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Found 41868 results

  1. Hello everyone we are looking for players, groups, and streamers to join our DayZ PC community “Chernarus Law” Dedicated DayZ Expansion Server Check out also our other DayZ server: Esseker Law Namalsk Law US PC 1PP PVP Search : Chernarus Law IP 104.144.105.218:2302 https://www.chernaruslawdayz.com/ Discord: https://discord.gg/hJFTh4fvBr Gameplay video: https://youtu.be/8iODg_i5HTk https://youtu.be/o675OP6KKQI We have a realistic and tasteful mod list but nothing crazy just more guns and sensible vehicles. The economy in our server is based mostly on weapons trading, hunting, fishing, collecting silver and gold, drugs, bounty hunting, zombie/player kill streak rewards, with a dynamic trader in which stock inventory depends on what players buy and sell, and special announced admin events such as point A to B Police Convoy Ambush, PVP Gladiator Arena, Criminal VIP Jailbreak, and lots more. To ad a twist we try to make events relate to each other so that our server follows a storyline. Also the outcome of the event might affect the environment and or economy to give players a real living, breathing environment that reacts to players actions. There are safezone weapon traders, no safe zone black market, and a mini safezone hunting trader for furs, meat, and survival gear all with enforced camping restrictions. In Chernarus Law we aim to create a living breathing law enforcement, criminal, survivalist community. The CPD members have rules of engagement and can not just kill bc they want to. CPD can kill if a player is carrying a gun in hand and feels threatened. Otherwise CPD has to initiate interaction with players before any action is taken. Players do not have to RP and can kill cops whenever We don’t allow blatant toxicity Weekend only raids We have base spawn flag kits available for 300k All admins are over 18 years old and mature
  2. Hello everyone we are looking for players, groups, and streamers to join our DayZ PC community “Chernarus Law” Dedicated DayZ Expansion Server Check out also our other DayZ server: Esseker Law Namalsk Law US PC 1PP PVP Search : Chernarus Law IP 104.144.105.218:2302 https://www.chernaruslawdayz.com/ Discord: https://discord.gg/hJFTh4fvBr Gameplay video: https://youtu.be/8iODg_i5HTk https://youtu.be/o675OP6KKQI We have a realistic and tasteful mod list but nothing crazy just more guns and sensible vehicles. The economy in our server is based mostly on weapons trading, hunting, fishing, collecting silver and gold, drugs, bounty hunting, zombie/player kill streak rewards, with a dynamic trader in which stock inventory depends on what players buy and sell, and special announced admin events such as point A to B Police Convoy Ambush, PVP Gladiator Arena, Criminal VIP Jailbreak, and lots more. To ad a twist we try to make events relate to each other so that our server follows a storyline. Also the outcome of the event might affect the environment and or economy to give players a real living, breathing environment that reacts to players actions. There are safezone weapon traders, no safe zone black market, and a mini safezone hunting trader for furs, meat, and survival gear all with enforced camping restrictions. In Chernarus Law we aim to create a living breathing law enforcement, criminal, survivalist community. The CPD members have rules of engagement and can not just kill bc they want to. CPD can kill if a player is carrying a gun in hand and feels threatened. Otherwise CPD has to initiate interaction with players before any action is taken. Players do not have to RP and can kill cops whenever We don’t allow blatant toxicity Weekend only raids We have base spawn flag kits available for 300k All admins are over 18 years old and mature
  3. Ceseuron

    1.18 Experimental Release

    I'm not holding my breath for a response or even acknowledgement from Bohemia on any of the issues I've posted so I'm just advising my players that we'll just have to deal with the vehicle desyncs and instability, chalking it up to lack of developer competence and refusal to acknowledge or address these issues. As it's just a small, trusted group of us playing in a PVE scenario, I've basically tried to mod around some of the problems (e.g. disabling all vehicle damage so my players don't get assassinated by their Sarkas) and just doing what I can from an admin perspective to refund losses and get folks unstuck from their predicaments as they arise while steering other members of our clan clear of the game entirely if they aren't prepared to accept that they're going to be purchasing a product that is effectively broken out of the box. It's the same issue of prioritization that plagues every software development company, from games to business applications. If you can dazzle your customers with new features they probably don't even need then it's better to focus all your development efforts on that and just hope all the shiny, sparkly bits you're touting with every new release can hide the underlying issues and keep your customers distracted. Fixing bugs, improving your existing codebase, and releasing maintenance updates to correct glaring issues with your product that don't add any new features isn't nearly as glamorous. I'm also very curious how Bohemia expects these new "dynamic events" in 1.18 to pan out when they haven't even implemented proper multithreading within the server daemon itself. All the simulation for physics calculation, player positions, and vehicles is server-authoritative and they're already flogging a single core pretty hard as it is. Adding even more work of dynamic events without bothering to utilize more cores on the server seems a recipe for more failure.
  4. Girth Brooks

    Arma reforger

    BI took Dayz mod and totally remade it. It is Bohemias game now. Made with an brand new experimental engine with legacy A2 components which are basically no longer present at this time in the build. BI has been working on this game since 2013......... read that part again. We got teased with a possible new vehicle sim in feb which of course never happened. Instead they dropped it in a tech demo you have to pay for to even try it. The suits at BI are the ones making these idiotic decisions. The devs have to work with whatever scraps they can get. Obvious focus is going to be Arma 4 from here on out. Dayz will probably just get leftovers since there is not any new money to be made with the game at this point. Reforger has radios playing music, fucking FINISHED interiors for ALL the buildings (like WTF?), a lighting systems that isnt janky, vehicles that stay firmly planted to the ground, ragdoll physics, basic AI, etc etc etc And it is a TECH DEMO. Meanwhile we have ancient bugs still present, a bunch of fucking guns to shoot, and basically on foot patrol. All original devs have left. There are no mods present on this forum for a few months now. Updates have been lackluster. Unless you like guns.
  5. Light Buzzkill

    Arma reforger

    From what I understand, reforger is the engine port for Arma 4. I’m going based on what someone reviewing it posted on YT 5 days ago. It looks pretty amazing. The before and after between it and Arma 3 are night and day different. I believe it’s a new engine based on how it looks and behaves and the fact the vehicles aren’t as volatile as bitcoins. So what I came to this site to look for in the forums or blogs or whatever was what the timeline or plan would be for a port to this Reforger/Arma 4 engine. What’s not clear is how much of DayZ is still based on the Arma 2 engine. Like, it would be awesome to know how much of an abstraction there is between the game logic and the engine. It would be awesome to know if there are plans to port to the new engine that doesn’t have issues rendering shadows and grass and objects miles away or if they plan to save that for like DayZ 2 for instance. When they took it from a mod to its own game, i wonder how much that decision was around pushing the edits into the core game code and engine and such. If so, porting it to a new engine could take quite a while. So what I’m also pointing out is that BI made Arma, not DayZ guys, so they drive the engine features, not the other way around. I would expect all these features from an Arma title and then a plan from the offshoots to adopt them as they evolve. That said, it could also be that the devs on DayZ’s side are just cherry picking code out of that main project or that the forks are wildly different because maybe the abstraction between “engine” and “game” wasn’t very clearly defined from the beginning so a port might be a huge lift. just my 2 cents. Would be amazed to hear dev feedback on this. Feel like it’s a reasonable ask from a reasonable person, but of course I’m biased. ;)
  6. Ceseuron

    1.18 Experimental Release

    More new features and toys are great, but how will this update help address many issues private, unofficial server administrators are experiencing? What is Bohemia Interactive doing to work on this and how does this update help us? Specifically I'd like to know what Bohemia Interactive is planning on doing regarding the following: The DayZ server daemon is not properly multi-threaded and does not take full advantage of multi-core processors, resulting in abysmal tick rates the higher the server population goes. I have a dual Intel Xeon 6 core server with 196GB RAM and 3.2TB of PCI-E enterprise storage and I get better tick rates running the daemon on a desktop box with a slightly newer CPU because of a higher single-core performance. Multi-threading is not a new technology and I'll admit I'm somewhat baffled by the lack of this very basic concept in the architecture of the DayZ server daemon. The DayZ server daemon tends to freak out whenever someone is connecting to the server or when someone's game client crashes (access violations, heap corruption, etc..), or when you approach an area populated with player bases. This manifests as terrible desynchronization for players that are still online. Vehicles will start jumping around and clipping through the map, in some cases completely falling through the map and are lost. At some point, I think server side vehicle implementation may have been an idea thought up to counter hackers on official servers, but for those of us server admins who are actively playing or (in my case) simply providing a sandbox for a select few, trusted players to explore and have fun in, we should be given the choice to have client-side authoritative vehicles. At this point, a single Sarka is more deadly than a horde of zombies. I'm directly connected via hardwired Gigabit ethernet to the actual server and I get desynchronizations and will even get kicked for "unstable connection". DayZ has a problem respecting UDP packet size as it relates to Maximum Transmittable Unit (MTU). I've seen more than a few UDP packets being fragmented because the DayZ daemon is chunking out UDP packets larger than 1500. In the world of UDP datagrams, there is no re-transmit of packets that are fragmented, they are simply thrown out.This is especially noticeable when people are crashing or are connecting to the server and this even happens to me when I'm directly connected via hardwired Gigabit ethernet to the same LAN as the server. We really need a stable, GA release of the Linux daemon for DayZ. It should not be locked up behind the "experimental" branch anymore. Windows is a terrible OS for anything server related. Hell, even Microsoft doesn't use their own OS for a lot of their hosted services. I don't want to have to run Windows just to run DayZ and I should not be forced to use DayZ Experimental just to run a Linux daemon. The DayZ server dameon and workshop items for DayZ should be able to be downloaded with steamcmd using anonymous login. It's dumb to require an actual account with DayZ purchased to download the binaries from Steam using steamcmd. People who haven't bought the game aren't going to be downloading the server daemon and this requirement effectively blocks attempts to automate the installation and maintenance of DayZ, especially for people who are using SteamGuard on their accounts. I should not have to create a secondary Steam account and buy something of $10 or more just to be able to automate DayZ server maintenance. Implementing workshop items (mods, etc...) is a needlessly complex process consisting of a significant number of manual steps. I run an ARK: Survival Evolved server as well, on Linux, and all I have to do here is to deploy with arkmanager and give it a CSV list of Steam mod IDs to deploy. It takes me mere moments to update mods for ARK. I've even automated the entire process of ARK deployment with Ansible. I can't do anything of the sort with DayZ Server. I know this will probably go largely unanswered or just outright ignored, but in the event this post somehow gets noticed and the planets have aligned in just the right position as to merit a response from Bohemia, I'd like to see a detailed response to each of the bullet points above. Preferably something more than just a simple "We're working on it" with no actual details on what's being done and no approximate time frames we can expect to see them addressed or even acknowledged. Because while we're having fun playing the game, I'm actively steering additional members of my clan from jumping into the DayZ pool and buying the game until there's a Steam sale where they can pick the game up for cheap, simply because of the problems above.
  7. Hello, Bohemia, I would like to consider some things for the military side of your community in DayZ and may improve the quality of life for folks who like to do military roleplay/MILSIM. So, my first ideas for a few gear items would be: - PASGT Vest (Could be called BDU Vest [Colors: BDU Camo, Olive Green, Tan/Desert, Black)(No ability to carry grenades [40MM and standard frags/smokes/flashbangs]) - PASGT Helmet (Could be called BDU Helmet [Colors: Olive Green, Tan/Desert, Black]) - M14/M21 Rifle(s) - Helmet covers (Colors: BDU Camo, Marpat Desert and Woodland Camo, TTSko Camo, Olive Green, Tan/Desert, Black) - ALICE Webbing Harness (Could be called Field Harness [Colors: Olive Green, Black])(Would also have the ability to attach to the PASGT Vest) Functional abilities to some items: - The ability to blouse "tuck" your boots for any kind of pants (Jungle Boots, Assault Boots, Hunter Boots, Combat Boots) - The ability to mount certain scopes to the M16-A2 that may be compatible due to the top hole of the carry handle, or the ability to saw off the carry handle (as done to the FAMAS) - The ability to open the top hatch of the Praga V3S truck, to peer out or to provide covering fire to the driver. Another alternative would be the ability to mount weapons on top of the V3S that would be accessible to the passenger by opening the top hatch. Vehicles: - The HMMWV, or Humvee. Though this may not be appealing, it would not consist of much armor and would only be used as a vehicle of transport. It would also be the 1989 variant of the Humvee, that would be painted in a camouflage as seen on the destroyed Humvees that are in the game. Final Note: If anybody does see this whom are supportive of this post, or are part of the developer team, please take this into consideration. I feel that the Americans and their involvement within DayZ lore is too little unlike ArmA 2, where you actually played as Americans. You may also notice that most of the equipment that I have mentioned are from the 1980s to early 2000s, but that is only the fact that I feel like they may fit the aesthetic or theme of DayZ and how it is set within a Post-Soviet country that has not developed into modernity. Thank you for reading this. EDIT: Clothing: - Another vest item could be included called the grenadier vest. This would be in the camos of (BDU, Tan/Desert, Black and Olive Green) Functionalities: - The ability to cut up military clothing and receive the option to create a helmet cover with the military fibers given. - The ability to drape camo netting over vehicles Another edit!: I have come up with some ideas regarding the chemical zones within the game that stick to the 1980s/90s aesthetic of the game. First, US military chemical suits from the Cold War/Gulf War time period. - M17 Gas mask (Fully covered) that would act as both a mask and a hood, but would only take up the mask slot so a helmet could be worn over it. - US Army chemical suit jacket (could be called BDU NBC Jacket) that would be in the camos of (BDU or Olive Green) and would carry around 24 to 30 slots - US Army chemical suit pants (Could be called BDU NBC Pants) that would be in the camos of (BDU or Olive Green) and would carry about 20 to 24 slots - US Army chemical suit boots (Could be called BDU NBC Boots) that would be in the camos of (BDU or Olive Green) - US Army chemical suit gloves (Could be called BDU NBC gloves) that would be in the camos of (Olive Green or Black) (Example of these items) Please help support this post, as I feel that it would be important to the American aesthetic of the game, as well as enhance the RP/MILSIM lovers of the game as well.
  8. Girth Brooks

    Arma reforger

    I'm afraid this game will be on maintenance mode by the end of the year. BI is trying to cram a Arma title onto a console. It runs like garbage and BI's servers are dookie. They've already sold most of the copies of Dayz that they are gonna sell. So focus will be mostly on Arma 4. You can easily tell by looking at the real skybox and nice clouds and actual volumetric fog that is present in Reforger. Dayz STILL doesn't have that basic shit. Or bows. Or vehicles that aren't a joke. Thats why they have been dumping guns on us non stop. Dayz was a tech demo for a tech demo of Arma 4
  9. THEGordonFreeman

    Arma reforger

    A certain Fanboy on this forum will inevitably mock you for spittin facts. I wonder how much the rose colored glasses he received from BI actually cost. Couldn't been more than 10 cents given his proclivity of having his nose where the sun don't shine on BI's backside. I've been into BI's games since Flashpoint, but I won't be buying Reforger on Day One. I will only spend money on another BI title ONCE THEY FIX THE VEHICLES AND THE SERVER EXPLOITS IN DAYZ. And BTW, if that announcement on Twitter is ANY indication of the quality of Reforger, then BI is in for a rough go with the new game. Seriously, the marketing team needs it's own rework, that announcment was cringe to the Nth degree.
  10. Xbox Experimental 1.18 Update 1 - Version 1.18.154845 (Released on 19.05.2022) NOTES In case of problems, please check the Bohemia Interactive support F.A.Q. or DayZ F.A.Q. You can help us to further improve the game by posting your feedback on the Feedback Tracker. GAME ADDED Abandoned trains dynamically spawning across Chernarus and Livonia M79 grenade launcher 40mm grenade launcher ammunition Derringer pistol Sawed-off Revolver Sawed-off Blaze Craftable improvised explosive device (IED) Plastic Explosive Claymore mine Remote Detonation Unit PO-X Vial Fireworks Launcher Craftable armbands from flags Gas Canisters explode upon destruction Advanced sensitivity options for controller Game credits FIXED Doors of several structures could not be opened by force Adjusted some exploitable building collisions (https://feedback.bistudio.com/T163092 - private) When driving the Gunter and Olga without a radiator, the spark plug got ruined too early The slot for cooking equipment was displayed when the tripod was not attached Widget of dead players/animals was not displayed after leaving a vehicle (https://feedback.bistudio.com/T163934) The stamina indicator was not displayed in the inventory with disabled HUD (https://feedback.bistudio.com/T162706) When entering the pause menu after disabling the HUD, the HUD could not be re-enabled (https://feedback.bistudio.com/T163869) Fixed an exploit related to fireplaces Stones were not properly displayed when left as the last attachment of a fireplace Melee damage was dealt in the direction the camera was facing The wrong text was shown when dragging a body out of vehicles The CR-550 magazine was not properly reflecting damage states The dry fire of the CR-550 did not have sounds in prone stance The land mine disappeared upon disarming Land mines ruined by shooting did not explode (https://feedback.bistudio.com/T164288) After cooking, the sound of roasting meat would persist on the equipment used Trying to ignite a wet fireplace would activate burning sounds The fireplace was missing some particles when burning It was possible to boil food in gasoline (https://feedback.bistudio.com/T146331) Transitioning between erect and prone stance while charging a throw was skipping animations in certain cases Brooms did not change their materials properly when burning It was possible to craft the improvised spear while the stick had food attached Ticking sound of the alarm clock could be desynchronized when interrupted while setting the alarm The tutorial screen was falsely showing console controls in the tab selection Inventory icon of the Long Torch was cropped Fixed several instances of headgear clipping with character heads It was easily possible to get stuck in the stairs of the castle tower Adjusted rag cover clothes to reduce clipping with other clothing items The Bizon was spawning with the 1PN51 night-vision scope (https://feedback.bistudio.com/T163972) Improved textures of the spear variants The animation of drawing a pistol from the holster would twitch unnaturally Fixed an issue that prevented military infected from spawning with EGD-5 grenades Skater infected gave a metal sound when hit against the head Bus wreck model was levitating slightly (https://feedback.bistudio.com/T161767) Stick was held badly when roasting meat over fires (https://feedback.bistudio.com/T164438) It was possible to unpin grenades silently (https://feedback.bistudio.com/T158850 - private, https://feedback.bistudio.com/T161873 - private) Items would float when taking them into hands with a wounded character Reloading while freezing could result in animations glitching Fixed some issues that would result in skipping animations Jumping with two-handed rifles could result in stretched arms Cooking slots in the oven took different amounts of time to cook (https://feedback.bistudio.com/T164090) Multiple flash-bangs in a row would eventually stop impacting the character Ownership of the Livonia DLC was not correctly reflected in the main menu Change of the control scheme was not saved after restart (https://feedback.bistudio.com/T164582) PlayStation: Sea water would disappear on low tide CHANGED Rotten meat now gets burned when smoked It's now possible to skin dead chickens, rabbits, carps and mackerels with the screwdriver Reduced the weight of the Handheld and Field Transceivers (https://feedback.bistudio.com/T157490) Decreased the inventory size of binoculars from 3x3 to 2x2 The sharpened wooden stick can now cause bleeding on targets Halved the damage to cooking gear while cooking (https://feedback.bistudio.com/T164266) Keybinding menu now has inputs split into several categories to make it easier to navigate (PC) Adjusted positions of rifles in the shoulder slots to reduce clipping with the character Animations of character symptoms do not conflict with other animations any more Adjusted the modern compass to be more readable in sunlight Adjusted colors of all raincoat-based armbands Controller sensitivity options are now visible even when mouse and keyboard is enabled (https://feedback.bistudio.com/T164297) Renamed the "Restart" button during unconsciousness to "Respawn" SERVER Added: cfgeventgroups.xml to define groups of objects to spawn with dynamic events Added: Hundreds of static environment objects now have a config-class to be spawned by the server Added: "deloot" attribute to events.xml <child> to define the amount of wanted dynamic events loot for a child instead of the default value Added: "spawnsecondary" attribute to events.xml <child> to define if the child should be spawning the secondary infected event Added: Warning message when a definition in types.xml will be ignored Added: Additional dynamic event setup validation and warning messages Added: Dynamic events now supports spawning of "dispatch" from proto xmls Added: "dispatch" and its children "proxy" from proto xmls now have an additional attribute "dechance", a float value ranging from 0-1 to decide chance of spawning at a dynamic event Fixed: Banlist, whitelist and prioritylist were cleared when the accompanied file was failed to be opened by the game Fixed: The enableDebug window was not fully displayed in certain resolutions Fixed: Random loot spawned by dynamic events would persist after a server restart Changed: The game now has an error message and shuts down when it cannot find the world Xbox Experimental Update 2 Xbox Experimental 1.18 Update 2 - Version 1.18.154885 (Released on 26.05.2022) GAME FIXED It was not possible to combine items from the inventory and hands The vicinity tab could disappear after scrolling through a long list of items The M79 launcher would not deal accurate damage to bases The Derringer would change its zeroing while shooting It was possible to store improvised explosives infinitely into each other It was possible to craft the improvised explosive even if the protector case still had contents Fixed an animation glitch related to going prone Plants missed their name widget during growing stages Brooms would recover health after stopping burning (https://feedback.bistudio.com/T164097) Food lost quantity when baked with lard Food did not lose quantity when being roasted on a stick It was possible to ignite the fireworks launcher in buildings where it should not be possible It was not possible to ignite a damp fireworks launcher The dismantle action performed the repair action instead The stealth kill used the infected death animation Fixed a server crash related to corrupted storage Vests attached to grenades would explode on their own It was possible to add the Remote Detonator to the improvised explosive's attachments Gas canisters would not explode when instantly ruined from pristine state Magazines would not display the bullet count if it was 0 or 1 Inventory arrows of the fireplace cargo would indicate the wrong state It was possible for 40mm ammunition to spawn with 0 quantity CHANGED The fireworks launcher is now deployed faster The Claymore now features a close range explosion in all directions in addition to its directional main explosion Tweaked the inventory icons of the 40mm ammunition to point upwards SERVER Changed: Adjusted some typos in the config.cpp (https://feedback.bistudio.com/T165022) Xbox Experimental 1.18 Update 3 - Version 1.18.154920 (Released on 02.06.2022) GAME FIXED Weapons wouldn't fire while holding the shift key when playing with MnK (https://feedback.bistudio.com/T163427) Fixed a number of game crashes It was possible to add the Remote Detonator to the improvised explosive's attachments Gas canisters would not explode when instantly ruined from pristine state Magazines would not display the bullet count if it was 0 or 1 Inventory arrows of the fireplace cargo would indicate the wrong state It was possible for 40mm ammunition to spawn with 0 quantity Grenades attached to vests did not explode in the fireplace It was possible to move an armed improvised explosive into the inventory It was possible to arm an explosive in the inventory The Claymore was visible for a brief moment after its explosion The Claymore explosion was too fast and did not synchronize properly for players The Claymore LED was not glowing at night Smoke from 40mm smoke grenades was briefly visible if the expired in the players inventory It was possible to detonate explosives via the tripwire The 40mm explosive grenade did not explode when ruined Disarming the plastic explosive would create an additional remote detonator The improvised explosive would explode when ruined, even if there were no explosives inside The improvised explosive and Claymore did not visually reflect their damaged states Attaching the plastic explosive to the improvised explosive would make the cargo of the improvised explosive inaccessible Two plastic explosives in an improvised explosive would reduce its damage It was not possible to take a ruined plastic explosive back into hands Grenades within the improvised explosive did not explode The remote receiver did not disappear after disarming the plastic explosive The remote receiver did not have a widget and could not be dropped from hands The remote detonator did not display its damaged or ruined states The remote detonator could not be repaired using the electronics repair kit "Arm explosive" action was displayed when interacting with specific grenades with the remote detonator in hands It was possible to skip the arming action for explosives Infected did not react to the sound of shooting the M79 launcher Several items were displaying invisible attachments Cargo of cookware was not visible when attached to a fireplace The PO-X Vial showed an "unpin" option It was possible to attach the 40mm grenades to the tripwire Kitchen Timer and Alarm Clock kept ringing after exploding as part of an explosive device The spawn position of the dynamic train event was not truly random CHANGED The Claymore now features a close range explosion in all directions in addition to its directional main explosion Tweaked the inventory icons of the 40mm ammunition to point upwards It is no longer possible to arm the improvised explosive if not explosives are inside It is now possible to disassemble a remote detonator with a screwdriver to gain a battery It is no longer possible to attach the Caymore to the improvised explosive Adjusted the composition of a dynamic train event Adjusted inventory rotation of armbands Reduced the inventory size of the sawn-off Blaze for consistency Increased the range of the remote detonator Added shock damage to the explosions of gas canisters SERVER Fixed: The Central economy did not spawn weapons with magazines (https://feedback.bistudio.com/T165332) Fixed: A prevalent connection error resulting in Connecting Failed 0x00020009 (https://feedback.bistudio.com/T163151 - private) Changed: Adjusted some typos in the config.cpp (https://feedback.bistudio.com/T165022) ______________________________________________________________________________________________________________________________________________________________________________________________________________________________ Xbox Experimental 1.18 Update 4 - Version 1.18.155001 (Released on 27.06.2022) GAME FIXED It was not possible to access certain clothing containers in the vicinity A non-functional "combine" option was displayed for plastic explosives with the remote detonator Fixed a server crash related to vehicles The Derringer was missing a reload sound after only one bullet was shot The Derringer did not display ejected shells The character got stuck in walking speed after dying while in inventory It was possible to arm an empty improvised explosive using an alarm clock or kitchen timer Consuming an item assigned to a quick slot could result in the slot becoming unresponsive Raising hands with an opened map in hands could result in desynchronisation (https://feedback.bistudio.com/T165934) Widgets were still displayed after disabling the HUD via keybinding Plastic explosives were dealing inconsistent damage (this also includes additional damage rebalance to reflect this fix) An improvised explosive with one plastic explosive was doing more damage than one with two explosives attached Disarmed plastic explosives and improvised explosives could not be picked up Timers from the improvised explosive could not be disarmed Ruined landmines and bear traps were still triggered on contact Cargo of vehicles and barrels was not displayed properly (https://feedback.bistudio.com/T165739) CHANGED The M79 Launcher can no longer jam Slightly increased resistance of the base building wooden walls against explosive damage (tied to plastic explosive fix) SERVER CHANGED: Newly implemented static objects were renamed to StaticObj_* instead of Static_ (https://feedback.bistudio.com/T166003) Fixed: Chernarus contaminated areas had seasonal event usage flag applied (https://feedback.bistudio.com/T166023) ______________________________________________________________________________________________________________________________________________________________________________________________________________________________ Console Stable 1.18 Update 4 - Version 1.18.155069 (Released on 28.07.2022) GAME FIXED Fixed: An issue where one could see inventories of players that broke from restrains/woke up from the unconscious Fixed: Server error message related to the inventory
  11. Parazight

    Arma reforger

    Professional companies also do whatever they can, especially when it costs very little resources, to have positive public relations with their consumers. Back in February, the PR manager, who has never been on these official forums, said that testing of cars in DayZ would be coming 'in the following weeks'. It's been months. It's fine if vehicles will never be fixed. We're adults, we'll be able to handle it. Tell us that. Stop telling us "fixes are coming" then do nothing. Year after year of squandered potential.
  12. Girth Brooks

    Arma reforger

    So reforger gets vehicles and Dayz still suffers. Wth BI
  13. Hello there! This is a new list of QoL suggestions for DayZ Standalone. I have created several of these posts in the past, which I invite you to visit in the links below, and the intention was always to come up with achievable and “easy to implement” suggestions within the general framework of the game. Nothing too crazy, no completely new features or things that would not be in line with the overall concept of DayZ. Were these ideas deeply thought through and evaluated? To some extent, and that’s why I probably underestimate the complexity of actually adding any of this to the game. Only the Devs (and probably some experienced members of the community) can get a real idea of what adding them would actually entail in light of the current structure and content. So keep this in mind when assessing them because nothing is actually “simple”, even when it appears to be. Having said that, I hope you find them useful and least serve to awaken other tweaks, ideas or improvements, either from the official development or through community mods. OTHER SUGGESTIONS SUGGESTIONS PART 1: https://forums.dayz.com/topic/247601-50-qol-suggestions-dayz-future-updates/ SUGGESTIONS PART 2: https://forums.dayz.com/topic/250890-55-qol-suggestions-dayz-112/ SUGGESTIONS PART 3: https://forums.dayz.com/topic/251715-45-qol-suggestions-dayz-115/ SUGGESTIONS PART 4: https://forums.dayz.com/topic/252772-dayz-50-qol-suggestions-part-4/ SUGGESTIONS PART 5: https://forums.dayz.com/topic/254494-dayz-50-qol-suggestions-part-5/ SUGGESTIONS PART 6: https://forums.dayz.com/topic/259915-dayz-30-qol-suggestions-part-6/ HERE ARE MY +50 QOL SUGGESTIONS 1) Soviet Plash Palatka | Tarp/fabric poncho. It would be very interesting and useful to have a craftable "plash palatka" that goes in our backpack slot offering high insulation value and waterproof protection. What is a plash Palatka in the first place? This is just an improvised poncho made of fabric, very popular among soviet troops and many other armies. This piece of gear could be crafted from a piece of Tarp/Fabric (2) combined with a Sewing Kit (75%) or Leather Sewing kit (50%). It would not only provide with another relevance and use for the Tarp/Fabric (item that its currently almost unused because players always craft the Improvised Shelters over any other alternative), but would also provide an extraordinary survival feeling with the proper balance between protection and size (no inventory slots). As I said, this item also has a real context with soviet clothing and the DayZ lore. 2) Precise positioning | Transparency when trying to place big items There is a general issue when we want to place large items (such as a barrel, a power generator and such…) when using the blue print system (or precise positioning). The item completely obstructs our vision (1PP) and we have to play with the free cam to be able to guess where is going to be placed. Although this could be fixed with some modifications to the holding animation of these items, their models or maybe by extending their positioning range (to be able to position it from further distances), when thinking about modding and possible big custom items, a definitive solution could be to add some kind of transparency to those items when the precise positioning is activated (LMB Click). By this, you would be able to see through them. 3) Flare guns | Higher altitude + longer duration (Credit to Kafeina) Currently, the flares shot from a flare gun last just a few seconds in the air and then they start falling at a very high speed, making them quite useless for their intended purpose (signaling, illuminating, attracting other survivors). The idea is to simply increase their height (shooting speed/distance) and reduce their descent time so that they can last at least 30 seconds in the air and then, another a little more when falling. Kaffeina (modder) has already implemented this with his "Aerial-Flares mod", but I think an intermediate version would be an excellent tweak for the vanilla version of DayZ. 4) Flags | Craft armbands and courier bags from them Flags are a rare item and the only real use for them right now is to add them to a flagpole. Since some updates ago, you can now obtain rags out of them. However, this item could be much more interesting (and also used by any player, even with non-base building intentions) by being able to create improvised backpacks and armbands from them (like you do with a burlap sack or boar pelt). This would not only offer a new element of customization (which is always welcome) but also a new and interesting use for an item that it tends to be exclusively associated with base building. 5) Sawed-off weapons | Less weight + random spawn in the world There are 4 weapons that can be sawed off right now, but the Mosin is the only one that actually lose some weight (4kg to 3kg) in the process. It would be convenient and consistent that all the weapons lose at last 1kg of their total weight when you do so. The LE-MAS (FAMAS) perhaps could be the only exception to this rule because of the type of modification it undergoes. In addition, as previously suggested in another thread, it would be interesting if these sawed-off weapons could also spawn into the world instead of being an only crafted item. Always thinking about diversifying and expanding the content with a large amount of non-op civilian weapons for tier 1 and tier 2 zones and also, since these are not very popular, it would give new players the knowledge that they actually exist. 6) Player animations | External clue when managing your inventory (Credit to Wardog) This suggestion clearly came from Wardog's tweet (@thewrdg) where he showed us some of the game's “hidden” animations, among them, one that simulates the player checking his pockets. For anyone who hasn't seen it, he linked that animation (checking your pockets) to the action of opening/managing your inventory, so that there is a visual clue to other players of what you are actually doing (instead of displaying a completely static player). I think that having this feature would be excellent to achieve a better realism by filling that lack of immobility when a player is still but checking his inventory and also, it would provide a visual cue of a possible risk, danger or appearance as part of a player during an encounter. An initial 3-4 seconds delay would be very necessary to avoid forcing the animation with each opening of the inventory. 7) Pieces of guts | Alternative fishing bait The idea is quite simple: Instead of having as our only option the earthworms as bait for the fishing hooks, make it possible to cut small “pieces of guts” out of animal/human guts to also use them as bait. It would provide us a better use of this item while being able to combine even more hunting and fishing in an organic way. Not to mention that it's something quite common IRL when improvising a bait. (Thanks Project Lemons) 8 ) Tripwire | Attach a loaded flare gun Another idea that I believe would add to the general gameplay is the possibility of attaching flare guns to the tripwire. This way, when its activated, the flare is fired and the presence of a player in the area is warned. We all know that this can be already done with other lighting items, but of course a huge flare in the air would provide with a much more interesting and noticeable indication of a player presence. This would also serve to play with the players' minds in anticipation of a possible air attack (dynamic toxic gas), forcing them to move from their positions. Eventually, this could even be extended to other types of weapons and ammunition, not for the purpose of damage or incapacitation (which I understand would be quite complex to materialize and neither is the idea to make this kind of traps as it happens in games like Rust), but for the weapon to be fired to the air, providing a long range audible alert. 9) Items Sterilization | Boiling items to sterilize them (Credit to Mikhail) Non-sterile bandages and rags, plus any other items that can provoke a wound infection in the future, can only be cleaned/sterilize with disinfectants. It would be a good and also a realistic idea to allow to get the “disinfected status” by boiling the rags/bandages in water. Attention should be paid to the time in which bandages and rags become ruined for this to even be possible. This idea is not new, and there is already a community mod that allows this by DZR|Mikhail. 10) Bayonet | Multiple cuts inflicted While bayonets have gotten a bit more attention recently by increasing their overall damage (being more effective against infected) I think there is still room for improvement in close combat to give a new relevance to this quite unpopular item. In what way? By providing a 100% cut chance and even, by allowing each hit to generate two wounds or bleeds on the affected player instead of just one. A hit with a bayonet against another player should represent a game changing scenario during a pvp, where the affected player should seriously consider his blood loss as a conditioning after having received a “lunge”. 11) Shelters | Differences and advantages between them Since its implementation, the craftable shelters and their three variants - improvised, tarp and leather - there was never really a differentiation between them besides the required crafting items. They all have the same storage, persistence and durability, even when the time and difficulty invested into crafting them is different. This is why the vast majority of players simply choose the “Improvised Shelter” as their main option, not only because it’s the most accessible to craft but it’s also because it offers the best camouflage. This kind of kills any incentive of crafting the other two shelters and prevents us from giving more use to the whole feature. The proposal is then simple: provide with more differentiations between them, offering more/less slots, more/less resistance, more/less persistence, more/less waterproof to the items inside, etc. The leather shelters should definitely be the best of all tree, followed by fabric shelters and finally, the improvised shelters should be just that, improvised, lasting no more than two or three nights, with slots limited to a single survivor storage. 12) Attachments | Better management/replacement (Credit to Akula) This suggestion and the next one are 100% from the user akula692008 from the DayZ forums, so I thought it was a good opportunity to make them more visible for everyone since I completely agree with both. In few worlds, the game should allow us to replace any weapon attachment (optic, buttstock, handguard, etc.) by the same way it does with magazines, this is, by dragging the item to the “combine” section of your hands instead of forcing us to drag it over the particular attachment. This would be not only more practical but also consistent and particularly useful for console users. 13) Attachments | Inventory battery representation (Credit to Akula) Right now, if we carry a rifle with a battery for your optic plus a universal light for example, we would see two batteries, one under the other (left side picture), and it is not quite intuitive for telling which device they belong to. The idea then is to reposition the elements as shown in the image above. This small change would solve this lack of clarity providing with a cleaner and clearer view. 14) Raincoats | Add the hood to them I understand that this is definitely not a simple thing to do and that there are many, many things to consider in what would appear to be a small cosmetic change. Nevertheless, I always wondered why those hooded pieces of gear like the Gorka Jacket, Raincoats or Hoodies did not allow us to equip ourselves to cover our head, protecting this part of the body from the rain and adding to the heat retention (or protection against frostbite in Namalsk). I think it would be a good feature (or future change) to consider either models with the hood already deployed (where it blocks the head slot because it is already taken by it, avoiding clipping problems) or, something more elaborate, like the possibility of folding/unfolding the hood. There is also a “banal” argument linked to a post-apocalyptic aesthetics where hoods and ponchos are a fundamental element. 15) Repeater | Sawed-Off version Simple idea that would add to the diversity of the civilian’s low tier weapons without really implying new content is the possibility of sawing-off the Repeater as it currently happens with the Mosin and other weapons. Of course, it should suffer the corresponding nerf to the distance, accuracy and weight, but the basic concept would be the same to all the sawed-off weapons in the game. Not to mention that it is something that actually exists. 16) Bone Knives | Attachable to the improvised rope belt Maybe this will be changed in the near future because this item is in the game very recently, but I suggest to add the possibility of carrying the improvised knife on the rope belt. I think it is logical and a way to make this a "first step" in the survival crafting progression for any player. I honestly didn´t find many arguments against this like I did find with the stone knife because of its shape and model for example. 17) Feet Wrapping | Increased crafting cost + less durability We are all aware that an improvised item, easy to craft and offering a great advantage when approaching enemy with total stealth could be somehow abused. Unfortunately, many players have been using it as a “pvp meta” lately. In an attempt to avoid this, the proposal is to increase their crafting requirements (actually, I would personally increase it for all the wrapped crafting recipes in general) and reduce their overall durability (or at least prevent them from being repaired or their requirements - rags - from being significant), so that they only serve as a transitory solution in those cases where your footwear get ruined and you must look for another one, avoiding bleeding feet or frustrating scenarios. 18) Radios as an attachment | Slot for vests and belts I have already suggested the possibility of having custom key binds for the use of radios so that we do not have to resort all the time to put them in our hand to interact with them in the first place. I believe that for items that are not so popular but at the same time can represent an extraordinary element for gameplay and immersion, making them as practical and accessible as possible is definitely the way to go. In this occasion, the suggestion is related to the possibility of attaching the radios to our vest and belt. This would also allow us to have more than one active radio simultaneously, on different frequencies. 19) Clear indication for front / back fences (precise positioning) Even when you can always use the knots on the poles and the initial position when deployed to know the direction of the fence (front/back), it is often quite unintuitive (its direction) when you have to rotate or place them in a very specific position. The suggestion is then to add some sort of “direction indicator” in the ghost model itself, or slightly modify the model (the bottom portion that would be buried for example) so that it clearly indicates which is the front and which is the back in a more intuitive way, even after having placing it. 20) Torches | Fuel should fully charge the torch Maybe the current limitation to this is somehow related to a balance and performance idea due the duration of the torches in general (avoiding that someone can leave for a long time multiple torches lit in a very easy way), but I think it would be a more functional that, when adding gasoline to the torches, they charge at least 50% of the total and not just 5-10%, forcing us to soak them in gasoline like 6-7 times. Using gasoline to fuel torches is already a difficult method to use and it should then have its reward which would have to be a hell of a lot better than simply adding rags. 21) Holding breath | Stance impact on the stamina depletion speed (Credit to Simonvic) It seems to me that it would be not only realistic but very beneficial for the gameplay in general to be able to differentiate the speed at which stamina is consumed when holding breath, not only depending on the weight (which determines the total stamina and therefore, how long we can hold our breath) but also by the stance of our character (standing, crouching or prone). Thus, for example, if we have 30% of our maximum stamina due our gears weight, when we hold our breath while standing, it will empty completely in 5 seconds. If we are crouching, it will do it in 8 seconds and if we are on the ground, it will do it in 15 seconds. It doesn't make much sense that someone lying completely flat on the ground, in a resting state, even with a lot of equipment on him, can only hold his breath for less than 1 second when he wants to land a shot. 22) Automatically stack items in your inventory (Credit to InclementDab) Right now, if we have for example a stock of 10 .308 bullets in our inventory, and we grab 5 more from the ground/world, these new 5 bullets will take a different slot in our inventory instead of just stocking on top of the existing 10 bullets. It seems to me that it would be more than practical to expect the game to put identical/stackable items together directly in our inventory, or at least to do so once our inventory is 100% full (no slots available). This can be limited to certain items categories if there is any case where it would not be convenient to stack. The same should apply for meds or other stackable items. Example. 23) Tearing up chickens using only your hands or boulders With 1.17, and improvised bone knife has been added. However, to get those bones in the first place, one already has to have a knife to dismember the animal that provides it. This doesn't make too much sense considering the progressiveness of a survival crafting line. I think the ideal case would be to allow players to dismembering small animals (Chickens and rabbits) either by using their own hands or using the rocks in our environment. As a result, we should only get bones out of them. 24) Open cans by hitting them with a rock With a very similar criterion of the previous suggestion, and taking into account that since version 1.17 we can now “combine” certain items with boulders from the environment for our crafting, it would be excellent to use this feature to open food cans, obtaining a substantial reduction in their total amount. 25) Mask attachment slot for backpacks and belts Keeping the idea of gas masks having multiple uses and not being limited to static/dynamic toxic zones, it would be quite necessary to be able to add attachment slots for them on both belts and backpacks. 26) Lock picking | Reduced effectiveness (Eventually tied to passive skills) While this idea relates to a broader concept like passive skills evolution and such, I believe that lock picking should not have to be 100% effective (opening or locking the doors on the first attempt) but rather have a percentage of effectiveness where it is possible to fail to do so and have to repeat the action. As I said, thinking about an eventual development of passive skills, this percentage of effectiveness could be linked - or even conditioned - to the skill developed by the player (or survival time). But an initial approach would be that lock picks do not always open the door but that there is a chance of failure followed by an audio clue that it has failed. 27) Grenades | Automatically attached to grenades slot 4 Quality of life modification, the suggestion is to automatically assign the slot of the vests grenades when we pick them up from world since, right now, we must manually take them to our vest. 28) Epinephrine abuse | Negative effects and overdose Epinephrine has gone from being a medical item to a military tool, where players stockpile large amounts of them to use one after another, perpetuating their stamina in an unrealistic way during combat. The concept behind my suggestion is precisely to try to avoid this abuse by generating some kind of punishment. This could be with an overdose effect (shock damage, reducing the duration/boost with the second application or permanent stock max at 50% for 10 minutes making it easier to go unconscious after being hit) or by adding a general stamina reduction after the epi effect (for a period of 2-5 minutes) if you applied more than one epinephrine within 10 minutes. Again, the main idea is to find a way to counteract its abuse by relating it to an effect it would produce in reality. 29) M7A3 grenade | Tear gas grenade (Credit to DUG) I believe that tear gas grenades would be an excellent addition to complement the use of masks in situations other than airstrikes or toxic zones. They should cause coughing, stamina reduction and eventually sock damage (unconsciousness without a default recovery until the gas wears off) if the players are exposed for too long. Of course, this could be repelled by using a gas mask with full filter, completely avoiding its effects. Particular attention should be paid to the area of action to avoid possible exploits where the smoke goes through walls, generating undesired scenarios. 30) Wash hands under the rain Being able to wash your hands when it rains (complementary to the idea of bringing back the “catch rain” feature, especially for maps like Livonia) would definitely be a QoL addition to the game. It wouldn't be invasive either (for the HUD) since you would only get that pump-up option if you have bloody hands and you are in the outside. They could even make it automatic without the need for animation. Bloody hands are probably the biggest enemy for new players, and if we add the rain, that first game may be impossible for them. Fighting each other may be a great option to leave only one active threat. 31) Rusted and static fire barrels around the map One of the simplest and most efficient attractions in maps like Namalsk is the presence of static fire barrels spread around the map where players can get together, warm up or cook. While this concept already exists with the indoor fireplaces around Chernarus and Livonia, the fire barrels provide a much clearer guideline and are generally found in large places, industrial areas and barns where you (and your group) can take a minute of rest, away from the urban areas. The suggestion is then to add those rusty, static fire barrels scattered around Chernarus and Livonia. 32) Bandaging | Continuous cycle when you have multiple wounds Right now, when we have more than one cut/wounds and perform the bandaging action, we have to complete a full cycle, finish the animation and then click again to start the bandaging animation again for treating the next wound. Although there are some “exploits” to speed this the “finish/start”, the ideal in my eyes would be that - as with other actions such as cutting down a tree, drinking water or getting planks from a plank pile - we could simply hold the LMB and the cycling would be continuous according to the amount of cuts/wounds that we have. I understand arguments like that there are multiple wounds and not always in the same place, however the animation is always the same, so it would not be something that could break any kind of immersion either. In other words, if you have 2 cuts, you just put a bandage in your hands, hold LMB and your character would perform two full cycles. If you interrupt the second cycle, you have only been bandaged once. 33) Logging in | Anti-ghosting + anti-glitching + anti-combat log I think it has happened to many of us that, being in a closed place, a player logs behind and kills us. In the same way, it is also frequent to chase a player into a building, waiting for the moment to rush their position and when we finally do it, they have disconnected without any actual indication to us. Although this suggestion would not be a definitive solution, I think it could help to prevent these situations and avoid the huge disadvantage it generates. What would this consist of? Adding a dark layout/vignette (as happens when we are regaining consciousness) that covers our screen and gradually expands until disappear along with a yawning sound (or any audio clue) would be an indication that someone has connected in the vicinity. On the other hand, the dark vignette / layout covering most of his (connecting player) screen for the first seconds after joining the server, would obstruct the ability to see through walls with the slow loading textures glitch that most of the low ends PC´s and consoles usually have. Clearly, it would not be a perfect system, but it would make ghosting, combat log and exploits associated with connections/disconnections less frequent. 34) Wooden Crates | Another general nerf suggestion This is a suggestion that I've been holding onto continuously by trying different approaches, because I really think that the wooden crates are very OP in a game like DayZ. I still believe we need a general nerf for wooden crates, therefore, after proposing a general reduction of its size and persistence time, the suggestion is now to increase the requirements for its construction, raising the number of nails needed from 16 to 32. 35) Actions over other players | Directional conditioning Actions involving interaction with other players should only be possible if you are face to face with them. We should not be able to feed players from behind, give them medicine or similar actions. Of course, there could be exceptions to this rule, such as tying another player or applying a bandage to him. 36) Improvised clock bomb | Crafting recipe Add the possibility of creating an improvised explosive device from a gas canister, tape, a grenade, metal wire and a kitchen timer. How could it work? First you should combine the duct tape with the gas canister, creating a new item called “Improvised explosive device” with tree attachment slots: 1) Explosive slot (grenade, flashbang, smoke grenade, etc.) 2) Metal wire 3) Timer. You can then add the required items, set the kitchen timer from 1 to 45 minutes and then attach it to the device so that, when that amounts of minutes have passed, it releases the spoon from the grenade and after a few seconds explodes. Because of its complexity and because it has a gas canister in addition to the grenade, its damage and explosion range should be higher. 37) Tents | Allow tents to be carried in player’s back I am sorry to be repetitive with this idea but I firmly believe that one of the main reasons why we do not find isolated bases scattered around the map (as historically happened in DayZ) as opposed to massive basebuilding structures, is because of the impossibility of transporting the tents in a simple way that does not necessarily require a vehicle. Both the military tents, the car tents and the canopy ones should be transported in our back taking the backpack slot. 38) Throwing items | Low throw alternative I know that this is definitely not a simple suggestion to implement, but I don't see it as impossible either. The concept is simple: once we enter the throwing stance after pressing G (PC), by moving the mouse wheel (as we do to change between optics) we can toggle between a normal – high – throwing stance and a low throwing stance from the waist. This could be particularly useful for throwing grenades at short distances, underneath structures or even to be able to throw random items at other players safely and without having items flying through the air. 39) Weapons attachments variation | Add the painted variation to weapons While I imagine there are already plans to add back the spray-paint that allow us to customize the weapons/attachments, it would not be a bad idea to have the color attachments already included in the random preset of some weapons as an alternative. This would add to the diversity and content without necessarily affecting the CLE. These attachments can either spawn in the world or for now only in the preset of the selected weapons. Many community servers (PC/Consoles) already have them added and they seem to work just fine. The only problems are usually with the colored mags. 40) Dynamic events | Abandoned night camps with fireplaces This suggestion is part of a larger thread that analyzes different alternatives to generate a reward for players who stay on the servers at night instead of just logging out, waiting for the day. Basically the idea is to take advantage of light sources during the night and link them with dynamic events. In this sense, it would be interesting that the “helicrashes” have a light source that makes them more "visible" during the night (like a beacon light that could also work with a radio signal) and, at the same time, the possibility of having other dynamic events such as “abandoned camps” with an active campfire where high value items can be found. I think it would add a lot of depth and ambiance to the game while providing access to the rewards of a dynamic event to players who choose to play even with the disadvantage of the night. 41) Snare traps against players | No damage + reduced mobility for 1 min The idea is to use this feature not only to hunt small animals (rabbits) but also as a trap against other players. How would it work? Of course some kind of animation/model would have to be added to the activated snare trap, but when a player step over it, it would attach to his leg (like a splint does) forcing the wounded walking animation for a whole minute. The affected player would then be unable to run full sprint and would be partially defenseless, even without having suffered any damage. 42) Vehicles water indication | More intuitive symbols While many of us have become used to being guided by the white smoke to determine whether a vehicle radiator has or needs water, it is quite common for new players to be confused by the unintuitive nature of the indicators. More precisely because while the fuel gauge shows a full tank on the right side, the water gauge seems to be the other way around. The suggestion is then to unify this representation of both gauges with the same criterion and maybe even add a red color to the indicators to make them much clearer. 43) Plate Carriers | Color variations I know it would be an absolutely secondary addition but very much appreciated for diversity, customization and content, the possibility of having different variants (textures) of Plate Carriers I think would be a nice addition to the game. It would not escape from the colors that usually wear these vests IRL (black, dark green, etc.) and it would not mean a huge work behind this item (it would be a simple retexture). 44) “Chemicrash” | Contaminated dynamic events Another feasible alternative for random dynamic events could be some kind of "chemical crashes" or "chemicrash". These could well be models of wrecked trucks that were transporting toxic waste in barrels from the toxic areas and were ambushed or crashed on the road. Naturally, this event should be followed by its respective toxic zone (with a rather limited radius), being only accessible to players with NBC equipment (or at least with an PO-X Antidote if you have a bit of skill), infected with NBC suits and loot rewards similar to helicrashes. The idea is to give more diversity to the use of NBCs and masks without this objective being limited merely to the toxic zones. 45) “Cooking” canned food | Water bath + increase its nutritional value The suggestion is based on the possibility of "cooking", or rather heating, canned food to increase its nutritional values based on the idea of comfort. The cooking method, to be consistent with what would happen in reality, would require a cooking pot filled with water, thus avoiding burning the can. They could only obtain the "cooked/hot" status by offering extra energy and/or hydration. It would be a good way to encourage the use of cooking methods and give more depth to this item. 46) Multivitamins Pills | Less quantmax While this has been changing over the course of the updates and vitamins are not as OP as they were before, I still feel that the minimum amount of pills is high enough that it is not valued correctly and ends up being overabundant. Currently, vitamins have a chance of spawning up to 10 pills, they are not very rare to find and can be stacked. The suggestion is simply to set a quantmax of 10% for this item, making it scarcer and therefore more valuable. 47) Long-Mid range Optics | Add a dark vignette Definitely not a new suggestion and I had already proposed it a few years ago, although not with this format. Basically what it aims to do is to add, in addition to the blur effect that ADS has with an optic, a dark vignette to provides with a more realistic and at the same time immersive approach. As you will notice in a suggestion below, I am not in favor of absolute darkness (as happens with the Hunting Scope for example), because it also ends up being quite unrealistic and immersion killing, so a simple darkness that forces us to focus on our target without obtaining much external information (although realistically one shoots with both eyes open) would not only be a welcome aesthetic and immersive change, but would give another spice to the pvp with ranged weapons. 48) Hunting Scope | Non-Full screen alternative view Following the same reasoning of the previous suggestion, and as I had already mentioned, we know that most (if not almost all) optics do not appeal to a "full screen" design where everything is black except for the reticle. On the contrary, the whole screen is zoomed to the optics, but what is outside it (sides) is blurred. It would be interesting and would look 10 times better if this would also happen with the Hunting Scope (see suggestion image), adding also the already suggested vignette. The effect and immersion achieved I assure you is gratifying. 49) Improvised metal sheets from vehicle parts Questionable suggestion but a suggestion nonetheless, I think it wouldn't be a bad idea to bring back the old concept of “scrap metal” to be part of some crafting recipes in DayZ Standalone. Of course not to the levels of DayZ Mod or games like Rust with extravagant crafting recipes, but something much more basic and limited. For example, with the possibility of turning car parts that we find in the world into improvised metal sheets to be used in our basebuilding constructions. Each car part (door, hood, trunk, etc.) would offer us 1 “sheet metal” that would be nothing more than the current sheet metal with a rusty texture. I understand that even if it sounds simple it is definitely not, but a similar concept that allows us to take advantage of the items along with a more apocalyptic atmosphere to the constructions (basebuilding) would be welcome. 50) Cutting trees | Two-step process (Credit to Derleth) In a nutshell, the idea is that when a tree is cut down, it will fall to the ground as it normally does, but without dropping the "reward" items yet (wooden logs, firewood). In order to obtain those, we must cut the tree again on the ground and it will then disappear, leaving only the wooden logs, firewood, long sticks and such. This would help to avoid unwanted clipping/collisions situations with trees and would also provide with a more realistic approach to the mechanics itself. 51) Shove away player/infected | No damage, 1 sec cold down, no stamina requirement (Not QoL) There are many things that could be improved in the melee system in DayZ, but where I notice a gap to be filled is when you end up cornered. In short, it is quite common to see players "stuck" without the possibility of changing weapons or resorting to attacks that slightly push the infected away to be able to survive that situation. Of course anyone could say that a good player would not have put himself in that position in the first place, but the game has to be difficult, not frustrating. For that, it would be interesting to consider the possibility of pushing away infected and even players, which would be the "default attack" when our stamina does not allow us to hit with our weapon or make a strong fist attack. This “push”, which should have a cold down of at least two seconds to avoid any abuse, should not generate any damage or take any of the stamina recovered away, could fill the gap that exists between unrealistically holding indefinitely a guard up against a wall until a friend comes to save us or die cornered against a wall without any resource at all. 52) Nerf to NVG's vision | Vignette intensity It is not the first time I suggest it and I am compelled to do so because I know that the game will at some point go in that direction. NVG's are too OP an element for a game like DayZ that aims for a balanced day/night gameplay. Not only because it discourages any player from playing at night in the presence of this item because also because the clarity of vision when using them and the lack of "blindness" from light sources. That is why one of the things that could be easily and quickly modified is its range of vision or vignette, to slightly punish the huge advantage obtained. 53) Encouraging nighttime play | Night wild life Once again, keeping the idea of encouraging night gameplay through “advantages” for the players, it would not be a bad option to consider increasing nocturnal wildlife in areas where they are not frequent during the day. That way, coyotes (alternative to wolves), white-tailed deers, foxes and other animals that IRL usually have a nocturnal activity, can be seen and found close to cities (even spawn cities). This would not only give an incredible complement of ambience (not to mention if you consider the population of glowing eyes in some of them), but it would translate into a much easier access to food sources for players who decide to stay playing during the night. 54) Better small containers | Add attachments slots (Credit to Florian) In all honesty, with over 10k hours in the game, I have never used a container to protect my items from external damage and I think very few players actually do it. Containers nowadays are more storage methods (buried) or inventory organizers rather than a protective piece of equipment. In this sense, the idea is to at least provide with a better utility in relation to their capacity and size. Right now, they can hold as many slots as they take, killing somewhat from any kind of benefit in carrying them (even more the ones that offers almost none protection). The proposal is simply: add more slots to the interior in relation to its size and/or add attachment slots to some of these containers to be able to carry more than their total slots, offering a real advantage when using them. 55) Gasoline | Used as kindling to start or keep a fireplace Gasoline should definitely be an item that allows you to light a fire without resorting to other types of fuel kindling’s. And even after the fireplace is on, you should be able to continue feeding it from "loads" of gasoline as it happens with the torches. This would re signify the use of bottles with gasoline or jerry cans for a survival purpose and not only related to vehicles. 56) Basebuilding | An electrical protective system (Not QoL) I'm not a big fan of basebuilding because I think it's a feature that consumed a lot of work from the development team and, in practice, it was never really one of the main attractions of the DayZ experience (not talking about Exile or the last part of the DayZ Mod). However, there it is and while it's a decent concept, it clearly has a lot of room for improvement. One of the things I have always proposed are the electrical protection systems to provide with a more balance experience with this feature. In other words, the possibility of electrifying the barbed wires once placed to make it difficult to even destroy them through regular melee methods. How could it work? Simply the same way Xmas lights work, one connects the barbed wires (disassembled) to a generator or battery and then attaches them to the fence/gate. This would generate an electric current to the touch, preventing their destruction through melee strikes. It would be a good element for base protection against offline raids and would also be within the real possibilities of the game with the current content. How could it be countered? An electrified barbed wire could not be disarmed with regular pliers and the player who touches it would receive health damage, shock damage and probably a cut. He should then either destroy the power source (generator or battery) or use rubber gloves (NBC Gloves) along with the regular pliers to dismantle them (giving a new use to this piece of clothing). I would have a lot more to elaborate on this topic, but as I said, I don't want to stray too far from quality of life suggestions. 57) Better skybox | Higher cloud intensity (Not QoL) I know this is a highly sought after idea and that there is probably some discomfort in comparing the game to previous versions in just one aspect, when in 99.9% of things it has improved tremendously. However, aside from any nostalgia or the idea that “all past times were better”, there is a reality and that is that the sky in DayZ has lost some of its appeal, probably founded on valid performance and synchronization reasons. It is also true that suggesting something without offering an applicable alternative is too easy for us (the community) but I think we all trust in the ability of the devs to find out a new approach to this and achieve more immersion with the skybox without the need of volumetric clouds. 58) Combined actions for Structures (Credit to Skigoggles) (Not QoL) Regardless of all the technical complexity of such an idea, the concept is still very interesting. The suggestion basically implies that certain actions (complex, big ones and generally associated with basebuilding but extendable to many others), can only be completed by two or more players working together. In this way, one player could initiate the action until 50% of it is completed and then, holding the click, another player should "help us" and complete the remaining 50%. Then the crafting/action will be successfully completed. The possibilities and alternatives are endless for this but, I repeat, what is important here is the concept behind it to force collaboration in complex actions and at the same time encourage interaction. THANKS FOR YOUR TIME AND SORRY FOR ANY GRAMATICAL ERROR OR POOR CHOCIE OF WORDS ENGLISH IS NOT MY NAVITE LENGUAGE
  14. Derleth

    Vehicle's disappear after a restart

    The use of the word "buy" here is key. Means it is a modded server, so the server has traders but the server admin has forgotten to set up vehicle persistence. In the vanilla game vehicles are handled by events and do not need persistence - so their default lifetime is set to three seconds. If you use a trader (or spawn vehicles in with admin tools) there is no event to control the vehicle and the lifetime is counted. So basically it will disappear as soon as you turn your back. I recommend you play vanilla servers until you have learned the game, then explore modded servers.
  15. etwas

    Vehicle's disappear after a restart

    sounds like a bad server setup. vehicles will only despawn when the engine is ruined.
  16. Purgatory Se7en|PC|PvP|100k|Helis|Vehicles|Drugs|KoTH|WkndRaid|AirDrops|CustomTraders|CustomAreas Discord: https://discord.gg/W83FRPsSYT Direct Connect: 172.111.51.24:27016 Chernarus: PC/80 Slot/DDoS Protected server hosted on a Dedicated Box ⚔ PvP / PvE / KoS PURGATORY SE7EN IS THAT SERVER YOU HAVE BEEN SEARCHING FOR! - Purgatory Se7en - Created by a close, mature, and respectable and experienced group of server admins, our goal is to present to the DayZ players a completely fresh, all new community/modded server that strives to bring the casual or even hardcore Dayz survivalist's the type of mature, extremely fun, and highly engaging gameplay that everybody seeks. We are a "hardcore" server without the hardcore aspects of official/survival servers. We are more of an anything goes type of server with just about zero rules. The current rules that we have are only to keep the performance of the server as high as possible to provide smooth gameplay to the players. We JUST RE-OPENED and this time we are being hosted on a BIGGER and BETTER dedicated box! There are going to be some bugs and glitches etc (as we started from scratch this time), you may come across such as traders not having an item you looted. Please submit a support ticket on our Discord with a missing item list or any other issues you may come across. It will help speed up the process to fix these issues! Please come check us out! Individuals and clans are welcome! ~ What Purgatory Se7en has to offer ~ 🍻 Active, friendly and helpful administration. 🏬 Custom areas 👣 PvP / PvE / KoS (play how you want) 💥 Advanced Groups 💥 BlackMarket, Drug and Pelt Trader, GM Trader, Klen Trader, SpaceX, Dogtag Trader ☠️ Toxic Zones ✈ Care Packages 👑 King of the Hill 🚁 Fully operational Helis 💥 LOOT++ 💊 Drugs 🪙 Clan Banking 💰 Paychecks ⏰ Weekend Only Raiding (Friday 5pm UTC----Sunday 11:59pm UTC) 🛠 BasebuildingPlus 🔨 HackSaw/Sledgehammer Raiding, 24/7 Lockpickable vehicles. 💣 BreachingCharges/C4 🔑 Doors/Gates/Hatches only raiding. 🚘 Vehicles 🔫 SNAFU Weapons, Morty's, Arma 2 Cheytech 👔 Custom spawn gear 💰 Donator Gear 🥾 Cl0ud Military Gear, MVS gear, Windstride's Discord: https://discord.gg/W83FRPsSYT As we continue the never ending process of improving, we hope you like what you see and if you do, we encourage you to hop on in and start building your empire! Get you and/or your clans gear and territory setup and established today! We welcome clans and solo players! We currently have multiple clans/groups on the server already!
  17. I came across 2 vehicles today and broke them both because the water level indicators for the radiators said they were full when they weren’t. There was no indication with smoke or anything like there used to be. It’s been awhile since I last played so I’m just curious if there’s a work around or maybe I’m missing something.
  18. Riddick_2K

    Dedicated server hosting requirements

    Hi. I don't know if I can be useful to you, because I am not an expert in this field, but since nobody has answered you yet, I will try to give you a hand for what I know. If someone wants to correct and / or supplement what I write, if argued they will always be welcome. From what I've seen on my personal server (the one you can download from Steam), DayZ uses almost only 1 processor core, although you set it in the configuration files to use them all. And it mainly uses the CPU. I have used an FX-8300 OC @ 8x4200 (water cooled) for many years and have taken into account it works with MSI Afterburner. DayZ is a poorly written and poorly optimized game. I've always seen only 1 core used almost everything... the others turn their thumbs or almost (if you want I can post the screens of MSI-Afterburner) and as RAM, the simple server without mod's consumed just over 3GB. The client consumes much more. NOTE: I, on the gaming PC, had 22GB (scattered) and generally I put the "pagefile" to the minimum only to be able to save the "dump" file in case of crash. The first time I started the server it didn't work due to RAM problems... After several tests, I had to set the paging file to 8GB fixed (maximum and minimum) and from that time no more problems. Then, I've never had problems in general (apart from the "usual" DayZ bugs), only the vehicles always go awful (and this disproves those who blame the net-code or the network performance, because I've always played on the same PC: server and client). Lately I managed to upgrade the CPU to a Ryzen 7-2700X (at the moment at air with its heatsink, for the switch to water I will see later) and I see that DayZ always continues to use ALL one core while the others "sleep". What I have seen, however, is a slight improvement in vehicle performance (this demonstrates the poor writing and optimization of the game, especially in the vehicle department... as was known, anyway...) It only works for "brute force" of ONLY ONE CORE. Try to optimize this, as I don't think the game will change anytime soon, as it hasn't changed since it came out. I also use a "simple" Crucial BX SSD (S.O., drivers, programs, DayZ) and, as you rightly wrote, I archive my backups in a "classic" HD with "rotating plates" (in my opinion even now more reliable for data storage [and easier to recover from failure]). I use a GTX-1060 6GB, but for gaming (and this too "sleeps" because in any case the processor is not able to send all the data sufficient to make it work as it should)... you don't need this for a server: any "basic" card is just fine. On the "speed" of RAM, I do not argue because I have "general" but NOT specific experiences on DayZ. What I can tell you (generally) is that for some decades I have tried to make the comparison between "dual-channel" and "non" and the practical difference is almost irrelevant (try a "Super-PI" in the 2 situations and see from you the difference. Also tested with Battlefield, notorially CPU-Gluttonous and nothing changes. I have NOT tested with DayZ). The only difference that is known to me (but reading only and NOT as a direct experience) is that Ryzen gains performance with fast RAM. I have NO direct experience if that's true, I have never tested for it . Of all this, my advice. * - CPU first of all, the most powerful you can afford as G-Flops on "single core" (I still think some Intel) * - 8GB should be enough and be left, if you can more it will never suck. I really don't know about the speed. * - A (fairly inexpensive) Crucial BX SSD has always worked for me. But I've never tried an M2: I don't know if the difference is worth the cost. * - A game card, just for a server you don't need a tube. With a server you don't play with it, you just need to view the desktop, folders, and configuration files. A powerful card in 3D is useless (if you don't ALSO use it for gaming, of course). These are my tips, for what I know and for what I have tried. I repeat that any addition or correction, if argued, is always welcome. And... Sorry for my bad english, but I must use Google
  19. Server Name: ALRA | EU | 1PP | Immersive Loot Economy | Expansion Market | Missions | Key Cards | Vehicles Server Address: 81.19.209.102:2302 Map: Chenarus Discord: https://discord.gg/synPR6qU SERVER OVERVIEW Welcome to ALRA! A unique and perfect balance for players looking for a vanilla experience with carefully selected modded content, traders and quality of life improvements to enhance the experience. Getting decent equipment won’t be easy. Here you will be rewarded for exploration and taking risks. The loot economy has been fine-tuned, truly embracing the environment to give that vanilla survival experience all while adding new layers of progression and objectives to work towards. There won’t be piles of decked out high calibre modern rifles in military tents. Finding a decent weapon will be a rewarding experience. Open world military locations spawn low quality eastern equipment and weapons Tiered key card progression system. Pristine, top tier military equipment and weapons can only be found only in locked containers Damaged modern military equipment can be looted from helicopter crash sites Air drops (food / key cards / meds / repair items / tents / fuel ) Missions that reward key cards and equipment Toxic zones strong holds that require key card access and hazmats for the best pristine loot Drugs, pelts and rare collectable farming which can be sold to traders The best equipment is loot only and cannot be purchased at traders Tougher zombies that spawn around high tier key card locations First person only for immersion and fair PVP Server max pop cap will never exceed 65 to ensure it never feels like a deathmatch arena and vehicles performance is stable BALANCED AND ORGANISED TRADERS On ALRA there are two survivor safe zone traders (Green Mount and Klen) and one black market trader which have been tweaked for optimal balance for the intended immersive atmosphere. Survivor safe zone traders sell only basic civilian equipment, supplies, weapons and vehicles. They also have a shady dealer who will buy any military equipment and collectables but only for poor prices. For the hunters out there, a trader will also buy your pelts for a fair price. At the black market you can buy low and mid tier military grade equipment and vehicles. Narcotics and rare collectables can be sold at the BM for a good price too but make sure you’re not been followed! Boat and Military Helicopter Traders Expansion market system – The best and cleanest UI QUALITY OF LIFE Auto run – Because nobody wants to get wrist ache! Expansion Map System – Clean and functional UI marker system (2D Only) Spawn selector and base spawn – Tweaked to stop spamming or exploitation Third person while driving Reduced vehicle damage OTHER FEATURES Carefully selected armour, clothing, equipment, weapons and vehicle mods that retain the vanilla feel Base building plus 2.0 – For the best base building and raiding system Rotating seasons depending on the time of year 2 hours day / 30 minute night Carefully selected base storage system which removes clutter and focuses on containers that do not heavily impact performance C4 Raiding System Come and join our community! https://discord.gg/synPR6qU
  20. Ceseuron

    Server performance and tick rate.

    I'm hosting a private server for a few friends to goof off on. At most, there's probably a dozen of us playing, as the server is intended to be private for our personal enjoyment. I initially started hosting it on my VMware host but performance was bad. Reading around online, I found that running ARMA based games on VM hosts usually doesn't work out well, so I dug through all my hardware laying around and built a server specifically to run DayZ. Specs are: CPU: Core i7-6950X RAM: 32GB DDR4 Disk: 1TB M.2 PCIe SSD Network Card: Intel Pro/1000PT dual port adapter OS: Windows 2012R2 Yes, I know the OS is old. No, I'm not "upgrading" to a newer edition of Microsoft's clusterf*** of a server operating system and 2012R2 is the only OS I have a license for from my MSDN days. If I could get DayZ SA to run on Linux without being forced to use some cheese "experimental" branch of DayZ, I would. I'm having a range of issues and all my research either points to server configuration settings that do nothing to improve the situation, or have no meaningful effect on the problem. Issues thus far are: Wildly fluctuating tick rate on the server. At idle, with zero players, the server will sit at 4500 FPS but tank regularly to below 2000. I've seen people showing logs of tick rates well into 10K+. Server tick rate dramatically lowers once everyone is online and playing. I'll see below 2K and it will routinely tank even further when people's clients crash. Players in game will desync when someone loads into the server or when someone's client crashes. This results in vehicles rubber-banding and flipping out all over the place. Players get kicked with some nonsense about an "unstable" connection but I have fiber internet at 1000Mbps synchronous (meaning both upload and download are the same speed). I've even been kicked with this message and I'm on the same gigabit hardwired LAN as the server. I've somewhat eliminated this by setting "maxPing" to some obscenely high setting and setting the "speedhackDetection" to 10. Among my startup options, I'm setting "cpuCount" to 20 but it doesn't have any effect on how much CPU resources DayZ will take. Nor does any of the changes I make in "dayzsettings.xml" seem to have any effect. The DayZ server application still uses just one core, which I'm more attributing to lazy development choices and bad application design than anything else. The current mod list: Expansion Expansion AI Expansion Animations Expansion Basebuilding Expansion Book Expansion Chat Expansion Core Expansion Groups Expansion Licensed Expansion-Map-Assets Expansion-Market Expansion-Missions Expansion-Name-Tags Expansion-Vehicles Expansion-Weapons Disease Injectors Garbage Search Gerphelius Zil-130 CarCover More Food Mass'sManyItemOverhaul SurvivorMissions Unlimited Stamina Community Online Tools ZomBerry Admin Tools AdditionalMedicSupplies AirdropUpgraded BuilderItems BulletStacksPlusPlusEnhanced Community Framework Dabs Framework GoreZ NatureOverhaul SkyZ - Skybox Overhaul No Vehicle Damage JunkYardDog Sorry for the wall of text, but if anyone has managed to get this far and knows some other ideas for getting DayZ server to actually run with a modicum of speed, I'd really appreciate the assistance. - Signed: One FRUSTRATED DayZ server admin.
  21. Private Evans

    DayZ Update 1.17

    For us very few that started with the mod back in the days, for sure DayZ has never become the DayZ close to Dean Halls original vision and never the game we were hoping for and dreaming/discussing about. But to be honest...the playerbase and community also has changed. Most of the current players started with version 1.0 or later, a lot of them on consoles. So for them this is a good and fun game with about 3 years full of updates and patches and new content. At the end, I am sure, they will even get working vehicles.... For BI the route they went also seems to be a huge success. DayZ is selling well and player count is higher than ever. They also learned a lot for the future tech and projects... so yeah I am not playing DayZ anymore and I am not happy with the game as it is now...but I am happy for BI and the devs and their success in the long run ! There is no other game out there like DayZ, that still let me think and talk again and again about my adventures and stories after so many years....even I have to admit, they are nearly all from the mod xD Sometimes you have to let go...but I really wish Engan would have released episode 8 :))
  22. Ludwig Vanhiemerstien

    Join Chernarus Law CPD PVP PC Server

    Hello everyone we are looking for players, groups, and streamers to join our new community and populate our DayZ PC server which is getting lots of good player feedback “Chernarus Law” Dedicated DayZ Expansion Server Check out also our other DayZ server: Esseker Law US PC 1PP PVP Search : Chernarus Law IP 104.144.105.218:2302 https://www.chernaruslawdayz.com Discord: https://discord.gg/hJFTh4fvBr Gameplay video: https://youtu.be/8iODg_i5HTk https://youtu.be/o675OP6KKQI We have a realistic and tasteful mod list but nothing crazy just more guns and sensible vehicles. The economy in our server is based mostly on weapons trading, hunting, fishing, collecting silver and gold, drugs, bounty hunting, zombie/player kill streak rewards, with a dynamic trader in which stock inventory depends on what players buy and sell, and special announced admin events such as point A to B Police Convoy Ambush, PVP Gladiator Arena, Criminal VIP Jailbreak, and lots more. To ad a twist we try to make events relate to each other so that our server follows a storyline. Also the outcome of the event might affect the environment and or economy to give players a real living, breathing environment that reacts to players actions. There are safezone weapon traders, no safe zone black market, and a mini safezone hunting trader for furs, meat, and survival gear all with enforced camping restrictions. In Chernarus Law we aim to create a living breathing law enforcement, criminal, survivalist community. The CPD members have rules of engagement and can not just kill bc they want to. CPD can kill if a player is carrying a gun in hand and feels threatened. Otherwise CPD has to initiate interaction with players before any action is taken. Players do not have to RP and can kill cops whenever We don’t allow blatant toxicity Weekend only raids We have base spawn flag kits available for 300k All admins are over 18 years old, mature and do not abuse power
  23. Derleth

    DayZ Vehicle spawn for events

    In types.xml - change the lifetime value of the base car (not the various parts such as doors and wheels) to 3888000. Default is 3 seconds, since vehicles are handled by events and don't need a lifetime. But if you spawn it with admin tools the server uses the lifetime in types.xml, so the car will despawn as soon as no player is within sight of the car...
  24. carpei87

    DayZ Vehicle spawn for events

    Hello everyone, I have a query regarding vehicles on my server. What happens if I spawn a vehicle for an event on my server using admin tools, do I have to make any changes to any XLM files?
  25. Pauldinho

    Console Update 1.17

    It seams that Dayz are a firm that don’t care about the game at all. I’ve been playing this wonderful game for five years. It seams that this new update of 1.17 is the worst ever. So I’ve now looked at this update and hopefully these bugs are in need to be fixed. 1. Vehicles (trucks & Cars start and move before they due to start. 2. Pouches can’t be used when on body. 3. Gun holster Can’t be used when on plate carrier. 4. The cz550 sight is out when you shoot. 5. The Backpack can’t be used when connected to body. 6. Trucks get ruined when engine goes in the red counter needs extra gear for trunks. please fix theses
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