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Found 41868 results

  1. Sikee  Atric

    "Vehicle component design"

    The vehicle component system seems like it is intriguing a lot of people. I guess certain things, like Oil filters could be added, since a car will not run without one and since they only fit a limited number of engine block types, they would be vehicle specific. The opposite of the component scale would be parts like air filters, since vehicles can run without them and they can be 'bodged' to fit different engine types. But they would enhance the reliability and life of the engine. In the same way, lead-acid batteries would be universal. but heavy objects to carry around. The other major items engines need, would be fuel, oil (which for scooters, etc, could be specific, like 2-stroke oil, for best results.) and, for larger vehicles, water for cooling. Then, there would be aviation parts for helicopters which would make then very highly desirable.... A shrewd player could be making a lot of profit as a trader in future builds of Day Z, provided they do not get shot....
  2. Kronons

    "Vehicle component design"

    Rocket already stated before that vehicles will be "end game" material. Vehicles will definitely need multiple parts to get it working. Once you get it working it will take quite a bit to maintain it. But do keep in mind that previously Rocket has stated that vehicles will be one of the last things implemented. I'm not sure if the road map changed, but I believe next patch will lay the foundation or be the initial implementation of vehicles, but vehicles themselves won't be implemented. But I could be wrong. At the most I can only see them implementing bicycles.
  3. No vehicles, no base building, hunting is poor atm, cooking is somewhat implemented, persistence is implemented and abused.
  4. cels

    Am I doing something wrong?

    This pretty much.. Imo.. Until vehicles become available, you will most likely just have the well known pvp areas as the place to find some kind of interaction easier. Once we have vehicles though. I would imagine it will go back to somewhat like the mod. While the bigger cities along the coast are and still will be pvp havens. You will also have alot more encounters inland in small towns across the map, alot more compared to now... Least that was my experience. Didnt matter what area I was in. If you were on a decent sized server, it seemed that there was always someone near. Storage should help with this as well.
  5. Zarniwoop

    Status Report - Week of 18 August 14

    I'm not exactly sure what your point is. Making the game ultimately hardcore and difficult with a myriad ways of getting you killed, was what DayZ started out to become. I hope that they stand by their game and not give in to the easygoing mass that just wants vehicles "or at least a bicycle" nao. Further down the line stealth for getting past zombies will be added, current survival mechanics will work better, therefore warranting a harder gameplay for fear of making the whole thing a walk in the park. By the end of the year I expect, the game will have to become harder or face many of it's mechanics becoming obsolete. Who will go fishing/hunting if he can just find tons of food in the general store? Who will plant vegetables if he can just hoard tins in his tent? As you say survival is acting smart, but in the game as of now, no smartness is required since you can find mostly everything vital pretty easy. Smartness now in DayZ is just common sense. When it becomes hardcore and difficult that is when real smartness will be vital.
  6. dofazi

    Are there vehicles yet?

    I think most people classified as "car whores" have never actually played the mod and have no idea how it will work. Let me clear that up for you, it won't be possible to just hop in and drive every car you see on the street because they are static objects and that won't change. Cars will have limited spawns (2-3) per server, not only that but they also will be in pretty bad condition when you find them. Since in the mod you could just pick up the rotor (of a helicopter) or an entire engine and put it in to backpack :D, it wasn't a big deal. In standalone however it will be a lot more pain in the ass to gather required parts because of the new inventory system, im pretty sure you'll have to hold bigger items in your hands (too big for backpack) and run across the map to finally install given item. When vehicles are out they will add yet another purpose to run around and explore but the game itself won't change so i would't count on that. On a side note, i wouldn't want to be in developers skin when they finally release vehicles and the tsunami of shitstorm and rage hits these forums because this game didn't turn into GTA which most "car whores" think it will
  7. Logos1337

    Are there vehicles yet?

    How would I not get one if they were out, are you implying that they would be craftable or farmable? Your comment is stupid thanks for nothing. And ya, i'm not going to play because of lack of vehicles. The game is dry and boring without.
  8. Parazight

    AAR: Musings of a GWOT Vet Newb

    Nice post. Killing on sight is standard protocol because there is nothing else. Until better communities are formed through more server control, persistent items, barricading, and vehicles, there will only be people shooting at people.
  9. Niteowl

    Are there vehicles yet?

    Not playing because of lack of vehicles? Really, come on:(
  10. mrmutant

    New CDF Gear Confirmed?

    Humping them around would suck but it is do able, although until vehicles are introduced I don't feel the need for any machine guns. I'd love to see those crashed HMMVs with a 240 on it and crashed vodniks with PKMs. Of course they'd be in horrible condition so you only scavenge the working parts off of them. As for CDF gear.... gloves? Need moar gloves
  11. New Update: New items @ TradersLocked vehicles @ bases are now indestructibleSoon: Lock Vehicle soundsNew Vehicle SkinsCustom Oil RigVehicles TP from Safezone on restart.
  12. Server has been updated up to standards with other servers around and is currently one of the best servers around if you look at the features. We have spent the last few days(29 hours) Coding new things to the sever and the general reviews of the updates are awesome. Although our website name is playoverpochpve we have now decided to port the pve over to PVP to attract more players. We are lacking and I've spent 230Pounds on this server and we need players! Rules are LIMITED Rewards are HIGH Join now! www.playoverpochpve.com Use DayZ launcher(Works best for most players that way) Server IP: 109.70.148.30:4320 Server Name: Fight4Life|OverPoch NAPF|Missions|AI|Custom Coder| Over the years, I've hosted, owner, co owned, managed so many servers that I cannot even count. I've always however come across one issue that I always wanted to fix, myself. The odd person/people who join servers and break rules, it ruins the game for everyone. But ever so often I see myself on servers where owners are all about MONEY, they want DONATIONS, otherwise "SERVER WILL DIE" Me ? I'm nothing like that. My aim for the server that I'm coding/building is to create a unique enviroment for players, where hackers are not welcome, rule breakers are dealt with fast and efficiently, Admins don't abuse(Goes for owners too :P ) and the community is friendly, wether players are close or not, they all give the same respect they should to each other. Brief of our rewards system: The more I see you online, the more rewards you receive. My server is not a Pay to win game. its a PLAY TO WIN game. The more you play the more you get rewarded. Rewards consist of the following 1x Vehicle of choice Tier 1(Non Armored) for 1 referral to forums & Server(of a new player) 1x Vehicle of choice Tier 2(Armored) for 2 referral to forums and server(Of new player 1x Vehicle of choice Tier 3(Armored with weapons) for 3 referrals to forums and server(of new player) 1x small building pack for playing on the server for more than an hour 1x medium building pack for playing on the server for more than 5 hours(Minimum 5 hours in 2 days) 1x Big building pack for playing on the server for more than 10 hours (Minimum 10 hours in 3 days) 1x Admin on the server for dedicated to the server for over 20 hours played in less than a week. Ported to NAPF Weed dealer Masterkey More Ai IKEA missions Custom missions Custom vehicles Overwatch trader with every weapon Custom building(Build 1.3) Custom vehicle building UK Host 24/7 Up time no Lag 4 Hour restarts High loots Custom Loot table There are more, but I don't want to drag this on.
  13. quantum2k6

    "Interview" with Rocket

    Vehicles! :lol:
  14. keneano

    delete please

    Added Overwatch and Origins vehicles to the tow and lift script. Loads to do on the server come try Overpochins out.
  15. Scofflaw

    Has dayZ succeeded in being a different type of game?

    I think it could be something great down the road at some point. Right now, there is a lack of things to do, so it might not appeal to everyone. I like the survival aspect, but it's really not difficult staying alive and healthy. The only exciting aspect right now is getting into firefights with other players. My personal suggestions to make this game feel more deep, is to add vehicles and base-building. I really does feel like a hiking simulator sometimes.
  16. Evil Minion

    Lethal Creatures

    I think reducing small critters to effects you can't really interact with (buzzing flies, dragonflies flying around, singing birds etc.) would create a living environment without draining too many resources. This could also include mosquitoes near lakes that may have a small chance of causing infection (the should be methods of avoiding this) and bees around a (randomly placed) nest that may provide honey - but the stings would probably deal some damage and poison you when getting close (avoid by making a fire first and reduce by weaing protective clothing). Bigger animals should sport an AI that isn't too complex but makes for authentic behavior: Red Deer Deer should live in or around forests away from bigger cities. The might come as single individuals (especially males) or small herds of females guarded by a dominant male. Males might roar as autumn is mating season - which could also be used to find them. They mostly wander around (single individuals at a faster average speed) but vistit ponds from time to time. If they spot a human, predator or hear loud noises (running players/zombies, gunshots, someone talking) they will flee a distance according to threat*. Herds will generally move in a similar direction and no animal will want to stay behind. Other than that males might interact by fighting if they encounter each other with females around and feel secure. At night they may wander closer to towns than during daytime. Roe Deer A smaller form of deer that would mostly be seen at the edge of forests around dusk or dawn but will also live in more open areas provided they have cover nearby. They come alone and in very small groups and will flee when they sense danger heading for cover. They will also search out ponds for water. As they are smaller and less noisy they might make for harder hunting targets. Wild Boar They come alone or in bigger groups especially at night. Encountering one during daytime should be pretty rare and meeting a herd under the light of the sun should be close to impossible. They wll spawn in forest areas might might wander out in the open or even towards towns during the night - this is also when theyWhen approched they will most likely flee but if you manage to corner them get too close this might change into aggression (in single animals). Boars should be quite powerful and tough, requiring multiple or well aimed shots. Fighting a boar in melee should be a dangerous task. Cows/Horses Less shy than most wild animals those will probably inhabit open areas, grazing in groups, herds or even alone. If threatened they would try to run away until the danger is far away. They will visit pond from time to time probably more often than wild animals but avoid forests or towns as they limit their mobility. It might be possible to bond with horses given the right time and effort gaining them as possible riding animals. Both might also be susceptible to be lured somewhere by the promise of food. Sheep/Goats The smaller domestic animals might be quite tame as well, being found around towns and villages. They might perceive humans as less of a threat but will flee if you venture close enough. There chance to venture out in the open or into forests might be about equal (with sheep tending towards open ground and goats tending towards forests) and they will search for ponds as well. They are diurnal and most likely to be encountered/active during daytime. Goats might be able to climb making them suitable inhabitants of rocky terrain. Wolves The size of Chernarus is big enough for up to six wolf packs but as they favor wilderness, having two or three packs of might be more reasonable. So the total count of wolves would probably lie somewhere between 15 and 30 animals distributed in three groups that move around in their territory searching for prey. A wolf pack might interact with other animals and survivors according to threat*. Low threat indicates possible prey and might trigger a hunt while high threat might cause them to flee. Medium threats might be ignored as long as distance is kept - otherwise it might come to a fight with focus of driving it off (threat may also depend on the size of the pack). Wolves avoid towns, fires, zombies and are afraid of gunshots. Feral Dogs Similar to wolves but weaker and far more cocky. Groups of feral dogs might behave similar to wolf packs but would be dominated by those. However, their habitat of choice might be closer to cities and towns and they might be more aggressive towards humans (while still avoiding zombies). Smaller packs or single dogs might grow into companions given enough time and effort. Brown Bears Found in low numbers around the wilderness, especially around forests and in areas with lots of berry bushes etc. They might also venture into towns to search for food (and might consume food items they find) and even take on a few zombies though larger numbers would drive them off. Bears might also be attracted by the smell of food or hunted animals but they will steer clear of fires or threatening groups of survivors. If feeling threatened (or obstructed) they may warn or charge. If the threat is too big (gunshots) they might flee or attempt to take it out if already close enough. They may be tempted to hunt but less often than wolves. Taking down a bear shouldn't be easy. Birds Only getting feathers from chicken might be a little bit too harsh. Now having lots of small passerines would probably destroy performance so its reasonable to add a few bigger species. Partridges or pheasants might serve as more elusive wild versions of chicken here. Ducks, geese and swans might be find close to water; cranes and herons as well. During daytime ravens and vultures would search for corpses and carcasses as would seagulls at the coast. At night rare Eagle Owls could be found inside the forests. Birds should run or fly away if humans or other animals venture too close. However, bigger ones like vultures, eagles or swans might show some rare aggression to low threat* humans. Vipers Those might live on the forest floor, barely moving out into the open. If faced with footsteps or other sounds they will attempt to flee. However vipers might be fairly slow so if you aren't careful and trip on one it will bite you. Vipers might be hunted for food or collecting their venom. However, actually finding one shouldn't be that easy. *Threat should be calculated by species, number and in case of survivors by "size" - meaning your threat increases when wearing items that make you look larger like the Down Jacket or backpacks and when carrying bigger weapons. Animals in general should be afraid of vehicles - especially big and loud ones. However, a bike might not be anough to scare off a pack of wolves - but a gunshot might.
  17. UK OverPoch MGN Chernarus Server IP: 109.70.148.18:4320 Facebook: https://www.facebook.com/pages/Multi-Gaming-Network/347913142025740?ref=bookmarks At MGN we have: Custom map edits in citys, Airfields and we have hidden pre fab bases ready to fortify. MGN also have single currency and gambling. Admin Team: Our Admin team consists of a few mature players who are here to help people who play on the server who will help with any issue you have while on the server and I personally am on quite a lot and am happy to help with issues be it in game or just issues with getting to game to run. RULES: No cheating/scripting/duping! No Racism! No combat logging! No voice in side chat! Have fun! Our Custom Scripts: Single Currency/Gambling/Weed Farms/Gold Mines/Ai Missions/New Hud/Elevators/New Snapbuild and much more! Server Information: - Active (Mature, Polite & Helpful) admins on server. - Custom intro - New buildings added to the loot table (they now spawn loot that matches the type of building) - 200+ mixed vehicles - No hackers - Regular updates (map edits/new scripts) - Lowered overcast (maximum cloud coverage) - Side chat enabled in-game (no voice allowed) - Custom starting gear. - Regular restarts to keep loot fresh and maintain server performance (30, 15, 5, 2 and 1minute warnings in-place!) - We have added a few small custom bases around the map that can be used by players/groups or clans if they so wish.
  18. Evil Minion

    Make Hunting Harder

    You misinterpret the "stuffed" state. Its only the capacity of your stomach - you want to be bright green energized at least. There is still plenty of room for calories so you can virtually put on weight to keep going for a long time without eating. You cannot, however, eat all this food at once - cue the "stuffed" state. Also if you are green stuffed you can still eat a good amount - just stay away from the "Eat All" command as eating too much causes you to vomit, losing valuable energy and water (some people say you can restart eating after vomiting but I am not sure if this is up to date). I would really like to have somewhat realistic animal behavior implemented: flight (scenting should be toned down though)searching for food and water (especially water -> moving to ponds)forming of groups/herdsin case of mating season some mating behavior like the mentioned roaringnocturnal/diurnal behavior (complete with a higher chance of meeting nocturnal animals at night -> spawns/despawns?)opportunistic predator behavior (please no wolves charging a big group of well armed survivors)authentic population densities (probably a little higher than in real life)tracks (not only for animals but also for humans, zombies and vehicles)
  19. Last week, DayZ version 0.47 was pushed to stable branch servers. As mentioned before, this version and its accompanying build included fairly comprehensive changes to how the DayZ server operates, as well as a good deal of gameplay mechanics adjustments and additions. Work continued this week on addressing issues within this version/build for the hot fix intended to deploy to stable branch in the early weeks of August. Currently the target for this hot fix (0.48) is regular maintenance within the second week of the month. (Wednesday, August 13th). The hot fix is intended to address issues with melee combat, container contents, global voice manipulation, some camera clipping issues, as well as what we're sure many survivors are excited for, persistent containers and items. In addition, work continues on version 0.49 - our August update. Within this report, Peter our Lead Designer will be speaking on some of the design targets for this version - which include horticulture. (See below) Over the next few weeks we will be working with our game server provider partners to begin the final steps required for the central hive, and their respective back ends to support renting private shards of the DayZ central hive, which will enable dedicated communities to create their own private DayZ worlds. It is important to understand what private shards entail for DayZ, and why they are different from "private hives" so well known from the Arma 2 mod. Can: Password protect the serverOperate a white list (using BEC)Ban/Kick trouble makersDefine and enforce server gameplay rules (eg: DayZRP, PvE only, etc)Can not: Access or modify the base game configuration (amount of loot, amount of dynamic server events, vehicles (when they are implemented), etc)Violate the naming convention declared in the hosting rules (these will be updated to reflect the new private shard capabilities)Have access to the database itselfOperate any 3rd party “Admin tools” aside from the approved BEC (BattlEye Extended Controls)Access debug logs (currently these are unavailable for both user privacy, and performance)Exceed current maximum player limits per instance (40, as of the time of the writing of this status report)We hope that in addition to the thousands of public hive game servers, these private shards (marked by the "Private" flag in the server browser) will empower strong DayZ communities to grow and strengthen their groups. More information on Private Shards will come as we get closer to this feature going live with our game server partners. Peter / Lead Designer "We have recently added swine in game to expand the domestic animals present in Chernarus, and work continues on the next batch of animals. As well some other new items and weapons from our great artists were added like the new bandana, modular SMERSH vest (consisting of vest and buttpack) and the CR 527. Apart from that we started initial work on a new big feature known as horticulture. This will serve as complement to hunting and scavenging - to provide much needed food to be able to survive in the hostile environment of Chernarus. You will be able to till your garden, plant seeds, care for said plants, harvest their crop and use some of the byproduct for crafting. We all know that one of the most unpleasant things in DayZ right now is the melee system. Problems with melee can be divided into two separate issues - collision shapes and hit detection. Until recently the melee system was prototyped in script and it introduced a nice hit detection mechanic during the swing where a trace is cast directly from the weapon, however this solution is suffering from desync and lags in the multiplayer environment. Now the melee system is being redone within the engine itself so we will expand upon it and hopefully find the most ideal solution on how to retain hit detection during swing in game but the task will take some time. Anyway don't worry as I have good news for all you lovers of short range weapons and the stealth approach. To bridge the gap until the new system is ready, we have turned off swing hit detection and put straightforward cursor detection in for the interim. Together with adjusted collision shapes it results in a usable melee system for our purposes. While you will not be able to block your firefighter axe swing on a wall, you will at least hit what you are aiming for and that is what counts. I'm glad you can finally enjoy some good brawling so watch out... and see you in Chernarus folks!" Viktor / Lead Animator "We have successfully finished all rifle aimed moves. There is now a new animation when sprinting (Shift+W) with gun raised. This should better indicate to other players (and player itself) if the character is in lowered or raised stance. As well there is a new way of running for restrained player. The restrained players could only walk until now, but we have added faster animations so now you can use Shift+W and try to run away. We will continue on the restrained player for the next week. At the same time we will start work on throwing since the animations in game right now are just placeholders. This will be a priority for us to replace them with proper (and nice) throwing." Raist / Senior Programmer "One of the difficulties dealing with huge maps populated by thousands of items, is that players literally sooner or later find it all, collect it all, and leave the streets littered with trash again and again. In certain cases intentionally, in others, accidentally. Some items may even remain located somewhere in the woods and to never be found out by anyone, forever. The first iteration of our cleanup system is quite simple, it adds to all player owned and dropped items a lifetime. The lifetime is observed by the server, and once the item reaches the lifetime cap, it is deleted and brand new loot can be respawned elsewhere in the map. This affects only loot already manipulated by players, items you drop or throw on ground. Important containers like tents and the content persists (is protected from item lifetime). Our final goal is a little bit more complex, the future system will count with item state (If item is worn or pristine (etc)) as well as probability of disappearance (meat placed on ground will probably dissolve sooner than can of soda). Also players won't have the opportunity to observe the removal of the item itself. Once complete this system will become part of the central loot economy, dynamically tweaked on demand by data we'll get during analysis-phase. So far? Don't wanna lose your gear? Place it inside tent!" Mark / World Designer "We've been busy continuing development of the north expansion. The Northwest has received some love and will continue. Two small villages west of the NW airfield are complete and will be released in the near future (Vavilovo and Sinystok). The other towns east of these are under continued development. Work has also begun in the center large town "Severograd". Some unique content for this town is being discussed as to stand out from the other large towns. Food stands that were implemented in newer towns are being added to most towns across the map. This will hopefully add some loot possibilities for those smaller villages where loot is rare." Standup notes for the week of 04 August 2014 Programming Camera clipping/collision Cleanup system Persistent items Persistent storage Network optimizations Restricting access to chat when incapacitated Animation Raised rifle (aimed) movements Restrained walking Restrained running Animations to support fishing system Two handed throwing animations Animations to support digging for worms Camera clipping Audio Ambient SFX improvements CR 527 Sounds Weapon SFX level/volume balancing Sound work to support new animals Sound work to support upcoming player animations Environment/World Creation of Severograd Food Stand placement across map Creation of Vavilovo Creation of Sinystok Continued development on villages across the Northern regions Design General bugfixing Implementation and scripts for new clothing types Configuration and implementation of new animals (pig) Internal documentation of new assets Feature team meetings on alternative food sources Mechanics design Configuration and scripting for improvised rabbit trap Whiteboarding and design documentation on horticulture systems Continuing rearranging of loot tables and spawning mechanics
  20. As the topic states, Unforces old Epoch-server was converted to OverPoch mod with a twist and it is finally ready after long dayz of hard work from the Head Admin Senith. Server includes several improvements and custom areas with loot crates and stuff. Unforce as a clan also hosts free TeamSpeak3-server for their players. Server includes following scripts: - Single Currency and Banks with mobile banking interface via safes - Auto refuel & repair - Advanced AI-missions - Self bloodbag - Custom bases with lootcrates - Reworked NWAF - Customised traders - Gemstones are also a form of currency - Reworked safe-zones - SNAP PRO-building active - Customised HUD - Towing and Lifting (with appropriate vehicles) - M113 APC:s from Hero/Bandit trader - Take clothes Just to name a few.. This server fits perfectly for all kind of players, loot tables have been tuned so that even a lone wolf player will feel starting here enjoyable. Even casual players can gather materials and weapons more easily than say, on one some of those servers that have tight ass spawns with one bean can per house and building crates cost 10 euros donation :) Also, admins are fair and active on this server (I'm not an admin but a long time player on these guys server) and Unforce is always recruiting nice and social people who don't stress too much - it is a game after all :) More info about the server and Unforce gaming community, surf to: http://unforce.enjin.com/home or join us directly @ 93.190.140.147:27416 Server admins: Senith, Secret Ninja, Remie, Flugel, Fried Ice Tea, Kiros Cya @ Chernarus!
  21. Xbow

    I want this

    Thanks for the useless info sport but I don't want to play Fallen Earth and I really don't give a shit about putting vehicles of any kind into DayZ. In fact I think the idea sucks for a lot of reasons. Most notably maintenance and locating good fuel to burn. Un-stabilized gasoline breaks down to shit in 3 to 6 months. Un-stabilized Diesel lasts about twice that long. And finding quantities of good JP-8 for helicopters should be a real bitch. A Bell206 light helicopter has a fuel capacity of 110 gallons ( 22 Jerry cans) on which it can travel about 600 kilometers. Some people whine for DayZ helicopters but choppers are some of the most maintenance intensive machines around and if an owner is disconnected from a supply system his little bird wont be flying for long. And as for a tracked UAZ I might make an exception because as absurd as the notion of vehicles in DayZ is the UAZ looks cool. But Jesus, what a bullet magnet they would be :lol:
  22. Katana67

    New CDF Gear Confirmed?

    Neat! And yeah, I would sure like a man-portable LMG/GPMG. Installing them on vehicles would be great, but I'd rather have it be able to be used by individuals as well. I would think that you'd go for something like a M2 or DShK if you were going for a "vehicle-mount only" type of deal.
  23. Karmaterror

    DayZ seasonal weather changes?

    Like everyone else id really like to see this, fighting the elements would be great for the survival aspects of the game. But I remember reading somewhere they said it wasn't going to happen. Its a shame because someone posted a vid with a modded RV engine that had dynamic snow, vehicles even carved tracks in it! Its something I really hope they decide to add.
  24. scubaman3d

    New CDF Gear Confirmed?

    Yep, I was thinking about the MASKA helmet, SMERSH vest, and balaclava when I said that. Flack jacket is another thing I've thought of but we have to see how to handle it first. I'm holding SVD until we get a working version of central loot since it would quickly become 'that gun every leet sniper wants'. Peter and I agree that sniper rifles are of the devil and need to be quite rare. We'll probably add an MMG like PKM for mounting on vehicles when the time comes.
  25. Like playing DayZ? Join us me at rotgut overpoch dayz! We have active admins, insanely hard AI missions, loads of roaming AI with great lootable items. All new players will be given a special starter kit with safes, locks and building supplies! Vehicle low on fuel and needs fixing? No problem! Head to your nearest petrol station with free auto refuel and auto vehicle fix for only 2 gold! Make your very own drug business with hemp fields around our Napf server! Gems stones and ores around the maps and weapons crate with vehicle ammo & building supplies! Our bases are indestructible, we have extra buildings and vehicles. Private anti-hack device, self blood bag, build snap pro and more! Join in to see for yourself! Don't forget to mention, Toasty brought you here! :) ------------------------------------------------------------------ Rotgut DayZ Overpoch - 24/7 Anti-Hack, Self BB, Build Snap Pro, More vehicles, insane hard AI missions, insane amount of roaming AI, great lootable object, Safezones/Anti-theft, Auto Refuel, Auto vehicle repair, Hemp fields, Gem stones, Active Admins, Indestructible Bases, Extra Buildings & much more!! Join @ Taviana - 199.229.255.244:2402 Napf - 199.229.255.204:2402 Teamspeak 3 - 108.61.25.67:11937 Website: http://rotgut.enjin.com/
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