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Showing results for 'Vehicles'.
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PC | US | CHERNARUS | 1pp w 3PP Driving | Warzone | Safe Haven Casino (WIPE HYPE OPENING TODAY 5PM EST)
MassacreMike posted a topic in Server Advertisement
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Started a LAN Server, Can't take off any tires on any vehicles, except spare, The hood doesn't open on the new Offroad_02, Is anyone else experiencing this?
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The community server I'm a member of on Nitrado is running very poorly. Bad desyncing, lagging when running, vehicles bouncing all over the place...and Nitrado wants more money to move on a better server to support the update. The owners of the server are getting screwed and people are leaving the community. Rough time.
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Sry Should be more specific, Spawned drivable vehicles !
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server_monitor.sqf needlessly updating vehicles on restart
jnas posted a topic in Server Owners and Admins
I made a post about this small problem here > http://opendayz.net/threads/vehicle-cleanup-routine-probs-dayz-1-8-5.21859/ tl:dr - I run a completely vanilla DayZ server. A large proportion of my map's vehicles are having their "last_updated" field reset to sysdate somehow a minute or two after each restart. At first I thought it was an sql routine but it seems as though my server_monitor.sqf is the culprit. It's not a huge problem, but this issue makes pCleanup much less effective as so many vehicles are having their "last_updated" field reset to sysdate after every restart. I can't see a pattern in why only some vehicles are having this problem. Sometimes vehicles that have just been spawned in by the restart are affected and have their last_updated field reset a few minutes after, but sometimes not - it's a bit weird. Thanks in advance for any help, J -
Why not ?!? At least one vehicle that works decently. Have you ever tried the others? Are you old to drive? Have you ever driven a real vehicle? Did you realize the difference between real vehicles and these crap in the game (little power, little torque, no wheel grip, absurd gear ratios, etc.) I would be curious to see a Hummer going uphill on a lawn, if it really works like reality.
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Hello all, i'm hostin a DayZ Vanilla Server, and i'm stuck at DB with vehicle max number. Where do i Increase? Thanks!
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Haven't run into vehicles often, but I noticed the 'save vehicle' feature has been removed. Last time I ran into a vehicle, I hid it pretty well, came back a day later, and saw it was gone. I don't think somebody stole it, but that i didn't save it correctly, so my question is how do you save vehicles now in DayZ vanilla?
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OK... so the new physics engine is in place. There are a crap ton of community servers that are possibly going to suffer worse now with this engine switch. Vehicles and security exploits have been my main problem with DayZ, and while supposedly making vehicles try to run better with an engine switch, it better not be a final step. We need some optimizations done on the server exe.
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208.115.201.154:2332 is my DayZ Sever IP Please join! the server is DayZ OverWatch! And tell your friends to join! The server has self BB, Extra Loot, Extra Barracks, Custom Buildings, Donator Loadouts, 500 Vehicles, Auto Refuel, No Lag, And More!!!!!!!! 208.115.201.154:2332 is my DayZ Sever IP Please join! the server is DayZ OverWatch! And tell your friends to join! The server has self BB, Extra Loot, Extra Barracks, Custom Buildings, Donator Loadouts, 500 Vehicles, Auto Refuel, No Lag, And More!!!!!!!! 208.115.201.154:2332 is my DayZ Sever IP Please join! the server is DayZ OverWatch! And tell your friends to join! The server has self BB, Extra Loot, Extra Barracks, Custom Buildings, Donator Loadouts, 500 Vehicles, Auto Refuel, No Lag, And More!!!!!!!! 208.115.201.154:2332 is my DayZ Sever IP Please join! the server is DayZ OverWatch! And tell your friends to join! The server has self BB, Extra Loot, Extra Barracks, Custom Buildings, Donator Loadouts, 500 Vehicles, Auto Refuel, No Lag, And More!!!!!!!! 208.115.201.154:2332 is my DayZ Sever IP Please join! the server is DayZ OverWatch! And tell your friends to join! The server has self BB, Extra Loot, Extra Barracks, Custom Buildings, Donator Loadouts, 500 Vehicles, Auto Refuel, No Lag, And More!!!!!!!! 208.115.201.154:2332 is my DayZ Sever IP Please join! the server is DayZ OverWatch! And tell your friends to join! The server has self BB, Extra Loot, Extra Barracks, Custom Buildings, Donator Loadouts, 500 Vehicles, Auto Refuel, No Lag, And More!!!!!!!! 208.115.201.154:2332 is my DayZ Sever IP Please join! the server is DayZ OverWatch! And tell your friends to join! The server has self BB, Extra Loot, Extra Barracks, Custom Buildings, Donator Loadouts, 500 Vehicles, Auto Refuel, No Lag, And More!!!!!!!!
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Console Stable 1.18 Update 1 - Version 1.18.154955 (Released on 14.06.2022) 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 Revolver was missing its dry fire sound 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) 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 PlayStation: Sea water would disappear on low tide PlayStation: Removed falsely displayed "Choose Account" button CHANGED Increased base building resistance against explosive damage 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 Fixed: A prevalent connection error resulting in Connecting Failed 0x00020009 (https://feedback.bistudio.com/T163151 - private) Fixed: Renamed the SharpWoodenStick to SharpLongWoodenStick in the types.xml Changed: The game now has an error message and shuts down when it cannot find the world KNOWN ISSUES 40mm impact grenades disappear after 6 seconds of air-time Console Stable 1.18 Update 2 - Version 1.18.155001 (Released on 30.06.2022) 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 3 - Version 1.18.155048 (Released on 14.07.2022) GAME FIXED Fixed two game crashes Equipping the plate carrier or smersh vests could cause inventory management issues The character was shaking while covering other players' heads with a burlap sacks or gagging them (https://feedback.bistudio.com/T159648) Fixed a game error related to inventory containers Fixed a server crash when corrupted character logs in (character is removed instead) KNOWN ISSUES The inventory of the smersh vest and attached backpack is falsely displayed as one container, but still separated
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Update 1.19 Xbox Experimental (Change Log)
Robin George replied to Kyiara's topic in Xbox Experimental Updates
I'm pretty sure the vehicles spawn with a random amount of things on them so finding them with nothing is possible. -
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Update 1.19 Xbox Experimental (Change Log)
Kyiara replied to Kyiara's topic in Xbox Experimental Updates
Xbox Experimental 1.19 Update 3 - Version 1.19.155347 (Released on 06.10.2022) GAME FIXED The character could easily get stuck on objects while moving The character could get stuck in falling animation when moving over an edge very narrowly Specific collisions could catapult the player into the air Incorrect items showed the "ignite" widget using the blowtorch The M1025 would take damage when its wheels were removed The starting knob of the M1025 would disappear after starting The trunk struts on the M1025 would not animate properly Vehicles did not deal damage to players while reversing (https://feedback.bistudio.com/T167751) The player was unable to exit vehicles with a smoke grenade in hands In vehicles, the foot of the player would be constantly shaking on the pedals The player would receive unreasonably high damage from low-speed collisions in vehicles Vehicle engines would be destroyed too fast by high RPMs It was possible to drive vehicles with an active hand brake (https://feedback.bistudio.com/T167608) A sound effect was missing for gas masks running out of filter capacity (https://feedback.bistudio.com/T166045, https://feedback.bistudio.com/T166195) The "Show quickbar" setting selection was missing a description The widget to drink water at wells did not always show up properly It was possible to "walk down" ladders It was possible to bury stashes in several places where it shouldn't have been possible Attempting to roll while lying on your back would consume stamina It was problematic to scroll through the inventory with a controller (https://feedback.bistudio.com/T165894, https://feedback.bistudio.com/T166347) The cargo of an item in hands could not be accessed The vicinity tab of the inventory could disappear in certain cases Fixed several minor terrain issues Fixed several game crashes CHANGED All optics apart from night-vision scopes can be repaired using the electronics repair kit Increased the brake strength of the hand brake Reduced water required to extinguish a fire when using the canister Changed vehicle horn sounds for better audibility SERVER Static_ assets loaded from CfgGameplay.json (objectSpawnersArr) were despawning randomly (https://feedback.bistudio.com/T166191) -
About upcoming stamina system, player speed reduction, vehicles and other premature game changes
SonicSonedit posted a topic in General Discussion
Before introducing features that screw players over, please fix and debug the features that compensate it.Lets talk about upcoming stamina and player movement speed reduction for a moment. Yes, I completely agree that players move way too fast and can run forever right now, which is both disbalanced and immersion-breaking, therefore player movement speed should be reduced later on. But what about current state of game? The vehicles and bicycles are nothing but a mess right now. They fall underground randomly when you ride uphill/downhill, they can easily break your legs or even kill you when you get out/off of them if someone (for example, zombie) will just lightly touch them, forcing them to move. They can easily stuck in textures, due to terrible collision detection. If you lightly touch someone's else vehicle with yours, you both will get legs broken and pants (with loot inside) ruined. And the most ridiculous thing about them - you die if you lag or disconnect inside a moving vehicle. Yep, just like that - "You are dead.". The best part? Your body will disappear, so your friends can't even recover your loot. The list with vehicle-related bugs which can randomly insta-kill you in a game with permadeath can go on. And in light of all this mess - reduce player movement speed!? I implore you to reconsider! Edit: Here is a reason for you -
MODULAR VEHICLES Concept/Discussion Thread (condensed/updated)
FlimFlamm posted a topic in Suggestions
Modular constructable vehicles are a pretty big can of worms for DayZ. Currently we are all restricted to which ever prefabricated vehicles which the developers are adding in, and our ownly way of experiencing them in game will be to find them via luck. In the old dayz, admins of individual servers would hoard the few existing vehicles all to themselves, and if they didn't then the most powerful groups at large would. Actually getting a vehicle was a rare occurance and it generally didn't last very long. Modular vehicles can not only adress this limited access problem without flooding servers with tons of vehicles, but they can deliver on the promise of customizability and synamic gameplay that the devs so loftily spoke of so long ago. A basic system would consists of parts, tools, and raw materials like metal and wood (wood being already in the game). Built on a chassis of varying sizes (small medium and large), different parts, like engines of different sizes or tires of different types, will impact the behavior and performance of the final vehicle. Passenger and cargo capacity will depend on chassis size, while things like handling and top speed depending on engine size, overall weight, and tire type. The end goal is to create an indepth, challenging, and laborious process for survivors to embark on, which in the end will produce an endless amount of dynamic gameplay while resulting in meaningful rewards for harworking and successful survivors in the form of completely customizable vehicles of diverse utility. Here is a description of the main elements and how they might work in such a system: World Objects: Chassis The chassis of a vehicle is the undercarriage that holds everything together and provides structural support. The bigger a chassis is, the more room it will have for bigger engines, more seats, more cargo, and potentially MG mounts. Chassis can easily be added into chernarus as an object or as a contstructable object from raw materials and tools such as scrap metal and a welder or a drill and bolts. A good example of passenger limits based on chassis size would be 1-2 persons for a small chassis, 1-4 for a medium, and 1-6 for a large chassis. Engine The engine of modular vehicle, as with all vehicles, will be what determines top speed. In conjunction with the overall weight of a modular vehicle which is calculated from the various parts, the engine will also determine the accelleration of the vehicle. In order to prevent players server hopping to more easily create modular vehicles, engines (also chassis and other parts) can require a special mechanic to be transported which can inherently prevent server transfers, such as dragging or a small constructable trolley. Aditionally whatever engine maintenance exists in prefab vehicles can also be applied to the engines of modular vehicles. Fuel tank A fuel tank is an essential part of any gas powered vehicle. If a fuel tank is too big for a particular chassis then it cannot be installed. Smaller fuel tanks can be installed on larger chassis but the larger more rare fuel tanks would be more desirable. Wheels Several types of wheels should be available to find in Chernarus, with different types bringing different performance options for players to choose from. Tractor tires will give the best offroad traction and performance while car tires will give on road performance at the expense of offroad. A third type of road only tire could also be available, with very high on road performance but very poor performance off road. Seating/Controls Certain peripherals like seats, steering wheels, and foot pedals can be a simplified process involving various tools and the appropriate resources like wood or scrap metal. The number of seats that can be added should reflect the size of the chassis and the amount of space left over after the engine, cargo and everything else is installed. Siding/Armor Siding and armor should be constructable from metal, wood, and perhaps canvas, and require the relevant tools and resources to construct and install. Heavier harder to make metal siding would be heavy but bullet proof. Wood siding would be cheaper, lighter, semi bullet proof, and cover from prying eyes. Canvas could also be used to provide cover from observers but would not be bullet proof at all. As opposed to the option of driving with no siding at all (siding is not necessary) siding gives you the potential for armor, cover, a paintable/dyeable surface to further customize, and perhaps also some protection from the wind and cold and rain. Cargo hold The cargo hold or bin on a modular makeshift vehicle in this type of system can easily be made out of wood or metal. Wooden bins are cheaper to make but are not bulletproof like metal ones, meaning if your vehicle gets shot in the cargo area a wooden bin will allow cargo to be damaged, while metal will deflect low caliber bullets. Cargo bins of greater size allow for more storage but they take up more space on the chassis which allows for fewer seats and a smaller engine. Cargo could be constructable directly from their raw resource form (wood or metal) and be installed directly onto a chassis, eliminating them as something you need to find or an in game object that must be coded for. Gunnery Atattchments If DayZ winds up going in the direction of having any kind of armed vehicles, then modular vehicles can remain relevant with gun mount attatchments being constructable from scrap metal and appropriate guns mounted upon them. This could be something only available to large chassis, for realism and balance reasons, and they would also potentially obstruct a great deal of potential seating space. Tools Various tools and other necessities can be added in as appropriate to make the system feel as authentic as possible, but also to provide additional difficulty and balance to the process. I mentioned a constructable trolley earlier, a pushable or pullable transportation device (like a wheel barrow), which could come to serve many more functions than just engine and chassis transportation. Coding Mechanic/Animation Requirements: Part Construction Code/Animation The code and animations required for constructing various parts from raw resources like seats from metal can be a very simple thing, involving metal and the appropriate tool and a simple time consuming operation akin to the other crafting sequences. Things like welding fuel or generators to provide electricity can also be added in to go with these processes, and like the trolley, can serve and integrate with many other features like base lighting. Part Transportation Code/Animation The necessary animations and code required for moving around and manipulating large parts like engines and chassis can be a fairly simple task, accomplished with the aforementioned trolley and the simple accompanying animations that involve pushing or pulling objects around. It should also be possible to transport large parts in appropriately sized vehicles, giving a very distinct advantage to people with transportation large enough to assist with the construction or more vehicles (it will be the same way with constructing bases and transporting raw resources) Part Assembly Code/Animation Like part construction and part manipulation, the actual assembly of parts can be a fairly simple enough looking process with the animations being basic and easy to implement with the relevant tools, parts, and resources at hand. Once parts are being assembled onto a chassis it should become immobile until completely assembled ( or at least a rolling chassis, meaning wheels, chassis, engine, and drivers seat at the minmum). To give vehicles additional versatility, it could be made possible to tow other vehicles if the towing vehicle is strong enough. If this is the case then chassis with wheels should be towable, and also have the option of cargo bins immediately being installed on them in order to create a towable cargo trailer. Final Vehicle Performance Code/Animation Every piece of the vehicle that players need to assemble will have different weight characteristics and ingame behaviour. Bigger engines will mean more strength, but bigger chassis and more cargo and more metal means more weight, which in the end will affect vehicle acceleration. Increased weight in conjunction with tires will determine braking speed based on momentum and traction and also determine incline climbing strength. There is no end to how well the actual performance modularity system can be tweaked, but so long as generally top speed and acceleration are realistic it will be a passable approximation. Things like metal being bullet proof are a given, but more subtle things like wood giving more protection from the wind and cold than canvas or no siding are even more subtle elements that can make modular vehicle variants even more unique. Pros: Improved/Supplemental Vehicle Access Economy/Server Controls Customizability Content Developmental Efficiency Cons: Realism/Authenticity The addition of constructable customizable vehicles would bring an end to the age old vehicle monopoly, and add a much needed touch of content, variety, and personality to DayZ. The vision I have for this particular system does not involve replacing prefab vehicles, but instead existing alongside of them and absorbing and sharing many of the same maintenance mechanics that exist for prefab vehicles. Prefabricated vehicles should naturally be superior in various ways to modular vehicles so as to not become obsolete. The V3S will always be able to hold more people or cargo than a player constructed vehicle for example, or a street car with a powerful engine will always be faster than a constructed one. This way the value of real vehicles will still actually surpass player constructed ones and be more desirable, but the inevitable problem of hoarding will be completely countered with supplemental vehicle access. In the end we will all have more things to do and wind up with a diverse array of useful vehicles! Happy Zombie Apocalypse everyone! -
Im ok with wipes if the vehicles are being fixed along with some other bug fixes. I prefer 4 to 5 updates per year and if it needs a wipe, so wipe. U have to understand central loot economy. No one would find vehicles or nvgs since all vehicles and nvgs are already being stored in some hoarders base.
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Having more variety in vehicles would not only be nice and fun but I for once would also appreciate not seeing the same type of vehicles from arma 2 like the V3S. I understand that truck fits the game theme settings but I would prefer not seeing the same vehicles over and over again. That said, there are plenty of construction sites on Chernarus + as well fire stations and hospitals and I think some equipment, like driveable construction vehicles would nicely complement those areas. Some examples
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As the top title suggests we need an explanation as to how the petrol stations have an unlimited supply of fuel. The motorised vehicles make absolutely zero sense this is an apocalyptic landscape with no fuel trucks resupplying the stations how can it be that vehicles are even viable here? This latest 1.19 fix of vehicles will just make this a cheap Chinese knock-off of GTA you should have removed vehicles and spent all this time fixing the stairs in the police stations at least the outcome would have made sense.
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Where does the infinite fuel supply come from?
Neptune Man replied to trevlar2's topic in General Discussion
ZeRo SeNsE to have food items respawning without food trucks to restock. ZeRo SeNsE to have zombies spawning from nowhere. This is a game. Easier to say that u dont like vehicles. I like vehicles. Good job devs ty -
In DayZ standalone we currently have the V3S and like the original DayZ mod, it currently spawns in random locations. This severely limits reliable access to vehicles which was one of the major issues of the original DayZ mod. Secondary mods like Epoch and Overwatch (for the original DayZ mod) became much more popular because of basebuilding and because of the reliable access to vehicles. The availability of vehicles on original DayZ mod servers depended on the settings of the server (usually jacked up very high so there would be as many vehicles as possible) but on many servers finding a vehicle was a matter or pure luck. (finding them and keeping them was not stable or reliable or consistent in any way) In order to address the problem of vehicle availability, it should be the case that an assortment of makeshift vehicles be made constructable from the ground up. The most simple makeshift vehicle should be a small 1-2 person buggy built off of a modular small frame. In order to build the frame there should be some resource collection involved, and then in order to complete the vehicle should require an engine (can be modular, meaning numerous types of engines), wheels (can be modular, meaning different types of tire and different handling on/off road), and some sort of auxilliary parts like siding/armor (can be modular in terms of weight/armor level which will affect overall speed of the vehicle) Players will need to gather some sort of metal, an engine, engine parts, wheels, and other miscellaneous crap, which alone might be a fairly laborious process, and the result could be something like this: The buggy would behave in speed/handling according to the engine and wheels and overall weight, and once the frame breaks due to damage will become wreckage (perhaps partially salvageable) and will dissappear on a server restart (along with any salvagable parts). It is possible to make the requirements for actually building a buggy like this such that you basically need a team and a base in order to accumulate all the tools, parts, and raw resources required to complete the assembly. It doesn't really matter to me how easy or difficult it is, so long as it is available it will give me something to dedicate my time to that has a tangable reward. A bigger makeshift vehicle could be constructed in a similar way while requiring more resources, better engines, etc... If the nature of parts onto frames of various sizes becomes modular (as I believe was promised) then there should be no reason that we cannot craft silly vehicles on car sized frames: Whether or not a V3S sized vehicle is realistically constructable or should even be constructable is something that I have reservations about. I think that we can have these modular vehicles ontop of the ones that randomly spawn as a way to supplement the availability of things like the V3S. While they are not meant to replace the value of a real vehicle like the V3S, they give survivors something to do which is going to create and endless amount of fun. When it comes to aircraft, building your own plane or helicopter is not easy, but with just a little bit of knowhow it is highly doable. for example: or even better, THE DREADED, TWO PERSON AUTO GYRO!!!! The main problem I seek to address with this concept is the issue of needing to hunt endlessly for fully spawned vehicles and then when something happens to it you are screwed and need to start the endless hunt over again. In order to play with friends and groups without hours upon hours of walking vehicles are a requirement. People so heavily favored things like epoch and overpoch to the original DayZ mod because if they had a group then they could be sure of reasonably reliable access to transportation, without which traveling from one side of the map to the other becomes to time consuming and I can say from experience that all that walking and walking and walking is quite boring.
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When the devs said that vehicles were going to be modular, what exactly did they mean? Are we going to be able to build them from the ground up? Are we going to have to find them already spawned in and then add stuff to them? Personally I think there should be a variety of vehicles that players with enough resources and the right tools can construct from the ground up, with different engines, tires, chassis, which all affect the behavior/performance of the vehicle. Here is my suggestion thread for what I have personally envisioned: http://forums.dayzgame.com/index.php?/topic/223703-modular-vehicles-what-are-they/