Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
Search the Community
Showing results for 'Vehicles'.
Found 41868 results
-
okay - to save anyone new to dayz and xpadder some of the stress i went through, please read the following short guide on xpadder and some suggested dayz control setup. I used my xbox 360 controller but this can obviously be easily adapted for PS3 or other pads. using the toggle and "hold zone" functions I've managed to get a pretty smooth control setup. Using one button for two or three functions has freed up many of my buttons and I'm playing the game without the need for different "sets" of buttons (so far but i think that may change when i get to vehicles. Luckily, with the setup I have now i actually have 3 buttons left unused which could later be used as set selectors) ignoring the movement of the sticks (as if you can't figure that out then give up now), here's my layout: (I'll explain how to setup button holds and toggles below) X - Tap to jump/vault (Hold to reload) Y - (so far unassigned) A - open doors/pick up items B - Tap to go prone - (Hold for half a second to crouch) - (Hold for one second to stand) Start - raise weapon Back - inventory (Hold for map) D-pad up - hands up (friendly signal) - (hold to kneel) D-pad left - hot bar left D-pad right - hot bar right D-pad down (so far unassigned) LB - toggle lean left RB - toggle lean right Left thumb stick click - free look Right thumb stick click - (so far unassigned) Left trigger - aim right trigger - shoot to enable the "hold" and "toggle" function - left click the button you want to add multiple functions to - go to advanced (bottom left) there are tabs for toggle/set selector/assignments etc, assignments is to assign button holds. press the first key (EG Z for prone) then click add hold zone press the next key you want to add to the same button (eg X for crouch" then add hold zone again press the final key (eg C to stand) I added 50ms to each hold function but that's personal preference (it should show as 0.50s) I'm trying to learn how to add 'double tap' to a botton so i can add further functionality to one button but i' having too much fun exploring just now I'm also looking into adding multiple button presses to one key. (so holding left trigger to aim would change the up and down D pad to zeroing while aiming) Make sure you go into the devices and deactivate the control pad in the in-game menu. highlight the pad then click disable. As xpadder will be handling the instructions, the in game emulation would conflict and you'll end up with all kinds of weird things happening I hope this is of some help to some of you please no "you're wasting your time, M&KB are superior". save it I'll remind you of rule three of the forum which i'm sure you're familiar with (pfff) Mods, if this is too long, let me know and I'll add spoiler tabs. Thanks Z
-
Any succesful Xbox Controller configs out there?
Zeromi replied to noto's topic in General Discussion
okay - to save anyone new to dayz and xpadder some of the stress i went through, please read the following short guide on xpadder and some suggested dayz control setup. I used my xbox 360 controller but this can obviously be easily adapted for PS3 or other pads. using the toggle and "hold zone" functions I've managed to get a pretty smooth control setup. Using one button for two or three functions has freed up many of my buttons and I'm playing the game without the need for different "sets" of buttons (so far but i think that may change when i get to vehicles. Luckily, with the setup I have now i actually have 3 buttons left unused which could later be used as set selectors) ignoring the movement of the sticks (as if you can't figure that out then give up now), here's my layout: (I'll explain how to setup button holds and toggles below) X - Tap to jump/vault (Hold to reload) Y - (so far unassigned) A - open doors/pick up items B - Tap to go prone - (Hold for half a second to crouch) - (Hold for one second to stand) Start - raise weapon Back - inventory (Hold for map) D-pad up - hands up (friendly signal) - (hold to kneel) D-pad left - hot bar left D-pad right - hot bar right D-pad down (so far unassigned) LB - toggle lean left RB - toggle lean right Left thumb stick click - free look Right thumb stick click - (so far unassigned) Left trigger - aim right trigger - shoot to enable the "hold" and "toggle" function - left click the button you want to add multiple functions to - go to advanced (bottom left) there are tabs for toggle/set selector/assignments etc, assignments is to assign button holds. press the first key (EG Z for prone) then click add hold zone press the next key you want to add to the same button (eg X for crouch" then add hold zone again press the final key (eg C to stand) I added 50ms to each hold function but that's personal preference (it should show as 0.50s) I'm trying to learn how to add 'double tap' to a botton so i can add further functionality to one button but i' having too much fun exploring just now I'm also looking into adding multiple button presses to one key. (so holding left trigger to aim would change the up and down D pad to zeroing while aiming) Make sure you go into the devices and deactivate the control pad in the in-game menu. highlight the pad then click disable. As xpadder will be handling the instructions, the in game emulation would conflict and you'll end up with all kinds of weird things happening I hope this is of some help to some of you please no "you're wasting your time, M&KB are superior". save it I'll remind you of rule three of the forum which i'm sure you're familiar with (pfff) Mods, if this is too long, let me know and I'll add spoiler tabs. Thanks Z -
okay - to save anyone new to dayz and xpadder some of the stress i went through, please read the following short guide on xpadder and some suggested dayz control setup. I used my xbox 360 controller but this can obviously be easily adapted for PS3 or other pads. using the toggle and "hold zone" functions I've managed to get a pretty smooth control setup. Using one button for two or three functions has freed up many of my buttons and I'm playing the game without the need for different "sets" of buttons (so far but i think that may change when i get to vehicles. Luckily, with the setup I have now i actually have 3 buttons left unused which could later be used as set selectors) ignoring the movement of the sticks (as if you can't figure that out then give up now), here's my layout: (I'll explain how to setup button holds and toggles below) X - Tap to jump/vault (Hold to reload) Y - (so far unassigned) A - open doors/pick up items B - Tap to go prone - (Hold for half a second to crouch) - (Hold for one second to stand) Start - raise weapon Back - inventory (Hold for map) D-pad up - hands up (friendly signal) - (hold to kneel) D-pad left - hot bar left D-pad right - hot bar right D-pad down (so far unassigned) LB - toggle lean left RB - toggle lean right Left thumb stick click - free look Right thumb stick click - (so far unassigned) Left trigger - aim right trigger - shoot to enable the "hold" and "toggle" function - left click the button you want to add multiple functions to - go to advanced (bottom left) there are tabs for toggle/set selector/assignments etc, assignments is to assign button holds. press the first key (EG Z for prone) then click add hold zone press the next key you want to add to the same button (eg X for crouch" then add hold zone again press the final key (eg C to stand) I added 50ms to each hold function but that's personal preference (it should show as 0.50s) I'm trying to learn how to add 'double tap' to a botton so i can add further functionality to one button but i' having too much fun exploring just now I'm also looking into adding multiple button presses to one key. (so holding left trigger to aim would change the up and down D pad to zeroing while aiming) Make sure you go into the devices and deactivate the control pad in the in-game menu. highlight the pad then click disable. As xpadder will be handling the instructions, the in game emulation would conflict and you'll end up with all kinds of weird things happening I hope this is of some help to some of you please no "you're wasting your time, M&KB are superior". save it I'll remind you of rule three of the forum which i'm sure you're familiar with (pfff) Mods, if this is too long, let me know and I'll add spoiler tabs. Thanks Z
-
okay - to save anyone new to dayz and xpadder some of the stress i went through, please read the following short guide on xpadder and some suggested dayz control setup. I used my xbox 360 controller but this can obviously be easily adapted for PS3 or other pads. using the toggle and "hold zone" functions I've managed to get a pretty smooth control setup. Using one button for two or three functions has freed up many of my buttons and I'm playing the game without the need for different "sets" of buttons (so far but i think that may change when i get to vehicles. Luckily, with the setup I have now i actually have 3 buttons left unused which could later be used as set selectors) ignoring the movement of the sticks (as if you can't figure that out then give up now), here's my layout: (I'll explain how to setup button holds and toggles below) X - Tap to jump/vault (Hold to reload) Y - (so far unassigned) A - open doors/pick up items B - Tap to go prone - (Hold for half a second to crouch) - (Hold for one second to stand) Start - raise weapon Back - inventory (Hold for map) D-pad up - hands up (friendly signal) - (hold to kneel) D-pad left - hot bar left D-pad right - hot bar right D-pad down (so far unassigned) LB - toggle lean left RB - toggle lean right Left thumb stick click - free look Right thumb stick click - (so far unassigned) Left trigger - aim right trigger - shoot to enable the "hold" and "toggle" function - left click the button you want to add multiple functions to - go to advanced (bottom left) there are tabs for toggle/set selector/assignments etc, assignments is to assign button holds. press the first key (EG Z for prone) then click add hold zone press the next key you want to add to the same button (eg X for crouch" then add hold zone again press the final key (eg C to stand) I added 50ms to each hold function but that's personal preference (it should show as 0.50s) I'm trying to learn how to add 'double tap' to a botton so i can add further functionality to one button but i' having too much fun exploring just now I'm also looking into adding multiple button presses to one key. (so holding left trigger to aim would change the up and down D pad to zeroing while aiming) Make sure you go into the devices and deactivate the control pad in the in-game menu. highlight the pad then click disable. As xpadder will be handling the instructions, the in game emulation would conflict and you'll end up with all kinds of weird things happening I hope this is of some help to some of you please no "you're wasting your time, M&KB are superior". save it I'll remind you of rule three of the forum which i'm sure you're familiar with (pfff) Mods, if this is too long, let me know and I'll add spoiler tabs. Thanks Z
-
[CMF] Chernarus Military Force [Epoch][Mature][Organized]
hunter2123 posted a topic in Clan / Group Recruitment
Chernarus Military Force What do we do? We are the Chernarus Military force; We are here to survive and help those that need it. Have you ever been in Chernarus and felt alone,scared, hungry, or thirsty? You can call on us! Our main objective is to supply ourselves and our base as much as possible, then we go out and help those that need it. We specialize in military tactics and command. We have in-depth ranks and we follow those when in the field. Our fireteams usually consist of 4 members, ensuring maximum coverage of our area. Suppression x2 (LMGs)LongRange Marksman (DMR/Long Range Weapon)Medic (Assault Rifle/Most Medical Supplies)This does not mean we only have 4 members at any time. You can call on the Chernarus Military Force at any time on the "UnReal Epoch Server" Our Ranks are as follows: General of The CMF Highest Command of the CMFOversees all operations and squadsColonel "Co Owner" of sorts, assists the GeneralCaptain (Treasurer) In Charge of all clan funds (Gold vehicles etc)Arms our forces and decides Command Sergeant Automatic squad leader unless higher rank wants to leadAccess to all keys to our vehiclesSergeant Oversee the newcomers, gets them situated.Acts as Squad Leader when no higher rank is on that operationCorporal Showed loyalty and been with us awhilePrivate Grunt, new to the squad These are just the basic roles, this is also the hierarchy and if you are a corp you'll have to listen to a Sergeant Our clan is open to all, even if you don't want to join and just want to roll with us. www.unreal-dayz.com TS 162.248.5.77 (If you are another group and need a channel feel free to ask) Our homeserver is UnReal DayZ Epoch To apply for our clan please visit our application area of our website www.unreal-dayz.com/apply High Ranks have Permissions on TS! CLICK HERE TO APPLY OR GO HERE THEN CLICK APPLY UP TOP -
Wich vehicles do you want to see in the SA?
AryanBoogeyman replied to Ep1cNiki's topic in General Discussion
I would agree with a previous poster - the types of land vehicles are not of primary importance as long as they are relevant to the context of the Chernarus setting. Fully armed military aircraft are something I think the SA could do without. The idea of cobbling together a vehicle from existing parts on rusting junkers is intriguing but will really depend on implementation. For now a simple bicycle would be a lot of fun. Imagine trolling fast through Electro with a massive zom train behind you and circling the idiot trying to kill you with a pistol.... much hilarity to be had with bikes. -
King Servers | SelfBloodBag | Patroling AI | Towing | Lots of Vehicles | Custom Outposts
youyoyo27 posted a topic in Mod Servers & Private Hives
216.172.106.87:2302 Come check it out, great FPS, great admins, No abuse, loads of fun! Custom Outposts NWAF Outpost Skalisty Outpost -
Wich vehicles do you want to see in the SA?
StoutAle replied to Ep1cNiki's topic in General Discussion
Well if you change the mechanics of the game then my opinion would possibly change I admit that. Even with that said the most I would ever want to see unless the map is expanded is smaller vehicles. Bikes, ATV types and such. I just don't see this game as big enough to have great vehicles in it. This coming from a guy who's gaming background is probably different then most on here though. I am more MMO then FPS. Meaning I played Everquest at launch and loved the fact it would take you forever to run across the areas because it made it feel like a world. So my thinking is a bit different then others I'm sure. -
Wich vehicles do you want to see in the SA?
Zalvager replied to Ep1cNiki's topic in General Discussion
Simple cars and little to no air vehicles. You'd figure if even the military can't exterminate the zombies, they ain't staying for the late show. -
Wich vehicles do you want to see in the SA?
hells high replied to Ep1cNiki's topic in General Discussion
Just imagine if they make it so your character can no longer sprint with a full pack of gear and a rifle in his hands. Even the most proficient special forces need to stop for a rest. ;P I'd like to see generic civilian trucks, cars, some military UAZs and that kind of thing. The vehicles aren't the big deal for me, its how they work. Obviously they want players to need to scavenge parts and fix them up, but I'd like to be able to shoot out of the passenger door if there is no glass, or the box of the truck, albeit very unsteadily. Driving around and spraying newspawns would be difficult but if you can under attack you'd at least be able to defend yourself. -
So yes i already suggest that to dayz , i mean shooting from vehicles with your equipment but even in arma 3 theres no function like that. Even in attack boat you cant use your weapons. You just sit at back like nothing happening around :( Looks like thers somekind of limitation for that. Maybe engine not allows it i dont know. As you can see on this video its possible to do but devs think it unnecessary i believe :/
-
Wich vehicles do you want to see in the SA?
StoutAle replied to Ep1cNiki's topic in General Discussion
None. I'm the minority and I know they are coming but honestly the map is to small already. Vehicles are going to make it so quick to get across from point a to point b it's going to make the area feel like one or two towns and that it. So if I have to give an idea I say a unicycle. You asked. -
Heres my take. MOST helicopters should spawn entirely unarmed. Players can attach certain weapons to them, in different ways as well (door gun or pilot controlled-on side) To prevent this from becoming overpowered, these certain weapons would use rare ammo. .50 cal should never spawn in increments of more than 15-20. Doing this allows players who put time and devotion into a vehicle will be rewarded with the benefits of hard work. Should work this way with most vehicles, and yes, players should be able to shoot out of cars.
-
Wich vehicles do you want to see in the SA?
liquidsnake replied to Ep1cNiki's topic in General Discussion
Some more modern vehicles and more motorcycles. They don't just drive lada's in the eastern bloc. -
So pretty simple question, which vehicles do you personally want to see return or get added to the SA? For me personally, I really want to see the Ural, the UAZ and the military offroad return. I also would want to have a heli.
-
Going through the other videos, he appears to have hacked in a few of the other weapons/items. That or he is running a private hive. Also a bunch of the old arma 2 vehicles
-
DayZ should always be about survival...
hefeweizen replied to Mukaparska's topic in General Discussion
Make sure to nab all the vehicles and set up the base right outside Elektro. Preferably in the shape of a giant dick, if possible. -
When vehicles come back, direct chat will be the only time I play music in game.
-
See, thing is that over there, they'd get the funding for it, then simply not build it and say 'oops'. It's called real corruption as opposed to the pansy ass shit we have here, where a City councilman's votes to have Naps and Snacks, and pays for his private diners with his public funds. This isn't Downtown or Waikiki where a subway/metro or even elevated rail would make sense (we can't have subways in Hawaii for multiple reasons, one of them being the water table). Look at NY or Chicago, old cities that are heavily developed and crowded and 'everyone' has a car, thus high traffic. Cherno is more 'Communistic' where a car is considered a luxery, and there would be few private vehicles. Even the new apartment buildings in Cherno could be more easily served by buses than a rail system (under/aboveground), due to the altitude and grade (trains gernally don't preform very well on anything higher than a 2-3% grade, meaning 2-3 feet of climb for every 100 feet of travel). For the amount of engineering and construction they'ed have to do to make a metro line from Dubky, Novo, Chapa and lower Cherno and extension to Electro to work they could just spend it on improving the roads and buying a SHIT TON of buses (or buying a few buses, draw a couple 0s on the price tag of each and pocket the difference).
-
Factories for crafting weapons, gear and ammo
IkaikaKekai replied to xXRangerXx's topic in Suggestions
Honestly, you're not gonna restart a factory just to pump out a couple of M4s or parts for a car. It's not cost effective (and by that I mean time cost). Factories require a great deal of power, you're not gonna just hook up a random honda generator and plug it into a Ford factory in Chenarus to make a limited amount of items. Factories are mass production, and require a lot of infrastructure to start up yet alone keep running. (Power, resources, workers, transportation, ect). The idea of actually manufacturing is something the devs should thing about, but more on a small scale. Rather than do a bunch of steps to restart the factories, you make a workshop with tools so you can do the more complex crafting. Maybe even when vehicles are added you can loot smaller machinery (drill press, belt sander, bench grinder, lathes and such, even though lathes are pretty large). Artisanship as opposed to mass production. -
...huh? Obviously nothing is going to be copy-pasted. Bikes and motor vehicles should be added. They should only be staggered if development requires it, not because you like bikes.
-
Now, as we already know, vehicles will come a bit down the road. But I'm hoping my idea can get a vehicle in here sooner. Either they can just copy/paste the vehicles from Arma 3 or Arma 2 into the standalone, or they can for now just add a bike. While bikes aren't super fast, they're better than walking everywhere. This shouldn't be too hard to implement and can hopefully come soon. I think this will stop alot of the complaining for vehicles if we have bikes to ride around for now.
-
Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
thesodesa replied to SmashT's topic in General Discussion
It's not even a question of optimization. That is usually done after the rest of the game is already finished, and no new features are going to be added. With Dayz that stage is probably at least 2 years away from now. When Dean was talking about himself possibly leaving Bohemia at the end of this year, he mentioned it would only happen if everything went according to plan, and that he would stay behind to help the team if they still absolutely needed his input. Personally I think they will get the zombies, hunting and the required server performance for those two done this year. Vehicles might be moved onto next year along with base building/renovation of existing buildings. But that's just my opinion based on the current state of the game. -
Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
thesodesa replied to SmashT's topic in General Discussion
In the past both big publishers and indie developers alike would have waited way, WAY longer before revealing anything about their game to the public. In the old days most games would have already reached a stable state by the time any information was released on them. If you're used to the old model, I can understand your concern. Realize however, that the game is expected to only reach a stable state by the end of this year, and that's only talking about performance and basic features. Those may not include things like base building, or vehicles at all. It might be that only zombies, hunting and the required server performance for those two things are finished at the end of this year. My understanding is that Bohemia is looking do things exactly like Mojang did with Minecraft, and Minecraft still isn't finished. They are still releasing patches and features for it. This is going to be the future of DayZ as well, as far as I know. So be patient. Game development is much slower than most people realize, and it doesn't help people's nerves that they chose to release a game that is basically close to it's prototype stage. -
If you mean Helicopter crash sites: There are no vehicles / Helicopters etc ingame. Hence no crash sites. Check back with this in Fall this year, by then they may have implemented general vehicles.