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Found 43103 results

  1. Ol' Janx Spirit

    Exploits/Hacks

    Been playing on a modded server (while we're waiting for Arma 4 🙂 ), and have found that some players appear to be using exploits/hacks to accurately shoot players inside closed up self built Bases. Sadly the admin doesn't care. Is this common with modded servers? Is there better protection from hackers in Vanilla servers? We have video to corroborate. Also reported to BattleEye. The server in question is GenesisPC[Exp]|Guns|Vehicles|Traders|StartPack|SpawnSelector|Super Thanks Janx
  2. {Looking for Roleplayers} We are a New server with amazing mods and staff! If you are interested in roleplaying as the police of deerisle? Well, we have the outfits and the items for you to enjoy and create the detail you are looking for! (Need Factions) (Active Factions Recruiting) We have a Cannibal Mod that allows people who kill others to skin and eat them!! (Need Cannibals/Bandits) We have an RP Tavern that sells rare items and posts State Wide Bounties!! [NEW!!] {S.O.S.} State Of Survival | RP/PVP | DeerIsle | PC [https://discord.gg/gZbPe3v3jk] What we have to offer: -Active Staff. -Active Development. [Hiring] -Detailed Clothing Packs. -Sunday Raids. -Quality Roleplay. -PVP ZONES! -Taverns & RP Towns. -Modded. -Helicopters/Bad Ass Vehicles. -BBP/Furniture. -Professional Partnerships. -Custom Quests & KeyCard Bunkers.
  3. THEGordonFreeman

    Stable Update 1.19

    There are multiple ADS bugs, the worst of which is the ADS delay. That pisses me off to no end, when I raise my weapon and sometimes a 3 second delay before ADS, you're right, there is no excuse for that. I should never give them any slack for it, but I disagree in that vehicles in this game are indeed more important because the maps are vast, and moving equipment and such is important to securing bases. Walking a barrel or generator 10 KM is not fun, I don't care who you are. AFA Zombie AI, I gave up on that long ago. Same as animal behavior and what is sad about that is that BI bought a studio that specialized in Animal Behavior, they were known for their hunting games. Hmmph, that must have been money wasted because nothing awesome ever appeared in game. I mean they only have a couple of modes, eat, rest, drink, run away. Animals are waaaay to easy to kill. Deer should be just a bit more skiddish. On our server, we have lowered the amount of meat you get from animals to a little more than half. So, with a pig, you get 3 or 4 steaks, with a deer, it's about 5, cow is about 6 as well, depends on if you clean shoot and have a good knife.
  4. THEGordonFreeman

    Stable Update 1.19

    SO an announcement came out the other day that BI was asking the community what new hats people wanted to add to the game. I never thought the day would come that they ran out of ideas for new hats. Vehicles still broken. Server exploits still prevalent. Hackers and cheaters literally everywhere. ESP still a problem with non-admins. Trees and bushes that still magically stop bullets... AND BI WANTS TO ADD MORE HATS! Why am I not surprised?!?! Dear DayZ Santa I wish you guys would fix vehicles after waiting over 4 years. Everytime I look under the tree for vehicle fixes, I see a lump of coal in the shape of a V3S. All I know to do is to set it on fire to mimic how much it is worth in the real game since the latest patch. Would it be possible for any of my sniper weapons to be able to penetrate the branches of all trees and bushes, even if the trajectory goes awry, you know, like in real life? Also, is it within the realm of possibility you could secure your server database so an 8 year old cannot hose it with free tools on the internet? I would have thought a multimillion dollar company making a game for the last 9 years could manage these tasks. It's doubtful. Maybe the magic of Christmas could be real for once. PS DayZ Santa, you don't need your sleigh this year, just choose any vehicle on any server, it will eventually launch you into the sky better than Rudolph ever thought he could.
  5. Aaron McAuley-Black

    SpyZ Chernarus Heights PvE Xbox

    Our server offers a friendly DayZ community for players to explore, hunt, build, and trade with other survivors without worrying about being robbed or killed. We have many systems in place to eliminate griefers and rule-breakers, and to provide our community with the best PVE experience on DayZ. Quick Info ⦁ No Base Damage ⦁ Active players and Admins. ⦁ 32 Slots. ⦁ 4 Hour restart. ⦁ Factions. ⦁ Bot Feeds (Kills, Flag feed, damage feed). ⦁ Leaderboards (Distance Traveled, Time played). ⦁ Play rewards. ⦁ Earnable rank roles. ⦁ Player stats. ⦁ 1pp/3pp ⦁ Mouse & Keyboard enabled ⦁ Custom Castles and Buildings (Buyable) Survivors ⦁ New surviors spawn near Elektrozavodsk. Vehicles ⦁ Vehicles spawn missing the spark/glow plug, water, and headlights. ⦁ The MS3 Truck and M1025 Humvee spawning missing the battery. Zombies ⦁ Zombies drop more loot overall. ⦁ Zombies drop building supplies. ⦁ Realistic zombie ammo drops. Loot ⦁ Food and water is easier to find. ⦁ Base building supplies are to find. Weapons ⦁ Color variants of most compatible items added. ⦁ Military grade guns are somewhat more common. ⦁ Guns spawn with magazines. ⦁ Magazines and ammo loot spawns 70% to 100% full. Environment ⦁ Increased all animal spawns across the map. ⦁ Well balanced helicopter crash sites. Currency ⦁ Ingame trader shop ⦁ Coin Currency ⦁ Sellable loot ⦁ Work/Gamble ⦁ Command shop (buyable vehicle/materials spawns) Zones ⦁ Newcomer zone ⦁ PvP zones ⦁ Safe zones Systems ⦁ Anti base raid system ⦁ Auto bans zones https://discord.gg/b8ZMp8RA7u
  6. Ashley Brewer

    District 22

    https://discord.gg/5AQunj959e Low chance of full vehicles Pve zones Pvp zones BOOSTED ANIMALS SLIGHTLY ABOVE VANILLA LOOT DISCORD CURRENCY PVP RAID 24/7 PVE NO RAID (IF YOU BASE IN PVE YOU CANT RAID IN PVP) OFFLINE RAIDING 32 SLOT ACTIVE TRADER Friendly admin M & K ENABLED CARLOT EXCLUSIVE MODS EVENTS WEEKLY FACTIONS WELCOME UNLIMITED STAMINA SAFE FOR ALL GAMERS 18+ ~NOW WITH~ AIRDROPS SANTA SLEIGH DROPS BUNKERS . https://discord.gg/5AQunj959e https://youtu.be/yQvlHslbjZE
  7. Parazight

    Stable Update 1.19

    The new vehicle physics is a fail. Bad design. I still have to stop while driving because on the client side the cars still bounce around. While they are stable server side, I get shot and killed waiting for the desync to end. It’s a real easy shot. Just a guy, in a car, between towns just ASKING to get shot. please fix vehicles.
  8. THEGordonFreeman

    Stable Update 1.19

    So how is it exactly that ARMA 3 and hell even PUBG have better vehicle systems using the same Internet Connection. Both are open world simulations to a degree and the vehicles just work. DayZ's current vehicle simulation is not exactly all that great, certainly not really any better than what we had in the 1.18 and earlier patches... it just fails to work differently. The overall experience WHICH INCLUDES THE VEHICLE SIMULATION is piss poor at this point. That's all MOST gamers care about, can I drive a car reliably without getting killed continuously? If the answer is no, then it's failure, it's very simple.
  9. Derleth

    Stable Update 1.19

    My main question regarding the 1.19 vehicle changes is why they destroyed the M3S. It finally got a much needed buff to the highest gear giving it a more reasonable (close to RL too) top speed around 60 km/h. BUT of course that can't come without a drawback, so they completely destroyed its offroad capabilities and it can barely make it uphill anymore. It used to be the offroad king, now I just use it for storage. So - were these changes to the M3S intentional, or is it just another symptom of the botched vehicle changes in 1.19? Edit: Ohyeah, also when reversing all vehicles oversteer like crazy, it is almost impossible to control it when reversing. Why is this?
  10. K Smitt

    Stable Update 1.19

    Any chance you'll get around to fixing vehicles, I'd even take a revert at this point; desync and map fall throughs are at an all time high. Swimming need a massive adjustment since 1.19 it is near impossible to get onto a rock or any surface while in water. The inertia addition pretty much broke jumping; I understand that modded maps are not your problem but since the community has kept this game alive while you sat back and did nothing over the years it would be nice if you took them into consideration.
  11. Hello, today I set up a new server on a Windows 2012 root server and after it loads, this message comes up and then it doesn't load anymore [IdleMode] Entering IN - save processed my start.bat start DayZServer_x64.exe -config=serverDZ.cfg -port=2305 --dologs -adminlog -netlog -freezecheck -profiles=C:\dayz-server\DayZServerprofiles my serverDZ hostname = "PrivatGamingServer12124"; // Server name password = ""; // Password to connect to the server passwordAdmin = ""; // Password to become a server admin enableWhitelist = 0; // Enable/disable whitelist (value 0-1) maxPlayers = 60; // Maximum amount of players verifySignatures = 2; // Verifies .pbos against .bisign files. (only 2 is supported) forceSameBuild = 1; // When enabled, the server will allow the connection only to clients with same the .exe revision as the server (value 0-1) disableVoN = 0; // Enable/disable voice over network (value 0-1) vonCodecQuality = 20; // Voice over network codec quality, the higher the better (values 0-30) disable3rdPerson=0; // Toggles the 3rd person view for players (value 0-1) disableCrosshair=0; // Toggles the cross-hair (value 0-1) disablePersonalLight = 1; // Disables personal light for all clients connected to server lightingConfig = 0; // 0 for brighter night setup, 1 for darker night setup serverTime="SystemTime"; // Initial in-game time of the server. "SystemTime" means the local time of the machine. Another possibility is to set the time to some value in "YYYY/MM/DD/HH/MM" format, f.e. "2015/4/8/17/23" . serverTimeAcceleration=12; // Accelerated Time (value 0-24)// This is a time multiplier for in-game time. In this case, the time would move 24 times faster than normal, so an entire day would pass in one hour. serverNightTimeAcceleration=1; // Accelerated Nigh Time - The numerical value being a multiplier (0.1-64) and also multiplied by serverTimeAcceleration value. Thus, in case it is set to 4 and serverTimeAcceleration is set to 2, night time would move 8 times faster than normal. An entire night would pass in 3 hours. serverTimePersistent=0; // Persistent Time (value 0-1)// The actual server time is saved to storage, so when active, the next server start will use the saved time value. guaranteedUpdates=1; // Communication protocol used with game server (use only number 1) loginQueueConcurrentPlayers=5; // The number of players concurrently processed during the login process. Should prevent massive performance drop during connection when a lot of people are connecting at the same time. loginQueueMaxPlayers=500; // The maximum number of players that can wait in login queue instanceId = 1; // DayZ server instance id, to identify the number of instances per box and their storage folders with persistence files storageAutoFix = 1; // Checks if the persistence files are corrupted and replaces corrupted ones with empty ones (value 0-1) respawnTime = 5; // Sets the respawn delay (in seconds) before the player is able to get a new character on the server, when the previous one is dead class Missions { class DayZ { template="dayzOffline.chernarusplus"; // Mission to load on server startup. <MissionName>.<TerrainName> // Vanilla mission: dayzOffline.chernarusplus // DLC mission: dayzOffline.enoch }; }; Server Output 23:11:07 Dedicated host created. 23:11:08 [Inputs] Loading inputs default "bin/constants.xml" 23:11:08 [Inputs] Loading inputs default "bin/specific.xml" 23:11:08 [Inputs] Loading inputs cfg "C:\dayz-server\DayZServerprofiles\Users\Survivor\Server.core.xml" 23:11:08 [Inputs] Exporting inputs cfg "C:\dayz-server\DayZServerprofiles\Users\Survivor\Server.core.xml" 23:11:14 BattlEye Server: Initialized (v1.219, DayZ 1.19.155463) 23:11:14 SUCCESS: SteamGameServer_Init(0,8766,2305,27016,3,1.19.155463) 23:11:14 Roles assigned. 23:11:14 Reading mission ... 23:11:36 [CE][Hive] :: Initializing OFFLINE 23:11:36 [CE][Hive] :: Loading core data ... 23:11:36 [CE][CoreData] :: 7 root classes, 18 defaults, 0 updaters... 23:11:41 [CE][TypeSetup] :: 505 classes setuped... 23:11:41 [CE][RegisterBind] :: 0 classes binded... 23:11:41 [CE][RegisterConfig] :: 4726 config classes registered, 0 sub-counters... 23:11:41 [CE][Hive] :: Loading map data ... 23:11:41 [CE][IgnoreList] "cfgignorelist.xml" :: loaded 19 types 23:11:41 [CE][LoadPrototype] :: loaded 0 prototypes 23:11:41 55 containers, 232 points 23:11:41 0 dispatches, 0 proxies 23:11:41 [CE][LoadPrototype] :: last group name: Rail9... 23:11:41 !!! [CE] :: Unknown category: 'vehicleparts'. 23:11:41 !!! [CE] :: Unknown category: 'vehicleparts'. 23:11:41 !!! [CE] :: Unknown category: 'vehicleparts'. 23:11:41 !!! [CE] :: Unknown category: 'vehicleparts'. 23:11:41 !!! [CE] :: Unknown category: 'vehicleparts'. 23:11:41 !!! [CE] :: Unknown category: 'vehicleparts'. 23:11:41 !!! [CE] :: Unknown category: 'vehicleparts'. 23:11:41 !!! [CE] :: Unknown category: 'vehicleparts'. 23:11:41 !!! [CE] :: Unknown category: 'vehicleparts'. 23:11:41 !!! [CE] :: Unknown category: 'vehicleparts'. 23:11:41 !!! [CE] :: Unknown category: 'vehicleparts'. 23:11:41 !!! [CE] :: Unknown category: 'vehicleparts'. 23:11:41 !!! [CE] :: Unknown category: 'vehicleparts'. 23:11:41 !!! [CE] :: Unknown category: 'vehicleparts'. 23:11:41 !!! [CE] :: Unknown category: 'vehicleparts'. 23:11:41 !!! [CE] :: Unknown category: 'vehicleparts'. 23:11:41 !!! [CE] :: Unknown category: 'vehicleparts'. 23:11:41 !!! [CE] :: Unknown category: 'vehicleparts'. 23:11:41 !!! [CE] :: Unknown category: 'vehicleparts'. 23:11:41 !!! [CE] :: Unknown category: 'vehicleparts'. 23:11:41 !!! [CE] :: Unknown category: 'vehicleparts'. 23:11:41 !!! [CE] :: Unknown category: 'vehicleparts'. 23:11:41 !!! [CE] :: Unknown category: 'vehicleparts'. 23:11:41 !!! [CE] :: Unknown category: 'vehicleparts'. 23:11:41 !!! [CE] :: Unknown category: 'vehicleparts'. 23:11:41 !!! [CE] :: Unknown category: 'vehicleparts'. 23:11:41 [CE][LoadPrototype] :: loaded 379 prototypes 23:11:41 765 containers, 9747 points 23:11:41 36 dispatches, 128 proxies 23:11:41 !!! [CE][LoadPrototype] 5 groups have no points... 23:11:41 [CE][LoadPrototype] :: last group name: Land_Wreck_Tractor_DE... 23:11:41 [CE][LoadPrototype] :: loaded 0 prototypes 23:11:41 55 containers, 232 points 23:11:41 0 dispatches, 0 proxies 23:11:41 [CE][LoadPrototype] :: last group name: Rail9... 23:11:43 [CE][LoadMap] "Dirt" :: loaded 0 groups, groups failed: 0, largest group range: 34.2 23:11:43 [CE][LoadMap] "Dirt" :: loaded 0 groups, groups failed: 0, largest group range: 34.2 23:11:43 [CE][LoadClusters] "Cluster" :: Loading files... 23:11:44 [CE][LoadClusters] :: file: "mapgroupcluster.xml", 9 types, 50000 instances 23:11:44 [CE][LoadClusters] :: file: "mapgroupcluster01", 9 types, 50000 instances 23:11:44 [CE][LoadClusters] :: file: "mapgroupcluster02", 9 types, 50000 instances 23:11:45 [CE][LoadClusters] :: file: "mapgroupcluster03", 9 types, 50000 instances 23:11:45 [CE][LoadClusters] :: file: "mapgroupcluster04", 9 types, 17347 instances 23:11:45 [CE][Storage] ver:21 stamp:446, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\types.bin" 23:11:45 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\types.001" 23:11:45 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\types.002" 23:11:45 [CE][Storage] Restoring file "mpmissions\dayzOffline.chernarusplus\storage_1\data\types.bin". 23:11:45 [CE][offlineDB] :: Loaded 47 dynamic events 225 total types. 23:11:45 [CE][offlineDB] :: Loaded 47 dynamic events 225 total types. 23:11:45 [CE][Storage] ver:21 stamp:446, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\events.bin" 23:11:45 [CE][Storage] ver:21 stamp:446, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\events.bin" 23:11:45 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\events.001" 23:11:45 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\events.002" 23:11:45 [CE][Storage] Restoring file "mpmissions\dayzOffline.chernarusplus\storage_1\data\events.bin". 23:11:45 [CE][DynamicEvent] Load Events:[47] Primary spawners: 47 Secondary spawners: 4 23:11:45 [CE][Storage] ver:25 stamp:446, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_000.bin" 23:11:45 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_000.001" 23:11:45 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_000.002" 23:11:45 [CE][Storage] Restoring file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_000.bin" 925 items. 23:11:46 925 items loaded. (0 failed) 23:11:46 [CE][Storage] ver:25 stamp:446, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_001.bin" 23:11:46 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_001.001" 23:11:46 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_001.002" 23:11:46 [CE][Storage] Restoring file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_001.bin" 1685 items. 23:11:47 1685 items loaded. (0 failed) 23:11:47 [CE][Storage] ver:25 stamp:446, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_002.bin" 23:11:47 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_002.001" 23:11:47 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_002.002" 23:11:47 [CE][Storage] Restoring file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_002.bin" 2531 items. 23:11:49 2531 items loaded. (0 failed) 23:11:49 [CE][Storage] ver:25 stamp:446, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_003.bin" 23:11:49 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_003.001" 23:11:49 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_003.002" 23:11:49 [CE][Storage] Restoring file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_003.bin" 2197 items. 23:11:50 [CE][Storage] ver:25 stamp:446, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_004.bin" 23:11:50 [CE][Storage] ver:25 stamp:446, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_004.bin" 23:11:50 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_004.001" 23:11:50 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_004.002" 23:11:50 [CE][Storage] Restoring file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_004.bin" 1879 items. 23:11:51 [CE][Storage] ver:25 stamp:446, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_005.bin" 23:11:51 [CE][Storage] ver:25 stamp:446, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_005.bin" 23:11:51 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_005.001" 23:11:51 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_005.002" 23:11:51 [CE][Storage] Restoring file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_005.bin" 2170 items. 23:11:53 2170 items loaded. (0 failed) 23:11:53 [CE][Storage] ver:25 stamp:446, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_006.bin" 23:11:53 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_006.001" 23:11:53 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_006.002" 23:11:53 [CE][Storage] Restoring file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_006.bin" 1540 items. 23:11:54 1540 items loaded. (0 failed) 23:11:54 [CE][Storage] ver:25 stamp:446, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_007.bin" 23:11:54 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_007.001" 23:11:54 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_007.002" 23:11:54 [CE][Storage] Restoring file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_007.bin" 1534 items. 23:11:54 [CE][Storage] ver:25 stamp:446, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_008.bin" 23:11:54 [CE][Storage] ver:25 stamp:446, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_008.bin" 23:11:54 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_008.001" 23:11:54 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_008.002" 23:11:54 [CE][Storage] Restoring file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_008.bin" 2182 items. 23:11:56 2182 items loaded. (0 failed) 23:11:56 [CE][Storage] ver:25 stamp:446, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_009.bin" 23:11:56 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_009.001" 23:11:56 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_009.002" 23:11:56 [CE][Storage] Restoring file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_009.bin" 2720 items. 23:11:57 2720 items loaded. (0 failed) 23:11:57 [CE][Storage] ver:25 stamp:446, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_010.bin" 23:11:57 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_010.001" 23:11:57 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_010.002" 23:11:57 [CE][Storage] Restoring file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_010.bin" 1819 items. 23:11:58 1819 items loaded. (0 failed) 23:11:58 [CE][Storage] ver:25 stamp:446, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_011.bin" 23:11:58 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_011.001" 23:11:58 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_011.002" 23:11:58 [CE][Storage] Restoring file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_011.bin" 169 items. 23:11:58 [CE][Storage] ver:25 stamp:446, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\vehicles.bin" 23:11:58 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\vehicles.001" 23:11:58 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\vehicles.002" 23:11:58 [CE][Storage] Restoring file "mpmissions\dayzOffline.chernarusplus\storage_1\data\vehicles.bin" 175 items. 23:11:58 [CE][Storage] Restoring file "mpmissions\dayzOffline.chernarusplus\storage_1\data\building.bin" 0 items. 23:11:58 0 items loaded. (0 failed) 23:11:58 [CE][Storage] ver:25 stamp:446, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\vehicles.bin" 23:11:58 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\vehicles.001" 23:11:58 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\vehicles.002" 23:11:58 [CE][Storage] Restoring file "mpmissions\dayzOffline.chernarusplus\storage_1\data\vehicles.bin" 175 items. 23:11:59 175 items loaded. (0 failed) 23:11:59 [CE][Hive] :: Storage load took:13.81 seconds, recovery stamp:446 23:11:59 entity: 22994, building: 0 23:11:59 no lifetime: 43 23:11:59 pathgraph's: 484 23:11:59 [CE][Hive] :: Initializing ... 23:11:59 [CE][InitializeMap] :: initialized: 0 23:11:59 [CE][Hive] :: Initializing spawners ... 23:11:59 !!! [CE][DE][SPAWNS] :: [WARNING] :: Skipping entry for non-existing event 'VehicleTransitBus'. 23:11:59 [CE][DE][SPAWNS] :: Total positions: 929 23:11:59 [CE][DE][GROUPS] :: Total eventgroups defined: 83, Eventgroups in use: 83 23:12:01 [CE][LootRespawner] (PRIDummy) :: Initially (re)spawned:0, Nominal:21154, Total in Map: 21569 at 0 (sec) 23:12:01 tests:0, repeats:0 fails:0, overtime:0 23:12:01 [CE][DynEvent] :: 47 types 23:12:01 [00] AmbientHen 23:12:01 Primary Spawner: "Ambient", active: yes, repeat: 1 23:12:01 [01] AnimalBear 23:12:01 Primary Spawner: "Animal", active: yes, repeat: 1 23:12:01 [02] AnimalCow 23:12:01 Primary Spawner: "Animal", active: yes, repeat: 1 23:12:01 [03] AnimalDeer 23:12:01 Primary Spawner: "Animal", active: yes, repeat: 1 23:12:01 [04] AnimalGoat 23:12:01 Primary Spawner: "Animal", active: yes, repeat: 1 23:12:01 [05] AnimalPig 23:12:01 Primary Spawner: "Animal", active: yes, repeat: 1 23:12:01 [06] AnimalRoeDeer 23:12:01 Primary Spawner: "Animal", active: yes, repeat: 1 23:12:01 [07] AnimalSheep 23:12:01 Primary Spawner: "Animal", active: yes, repeat: 1 23:12:01 [08] AnimalWildBoar 23:12:01 Primary Spawner: "Animal", active: yes, repeat: 1 23:12:01 [09] AnimalWolf 23:12:01 Primary Spawner: "Animal", active: yes, repeat: 1 23:12:01 [10] InfectedArmy 23:12:01 Primary Spawner: "Infected", active: yes, repeat: 1 23:12:01 [11] InfectedArmyHard 23:12:01 Primary Spawner: "Infected", active: yes, repeat: 1 23:12:01 [12] InfectedCity 23:12:01 Primary Spawner: "Infected", active: yes, repeat: 1 23:12:01 [13] InfectedCityTier1 23:12:01 Primary Spawner: "Infected", active: yes, repeat: 1 23:12:01 [14] InfectedFirefighter 23:12:01 Primary Spawner: "Infected", active: yes, repeat: 1 23:12:01 [15] InfectedIndustrial 23:12:01 Primary Spawner: "Infected", active: yes, repeat: 1 23:12:01 [16] InfectedMedic 23:12:01 Primary Spawner: "Infected", active: yes, repeat: 1 23:12:01 [17] InfectedNBC 23:12:01 Primary Spawner: "Infected", active: yes, repeat: 1 23:12:01 [18] InfectedNBCYellow 23:12:01 Primary Spawner: "Infected", active: yes, repeat: 1 23:12:01 [19] InfectedPolice 23:12:01 Primary Spawner: "Infected", active: yes, repeat: 1 23:12:01 [20] InfectedPoliceHard 23:12:01 Primary Spawner: "Infected", active: yes, repeat: 1 23:12:01 [21] InfectedPrisoner 23:12:01 Primary Spawner: "Infected", active: yes, repeat: 1 23:12:01 [22] InfectedReligious 23:12:01 Primary Spawner: "Infected", active: yes, repeat: 1 23:12:01 [23] InfectedSanta 23:12:01 Primary Spawner: "Infected", active: yes, repeat: 1 23:12:01 [24] InfectedSolitude 23:12:01 Primary Spawner: "Infected", active: yes, repeat: 1 23:12:01 [25] InfectedVillage 23:12:01 Primary Spawner: "Infected", active: yes, repeat: 1 23:12:01 [26] InfectedVillageTier1 23:12:01 Primary Spawner: "Infected", active: yes, repeat: 1 23:12:01 [27] ItemPlanks 23:12:01 Primary Spawner: "Item", active: yes, repeat: 1 23:12:01 [28] Loot 23:12:01 Primary Spawner: "Loot", active: yes, repeat: 2 23:12:01 [29] StaticContaminatedArea 23:12:01 Primary Spawner: "Static", active: yes, repeat: 1 23:12:01 [30] StaticHeliCrash 23:12:01 Primary Spawner: "Static", active: yes, repeat: 1 23:12:01 Secondary Spawner: "Infected", active: yes, repeat: 1 23:12:01 [31] StaticMilitaryConvoy 23:12:01 Primary Spawner: "Static", active: yes, repeat: 1 23:12:01 Secondary Spawner: "Infected", active: yes, repeat: 1 23:12:01 [32] StaticPoliceSituation 23:12:01 Primary Spawner: "Static", active: yes, repeat: 1 23:12:01 Secondary Spawner: "Infected", active: yes, repeat: 1 23:12:01 [33] StaticTrain 23:12:01 Primary Spawner: "Static", active: yes, repeat: 1 23:12:01 Secondary Spawner: "Infected", active: yes, repeat: 1 23:12:01 [34] TrajectoryApple 23:12:01 Primary Spawner: "Trajectory", active: yes, repeat: 1 23:12:01 [35] TrajectoryConiferous 23:12:01 Primary Spawner: "Trajectory", active: yes, repeat: 1 23:12:01 [36] TrajectoryDeciduous 23:12:01 Primary Spawner: "Trajectory", active: yes, repeat: 1 23:12:01 [37] TrajectoryHumus 23:12:01 Primary Spawner: "Trajectory", active: yes, repeat: 1 23:12:01 [38] TrajectoryPear 23:12:01 Primary Spawner: "Trajectory", active: yes, repeat: 1 23:12:01 [39] TrajectoryPlum 23:12:01 Primary Spawner: "Trajectory", active: yes, repeat: 1 23:12:01 [40] TrajectoryStones 23:12:01 Primary Spawner: "Trajectory", active: yes, repeat: 1 23:12:01 [41] VehicleCivilianSedan 23:12:01 Primary Spawner: "Vehicle", active: yes, repeat: 1 23:12:01 [42] VehicleHatchback02 23:12:01 Primary Spawner: "Vehicle", active: yes, repeat: 1 23:12:01 [43] VehicleOffroad02 23:12:01 Primary Spawner: "Vehicle", active: yes, repeat: 1 23:12:01 [44] VehicleOffroadHatchback 23:12:01 Primary Spawner: "Vehicle", active: yes, repeat: 1 23:12:01 [45] VehicleSedan02 23:12:01 Primary Spawner: "Vehicle", active: yes, repeat: 1 23:12:01 [46] VehicleTruck01 23:12:01 Primary Spawner: "Vehicle", active: yes, repeat: 1 23:12:01 [CE][Hive] :: Initializing of spawners done. 23:12:01 [CE][Hive] :: Init sequence finished. 23:12:03 [IdleMode] Entering IN - save processed
  12. MrTater

    Console Update 1.19

    This. If unable to fix the crashing currently, they need to either make it so that the car stops immediately when the driver DCs (not sure if that's actually possible) or make vehicles repairable. Though we're still going to have to seriously hoard radiators to avoid losing the cars anyways. This still wouldn't help completely. My game crashed a couple days ago while driving on Series X. Logged back in to my character swimming in the lake above the car. I had to find the one tiny spot my character could stand on the roof of the car to grab my stuff from it (can't manage inventory while swimming), swim it all the way to shore, swim back out, find the tiny standing spot again, and repeat until empty. I eventually got tired of the annoying process and let everything despawn. Left my character there and decided to play CoD until I can actually drive a car without risking losing my character and everything in the car by simply driving slowly from point A to point B. Oof.
  13. Winter is here!! PC | US | BANOV CUSTOM| BAYSIC SURVIVAL | AREA51 | ALIENS | HELIS | AI | PVEVP We are a new community welcoming anyone that loves DayZ. We are working towards having a great community for all players to call home. We have custom content for our server, with custom traders for all types of game play. You will find hunting traders (many animals), Black markets, Boats and Helis all custom locations. We support both PvE and PvP styles of play and many custom areas to support. Content is fresh and always being updated/added. Events will start soon! SERVER NAME: BAYSIC SURVIVAL | AREA51 | ALIENS | HELIS | TRADE | PVPVE Address: 135.148.136.22:2502 Server version: 1.19.155463 Required game version: 1.19.0 Not Your Average BANOV Map · Admin Supported · All around great people · Brand NEW! Fresh Start! · Discord Server and hangout area · Full Expansion · Faction/Groups welcome · Raids coming soon · Active Admin host / open to ideas Server Information: · 4 hour restarts / always up · Custom Trader / Safe Zones · Air Raids / Air Drops · Big hunting and environmental dangers! · $10K to start but you’ll have to earn money to buy good stuff! · Be a pioneer on this new server! · Ancient Animals roam the fields. · XZone Stalker Mutants! · AI Roaming the map! · Survivor Missions! · Expansion Market · Alien hordes · Spaceship crashes · Banov Alien Missions · Great selection of vehicles! · Major Base Building options! · Custom Spawns · Unlimited Stamina · Hardcore Zombies · Tons of weapons and Gear · Cities overhauled · Much More! Join us on Discord at https://discord.gg/N9B5EURywk
  14. TheSzepy

    Stable Update 1.19

    i said that unfortunately it is their decision and we have to live with it(the serverside vehicles), i also said that if the sim was kept client side it would fix many issues, HOWEVER, main issue(which is the netcode/sync), will remain the same, players with bad connection will still lag for everyone else(and laggy collisions usually ended in flying across the map or everything in 50m radius exploding), as i said previously, look at what happens in arma games. also, you all obviously cant differentiate between vehicle simulation and netcode/sync, these two are completly separate systems/mechanics, and as i keep saying, the vehicle simulation itself is really great(just start some local server or even SP mission https://github.com/Arkensor/DayZCommunityOfflineMode and drive around the map, when you compare the new veh sim to the old one it is like playing rfactor or some other racing sim vs saints row - just for comparison ofc) "Should we all be required to have same level knowledge as an IT specialist just to understand what is going on? Of course not." - yes, you’re right, however, if you claim yourself to be a "experienced server host/admin/etc" then you should be in "touch" with the game/engine you’re hosting/managing and should be able to do some troubleshooting/debugging/fixing/whatever "Is the sync bad, even with a good connection? Yes." - as i also stated in previous posts, this is the netcode/sync issue, when even one player is "lagging" on the server, everyone is affected, the closer you are to the lagging player the worse, however, this has nothing to with vehicle simulation, because it is entirely different mechanic/system "Did BI provide shit servers for console players? Yes. Bad design. - well, i dont think that arma/dayz are games that are meant for consoles, bud the "bad design" part itself is putting the games on consoles, personally i look at it as just wasted time in development, and unfortunately i think that it will have some negative effect on future games - reforger/A4 or even dayz, for example i totaly hate how the workshop is done in reforger compared to the steam one and due to the planned "crossplay" the issues/limitations will rise up
  15. THEGordonFreeman

    Stable Update 1.19

    I honestly think this guy is trying to be a smarmy troll. No one can be that dumb to think vehicles are just amazing.,. no one. Not even BI.
  16. Parazight

    Stable Update 1.19

    Yea. The problem with the vehicle sim is the design. Please explain why it makes sense to put cars server side. Because they did it to prevent exploits. Yet, the official servers are completely ruined by un-moderated non-vehicle related exploits. Poor design decisions that have never been properly resolved. I never needed cars to be server side. The game relies on community servers. Those servers have admins that can take care of cheaters. Cars suck because they compromised code efficiency for something else. Should we all be required to shell out thousands of extra dollars just to have a nominal experience? No. Should we all be required to have same level knowledge as an IT specialist just to understand what is going on? Of course not. Did it used to work great in Arma when vehicles were client side? Yes. Bad design decision moving to server side. Is the sync bad, even with a good connection? Yes. The community, not just the posters here, keep saying this. Ever find a video where someone claims vehicles run just fine? Everywhere you look people are still complaining about vehicles and yet you claim it is fine. Did BI provide shit servers for console players? Yes. Bad design. Where have you been? You claim that we have zero experience. Gross hyperbole! I assure you the experience amount is a number greater than zero. I'm not going to say "You have zero experience." because that's a ridiculous statement. However, maybe you should read any of the other vehicle threads where we discussed this and get up to speed.
  17. PC Experimental 1.19 Update 1 - Version 1.19.155302 (Released on 22.09.2022) NOTES Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update. Consider de-fragmenting your HDD after downloading large updates. In case of problems, please check the Bohemia Interactive support F.A.Q., DayZ F.A.Q., or BattlEye F.A.Q. You can help us to further improve the game by posting your feedback on the Feedback Tracker. GAME ADDED M1025 multipurpose vehicle SSG 82 rifle BK-12 shotgun and sawed-off variant GPS Receiver Water reflections Thrown items now have impact sounds The portable map now provides more details depending on the navigation gear you are carrying (GPS, compass) Military convoys Replaced abandoned police cars with police events Blowtorch Punched card Glow plug Improvised eye patch Color variants of the plate carrier vest New stealth kill variant Hand-brake for vehicles Brake strength can be adjusted by combining it with Ctrl (light) and Shift (strong) Car horn for vehicles The player can now drown when submerged for too long Bleeding indicator in the HUD Favorites tab to the in-game server browser, displaying cached offline favorite servers Added a spare wheel slot for the Olga 24, Sarka 120 and Gunter 2 FIXED Wolves and bears were able to hit players in vehicles (https://feedback.bistudio.com/T163439) The improvised suppressor would not display the correct model when ruined and detached from the weapon Public address system panels sometimes could not be started even when they had a battery in them Display of other characters in prone did not include inclination and rolling Reduced clipping of 40mm smoke grenades through geometry Dead bodies on top of a bear trap would reduce its damage significantly Torches and brooms could not be ignited indoors Grenades attached to vests would not explode when the vest was destroyed in a fireplace Switching tabs in the server browser too fast could prevent servers from loading The kitchen timer was not always rendered inside the improvised explosive It was possible to cover an improvised explosive with a garden plot The claymore mine could not be disarmed in some cases (https://feedback.bistudio.com/T166006) A ruined remote trigger attached to a tripwire would still trigger When approaching an explosive charge with a remote detonator, the UI would pretend that multiple options are available An ignited torch in hands would not extinguish while swimming with it Dead characters would still display a "strong pulse" The characters arm would clip into the body when running with the fireworks launcher Cooking sounds would persist on the spot even after the cooking ware was removed (https://feedback.bistudio.com/T165110) The AUR A1 with magazine was slightly cropped when displayed in hands in the inventory Vehicles would give off exhaust smoke only when started for the first time The cargo of the Assault Vest and -Pack were not displayed separately Plastic explosives close to an explosion did not take damage Jumping into a steep hill caused the character to "float" to the top Fixed a game crash related to loading and saving of characters (https://feedback.bistudio.com/T166829) Items with attachments without cargo were closed by default in vicinity and equipment (https://feedback.bistudio.com/T163406, https://feedback.bistudio.com/T163364) It was not possible to target a vehicle engine with melee attacks (https://feedback.bistudio.com/T165925) It was possible to refuel cars vehicles even when the tank was ruined The radiator of the Sarka 120 was accessible even when the hood was closed The player camera would fall faster than their character from huge heights It was not possible to scroll between several attached items to remove from the M3S (https://feedback.bistudio.com/T164587, https://feedback.bistudio.com/T166668) Characters were getting wet from rain while sitting in vehicles (https://feedback.bistudio.com/T164711) Changed materials of several objects for more accurate sounds and bullet penetration The common cold would be too effective against the players immune system It was not possible to put the KA and M4-A1 Bayonets into the knife slot It was possible to cook using ruined cookware (https://feedback.bistudio.com/T165523) CHANGED Reworked the simulation of vehicles, greatly impacting their general behavior Tweaked vehicle simulation parameters on surfaces for vehicles Reduced the speed of the player when running up/down steep terrain Increased the inertia of the character when accelerating Character slows down more when running turns Character running speed is slowed down in medium water levels 40mm smoke grenades now bounce off of wooden and metal surfaces and deal damage on impact It is no longer required to aim to the ground to empty a liquid container Fish, hares and chicken can no longer be skinned using the mosin bayonet Reduced the amount of explosives needed to break open a locked door Improved the holding of the remote detonator receiver in players' hands Improved synchronization of the stealth kill Improved sounds of the gas station explosion Damaged fuel tanks can now be repaired using duct tape or epoxy putty Vehicles are now ruined when their fuel tank is ruined Decreased the improvement of the immune system by high energy/hydration levels on average Most of the items in the world now have their damage state randomized Reduced the chance of weapons jamming by about 50% to account for damaged magazines now appearing more often Slightly increased brightness of the scene during daylight and reduced the difference between overcast and clear days It is now possible to untie another player with bare hands Updated the in-game credits Tweaked the lights distance and brightness for the headtorch and flashlight types The character now turns their head when looking around on ladders Tweaked the font settings on the in-game 2D map Sea chests and wooden crates can be repaired using wooden planks The pipe wrench can no longer be used to repair vehicle engines Reduced number of firearms available in the world (CE adjustment) LIVONIA DLC Added sawmills Added two new villages Added Brena health care center Added quarries Added deforested areas Added hunting cabins Added forest camps Added summer camps Added tenement blocks to selected cities Added amusement parks Added Dambog ammunition storage Fixed: Various issues with object placement Changed: Respawn locations upon server-switch Changed: Replaced old M1025 wrecks with new variants that can spawn its parts CHERNARUS Added M1025 wrecks that can spawn its parts Fixed: Various issues with object placement Fixed: Medvezhi lugi was written in Latin letters on the map SERVER Added: Server config bool parameter "forceSamePBOVersion" (default = false) which utilizes the 'version' property of a PBO and kicks players that have PBOs that do not match the version of those on the server Added: LootDamageMin and LootDamageMax globals to control the damage state of any item spawned by CE (https://feedback.bistudio.com/T161647) Added: Navigation-related settings to the cfgGameplay.json - Documentation Added: Inertia-related settings to the cfgGameplay.json - Documentation Added: Warning about duplicate prototype being skipped Added: DE error messages indicating incorrect Limit setup Added: Option to set scale of the object in the object spawner json files - Documentation Fixed: LoadPrototype warnings were sometimes not displayed Fixed: LoadPrototype statistics were sometimes incorrect Fixed: cfgspawnabletypes.xml children (<type>), <damage min="" max =""> configuration was not working (was almost always using the default global one) (https://feedback.bistudio.com/T161647) Fixed: Server messages to players did not work (https://feedback.bistudio.com/T150586) Changed: ErrorModuleHandler will now print to RPT even without -dologs enabled Changed: "Finish script disconnect" message will now also mention the uid to better identify the player in cases of -1 Changed: Improved warning message about failed cluster adding LAUNCHER Added: Launcher can now view cached offline favorited servers Fixed: Crash data was not properly separated between the Experimental and Stable branches Fixed: The description of the player count in the launcher was not fully localized (https://feedback.bistudio.com/T150206) Tweaked: Removed "Unsubscribe all Steam Workshop mods" option from More+ options in the mods tab of the Experimental Launcher due to incompatibility MODDING Added: [WIN + ALT] debug menu for the diagnostic executable and various debug options with it - Documentation Added: Script DbgUI now works on the diagnostic executable Added: SHumanCommandMoveSettings::m_fDirFilterSprintTimeout for inertia in sprinting Added: CGame::RegisterNetworkStaticObject for enabling replication on static (map) objects Added: World::GetGridCoords for translation of world position into grid position Added: Support for "deflectingMultiplier" parameter to ammoType, and specifically use it in 40mm smoke grenade configs Added: typename.GetModule Added: Class.StaticGetType Added: EnProfiler with API to profile script Added: Scale is replicated upon object creation Added: Additional EventTypeTypeIDs Added: PlayerIdentity.GetPlayer (https://feedback.bistudio.com/T140344) Added: New function World::SetExplicitVolumeFactor_EnvSounds2D for suppressing 2D environmental ambient sounds Added: Function Weather::SuppressLightningSimulation Added: Button on toolbar in Workbench Particle Editor to disable Post Process Effects Added: New type of script variable synchronization RegisterNetSyncVariableBoolSignal Added: Ability to adjust light parameters depending on an inventory slot of an item the light is attached to Added: CentralEconomy.c documentation Fixed: Double clicking on a call stack in Workbench did not always go to the correct file Fixed: Several crashes and errors surrounding reading in .json with the JsonFileLoader Fixed: Several Workbench start-up crashes when script can't compile Fixed: Several bugs leading to script compile error not displaying any error Fixed: When any of the first 3 modules fail to compile the game will display a dialog box with the error and then generate a minidump instead of hard crashing Fixed: Removed auto clearing inventory reservation from c++ -> now it is controlled from script (time out still working) Fixed: [DayZAnimalCommandScriptClass::Initialize] VME being spammed even when everything is correct (https://feedback.bistudio.com/T166345) Fixed: Localization of mod info was not updated until the game was restarted Fixed: MapWidget was not being clipped by parent widget even when clipchildren is enabled Fixed: An issue with integer comparison (https://feedback.bistudio.com/T167065) Fixed: Stored PlayerIdentity changing to a different identity or garbage (https://feedback.bistudio.com/T144773) Fixed: SetMapPos being inaccurate (https://feedback.bistudio.com/T167081) Fixed: Map markers being offset by +5 on the x axis Fixed: Workbench crashing when Script Editor is connected to the game and a certain amount of Prints had been sent to the Output Changed: Synchronized SetCartridgeAtIndex and SetCartridgeDamageAtIndex Changed: PlayerIdentity can now be modded (https://feedback.bistudio.com/T140344) Changed: Introduced alternatives to 'IsUseButton' and 'IsUseButtonDown' methods, that are reacting to 'UADefaultAction' and 'UAFire' separately Tweaked: All projectiles attempt to do some impact damage even if their caliber = 0 (https://feedback.bistudio.com/T165051) ______________________________________________________________________________________________________________________________________________________________________________________________________________________________ PC Experimental 1.19 Update 2 - Version 1.19.155316 (Released on 29.09.2022) GAME FIXED Fixed a server crash related to restraining players The player would slide down hills when walking backwards on slopes/stairs The player could get launched into the air while colliding with an object while swimming Fixed several faulty character interactions with the environment It was possible to cancel the rolling animation by entering iron sights It was possible to access the inventory while still being restrained The fireplace was not correctly created with a punched card as tinder Punched cards could not become drenched Locked underground doors can now be opened by force Several items showed a false "ignite" widget when approached with the blowtorch Igniting brooms with the blowtorch did not consume butane The start knob of the M1025 would disappear after the engine was started Crashing into objects with the M1025 at low speeds would still result in heavy damage to its components and the crew inside Reduced damage to the engine by extreme RPMs CHANGED Reduced the chance of SSG 82s spawning on infected Tweaked the damage materials for the GPS receiver The 3rd person camera for M1025 has been moved further away from the vehicle LIVONIA DLC Added new sounds to the underground section for water level changes Added: New type of hangar (Prison) into Dambog ammunition storage Added: All plate carrier variants are now in both Livonia and Chernarus CE setups (spawns were untouched) AI could glitch through the underground entrance Fixed several terrain and collision issues Changed: Military and hunting spawn areas on Livonia (areaflags.map) Tweaked: Removed all spawnpoints from the ground in Dambog ammunition storage Tweaked: Reduced the number of military convoys, spawning on Livonia Tweaked: Reduced the chance for punched card to appear in cargo of the special convoy infected Tweaked: Reduced the chance of SSG82 magazines spawning in police infected cargo ______________________________________________________________________________________________________________________________________________________________________________________________________________________________ PC Experimental 1.19 Update 3 - Version 1.19.155361 (Released on 06.10.2022) GAME FIXED The character could easily get stuck on objects while moving The character could get stuck in falling animation when moving over an edge very narrowly Specific collisions could catapult the player into the air Falling unconscious in tight spaces could push characters through walls Inertia remained active while jogging after sprinting (https://feedback.bistudio.com/T167630) When falling in prone position, in certain cases the wrong landing animation would be played A sound effect was missing for gas masks running out of filter capacity (https://feedback.bistudio.com/T166045, https://feedback.bistudio.com/T166195) It was possible to "walk down" ladders It was possible to bury stashes in several places where it shouldn't have been possible Vehicles did not deal damage to players while reversing (https://feedback.bistudio.com/T167751) Vehicles did not produce smoke consistently when driving with a radiator with insufficient water (https://feedback.bistudio.com/T161793) It was possible to drive vehicles with an active hand brake (https://feedback.bistudio.com/T167608) Attempting to roll while lying on your back would consume stamina The trunk struts on the M1025 would not animate properly The M1025 wouldn't properly reflect its ruined state The widget to drink water at wells did not always show up properly It was not possible to ignite a fireplace under a roof higher than 5 meters, if it was raining Inventory items could overlap in certain cases (https://feedback.bistudio.com/T167874, https://feedback.bistudio.com/T167855) The vicinity tab of the inventory could disappear in certain cases Inspecting an item assigned to the quick-bar would make the quick-bar disappear (https://feedback.bistudio.com/T167628) Some items would play wrong sounds when thrown Certain parts of police situations were de-spawning too early Launching the game with 6 monitors would result in a game crash (https://feedback.bistudio.com/T167813) Fixed several minor terrain issues Fixed several game crashes CHANGED Changed vehicle horn sounds for better audibility The common cold should appear less frequently when the character is cold All optics apart from night-vision scopes can be repaired using the electronics repair kit Increased the brake strength of the hand brake Reduced water required to extinguish a fire when using the canister Moved various hunting rifles into higher tiers and re-balanced their numbers Re-balanced number of ammunition available within the world (increased number of piles, decreased the count in each) Increased the number of available BK-12 in the world Added a warning red line to the cooling water temperature in the vehicle HUD LIVONIA DLC Added: A work-in-progress variant of "POX2" storage hangar Added: New variants of the static wooden ammo boxes within the ammo storage hangars (POX and two opened variants) Added: An additional hint towards the danger of the deeper underground levels Fixed: Walking in deforested areas did not produce footstep sounds (https://feedback.bistudio.com/T167653) Fixed: It was possible to catch animals with the snare trap in the underground area Fixed: It was possible to clip through a section of the underground Fixed: Various object placement fixes Fixed: Inner doors of the main underground entrance had wrong sounds (metal instead of wood) Fixed: It was not possible to bury stashes over the Dambog ammunition storage Fixed: The punched card would clip with specific building floors Changed: Various placement of the ammo boxes within the ammo storage hangars Changed: Moved various hunting rifles into higher tiers and re-balanced their numbers Changed: Re-balanced number of ammunition available within the world (increased number of piles, decreased the count in each) Changed: Spawning of loot within Dambog ammo storage (dynamic ammo boxes were replaced by static ammo boxes with selected items spawned inside through dispatch spawner) Changed: Updated the in-game Livonia tourist maps (portable and static) Changed: Improved the transition of sounds when entering the underground Tweaked: Increased the number of available BK-12 in the world Tweaked: AmmoBox moved to dynamic events once again Tweaked: Further adjustments of Livonia area flag map (military and hunting areas) Tweaked: Town of Sitnik is now Tier 1 Removed: Special types of AmmoBox entity Removed: Cleanup of mapgroupcluster05.xml as it is currently not used (Livonia contains much less cluster groups than in the last update) LAUNCHER Fixed: A crash caused by exiting the game while having active server details in the server browser SERVER Added: globals.xml entry "LootSpawnAvoidance" (int in meters) to control how far away a player should be from a loot group for loot to spawn inside of it (used to be hardcoded 50) Fixed: Static_ assets loaded from CfgGameplay.json (objectSpawnersArr) were despawning randomly (https://feedback.bistudio.com/T166191) Fixed: Setting 0.0 in the CE item damage made it ignore the value (https://feedback.bistudio.com/T167857) Fixed: Dispatch Player avoidance Fixed: Loot spawn player avoidance now takes group radius into account MODDING Added: Support for "-=" operator for arrays in the config Added: Player avoidance information is now displayed in on-screen debug of "Game > Central Economy > Setup Vis" Fixed: It was not possible to teleport using the DayZDiag_x64.exe in Multiplayer Changed: Updated CfgConvert in the tools ______________________________________________________________________________________________________________________________________________________________________________________________________________________________ PC Experimental 1.19 Update 4 - Version 1.19.155386 (Released on 13.10.2022) GAME FIXED Fixed several bugs that would clip the player through the terrain (https://feedback.bistudio.com/T150596 - private) Fixed an exploit to clip through walls Fixed an exploit to climb up walls Crawling off the edge of a higher object could glitch the character alignment Vehicle tail lights would remain on even after the battery was removed (https://feedback.bistudio.com/T167960, https://feedback.bistudio.com/T167959) Inventory descriptions were not showing properly in 21:9 aspect ratio (https://feedback.bistudio.com/T155551) In certain situations, the screen would stutter during sprinting sideways (https://feedback.bistudio.com/T168133) Burying some items could result in a tilted pile of dirt The character could get stuck behind opened doors Activating a heat pack in prone would play the drinking animation Dialing the number on a combination lock in prone would play the chemlight animation instead Combining two stacks of items would result in one inventory slot being blocked (https://feedback.bistudio.com/T167758) Fixed several building issues CHANGED Made the hood of the M1025 un-openable (this is a temporary change) - attachments can be added/removed from the vicinity Tweaked item collision sounds Dynamic events did not spawn dynamic event loot (https://feedback.bistudio.com/T168083) LIVONIA DLC Added: Laboratory in the underground Fixed several loot spawn points in the Dambog ammunitions storage Fixed several terrain issues MODDING Added: Base classes for each vehicle simulation we have in the game Added: When the old simulation is detected, simulation from cfgDummyCars is loaded instead Fixed: Missing underground P3D files (https://feedback.bistudio.com/T168046) PC Experimental 1.19 Update 5 - Version 1.19.155418 (Released on 24.10.2022) GAME FIXED The character could get launched into the air when changing stances close to objects The player collision could get stuck on ladders after disconnecting with high ping It was not possible to crawl up steep slopes The character could get stuck when walking backwards along walls It was difficult to access the engine widget in the Sarka 120 CHANGED Updated the model of the M1025 engine Reduced the amount of damage the blowtorch takes on usage Decreased the amount of glowplugs in the world The light of the mummy infected now fades after death SERVER Fixed: Ban list/Whitelist/Priority list would not accept all possible player identifiers Fixed: Setting inertia values in the cfggameplay.json to 0.0 would result in a game freeze - minimum value is now 0.01, see documentation
  18. Fing

    Stable Update 1.19

    There are a lot of problems at the moment with the game like vehicles are still jumping around, gears are not going up and down correctly eg the game shows I'm in first yet in reverse. Item placement is horrendous, Item wear is too quick and zed item damage is too much for food poisoning, once you have it you can never get rid of it. I know the devs have put some hot fixes out, but we could do with a lot more, I don't want to wait 3 months for an experimental update with shines and no fixes for long-standing issues, we are in a fully released game now, not a development game so quicker fixes should be coming out.
  19. The Republic US1 |NEW 2/10|50k|PVP|C4|AirDrops|Drugs|ATMs|Cars A brand new custom DayZ PC Server built for the players to have fun once again! IP: 135.148.136.88:2302 In DayZ's 'The Republic', you will find yourself in Chernarus surrounded by a PVP environment with an immersive PVE experience of custom built areas. We promise that will find an extremely responsive Admin Team that truly cares about the game quality and the players' experiences above anything else, the player base is our first priority. Create custom presets at Trader with a detailed list of items to gear up and get back into the fight! All players and play styles are welcome, please read the server rules on our Discord when you join our community! Many custom built areas to include: Black Market Trader, Tisy, North West Airfield, VMC, Safe Zone Traders, Poacher, North East Airfield, Balota Airfield, Cherno Military, and more to come! Current Server Mods: Helicopter Landing Pad | MMG - Mightys Military Gear | PsychoGaming Vehicles | Airdrop-Upgraded | Summer_Chernarus | CannabisPlus | DrugsPLUS | CJ187-MoreMoney| SNAFU Weapons | Hacking Mod | Breachingcharge | Code Lock | BaseBuildingPlus | NoVehicleDamage | Unlimited Stamina | DayZ-Expansion-Name-Tags | DayZ-Expansion-Market | DayZ-Expansion-Core and MORE! Missions, mods, and more custom areas to explore soon! Join us on Discord and enjoy the DayZ experience!: discord.gg/A89cHSD4D7 Custom Area Photos: https://imgur.com/a/KXFicOV
  20. Updated Mods: AdvancedGroups | MMG - Mightys Military Gear | ToxicZone | King of The Hill | RedFalcon Flight System Heliz | The Republic KeyCardRooms | Tarkov_Medical | SNAFU Weapons | RevGuns | Advanced Weapon Scopes | BaseBuildingPlus | CS Weapon Bag | Modular Vest System | SQUAD MSF-C | DrugsPLUS | CannabisPlus | Collectable Items | Breachingcharge | Hacking Mod | Code Lock | Car Bomb | Arma2 Nightvision | Dogtags | BleedTrail | shd_Ghillie | Unknown Ghillie Mod | Base Fortifications | PsychoGaming Vehicles | Armored Vehicle Pack | IRP-Land-Rover-Defender-110 | CarVanillaPlus | CarsForAll | Humvee (HMMWV) M1151 | GAZ TIGR | GAZ 66 SHISHIGA | COCAs_NoVehicleDamageMOD | Care Packages V3 | DayZ-Expansion-Core | DayZ-Expansion-Market | No Shoe Damage | BulletStacksPlusPlusEnhanced | Saline Bag+ | MuchStuffPack | and many more! Come check out the server, making constant improvements based on feedback and player suggestions!
  21. TheSzepy

    Stable Update 1.19

    second video - nothing wrong he just cant drive third video - there is currently an issue with the automatic gearbox where when if you do even litle collision it stops shifting, you have to get out and get in, also there is a gearbox desync issue connected to this where you for example see that you’re in second gear but vehicle is actually geared in first, thats the reason you see overrreving icon even when you see the revmeter is barely moving. as for the "and for no reason, it started doing that wobbly thing." this is only client desync, vehicles doesnt do that on serverside, you either were in network bubble with someone who’s internet suck(unfortunately when there are 10 players for example in 1 network bubble and one of them has shitty internet everyone starts desyncing) or there is something wrong with the server, as i said previously here, fact that you have 6k server fps doesnt mean that there are not spikes, do a fps log each second, run complete net test for you and all your players(jitter, packetloss etc.)
  22. (US) - PC – Chernarusplus - Blue Collar DayZ|AI|PVP/PVE|Casino|Heli|PVP Raid|Vehicles|Drugs Come join us on Blue Collar DayZ for a different survival experience. We have working AI patrols! Come test your skills against AI bandits and soldiers that are accurate and deadly. Events are held by our admin staff regularly to ensure every player has a great time while visiting us. There are two normal traders on our map, a black market trader, drug trader, and a helicopter trader. Half of the map is a PvP zone where anything goes. Not into PvP? Hang out and kill some zombies in the PVE half of our map. We have custom areas built in the DayZ editor filled with plenty of awesome loot. We also have a working casino with an ATM inside that you can rob. Only catch is that it notifies the other players that there is a robbery in progress! Fun times. There's literally something to do for everyone here, and a great staff to make sure you enjoy yourself. Come check us out we would love to have you! Thanks for reading! Discord: https://discord.gg/rD6jBPE2pW
  23. ShiloMayhem

    DismalLand RP || PC

    DismalLand RP https://discord.gg/SPdMaW5z5A Map: Chernarusplus Connect: IP: 195.201.172.17 Port: 2302 =========================================== The year is 2022, the world; well it is in turmoil. Political problems, wars breaking out all over, corporations seem to have you right where they want you with record breaking inflation and the latest and greatest of technologies, corona virus has wreaked havoc on populations across the planet. That doesn't stop you, your life hasn't changed much more than not having as much money in your pocket as normal... until now, something is about to happen that will change your life forever. you are about to suffer huge hardship and utterly devastating events all starting with that damn green smoke grenade, who threw it? why would they do this? what is happening? you wake up disoriented, hungry, dehydrated... how long were you out? where are you? Why?... Just why? Your life is now completely in your hands... your choices will either make you or break you. =========================================== • Build anywhere enabled • Chernarusplus • Active staff • Vanilla & custom loot • Custom Zombies • Custom airdrops • Staff created events • Casino • Pizza • NPC Traders • Player owned businesses and traders • Economy • PVP areas • Safe area • Helicopter crash sites • Custom Vehicles Many more cool things to enjoy!
  24. S.T.A.L.K.E.R Exile | Hardcore RP Survival | StalkerExile.com 154.127.54.212 | DayZ Dedicated PC Server | US N.Y Vanilla type hardcore Stalker RP Pripyat Map No NVGs DayZ Dog Stalker Quests Serious Drip Stalker PDA Active Admins Anomaly Fields Electrical Storm Artifact Hunting Stalker Factions Ammo Crafting Teleport Anomalies Hardcore Survival Stalker Mutants Zombie Hordes Sgunplay/Svisual Drugs Workbench Weekly Stalker Events Weapon workbench Reputation System Custom Emission Storm Custom Ambient/Clouds Radiation is your main enemy Wide variety of crafting mechanism No ATMs Only lockers/Stashes All base storage/furniture can be crafted Many Custom built S.T.A.L.K.E.R Locations No code locks only Combination Locks Plus 24/7 Patrolling Military & Monolith Factions All Stalker and Soviet Gear, Weapons, & Vehicles Complex Skill system for Hunting, Medical, Cold Weather, Dieses, Reputation. Have to learn skills before being able to skin animals or revive another person. New project just finished, come check it out! https://www.stalkerexile.com/ https://discord.gg/cd9D59ntnY
  25. TakenRP [NA/EU] Platform: [PC] IP: 15.235.85.110 Website: https://dayzroleplay.com/ Discord: https://discord.gg/FGZw6GHHSm [DESCRIPTION] If you're into the DayZ roleplay community than come check out this server. It's Heavily modded with a huge focus on story based roleplay with a friendly tight knit community to help you in your new life on Namalsk island. (Currently on Chiemsee as part of an ongoing event) The premise is that you've been Taken, hence the name, from your daily life and thrown onto an island filled with "Entities", monsters, Corporate spooks, and other Taken as part of an entertainment segment/experiment run by a sect of rich and powerful corporations running the whole thing. You and your fellow Taken are trying to get by in this place while looking for a means of escape. My advice for your first character is to play yourself or whatever you're comfortable with to get your feet wet and see if you like the place. [RULES] The rules are simple: Don't be a shitter [MODS] Many of our modded features are custom made for the server like Revival from death (no New Life Rules or being sent to the coast here), dragging unconscious/handcuffed people, Push to Talk radios, vehicles, and many other quality of life things that make the experience more immersive. Other notable mods include: Jill's Collection Ceasefire HellRetex Survival RevGuns Jebs Guns MassManyItemsOverhaul Windstrides Clothing pack MuchStuff Pack Tactical Flava Red Falcon Flight Systems Ammo Making CannabisPlus CarsForAll Advanced Weapon Scopes Simple Radiation and more https://dayzroleplay.com/ https://discord.gg/FGZw6GHHSm
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