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Found 41868 results

  1. I've seen a tweet that they were planning on renewing/balancing the loot next so I'd expect that to come the upcoming weeks. My further personal forecast (based on virtually nothing); more weapons (including - maybe later on - melee), increased number of everyday items, balancing/expanding of the medical/health system (e.g. adding purpose to more items / sicknesses) and I don't think the first vehicles are that far away but that's just a wild guess (my personal predicition is somewhere after March but we'll see). There was talk about revising the original roadmap late january to account for higher-then-estimated sales but I guess that got shelfed due to some pretty gamebreaking bugs but I hope they will publish a new roadmap in the upcoming weeks.
  2. Any rumors ? Are vehicles far away ? Is there going to be a skill system ? Would be nice to see base building in the not so far future. :thumbsup: What other things would make this game really take off ?
  3. Let me preface this thread by addressing those who do not prefer to use controllers for most PC games: This thread isn't for you. Please ignore this thread unless you'd like to contribute constructively. To those who prefer a controller, I do have a warning you've probably heard. Day Z (Mod and SA) are not very controller friendly, despite having default schemes in place and allowing controller mapping. Namely, you can't navigate the inventory screen at this time without a mouse. I understand you have your preference, and that is why I provide this information. I have begun testing what the default control layout for Day Z: Standalone with a Standard Controller. I'll use Xbox 360 controller terminology since that is the most common controller used on PC. Be aware that you can use a non-Xbox controller, but if it doesn't support Xinput, the default scheme won't apply and you'll have to map every action individually in the game's option menu. I haven't figured out all the controls. Possibly some of the controls may be mapped for certain gear or situations I have not or cannot encounter (ex. Vehicles, entering and exiting). I haven't used a loaded weapon yet in DZSA, so I'm not sure which button is "Reload". Please feel free to contribute any knowledge you have about missing and existing controls. Default Layout: Left Analog - Move (Analog sensitivity enabled) L-Stick click - Crouch (Toggle) Right Analog - Aiming R-Stick click - Unknown D-pad UP - Interaction menu scroll up D-pad DOWN - Interaction menu scroll down D-pad LEFT - Unknown D-pad RIGHT - Unknown X Button - Unknown Y Button - Unknown A Button - Interaction / Confirm B Button - Go Prone (Toggle) R Bumper - Map screen R Trigger - Unknown (I had an Axe and it didn't swing, so it might not be "Fire") L Bumper - Unknown L Trigger - Zoom Start - Game Menu (ESC key) Back/Select - POV toggle (First and Third person) Just like the Mod, you can choose to disable the Xbox 360 controller default scheme and map buttons as you like to the controller. You cannot edit the game's primary controller scheme. You have to map every input individually, but the analog sticks will automatically register analog input for movement and looking. There are also Third-party applications you can download to your computer to create more sophisticated button mapping layout on controllers for the game. You can see other threads for more information on those. Let me suggest an alternative to those of you who prefer controllers that could help you immensely when trying to play this game. The game recognizes controller, keyboard, and mouse input simultaneously. Being the weirdo that I am, I use a hybrid control layout. I utilize the LEFT SIDE of a controller for movement, while using a gaming mouse as my RIGHT SIDE controller, and spread out useful commands between them. I turn off the default controller scheme in order to map everything correctly. Here is my personal custom layout for the left half of the controller... Left Stick - Movement L-stick click - Vault/Jump D-pad UP - "Up" (Toggles standing and crouching, or moves you to crouch from prone) D-pad DOWN - "Go Prone" (Puts you into prone from any position) D-pad LEFT - Toggles Raise/Lower Arms and Weapons D-pad RIGHT - Map (Doesn't toggle. You have to push another button to exit the screen) L Bumper - Inventory Screen L Trigger - "Look" (Swivel head without changing movement direction) Back/Select - POV toggle I map other common useful commands to my extra mouse buttons. Everything that is combat related is at my finger tips. I only ever have to use the keyboard for non-combat actions. I understand I could be in danger at any time. I take responsibility for my own bad judgement if I put myself in danger. Hope this helps some of you :)
  4. gibonez

    Please Bring Back The Stary Sober Military Tents

    Last thing the game needs is even more military loot spawns. Balota should be converted into a civilian airport with civilian things inside. North western airfield a Russian airport with russian weapons and ammo and vehicles North East airfield a small Nato airport with nato weapons and vehicles.
  5. mercules

    So I tried Hardcore..

    Yes and no. If implemented like in Epoch where you can mostly secure one, it can still be stolen or shot, then yes vehicles will solve the issue. If implemented like in Vanilla Mod then someone will simply find all the vehicles and drive them all to the same remote corner of the map and you will have to go find them any time you want to travel so they might as well NOT be on the map anyway.
  6. infiltrator

    So I tried Hardcore..

    Vehicles will solve a lot of those problems. Like even if we had bikes..
  7. Yatesey's [Lynx] Epoch We currently have 1 Epoch Chernarus server. Chernarus Server is running: Custom Scripts Self Bloodbag SafeZones & Anti Theft Auto Refuel Take Clothes AI Missions Custom Traders Indestructible Base Building Helicopter Lift Custom Vehicles APC'S & Attack Helicopters (For example: LAV & AH1Z) 650+ Vehicles with Dynamic Spawn Donator options available on our website, ask an admin about your selection before donating. IP: 5.9.124.242:5802 http://dayzlynx.wix.com/lynxclandayz
  8. Have you seen how many military bases, personal fuel tanks, gas stations there are in Chernarus? Seems to me like there isn't a shortage of fuel anywhere, pre-apocalypse. We're also playing in a small part of the overall country of Chernarus, which means we're in what seems to be the rural part, with a significant military presence. When the apocalypse hit, obviously fuel would be scarce, but not in the way you're making it out to be. Chernarus isn't a poor African country. It's a medicore ex-soviet bloc. It's obviously a bit westernised and to add to the fact, Takistan in the Armaverse is a stone's throw away. Which has major oil reserves. You're grasping at straws. People want vehicles in game, and we WANT fuel to be a limited resource. Just because cars don't fit into YOUR view of the game doesn't mean there shouldn't be any. Hell, ethanol can be used as an alternative for straight gasoline. But the point stands, there is plently of fuel in Chernarus.
  9. Hi. I hope that before they add vehicles, they add lots of debris and road blocks like in the mod. In the mod you couldn't just go full speed everywhere without hitting a trash pile or some other block and wreck your car. Those trashpiles and other stuff blocking the road also provide good spots for ambushes. Regards.
  10. You totally missed the point of everything he said. Read again, slower, with less of your nose in the way. You also don't even know what your saying. The gas stations, garages, and hundreds of ruined vehicles on the map seem to completely contradict you (new) point. You have shifted ground from map size to plausibility and availability of vehicles and resources. You can't make a new argument every-time someone calls you out on your old shitty one.
  11. I guess old UAZ vehicles of 1970's would fit DayZ perfectly. Its speed is not above 120 km\h (78 mph), even lower I guess.
  12. Lmao. The map is to small for vehicles? The only reason it feels small is because of the increased running speed. That's it. Why would there be no cars? Did all the cars suddenly disappear from Chernarus? Was it a carpocolypse? Did the zombies eat the cars? Of course there is going to be vehicles. Vehicles will also serve as storage, and when base building is added, will pretty much be the only way to transport otherwise heavy materials across the map. Are you telling me you want to lug a stack of 2x4's across the map to where you want to build your base? They'll also be used for transporting large groups, picking up you buddies, hell, even helping strangers with a ride if you're willing to risk it. ( I used to run a taxi service in the mod, fare was based on distance and ammo/med supplies were currency for me.) You logic makes no sense Wheunis.
  13. I dunno. I'm kind of looking forward to being able to weld gun turrets and anti-zombie spikes on to a family sedan to give the game post apocalyptic Mad Max or Carmageddon sort of feel. As long as fuel is limited and off-road driving is difficult and damaging to vehicles, I don't think it'll wreck the balance too much. But helicopters/planes, I agree shouldn't be included.
  14. didnt the devs allready say that driving a vehicle at top speeds like that wont be easy at all? i think cars should be in the game, but i hope they keep those civilian, no army vehicles with guns.. just make fuel and working parts a rarity, limit the speed of those patchwork cars to 100 on roads or something like that. modern cars would be a pain in the ass to keep them running, i want old simple ones where it is possible to fix them yoursell. in a post apocaliptic world its way easier to get and old tractor working than any modern car that is full of electronics. and yes please add bicycles ;)
  15. I've been saying what OP has been saying forever now. The map is not large enough for vehicles. Besides, what is this? Watered down GTA?! The only vehicles I would personally approve of, and find fitting to the game, is: 1: Mountain Bicycle - About 2x runspeed. Uses less energy than running. All-terrain use. 2: Rollerblades/Rollerskates/Skateboard - Road use only, Uses same or slightly less energy than running. Roughly 3x running speed. Apart from that, I MIGHT be convinced towards a hang-glider than can be used to, say, travel from Green Mountain/Devil's Castle, at reasonable speed. Gotta say though, that landing it should be very hard and have a very high chance of broken legs/arms/death if landed incorrectly. But I stand firm that cars, trucks, planes of any sort, or any vehicle that requires fuel should be a massive no-go for DayZ.
  16. running the map in the editor has absolutely nothing in common with running it on a server.. and as for the empty space, that has already been utilized heavily in the mod to stash vehicles ;) edit:oh, and the fond memories of the debug plains marathons..
  17. So I was messing with DayZ and vehicles, and maps, and Arma 3, and I made a test about Arma 3 vehicles in normal Chernarus, then saw these threads about Chernarus+ being shrinked in DayZ Standalone.. Fuck it. I ported Chernarus PLUS map to Arma 3, piece of cake, took 5 minutes, no sarcasm. And I started looking around the map in the editor. See? This is old, standart Chernarus map; No Svetlo; Now THIS is Chernarus+ ported to Arma 3 editor: New towns, Svetlo.. The thing is.. What is all of that space for? Does this mean that they will expand the map later?
  18. Shabadu_

    Hotfix changelog: Stable Branch: 0.35.115188

    OMG It's been nearly 20 mins since you last released an update, this pace of progress is so slow and we haven't had any word from Dean or Matt through the forum and twitter and Reddit and a video on the dev blog and directly into my inbox, you guys are making millions and nothing is happening, this is such a joke, you should be ashamed of yourselves because there should be updates and new content and vehicles and a flying pony added every ten minutes... Nice, keep up the great work ;-)
  19. LOL yeah i wouldnt worry to much BP for arma 3 uses alot of vehicles but the repair aspect makes them get hard to get going in the first place then add to that the tire damage that non 4x4 vehicles in the mod take for going off road makes you stick to the roads.... When ya stick to the roads you get shot at again damaging and in some cases ruining the car /causing your death.. Im sure the devs will make a far better system than BP's( well i hope so ) so i am not to worried they will be op and make the map ubber small..
  20. Have you played the mod? If yes, then you should know that vehicles make it that more fun. Yes it makes you travel faster, and maybe skip alot of stuff/loot, but that's just positive for the next couple of lads trying to loot that spot you missed. But being picked up by strangers on the coast, just to find out they want to kidnap you when you're inside their car is just priceless. Like the others point out, fuel must be somewhat rare to find, even though I think gas stations should let you refuel anyway. (Edit: Maybe not even gas stations just to make fuel that more rare) But no vehicles should spawn "pristine". You should at least work for it to make vehicles work. Fix tires, fix engine parts etc etc. Just like the mod, just better. :) But really, I have no doubt the dev team would want every survivor cruising around the map in vehicles anyway, so I see no reason to worry. :beans:
  21. I can think of many ways to make vehicles work without ruining the game. You are worried about nothing.
  22. The big thing they need to solve is how groups can get together more quickly than is currently possible in the game. Vehicles can be a means, but depending on how they do bases, that could also be a possibility. The problem right now is that you never know where other people you might want to play with will be when you log in, so if you don't have many hours to play, you are effectively stuck solo or spending your whole session just walking to the other person, at which point, you do it all over the next day. If vehicles are going to be the way for this, they need to be somewhat accessible. Otherwise, I'd suggest maybe with bases, if you log out for more than X hours, you can choose to spawn in at base (as the whole realism thing is kind of lost when magically popping into a location anyway and the only real exploit would be if you could pop across the map in less time than it would take to walk by quickly logging out and back in, which is why the X hours suggestion).
  23. I know what you mean however in the other mods like dayZ breaking point and epoc they were not that rare and it was still great, you had teams operating on the servers moving around so it still worked really well. In the SA remember the new northern parts of the map so it will add to the drive. I would like to see vehicles all over the map but make them complicated to repair and the parts to repair few and far between and as I understand Dean wants to add complicated mechanics so you can pull parts off other cars etc... So I do think cars should be fruitful but they are all busted to hell and you really have to work on repairing them. With the above mechanic I mentioned you could have multiple people trying to repair one vehicle and another stripping it for parts while they are away and someone also camping it waiting for it to get fixed. Also add the American muscle cars that have terrible mileage and make them eat fuel like there is no tomorrow, that would add another complexity.
  24. Now, yesterday as I was messing with the Arma 3 Editor, I had an idea, I got the Chernarus map in Arma 3 so I started trying vehicles. It felt really great to drive around Chernarus after running for about 125 hours in Standalone. But after I made some test, I started getting really worried. Driving around in a vehicle made me realise that it makes the map really little, so I made a video, driving from Solnichniy to Balota so you can compare it with your travels. https://www.youtube.com/watch?v=3Fror4ZhaGQ It takes 5:36 minutes to get from one point to another. I really hope vehicles are really rare and need to be repaired in DayZ. I can tell you, you miss A LOT of stuff and map details if you go vehicle only, which for me, ruins the unique DayZ experience of travelling lots of hours. If you want me do drive any other distance from one point to another in Chernarus with the vehicles you can just ask me here and I'll post the results in this thread. That SUV will probably be included in DayZ as it is a civilian vehicle and DayZ reuses some Arma 3 objects like these: But also, vehicles will give us lots of other creative possibilities. More storage space. Imagine if we players organise races and the group with the racer who wins gets a bag filled with supplies.
  25. hi survivors:-) some ideas from my friends and me. we hope you enjoy it. IDEAS: 01 - add fruit trees to get food 02 - add minigames (cards, rock-paper-scissors, rubik's cube); if you wait for other players, you can play it alone or with others 03 - add dangerous animals (wolfs, bears); all over the map; you can hunt them...and...they can hunt you :-) ; you have to be more attentive in the world of Chernarus 04 - add a "real" river through the map or a big part of the map which origin is in the mountains 05 - add flag/patch crafting; you have to collect some tshirts in different colours and a sewing kit; then you can go in a menu to create you flag/patch; then you can craft the flag or patches; nothing spezial, only coloured lines or/and squares 06 - add diving 07 - add using secondary weapon (pistol) while swimming 08 - add some higher mountains at the end of map; snow on top, maybe new clothes (winterjackets, winterboots, etc... to hold the blood heat); basecamps on the mountains; maybe a ski area with ski lifts (add skis and snowboards so you can ski)->you can collect jerrycans to fill the engine form the lift 09 - add some more weather effect (snow, hail) 10 - add four seasons (with all thing); in winter the deciduous trees lost all their foliage; bears f.ex. hibernation in caves on the mountains->less animals for hunting 11 - add an authentic driving physics for icy streets; maybe an authentic walking physics for icy street an snowy paths 12 - add some locked houses or garages which can be unlocked by players (code=nobody knows it,you have to try it) or you destoy the lock (maybe with selfmade explosives) 13 - add NPC-Soldiers; some groups of (~5) soldiers walk over the map; the government wants that the NPCs kill all players, because they could be infected; you have to be more attentive in the world of Chernarus 14 - add a bunker at the end of the map; there are many zombies (~50 or more) and two super mutant zombies inside(super zombies are very strong and tall); this is not a normal dugout, its an experimantel dugout (because of the super muntant zombies), with very nice loot inside; you cant win alone you have to be a big group to clear the area 15 - add sunstroke; if you make wood or carft something, you can get a sunstroke if you wear no cap or helmet; result=vomit,.. 16 - add flare guns 17 - add much more nice spots like Rifty, the Hotel in Chernogorsk and crash sites; maybe an old, rusty theme park 18 - add using spray cans for makeing graffiti by players 19 - add mirrors; if you destroy a mirrow in a house, you can take a piece to your inventory; if you combined it with dugtape and woodsticks, you can craft a stick with a mirror->you can look around corners while hiding behind a wall 20 - add jungle hats in different colours/camouflage 21 - add new fighting system like boxing: left mousebutton = left hand; right mousebutton = right hand; hold mb for a powerful punch; add an extra key for the defence 22 - add some more "fighting scenes"; dead zombies and bodies on the streets(some are burned, shooted or something like that); more blood on walls, floors, stairs; 23 - add a comrose like in BF with commands like: hello, bye, friendly, need help, ...; playermodel speaks in "direct communication" -> add more then 5 voices per sex 24 - add more infection areas; if you go in a hospital f.ex., you have to wear a breathing protection or better a gasmask; if you dont wear it, you can become infected very fast 25 - add fire stones; same action like matchboxes, but the firestone doesnt fret - very rare 26 - add a trace-system; make footsteps longer visible especially on sand, dirt and tracks(snow); if player is hit, he is bleeding and you can follow the blooddrops to trace him; the drops shouldnt be visible longer then 5-10min 27 - add more colours for the houses; public institution like fire- or policestations, hospitals should have the same colour in every city (like now), but the privat houses, garages and shops should have different colours 28 - add grappling hooks; you can craft it with three piece of metal, a rope and a (camp-)fire; you have to heat the metal, so you can bow the metal and then combined it with the rope 29 - add molotov cocktails; carfting with alcohol(for wounds) and rags(from tshirt); but for using you need matchboxes or something like that 30 - add a rot-system for dead players; STEP1: in first 30min the dead character will be cold, cataleptoid and the lips get blue... STEP2: in the next 2 hours the model will rot(flies around the body and the skin will be turn to black/brown/grey like rotten meat)... STEP3: after 2,5 hours there is only a skeleton. if nobody loots the body, the cloths will be turn from pristine to badly damage (if clothes are not ruined from bullets); STEP1=worn;STEP2=damage and later badly damage; if the player was killed by a zombie and someone take the clothes, the chance he become infected will increased with the condition of the clothes(f.ex. worn=unlikely;badly damage=very likely) 31 - add melee; with combat-/kitchenknife, ...; if you sneak behind a player press a button to make a silent kill ... please wait ... EDIT: 32 - I went to the end of the map months ago and the abrupt cut, from a living area to a "nothing" area is...ugly. The last ~1000m of the map should be a fallout area - dead trees, bones, fog, crashed/destroyed cars, maybe some houses far away and everything is burned down. But it should only be a visible thing. So there is not protection agains the radioactivity - no clothes or later vehicles. If you enter this part of the map you should die in seconds. Before you can get to the wasteland everywhere is barbwire (with broken parts) or walls and signs which caution you against entering this area. when we have more, we edit it. thx:-)
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