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Found 41868 results

  1. "It's been 48 hours since the virus began turning our once peaceful island into a living hell. I'm writing this in the hopes that should I not make it, should no one make it.. someone will at least know what has transpired here. Tomorrow I'm heading to the Airbase up north, if I make it, hopefully I can find a way of this god forsaken island. If I can't... God help us all..." - Transcript From "FreqFiction: Day Zero" (Online narrative that directly relates to the in game experience of our server, by reading the "FreqFiction" section players have an opportunity to find clues amongst the narrative and find real loot and items in the server itself.) > As you can probably gather this isn't your typical run of the mill post Zombie Apocalypse, Oh no friends what we are attempting to do here is something different and unique in the Oceanic DayZ Mod scene. > HUGE ammounts of mods and add ons. - Working – Loot Spawning for Epoch 1.0.5.1 - DZAI (AI at Custom Missions and DZMS) - DZMS (Mission system) - WAI (Random mission system) - SARGEAI (Random AI Bandit/Hero/Survivor) - Self Bloodbag - Refuel/Repair/Rearm - Harvest / Smoke Weed Plants - Black Market Trader - Elevator Platforms - HALO Spawn - Action menu (Custom view distance / Custom colour filters) - Snap Build Pro - Custom Building / Towns - Custom Load-outs - Extra Traders - Extra Vehicles - Custom missions - Custom Debug Montior - Interior Design - Take Cloths - Deploy Bike (Right Click Toolbox) - Extra Weapons - Flip Vehicle - Trader Safezones - Trader Anti-Theft - Booby Traps - Dedicated Gold mine + vendors Just to name a few with new and intriguing additions added all the time. > There are currently 2 custom built missions which are perfect if you are looking for a high risk/ high reward scenario which are genuinely unique to this server. > It's not just about the server though let this be known, in addition to Freqfiction short stories which add yet another layer of adventure on top of the already existing Missions and AI functionality; - Events Event's begin from next month and include a mission to ensure the island has fuel for the proceeding 4 weeks (More info on website) - Radio Z Ever get tired of the same old DayZ ambience? We hear ya :) thankfully we've found and fortified a long abandonded Radio Station and are now streaming our emergency broadcast for all longing for the ultimate soundtrack to their epic survival horror story. (More info on website) - No need to maintain bases! the only thing about your base that is destructable are wooden doors and windows, there is even the ability to register your base on the website to ensure it's longevity. - Friendly, Active, Mature Admins available 24/7 The bane of any server of course is dodgy Admins exploiting privileges. Considering thefrequency's long proud history of running servers we feel we are better placed to not only deal with Admin abuse but also give fast and fair help to those who genuienely need it * It's worth mentioning there are only 2 "Admins" on ther server at any time with the bulk of the assistence being done by several "Moderators" who have the ability to help people out of a jam but don't really have the power to do much else even if they where to start indulging in those powers. - Massive community Forums Join your comrades and keep up to date with a large and established multi gaming community. Survivors, Hero's, Bandit's, What you have here is a server built by Professionals with years of DayZ Server experience, A world which in our humble oppinion is possibly one of the most modified and immersive Epoch Experiences in Oceania at very least. We are still only a few days young from going "live" but that said we have been working on this server to get it just as it is for months now. So grab your gun, grab you supplies and remember to pull the chute before you hit the ground!!! http://dayz.thefrequency.com.au
  2. Are you suggesting that there's crime and corruption in the glorious socialist republic of Chernarus? Please report to the party office. Anyhow, you guys are approaching the car situation all wrong. Obviously when the dead started walking, people left in their best vehicles, leaving only the old wrecks behind. Why do you think none of these cars drive anyway? Crime lord would've probably left in his chopper.
  3. So I am starting this thread to highlight the fact that not only has the Origins mod made a comeback, but the new updates have improved an already awesome mod to something that I found to be extremly fun, balanced, and rewarding. I have been playing on the US001 Origins server and documenting some of the new areas, loot, interface changes, vehicles, AI missions, sector B and more! Feel free to chime in with any questions and comments as I update this thread from day to day. I will be happy to show anyone interested how this mod works, where to go, and how to get started. I have played them all and never found the long term fun I have found with Origins so I wanted to share just in case other dayz fans out there are loving the game but getting bored with no overal objectives. Thanks for watching and feel free to add me on steam! Dr.Teeth
  4. Hi, I have a question. I played about 3 days on the first server listed in this thread and had bought 3 vehicles. A black Gaz Limo (the fancy car), a sturdy V35 Yellow Cab Open Url and a Green camo uaz. All lock. I was near NEAF and had a starter camp with a shed and a couple doors in prebuilt server garage and the area is not well traveled. I would say 6 to 8 people on the server. . Decided to drive to Bash to get a safe. It took like 45 minutes to round trip and no resets during this time. When I got back both the V35 ural and the Gaz Limo were gone. Before I left I had gone 100 m away from camp area and pitched tent and put keys for the V35 and Gaz there. The Gaz was parked in a different area about 150 m away in a group of trees.against another building very well hid. So guess the question is How did someone steal both vehicles without the keys (they were still in the hidden tent)? I could think someone could have maybe one hotwire kit only solution I could think of is an admin either deleted the 2 vehicles or took them. If possible could an admin look and see what happened?? Probably about 8:00pm Pacific time 08-15-14 and my handle is slingblade. One guy suggested hackers did it but doubt that since most servers have good anti hack. thanks for listening Slingblade
  5. 11tw

    Fix the zombies seriously!

    either way the devs are kind of screwed. If they make zeds pushovers then people complain. If they make them deadly then people complain. In my opinion, Zeds should be a serious and deadly threat. So what if you lost 3 hours of work because a zed killed you? It's the point of the game! Imagine if Aliens: Isolation got turned back by Beta testers, saying: Sorry man, the Alien is just too freaking strong! Maybe if you made it so it runs slower then the player... Or if the developers of SCP Control Breach were to make SCPs slower and less aggressive. It would ruin the scary atmosphere completely (going off topic, SCP Containment Breach is a great Indy free to play survival horror game. Lots of bugs if you are on certain systems, but then again we all play DayZ). the Zeds are supposed to be hard. If they weren't then it wouldn't make sense as a zombie game. Your safest bet is to avoid zeds all together, which isn't too hard as long as you're lucky enough to see them from behind. Plus keep in mind that certain features which will allow you to fight zeds better haven't been implemented yet. When we have barricading, climbing, vehicles, makeshift weapons etc. fighting zeds will still be hard (I hope) but will allow us to learn to survive better in what will (hopefully) be a great game.
  6. Exactly. A major issue in my book is the fact that we lack a "timeframe" for the TSC (Total Societal Collapse) event, which in turn would dictate what kinds of equipment we would find about Chernarus. We have fresh fruit around, and not only temperate fruits, like apples and pears, but tropical fruits, like kiwis, bannanas, etc. This, to me, suggests that the TSC event occurred only a few days ago, a week tops, or there is some sort of society/trade outside South Zagoria that can (and more importantly, willing) that is bringing in fresh fruit for .... something Chernarus has to offer? On the other hand, we have overgrown fields (however, this isn't exactly uncommon, even in our non-postaplocalyptic world) and rusted hulks of vehicles. When the hell did the world go to shit? A week ago, or a year?
  7. Katana67

    Player spawn is the cause of all evil

    http://forums.dayzgame.com/index.php?/topic/204402-why-randomly-spawning-all-over-the-map-is-a-bad-idea/#entry2053649 Spawning all over the map, randomly, is a caveman solution to a problem which requires multiple, subtle solutions. Which include dynamic loot spawn, increased need for survival items, vehicles, etc. Plus, it creates a whole slew of new issues. No thank you. The developers have the right idea. Spawn in the east, move to the west for better gear. Now all we need is a reason to go back to the east, and all over, and boom... non-linear mobility. Spawns shouldn't dictate the player's path, the player should.
  8. - Fixed the dodgy animated heli crashes. Loot now sorted. - A few more subtle map edits - Possibility of rare vehicles on Sector B to fix up and take - usually ones not available at traders - Zombies can now knock you down, like in DayZ Mod - Zombies will now cause damage if attacking from close range much more often, rather than 1 in 8-10 times (the Epoch standard) - Removed paraspawning, due to pussies not opening the chute 30-40 times in a row in order to get a cushty spawn location, rather than running a few km or fixing up a car - Readded the old spawn selection screen, 4 locations to click on that choose from 15 spawn points in each corner of the map
  9. We've put up a second server, Epoch Origins on Taviana 3.0. Running off a smooth dedibox which was also recently upgraded. How to join 1. Download the latest Epoch (1.0.5.1) patch via DayZCommander or from EpochMod.com 2. Download DayZ Origins (1.7.8.5) from DayZCommander. 3. You do not need to download Taviana separately, as 3.0 is part of the Origins mod itself. Skip to part 7 if you've already updated your game to the latest beta 4. Go to your Steam library, right-click Arma 2 Operation Arrowhead. 5. Go to the Beta tab, opt in to "-beta" (or something similar) 6. Verify your game cache, this will updating your game to the latest Beta version. 7. Add -mod=@DayzOrigins;@dayz_epoch to your launch parameters in DayZCommander. 8. Add the IP below to your favourites and connect.... Server IP: 109.236.89.121:2335 Teamspeak IP: ukss.eu Better Survival Feel - Loot amounts more like the Mod Less fuel containers, most likely one to find is an empty Jerry Less maps, tinned drinks & food More unlabeled cans, empty water bottles Less chance of high-grade toolbelt items, especially away from barracks Higher chance of infection from self-bloodbag, plus option to consume bloodbag as last resort - Rarer weapons & items you either can't get from traders or are high-priced, stopping everyone getting them easily - Vehicles almost always need repairing or refuelling before going anywhere - Loadout is simply just one bandage and your own butt - Zombies can knock you over, like in the Mod - EVR Storms (blowouts) from Namalsk happening around 2 hours apart - No safezones, auto-refuel, donator perks, admin's little helpers, admin abuse, whining and no handouts - No tinned food at traders, only food available is fish, only drinks are energy drinks - No medical traders - No tents available at traders Add all this together and you actually fear dying, fear the elements, fear other players more, desire what they may have more and it takes a while to get around the map. We have other features too which are always being balanced towards both challenging and fun, and away from overpowered and boring. It's still meant to be DayZ on our server. There are ways of stumbling across higher-end vehicles & items, but you'd have to work, search and use your brains. Base building is always encouraged, we have some creative players already. Other Features - Epoch Origins is basically the Epoch mod, but with the Taviana 3.0 map ripped from Origins and the vehicles from it as well. - Weapons from Origins coming soon! - Custom anti-hacks - Custom debug - JSRS soundmod enabled, with CBA - 3 hours day, 2 hours night every server restart - 300 vehicles - Origins buildings (Strongholds, Houses & Garages) - Plot poles are 75m range, 1 briefcase to buy and do not require to be re-placed after death - Plot pole base menu - Nuclear fallouts by TayTayTheKiller - Group system, add friends to see their position using ESP. Saves after restarts - !help system for various goodness - Map edit - Custom traders (security dealers for safes, land ownership dealers at town halls for plot poles etc) - Gem trader (who sells endgame vehicles & aircraft) - Blowouts every 2 hours or so, use a radio to protect yourself from any effects - Tough missions system with custom missions, loot and locations. - Modded Snap Building Pro - Self bloodbag or consume bloodbag (consequences) - Four land vehicle NPC patrols, literally can be any unarmed vehicle - now including Origins vehicles. - Two NPC helicopter patrols (random choice from Huey, Seahawk, Chinook, Bell Gunship, Mi-17, Venom, and now Origins aircraft. Yes, that includes the Flying Fortress!) - Custom Sector B incentives - Sector B trader - Safes more expensive except at Sector B trader - Take clothes - Loot spawns at some previously loot-less Taviana buildings - Extra items & vehicles at traders - Custom spawn list, includes bell gunship, jackal, hmmwv armored, others - Rough area spawn selection - Surrender enabled - Build on roads enabled Rules - No glitching / duping / feeble hack attempts - No constant moaning - No building in trader areas or military bases - Locked vehicles left at traders will eventually be blown up - Bring charm, we like charm Thanks for reading
  10. We've got a smooth server running off a SSD on a dedibox hosted in France with a low ping. Our regulars prefer the classic elements of DayZ but enjoy a balance between human threat, better survival elements and the danger of NPCs. Feel free to join our teamspeak. Server IP: 109.236.89.121:2334 Teamspeak IP: ukss.eu - get up to date with the latest Steam beta - add -mod=@DayzOverwatch;@dayz_epoch to your launch parameters in DayZ Commander - add our IP to the favourites tab or just filter for UKSS Better Survival Feel - Loot amounts more like the Mod Less fuel containers, most likely one to find is an empty Jerry Less maps, tinned drinks & food More unlabeled cans, empty water bottles Less chance of high-grade toolbelt items, especially away from barracks Higher chance of infection from self-bloodbag, plus option to consume bloodbag as last resort - Rarer weapons & items you either can't get from traders or are high-priced, stopping everyone getting them easily - Vehicles almost always need repairing or refuelling before going anywhere - Loadout is simply just one bandage and your own butt - Zombies can knock you down to the floor (like in DayZ Mod) - Nuclear detonation once every restart - Radiation zone caused by the nuke, has health consequences - No safezones, auto-refuel, donator perks, admin's little helpers, admin abuse, whining and no handouts Add all this together and you actually fear dying, fear the elements, fear other players more, desire what they may have more and it takes a while to get around the map. We have other features too which are always being balanced towards both challenging and fun, and away from overpowered and boring. It's still meant to be DayZ on our server. There are ways of stumbling across higher-end vehicles & items, but you'd have to work, search and use your brains. Base building is always encouraged, we have some creative players already. Other Features - Custom anti-hacks - Custom debug - 3 hours day, 2 hours night every server restart - Around 400 vehicles - Plot poles cost 1 briefcase, have 60m range and do not require replacing after death - Respectable map edit, no extra barracks or other high-end loot areas. Added a few more discreet base opportunities. - Six extra freshspawn locations (below Worb, near Ey, south-east of Emmen, some deep in the forest) - Nuclear detonations, 66% chance of a random nuke at one of 12 unlikely "base" locations on the map. One per restart, has various consequences - Custom traders - Dynamic traders - Gem traders (who sell endgame vehicles & aircraft for extortionate amounts) - Tough DZMS-based missions system using 16 missions in 300 custom locations (incl. city, rural and military area) with customized objectives & loot - These Mission AI have brains. They will flank in groups, hide in bushes, use smokes & frags, steal nearby cars, patrol and use the gunner seats on armed vehicles - Static turrets at the biggest missions - Lift most unlocked, unarmed road vehicles with Merlin, Mi-17s or the Chinook - Modded version of Snap Building Pro - Elevator crafting - Self bloodbag or consume bloodbag - Four land vehicle NPC patrols, literally can be any unarmed vehicle, driving curiously, anywhere on the map. Up to 4 random-skill NPCs inside - Two NPC helicopter patrols (random choice from Huey, Seahawk, Chinook, Bell Gunship, Mi-17, Venom) - Moderate amount of guard NPCs at military bases - No roaming foot patrols - Take clothes from bodies - Deploy bike or motorbike - Bigger list of items & vehicles at traders - Custom spawn list, includes bell gunship, jackal, hmmwv armored, others - Surrender enabled - Build on roads enabled - Hookah pipes Rules - No glitching / duping / feeble hack attempts - No constant moaning - No building in trader areas - Bring charm, we like charm Thanks for reading
  11. diddums

    DayZ PS4 Discussion

    You effectively agreed with what I said in terms of updates which is nice. It's nice to know I'm right sometimes :D However, whilst having artists sitting around and twiddling thumbs is obviously not productive at all, it's also a waste to have them doing things which have such little impact on not only a paid for product, but an almost negative effect on BiS' image in the eyes of us, the paying customers. In my post I touched briefly on how BiS needs to sort out their priorities and your post goes a long way to confirm this. Whilst I wish nobody out of a job, perhaps BiS should reassign those artists to other projects where they can make a noticeable difference, or replace them with coders who can crunch through the errant / out of date code so we can get a better product sooner. There's no "fanboyism" or "hater" mentality going on here. Yes I am well aware that the game is being constantly developed. The problem isn't that. The problem is that there's simply nothing for us to sink our teeth in to at the moment. No vehicles is a massive downside. Let's not forget that for many of us, the mod revolved around vehicles. That made the game exciting. Whether it was watching Ceppy crash choppers or finding that last part of a vehicle to get it working, these were big things that not only affected a player but in many cases a whole group of people. In the mod we could all get together and hunt down parts for a chopper / car / whatever and when we got it working, it was awesome. There's nothing like this in the current release. Yes the small updates are nice. New weapons. New clothing. Hunting. These however are also the kind of update you get once a game is completed. What we're not seeing is the kind of update you get in an early release game, like vehicles. That's a huge thing. Obviously I'm focussing on vehicles as it was a main point for me and the people I played with, but others will probably have the same opinion about other things in the game. All I'm saying that right now, a year since I got the game, it's a disappointment, and from my point of view it's purely down to bad management. If BiS put those artists to work there they can actually make a proper difference and put some more coders into the DayZ project, we'd see better updates and faster. For my perception of what we're seeing now, see my above post.
  12. diddums

    DayZ PS4 Discussion

    I'm aware of that. I'm not going to go into the specifics as I'm well aware of how things work in terms of deadlines, priorities, and people holding purse strings. That said, having a game on "early access" implies that it will in fact be finished at some point. We as a community have been very forgiving with Dean Hall and now Bohemia. We don''t expect a finished product now, but we do expect more than simple vanity items and the odd gun. Let's be honest here, that's not "game improving updates" or "nearing completion" - that's appeasement updates. They're more "here, give them a gun, that'll shut them up". Of course you'll dispute that and tell me I'm wrong, I expect no less, but the fact is that's how it's perceived. By us. The paying customers. You cannot deny that the development of DayZ has been glacially slow, to the point of some people actually wanting their money back. Perhaps Steam should have an area called "might be finished at some point, might not" because that's where it feels like DayZ should be. Don't get me wrong, as said I'm pretty savvy on corporate environments and how they work so I'm not sitting here going "game now pls". I understand that you guys are only as strong and efficient as budgets will allow. The problem is that from a consumer's point of view, the priorities are all wrong and development on the more important things like vehicles is being put aside as it probably entails much more work than was originally accounted for. Bohemia needs to swallow that pill and say "right guys, let's get this done". Amass all your devs, stick them in an office with a Subway platter and some coffee, and put in a concerted effort to put something forward that really makes the waiting seem worthwhile. Until then, we'll just continue moaning about an unfinished product which for many of us was meant to be one of the greatest games this decade.
  13. In all honesty tho....what else is there? I mean yeah, all the survival additions are nice, but I can only fish so much and hunt so many animals. Eventually I will reach the point where it's either stop playing, or look for PvP...and for that you need the shiny weapons. This will all get "better" once there's stuff to actively do. Build a proper camp or barricade some houses...find and fix vehicles....the likes. I'm not worried. Let them toss the loot in there while they fix the core of the game. Then balance it, once it's all there.
  14. This is an idea based on IT07's Optional anti-theft system thread. I did post it on said thread, but my guess is it got so much flak that nobody bothered to read past first page in order to see my post. So I'm deleting it, and making a dedicated thread for it. In a few words IT07 proposed a vehicle ownership system (vehicle gets tied to the player's guid and nobody else can use it) made specifically for "no stealing allowed" servers. Personally I can't even understand why a server would have such a rule, but I think if this idea gets altered/tweaked and combined with a couple of other things could work pretty nicely in the mod (or the SA in the future). So here we go. - There have been threads about vehicle keys. But this would need new objects/models/textures, new actions, some system linking specific keys with specific cars, etc. So too much hassle for the devs, when there are more important things they need to work on. But this idea could replace said key system. So let's say every vehicle on the server spawns with an "invisible" set of keys on it. Not very realistic I know, but let's say it's just cars abandoned in the middle of the road, got attacked and drivers fled or died, so any keys got left inside. You spawn on the coast, and find a fresh spawned vehicle. There are no actual keys, but in right click menu let's say there's a "claim/lock vehicle" action. As soon as you select that option, the system proposed in IT07's thread gets utilized and it works as if you have the keys to that car. Now if another player gets to the car and tries to get in, he gets in his right click menu "vehicle locked". He can't get in, he can't access the boot (steal/store gear) but he can still repair or remove parts (if removing parts ever gets added in vanilla). In order to steal said vehicle, he'd have to break (hatchet, gun, crowbar, doesn't matter how) one window, and jumpstart it. To jumpstart it, he would need to have in his inventory a toolbox (and/or a crowbar), and also it would take let's say 15-30 secs (timer). As soon as he does that, then the vehicle owning system deletes the entry for said vehicle, and it becomes an ownerless vehicle (eg jumpstarted, no keys needed), and can be used by anyone till it gets destroyed and respawns again with "invisible" keys inside. Also if someone "owns" a vehicle and he dies, I'd think the vehicle should stay in the locked state (system should delete the tied guid, but keep the vehicle locked). This way, we have ingame the normal locked cars that one would find in such a scenario, balancing the "all vehicles spawn with a sets of keys inside" part mentioned in the third paragraph. Only problem with this approach I can think of are claimed shared cars. For example exchanging seats with someone when you are bored of driving. To overcome this, there could be a right click option "abandon/unlock vehicle". This way you are dettaching your guid from said car, and anyone can use it (or claim it) without having to jumpstart it. Or one could not claim it in the first place afterall, choices are nice. - To recap, each vehicle is going to have 3 possible states. Unclaimed/abandoned/unlocked (either fresh spawned, driver didn't want to claim it or driver abandoned it after claiming it), Claimed/locked (locked to anyone besides driver, needs to get jumpstarted), Jumpstarted/unlocked (can't claim/lock it, it stays like that till it gets destroyed and respawns, everyone can use it). Same goes for every other vehicle besides cars, you'd just not have to break a window in order to gain access to the interior so you could jumpstart it. Now how would this help and why should it be implemented? First it will make hijacks more difficult. Secondly it will make getting away from zeds by hoping in a nearby car and driving away much more difficult (have to break a glass, have to have appropriate tools in inventory, have to wait in driver's seat for 15-30 secs while zeds/players are attacking you). It will give a more realistic sense of vehicle ownership and vehicle stealing. Also it will offer different states of vehicles (unlocked, locked, jumpstarted) one could find, like irl. IMO all these things are good for vanilla mod. It's just a matter of how difficult it is to get implemented (it appears complicated, but it really isn't methinks, needs a database, some right click menu editing/blocking, a timer and a couple of other things). TLDR 1) Vehicle gets tied to the guid of the first player to use "claim/lock vehicle" right menu option. It operates normally for him, appears locked for anyone else (can't enter, can't open/use boot-gear). 2) To steal it, you need to break one window (doesn't matter which), have a toolbox (and/or crowbar), and spend 15-30 secs jumpstarting it while sitting still in driver's seat. As soon as you accomplish that, you can drive around, you can use the boot, but you don't own it, can't lock it (simply put, it works like all vehicles work right now). 3) If owner dies, car stays locked (ownerless though), and only way to operate it is to jumpstart it. 4) There is a right click option to abandon/unlock the car (with invisible set of keys inside, as if it just spawned) after claiming it , so you can share it with friends of yours, of just leave it on the coast for a bambi if you feel like it. 5) There's also the option to not use the "claim/lock vehicle" action at all, making the vehicle to behave like they do right now (no locking of any sort, just as if you always left the keys inside irl). Share thoughts, ideas, questions (after reading whole post). Also try to keep it clean please.
  15. dgeesio

    DayZ PS4 Discussion

    whatever you put its going to be untrue or must be a troll bevause we disagree that the development of SA has not gone well or progressed as many wanted. the ps4 version will have to be toned down watered version. most know this. thing is with how the pc version is slowly progressing this will surely slow down the pc production. waits for above to jump in saying its false but wait...... if you using a different team for that thats resources you could of used on the version which paid for ps4 version to be popular to be finished first. so yes it is going to effect the pc version. St. Jimmy " Zombie movement is much better for example, items degrade, cooking is way more immersive etc. These things have some bugs but they're on a better foundation. " is that worth the 60 million ? they been at it a year ! look at where we at vehicles arnt close barricading isnt. they got 40 plus man team cant make barricading and vehicles in that space of time . i know how the process works blah blah we need to get this right that right before implementing this and that . all excuses for slow working and poor handling of the project. i guarentee you this quote me on it this game wont be done for probably a year yet. mean while the free mods on BI own arma engines that are free will surpass it. its already happening. atleast the ps4 guys will probably get a decent game that works well.
  16. Personally I think it's a dumb idea to have any vehicle possession system at all. In real life, if you really wanted a vehicle in an emergency situation that was locked, you can break a window/pick a door and than hotwire the vehicle. Besides, it makes you really have to choose good decisions and cherish whatever vehicle you have whenever it's constantly at risk. Let's say you added keys, well what happens if somebody loses the key? Vehicle is stuck there until somebody deletes it, in which case is a waste of a vehicle and rather pointless. Now let's say you are able to break into vehicles and hotwire them whilst having the key system. Than what's the point of having a key and lock if they can be stolen anyhow?
  17. Introduction Basically what this will do is add randomised AI Bases around Chernarus+ whether it be a prebuilt mini camp out is the wilderness or a random set of buildings with spawned fortification added around it. It will also add attack run AI units whether it will be a small force in a military vehicle or strong force in a transport helicopter. Construction When the server is started, like Helicopter Crash Sites, a set of prebuilt mini camps with be spawned in random locations most of the time spawning near Helicopter Crash Sites because this will symbolise the survivors of the crash. Other times it will be rogue military units fortifying a small town but there will be considerably more units here than at mini camps. Once the camps and fortified towns have been constructed, 10 minute construction time, the units inside the town will be protecting food/drink stores, weapon stores and a very small chance of a military vehicle but 95% of the time the military vehicle is heavily damaged and out of commision but repairable. These towns would hold unique/rare weapons that can only be found there like Helicopter Crash Sites, the same with mini camps but they have less units, no vehicles and very low amount if any of rare weapons but can possible spawn rare weapons. Weapons/Armour Very rare armour and military weapons will be found in these places, fortified towns more than any and very rare military vehicles will be found in fortified towns. The stores of found and weapons, especially if there is a military vehicle there will be locked up in some way. The commander of the unit will need to be killed to aquire the key to these stores, so some common military weapons can be obtained through out the town and camp while the rare items are locked up and you and your team if any will need to annihilate the unit and kill the commander before getting the good, worth while loot. Assualt Units This is actual non-rogue military units sent by, you guessed it, the military. They're extermination squads sent to get rid of zombie and survivor infestations as they can't take the risk with survivors being contaminated. They can either come in military vehicles or transport helicopters like Huey's but if they come in Huey's then a strong force is coming your way, very high powered weapons as well as M240 guns on the helicopter, a force to be reckoned with. But the advantage of taking on this military unit is some very good and super rare equipement but the units are very difficult to kill. The attacks only occur when a very large group of survivors stick together for too long and get spotted by UAV's or if a small group or one survivor makes a lot of zombies aggro and cause attention, the squad is sent out to mainly exterminate the zombies but the survivor as well if possible. Zombie activity is the main thing that aquires the attention of these squads. Military Buildings These are like fortified towns but are controlled by the military, from here attacks are sent like Helicopter attacks and land based attacks. They not only attack survivors and zombies but also rogue military units which disbanded from the military after their Helicopter crashed and was left for dead. They don't attack often but on occasion just to get rid of loose ends, sometimes the attacks don't end well for the military side and the rogue units grow stronger with the items they acquire. Military Bases/buildings are raidable but are nearly impossible to successfully attack and raid as they are heavily fortified, sentry guns, vehicles and a lot of troops with high powered rifles, survivors will need helicopters and vehicles and large force of there own to succeed. Conclusion There is no way to stop the military from sending these attacks. As such there are as vulnerable to zombie attacks as players are and can be killed by them as such, i.e if they come to exterminate a survivor that caused a lot of zombie aggro in a town then in the vehicle they came in will cause a lot of noise and as such a zombie attack will occur. Assuming in DayZ Standalone you will have to shoot zombies in the head to permanent kill them, the AI units won't all ways do this which will make them vulnerable. Vehicles can be acquired through military attention but is made difficult to get a hold of by the difficulty of the AI which can not be changed by the server but only by the Hive. So ultimately they will be very difficult to kill. As survivors are much more likely to make large groups as with base building coming into play this adds a lot more challenges to behold them.
  18. neoslayer

    DayZ Standalone Forum Best Ideas

    Read before Comment plz This ideas are from you guys, and just wanted to put em in a single post. exept for the Running and go prown will make you loose 30 blood This ideas were accepted for more than the 70% of the answers in each post. ---Environment - General--- *A train or metro that goes from east to west and players have the ability to sit and drop in every station (with zeds spawns) *Easter eggs (each one telling a part of how the infection began) *Add minefields *All servers go Day/Night in fast cycles *Player start with a global map (showing only roads and cities) but by looting he has a chance to get City maps with more detailed info ----Fauna & Flora--- *Agreesive wildlife In a very small amount, bears / wolfs. *Fishing in dayz *Having Renewable sources of Food (Growing plants, collecting from trees) *Greatly increase the wildlife spawning. *Have infected wildlife and no meat value when killed. ---Realistic loot locations--- *Mental hospital on the outsides of the city (morphine, adrenaline, bandages) *Jail on the outsides of the city some military loot (police weapon (meele, tazers, stun guns) ---Alarms--- Some buildings and cars should be alarmed Town Sirens (bring hordes to the city) ---Vehicles--- *Being able to add armor or extra protection to vehicles (reinforced windows, spikes, etc) *Being able to use weapons inside a vehicle, *Being able to Siphon Fuel out of other vehicles for your one *Some houses should have garages which you can find a vehicle in. *Being able to put a bicycle on your car trunk or with an added item (bike rack) ---Character:--- *Add dash skill *Suicide option *Make Players Unique (Big choosing options such as in Saint Row the 3rd) *Being able to retrieve clothes off dead bodies. *Wearing Certain items for example a jacket will keep you warm, if you have a hat or helmet on and its hot it keeps you cool. *Journal ---Added Skills:--- *Be able to give yourself blood, but need another item to do so. (1 blood bag & 1 injector/ needle) *Advanced 'Carry Body' Mechanic Improve: being able to carry a body that's wounded, being beneficial means of carrying an immobilized partner from a broken bone or simply from unconciousness/shock. If your partner gets shot or attacked from a zombie while carrying, the body will automatically fall to the ground and could possibly die or go into further injury *Hiding a body should require an entrenching tool *Alcohol could be implemented as an antiseptic to reduce infections on wounds. ---Crafting Skills--- *Craft molotov bombs with empty whiskey bottles + Jerry Cans *Melted tin cans makes metal scrap. (only way to get it) ---Items--- *Bulletproof vests: Reduce dmg from some weapons *Defribrillator (looted from hospitals, medical tents and heli-crash sites (Only 1 use inside of a 20-30 sec window since player got killed) ---Zombies--- *More zeds spawning on night time (making players look for a shelter) *Spawning random hordes on main cities ---Chat--- *Side chat only to talk to admins *Long communication (an acre), *Short comuniaction (300 meters) *Group communication (150 meters) *Whisper (50 meters) ---Weapons & Ammunition--- *Flashlight combined with side weapon *Hunting Knife combined with rifles to make bayonets *Combining clips that are partialy depleted into one clip. this would save bag space. *Stun gun disabling (knock out) players for 30 sec (one hit only) *Tazer (1 use, knock out player for 15 sec) *Peper spray (blur players view for 15 sec) *Baseball / Cricket bats *Golf clubs *Swords / katanas *Batons (minimal damage, maximum knockout) *Homemade flamethrower *Weapon bash, depending on the spot and weapon you can only blur your enemy vision, or pass him away for a few seconds. *Supressors
  19. I do not know about you guys, but I am absolutely fed up with the brainless portion of the DayZ community that throws out comments like "Why are you adding clothes, ADD VEHICLES!!" or "They add new guns, but they can't fix zombies" Lets take a breather before I punch a child... Even after they have been reminded COUNTLESS times that the DayZ Dev team is just not one big room where everyone works on the same thing and everyone is divided into sub-sectional project development groups (e.g. Building Art, Hunting, Path-finding) they still fail to understand and continue their bullshit comments. They expect the Devs to just pull vehicles and new zombies out of their asses. Please I just need an insight on why a MASSIVE proportion of the DayZ community thinks like this. I just cringe and moan at the sight of these comments being thumbs up on Facebook and YouTube hundreds of times only to make the comment appear at the top as if it is actually relevant. People are just brain washed by the general triple A game titles that get pumped out by the same developer every 1 to 2 years. They act like the Dev team is triple A and they can work magic and do everything with their small team in a matter of seconds.
  20. r4z0r49

    DayZ Mod 1.8.1

    1/ Why is it gone? This is unknown we presume due to HFB shutting down but we haven't been given any info. 2/ Why is there nothing you/we can do about it? We don't have the funds or resources to manage another hive its not a drop and go system it needs daily maintenance something i don't have time to do officially but nothing stopping the community doing one. 3/ who had access to it? the only ppl i know about is myself/Ander(SQL access) then BIS/Dean(Root). Under the current red tape no one else was allowed to have access to the db the sql tables was not allowed to be released nor any of the procs we used to stop some hacking attempts and spawning of vehicles. The current hive was a waste we don't have the resources or the access to do anything nor the permission to do any of the cleanups required to get the db back under control. So from our point we are pretty glad its gone now for you guys its crap it is gone but really you are better off doing your own type of hive. Where you can do backups and you do have better control. As it is now the mod still has a ton of red tape we need to follow so again for our point of view its better the hive is gone and the community move to redo a new hive with more control. As i say there is nothing stopping the community creating there own hive the only real difference is you get much more control then we ever did. Update for 1.8.2 hum well still nothing so i guess its all about waiting again :-(
  21. EQQQQQ

    DayZ Mod 1.8.1

    I said the exact same thing before but here it goes: A group of vanilla server rent a basic server with Unlimited Bandwidth and 1Gbps upload link (Both available at Vilayer) and host a MySQL DB server on it. Assign an instance number for each server (No need to change hosts) and change the DB options from the HiveEXT.ini and voila. All characters are available across servers, storage/vehicles are bound to each server instance. With the public hive dead, the team might help with some specfic features like a cooldown on grouped server, Day/Night cycle, anything. You get full access, have the ability to do full backups, database cleanup events, etc. It needs some practice on how to set it up, and some intensive testing to make sure everything works perfectly like vehicle spawns and what not but the payoff is worth it. All this really require good admins with good understanding and cooperation with rules set from the start ie only Vanilla, Unified settings, no modding except like bug fixes or w/e. Setup admin meetings to talk about for example new server applicants, share ban lists, etc. A decent CPU and RAM plus the 1Gbps link is not more than 75$ like overpricing so money shouldn't be a problem. If the thing is organized and a couple of the last standing public hives get together and take the initiative, I see more full vanilla private hives wanting to become a part of this.
  22. dgeesio

    DayZ PS4 Discussion

    they have added unimportant features spent too much time on what is still behind the mod. the mod was simple majority worked fps is worse on SA in certain areas. it highlights that money doesnt make a game better . i think that sa will get better but wont be as fun as the mod or be great performance wise. look at arma games thery are bad in general . why is dayz sa going to be any different ? it isnt. i got raid ssds oc cpu close to 5ghz decent card come to small town yesterday 20 fps ! LOL. its just the engines these guys use. they wont get much better you know it i know it. yet on breaking point and the like looks as good 45 minimums 60 average thats with 200 zombies walking in front of you not two in hut un middle of nowhere. yes breaking point uses arma 2 code but the point is dayz didnt need to try and fancy it up ! it was all about the fun and simpleness and it was cool at that point to play and new. all the time spent trying to make it cooler and money doesnt work ! this should of been realized and just made the basics work and work well. thats why i said many times make it on the arma 3 engine or just tweak the older mod. imagne if they had just stuck to the older mod made more vehicles and done base building better and tweaked zombies. would of been better to play finished just not made the cash for BI and rocket and thats the whole reason . the Dayz francize needed to be cashed in needed to be sold to people as we have what we needed but it was free. that doesnt help them so SA was done to get that money that was there to be got.
  23. Exelent server with lots of nice futures and some vehicles i had never seen on other servers. The only thing needed is more players to join one of the best communities i ever came accros.
  24. Well, I've been fortunate enough to not have seen a definite hack yet. Its entirely possible I have come across cheaters but that the cheat wasn't obvious e.g. esp, but I've definitely not seen anything that could be nothing other than a hack. This said, I tend to stick to mid pop hc servers, and I can't remember the last time I saw the coast or Berezino... so perhaps I'm just not in the right place to see these hacks. Still, whatever hacking there is its clearly not as bad as the mod, where you could be turned into a rabbit or teleported across the map, or everyone on the server killed instantly, or have your inventory items changed, or have some guy spawning in vehicles and gear etc. In the face of that, a little aim botting or short distance blinking is weak sauce.
  25. COLONIES PVP OVERPOCHINS! Here is some information about our pvp server. This server has merged 3 different dayz mods, DayZ Epoch, DayZ Overwatch and DayZ Origins, hence the name Overpochins. What it takes from each mod. DayZ Epoch: Everything from The Epoch mod as it is our main mod. DayZ Overwatch: Vehicles and weapons off the overwatch mod, still working on getting skins to work. DayZ Origins: The origins version of Taviana Map, + Vehicles and buildables. Server scripts: - Body bombs (You can attach a grenade to a dead players body, you need a toolbox and a regular grenade) - Knockout players(You can knockout players if you have a crowbar and a weapon on you, this feature is buggy at the moment) - Car Towing and Heli Lifting (Almost all vehicles should be able to tow and lift other vehicles) - Refuel/repair/rearm at gas stations(refuel for free, repair and rearm will cost you a bit of gold) - Snap building pro(Build your base like a pro with the awesome snap script) - Elevator script(create elevators using metalfloors, you will need certain items to make this) - SafeZones at traders(Self explanitory) - A.I Missions - Sector B with A.I and Loot - Custom Areas(These will be added frequently) - 350 vehicles spawn around the map - NO plotpole needed(But recommended to have if you don't want others to be able to build at your base) - NO maintaining bases. More scripts will surely be added in the future. To connect to our servers you will need to have the latest versions of DayZ Epoch, DayZ Overwatch and DayZ Origins installed. If you have that, all you need to do is add this to your startup parameters "-mod=@dayzorigins;@dayzoverwatch;@dayz_Epoch" IP:144.76.82.236:2562 Hope to see you ingame! Happy hunting!
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