servers), and mods of DayZ mod. Look around to see which is right for you. I recommend trying vanilla first, then checking the other ones out! Be sure to read documentation on installing the proper Arma 2 OA patch to be able to join servers running different patches -
Aircraft: What kinds would you like to see? Share your opinion!
FlimFlamm replied to FlimFlamm's topic in General Discussion
Regarding the results of the poll so far, a few interesting trends are emerging. Very few people want to see "full blown military aircraft"... Most people seem to be interested in seeing "constructable ultralight aircraft" (This pleases me immensely :D), and also "Light civilian helicopters, limited passenger capacity (4-6)" The latter statistic might overlap with "Civilian helicopters with doors which passengers can shoot their guns from, or drop grenades" which has slightly less than 50% of the vote and so a new poll might be required to find out what the result would be between strictly helis 4-6 capacity versus helis 4-6 capcity capable of door gunning. The conclusions I would draw is that people want aircraft to be very limited in their power and also people are generally interested in seeing constructable ultralights. If I was a dev then I would think about conceding ;) If I had it my way, personally (please nobody hate me for this), I would make vanilla have two choppas with 4-6 capacity (undecided on shooting from doors), two planes like cessnas or something, which would have a 4 capacity but be better on fuel and be able to lift more than the chopper (obviously landing is a hassle). Aside from this all other aircraft would come in the form of constructable Ultralights. Now before we all freak out and fear that the skies will be filled with mozzies or gyros or areolites, I would also limit the number of engines that players can find in order to limit the availability and maximum number of possible makeshift vehicles. Engines would also not be transferrable server to server, so there would be no latteral issue between servers either. The amount of tools and crap required would be immense, making them pretty hard to exploit. The system in theory would work :/ -
Aircraft: What kinds would you like to see? Share your opinion!
FlimFlamm replied to FlimFlamm's topic in General Discussion
I've got a hard on specifically for a glorious thing called an "autogyro". If I had that I wouldn't care about anything else :). Me second hard on comes from planes of any kind. I love flying planes. They require less fuel and can lift more. They are harder to exploit for a tactical advantage in DayZ and therefore have less impact on the game than a chopper (Gyros included). It's very important to me that the devs get vehicles right, or else vanilla DayZ SA will go the exact same way of the vanilla DayZ mod for arma 2. I think the best solution to this is to supplement vehicle access with hard to construct makeshift/ultralight replacements. This way servers won't feel the need to jack up vehicle spawn rates, vehicles will still be hard to get, and real vehicles will still be far superior to their makeshift/ultralight counterparts and therefore real vehicles will still be icnredibly valuable. This opinion goes a bit off topic of the thread but it's still quite relevant. I've made a thread in the past about makeshift ground vehicles, it got a good response. (IIRC) I might ressurect it or simply create a new thread devoted specifically to the concept/mechanic of players putting their own vehicles/aircraft together from tools, raw materials, and parts. -
Aircraft: What kinds would you like to see? Share your opinion!
FlimFlamm replied to FlimFlamm's topic in General Discussion
Any fellow Scotia Novan DayZ players is alright in my books :) I type too much sometimes... It's like a drug... The TL;DR of my most recent post is that with the vanilla mod most servers wound up jacking up the vehicle spawn count to ridiculous numbers because people felt they were too rare. It had the ironic effect of making them feel worthless... Until the mods hit the scene and then supplementary vehicle access was added like bicyceles, makeshift vehicles, and NPC vendors. (not that i am supportive of NPC vendors, it was just a ebtter system than 2000 vehicle bonanzas) -
Aircraft: What kinds would you like to see? Share your opinion!
FlimFlamm replied to FlimFlamm's topic in General Discussion
I would like to make a quick point not so much about aircraft specifically, but about vehicles in general. It begins with the story of the DayZ mod, when we all heard about this cool new freeish game and we tried it; turned out to be amazing. We were all instantly hooked. We play for a few days, and then suddenly we see a car drive by at high speeds along the coastal highway where we are roaming. "HOLY SHIT THIS GAME HAS VEHICLES?" We all thought... Then we continued playing for around a month but lamentingly we were not able to actually find a vehicle; turns out they are too rare to actually hope for. *several months pass For some strange and unknown reason, all of a sudden there are a crap ton of vehicles everywhere. They are now easy to find and as a result you don't even feel like they're worth anything. even the helicopter you found. "Big whup", you think... *several more months pass You can no longer play on the server that you began on because it has given way to something called "2000 VEHICLE BONANZA". The most popular servers are ones that have vehicle numbers jacked way up and manys ervers are getting replaced by modded versions of themselves. These modded versions alter the way vehicles are accessed, increasing their potential numbers but still keeping them somewhat difficult to get. *a year passes The original version of DayZ that got you hooked, nobody any longer plays. It's fun but it is only fun for so long when you either cannot get a vehicle due to rarity or everyone can get them becasue they're too easy to get (the vanilla mod's main issue). The result is that everyone has now migrated onto modded servers that flesh out deeper vehicle functionality and improve means of access. These mods are very popular (even still today) If I had it my way, I would lobby for 1-2 actual helicopters capable of transporting lots of players, a couple cessnas capable of doing the same, (so 4 natural aircraft total), and then all other aircraft would need to be laboriously constructed by individuals and groups, and would only come in the form of ultralights. If servers want to, they could also turn off spawning helicopters alltogether, and disable construction of ultralights. If your guy's vision of a flightless DayZ is good, then I'm sure some servers will cater to it. One of the things that I really hope gets addressed is the problem of servers jacking vehicle spawn numbers way up to make them accessible. There are other ways to make them accessible without jacking up their inherent spawn rates, constructable ultralights being for me the most attractive option. -
Is it worth buying Dayz standalone yet? [With Developer responses]
nebuuuu replied to Blade4777980's topic in General Discussion
yeah old days maybe never comeback..and for me, that wasn`t the reason to buy the standalone. But i searched for the special feeling from the mod and the mods from the mod ^^, the whole environment, the stuff from dayz mod and the mechanics like basebuilding, vehicles, loottours, pvp, maybe missions vs ai like in overpoch etc. All this stuff is hopefully coming in the next months/years...or atleast in the mods for the standalone. The big reason why i paused dayz standalone for quite a while now, is because of the missing persistence. I don`t wanna repack all the stuff every wednesday. I just wanna craft, loot, search for other people to steal stuff from them, to build my own little base, somewhere in the woods. With a little fireplace, maybe a truck, tent and yeah...i would be happy. (even if i lost everything to thiefs and have to start again.no prob) This content is not in the standalone, so i have to wait and hope, that the development of the game will be steady and late-game-stuff will be implemented soon. But yeah, alpha and other probs like fps, mapchanges, serverarchitecture etc. are more important. I understand it and have to wait for the real game-content, to come. Like much people said in the last weeks, months: just wait and give feedback, to play standalone again. The game is not dead, the developement is still in progress and dayz standalone have big steps to make to be a awesome game at the end, but atleast they are on a good way, in my opinion. Like the new zombie ai, the already good apocalyptic feeling and different ways to build your char up etc. Don`t give this game up. The potential is very high and i still believe in the future updates and the team. There is no reason to be dramatic. Just pause the game and look for it in about 1-2 month steps. Cheers :) -
The ideal place to post bugs is: https://github.com/DayZMod/DayZ/issues Please make sure they are listed to the DayZ project. Feature requests can also be made through this system. Full Download: Client Files: http://se1.dayz.nu/latest/1.8.5/%40Client-1.8.5-Full.rar Server Files: http://se1.dayz.nu/latest/1.8.5/%40Server-1.8.5-Full.rar Mission File: http://se1.dayz.nu/latest/1.8.5/dayz_1337.chernarus.pbo DB SQL: http://se1.dayz.nu/latest/1.8.5/1.8.5.rar ExperimentalVehicleSpawnSystem: http://se1.dayz.nu/latest/1.8.5/ExperimentalSpawnScript.rar Prerequisites: * [Prerequisites] - Microsoft Visual C++ 2010 SP1 x86 Redistributable (http://www.microsoft...ls.aspx?id=8328) * [Prerequisites] - Battleye Filters must be updated manually by server admins. (https://github.com/D...attleye-Filters) * [Prerequisites] - Updated to the newest beta using Steam. Notes * [server-Admins] - Make sure to remove the temporary mission file we don't wont the old temp system overriding the new one. * [server-Admins] - ExperimentalVehicleSpawnSystem is a new spawn system witch allows inventory/hitpoints/locations to be alot more random then they are now. The system is a little more complex then the old one. Please Note inventory is still being updated on all vehicles admins can feel free to create random loot items while they wait for one from us. Changes: [New] - Added Global attack range value. [New] - all 7 attachments added to loot system. (old system, waiting on some new models) [New] - Maintenance mode for built items has been started. (can be Enabled/Disabled by the admin, Times can be changed by the server admins). [New] - Some built items can now be dismantled by players each object requires different tools to dismantle each object has a chance to break tools used. (Example Sandbag fence requires a shovel) [New] - New crafting Recipe Nails,(equip_metal_sheet X 1 = equip_nails X 10, Toolbox Needed, MetalSheet spawns Construction,Industrial). [updated] - Czech stringtables. [updated] - Player temperature - Changed sun to +3, Changed rain to -2.5, changed Moving to +2.1. (added in vehicle check to water). [updated] - MatchBox system reset back to 1.8.2. [updated] - Missing strings. [updated] - Loot tables updated to remove weapons with attachments you can add. [updated] - Splints and Sepsis bandages can now be given to other players [updated] - Only owners can dismantle built items at no chance of broken items. [updated] - Loot weights for loot groups.[updated] - WoodenSplint Recipe (PartWoodPile X 2,equip_string X 1).[updated] - Lowered Melee range. by 0.01 from 0.05 to 0.04[updated] - You can now turn rope into String.[updated] - Zed Animations have been moved back to a smooth animation transition from an instant move.[updated] - Both tents impact sounds have been updated. [updated] - Armor values of fences have been updated based on the level of fence.[updated] - Gates now require nails in place of screws. [Fixed] - Traps have now been rolled back to 1.8.2. [Fixed] - Sandbags, Hedgehogs, Wire can now be built on roads. [Fixed] - Gate break in action is now shown to everyone but the owner of the gate. [Fixed] - Journal entry for the new temperature disable system. [Fixed] - Identified an out of memory issue caused by private scoped items trying to spawn. (Root cause identified Thanks to the ppl involved.) [Fixed] - Quick fix to resolve players using an exploit to enter base's. Add report to admin also. [Fixed] - Humanity missing variable added. [Fixed] - Fence owners are no longer added to when other players upgrade built items. [Fixed] - Dome tents have been added to cleanup system. [Fixed] - Restored old low blood level effects. [Fixed] - Identified an out of scope variable causing an issue within the gearHandler. [Fixed] - DomeTent has now bee fixed to take damage. [Removed] - loot Table Items (ItemMetalSheet(Not the one used in recipes),ItemConcreteBlock,ItemRSJ,ItemScrews). Contributing ------------ Want to contribute? Or have we missed your name? Please contact R4Z0R49 on http://dayzmod.com/forums/ Quick Install Info: Full Download Full Client Files.Navigate to your arma 2 operation arrowhead directoryExtract the @Client-1.8.5-Full into your arma 2 operation arrowhead directory.To start DayZ use a command line string like the belowARMA2OA.exe -mod=@Dayz;CA; -noFilePatching -skipIntro -nosplash -noPause -world=Chernarus