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Showing results for 'Vehicles'.
Found 41868 results
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okay - to save anyone new to dayz and xpadder some of the stress i went through, please read the following short guide on xpadder and some suggested dayz control setup. I used my xbox 360 controller but this can obviously be easily adapted for PS3 or other pads. using the toggle and "hold zone" functions I've managed to get a pretty smooth control setup. Using one button for two or three functions has freed up many of my buttons and I'm playing the game without the need for different "sets" of buttons (so far but i think that may change when i get to vehicles. Luckily, with the setup I have now i actually have 3 buttons left unused which could later be used as set selectors) ignoring the movement of the sticks (as if you can't figure that out then give up now), here's my layout: (I'll explain how to setup button holds and toggles below) X - Tap to jump/vault (Hold to reload) Y - (so far unassigned) A - open doors/pick up items B - Tap to go prone - (Hold for half a second to crouch) - (Hold for one second to stand) Start - raise weapon Back - inventory (Hold for map) D-pad up - hands up (friendly signal) - (hold to kneel) D-pad left - hot bar left D-pad right - hot bar right D-pad down (so far unassigned) LB - toggle lean left RB - toggle lean right Left thumb stick click - free look Right thumb stick click - (so far unassigned) Left trigger - aim right trigger - shoot to enable the "hold" and "toggle" function - left click the button you want to add multiple functions to - go to advanced (bottom left) there are tabs for toggle/set selector/assignments etc, assignments is to assign button holds. press the first key (EG Z for prone) then click add hold zone press the next key you want to add to the same button (eg X for crouch" then add hold zone again press the final key (eg C to stand) I added 50ms to each hold function but that's personal preference (it should show as 0.50s) I'm trying to learn how to add 'double tap' to a botton so i can add further functionality to one button but i' having too much fun exploring just now I'm also looking into adding multiple button presses to one key. (so holding left trigger to aim would change the up and down D pad to zeroing while aiming) Make sure you go into the devices and deactivate the control pad in the in-game menu. highlight the pad then click disable. As xpadder will be handling the instructions, the in game emulation would conflict and you'll end up with all kinds of weird things happening I hope this is of some help to some of you please no "you're wasting your time, M&KB are superior". save it I'll remind you of rule three of the forum which i'm sure you're familiar with (pfff) Mods, if this is too long, let me know and I'll add spoiler tabs. Thanks Z
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Wich vehicles do you want to see in the SA?
AryanBoogeyman replied to Ep1cNiki's topic in General Discussion
I would agree with a previous poster - the types of land vehicles are not of primary importance as long as they are relevant to the context of the Chernarus setting. Fully armed military aircraft are something I think the SA could do without. The idea of cobbling together a vehicle from existing parts on rusting junkers is intriguing but will really depend on implementation. For now a simple bicycle would be a lot of fun. Imagine trolling fast through Electro with a massive zom train behind you and circling the idiot trying to kill you with a pistol.... much hilarity to be had with bikes. -
Wich vehicles do you want to see in the SA?
StoutAle replied to Ep1cNiki's topic in General Discussion
Well if you change the mechanics of the game then my opinion would possibly change I admit that. Even with that said the most I would ever want to see unless the map is expanded is smaller vehicles. Bikes, ATV types and such. I just don't see this game as big enough to have great vehicles in it. This coming from a guy who's gaming background is probably different then most on here though. I am more MMO then FPS. Meaning I played Everquest at launch and loved the fact it would take you forever to run across the areas because it made it feel like a world. So my thinking is a bit different then others I'm sure. -
Wich vehicles do you want to see in the SA?
Zalvager replied to Ep1cNiki's topic in General Discussion
Simple cars and little to no air vehicles. You'd figure if even the military can't exterminate the zombies, they ain't staying for the late show. -
Wich vehicles do you want to see in the SA?
hells high replied to Ep1cNiki's topic in General Discussion
Just imagine if they make it so your character can no longer sprint with a full pack of gear and a rifle in his hands. Even the most proficient special forces need to stop for a rest. ;P I'd like to see generic civilian trucks, cars, some military UAZs and that kind of thing. The vehicles aren't the big deal for me, its how they work. Obviously they want players to need to scavenge parts and fix them up, but I'd like to be able to shoot out of the passenger door if there is no glass, or the box of the truck, albeit very unsteadily. Driving around and spraying newspawns would be difficult but if you can under attack you'd at least be able to defend yourself. -
So yes i already suggest that to dayz , i mean shooting from vehicles with your equipment but even in arma 3 theres no function like that. Even in attack boat you cant use your weapons. You just sit at back like nothing happening around :( Looks like thers somekind of limitation for that. Maybe engine not allows it i dont know. As you can see on this video its possible to do but devs think it unnecessary i believe :/
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Wich vehicles do you want to see in the SA?
StoutAle replied to Ep1cNiki's topic in General Discussion
None. I'm the minority and I know they are coming but honestly the map is to small already. Vehicles are going to make it so quick to get across from point a to point b it's going to make the area feel like one or two towns and that it. So if I have to give an idea I say a unicycle. You asked. -
Heres my take. MOST helicopters should spawn entirely unarmed. Players can attach certain weapons to them, in different ways as well (door gun or pilot controlled-on side) To prevent this from becoming overpowered, these certain weapons would use rare ammo. .50 cal should never spawn in increments of more than 15-20. Doing this allows players who put time and devotion into a vehicle will be rewarded with the benefits of hard work. Should work this way with most vehicles, and yes, players should be able to shoot out of cars.
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Wich vehicles do you want to see in the SA?
liquidsnake replied to Ep1cNiki's topic in General Discussion
Some more modern vehicles and more motorcycles. They don't just drive lada's in the eastern bloc. -
Going through the other videos, he appears to have hacked in a few of the other weapons/items. That or he is running a private hive. Also a bunch of the old arma 2 vehicles
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DayZ should always be about survival...
hefeweizen replied to Mukaparska's topic in General Discussion
Make sure to nab all the vehicles and set up the base right outside Elektro. Preferably in the shape of a giant dick, if possible. -
When vehicles come back, direct chat will be the only time I play music in game.
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See, thing is that over there, they'd get the funding for it, then simply not build it and say 'oops'. It's called real corruption as opposed to the pansy ass shit we have here, where a City councilman's votes to have Naps and Snacks, and pays for his private diners with his public funds. This isn't Downtown or Waikiki where a subway/metro or even elevated rail would make sense (we can't have subways in Hawaii for multiple reasons, one of them being the water table). Look at NY or Chicago, old cities that are heavily developed and crowded and 'everyone' has a car, thus high traffic. Cherno is more 'Communistic' where a car is considered a luxery, and there would be few private vehicles. Even the new apartment buildings in Cherno could be more easily served by buses than a rail system (under/aboveground), due to the altitude and grade (trains gernally don't preform very well on anything higher than a 2-3% grade, meaning 2-3 feet of climb for every 100 feet of travel). For the amount of engineering and construction they'ed have to do to make a metro line from Dubky, Novo, Chapa and lower Cherno and extension to Electro to work they could just spend it on improving the roads and buying a SHIT TON of buses (or buying a few buses, draw a couple 0s on the price tag of each and pocket the difference).
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Factories for crafting weapons, gear and ammo
IkaikaKekai replied to xXRangerXx's topic in Suggestions
Honestly, you're not gonna restart a factory just to pump out a couple of M4s or parts for a car. It's not cost effective (and by that I mean time cost). Factories require a great deal of power, you're not gonna just hook up a random honda generator and plug it into a Ford factory in Chenarus to make a limited amount of items. Factories are mass production, and require a lot of infrastructure to start up yet alone keep running. (Power, resources, workers, transportation, ect). The idea of actually manufacturing is something the devs should thing about, but more on a small scale. Rather than do a bunch of steps to restart the factories, you make a workshop with tools so you can do the more complex crafting. Maybe even when vehicles are added you can loot smaller machinery (drill press, belt sander, bench grinder, lathes and such, even though lathes are pretty large). Artisanship as opposed to mass production. -
One thing I would really like to see as I've never played the arma2 dayz and have no idea if they have included in that is for instance when you go through some towns there are factories around etc with some loot in them and that's about it. I would like it where you can find materials scattered around the map and have to get special tools to reboot the power in these factories and start making things like weapons, mods, improved body armour, mods for vehicles and even build vehicles itself! Maybe they are already thinking of this in their future builds but hey would be kinda fun and you could hire teams or start a mini trading post with others. Also as it develops you can find blue prints and people can find books to aquire certain knowledge to build stuff. You can then get titles for your char such as 'Mechanic Level 2' and so on! The top guy could be an engineer where he could fix multiple power to buildings and maybe even get the trains running once again! Just some crazy ideas.
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...huh? Obviously nothing is going to be copy-pasted. Bikes and motor vehicles should be added. They should only be staggered if development requires it, not because you like bikes.
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Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
thesodesa replied to SmashT's topic in General Discussion
It's not even a question of optimization. That is usually done after the rest of the game is already finished, and no new features are going to be added. With Dayz that stage is probably at least 2 years away from now. When Dean was talking about himself possibly leaving Bohemia at the end of this year, he mentioned it would only happen if everything went according to plan, and that he would stay behind to help the team if they still absolutely needed his input. Personally I think they will get the zombies, hunting and the required server performance for those two done this year. Vehicles might be moved onto next year along with base building/renovation of existing buildings. But that's just my opinion based on the current state of the game. -
Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
thesodesa replied to SmashT's topic in General Discussion
In the past both big publishers and indie developers alike would have waited way, WAY longer before revealing anything about their game to the public. In the old days most games would have already reached a stable state by the time any information was released on them. If you're used to the old model, I can understand your concern. Realize however, that the game is expected to only reach a stable state by the end of this year, and that's only talking about performance and basic features. Those may not include things like base building, or vehicles at all. It might be that only zombies, hunting and the required server performance for those two things are finished at the end of this year. My understanding is that Bohemia is looking do things exactly like Mojang did with Minecraft, and Minecraft still isn't finished. They are still releasing patches and features for it. This is going to be the future of DayZ as well, as far as I know. So be patient. Game development is much slower than most people realize, and it doesn't help people's nerves that they chose to release a game that is basically close to it's prototype stage. -
If you mean Helicopter crash sites: There are no vehicles / Helicopters etc ingame. Hence no crash sites. Check back with this in Fall this year, by then they may have implemented general vehicles.
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See website @ http://www.zombieville.net TeamSpeak @ zombieville.net Dedicated: 16x 3.4Ghz CPU | 16GB RAM | SSD | 1Gbps Dedicated Connection Unique Scripts: - Friendly HUD ( Shows on map where friends are, shows friends names above head ) - Plot Poles linked to player uid not character id (When you die, you don't need to place a new plot pole) - 200 Vehicles that spawn on map every restart (Most are good vehicles with weapons and ammo) - Gem Trader - Bulk building supplies with fast buy - Starter Vehicle - 100's of extra buildings to turn into bases (http://forums.bistud...MBG_Killhouses) Other Scripts: - Walking dead zombies (Slow but do more damage) - Anti-stealing with Vehicle and Player god mode safe zones. - Start with AK and Markov with ammo - Change Vehicle Key - AI Missions - Custom Loot Cities (Marked on map | Has Gems) - Extra Vehicles and Weapons for sale - Gold Currency Only - Snap Build - Towing (All Vehicles including aircraft except Locked vehicles) - Lifting (Lowered height requirement to 7 meters ) - More.... Donor Perks: - Vehicle Spawn: Player can have 3 vehicles at one time Player spawns the vehicles them selves If vehicle dies, donor has to wait for server restart to get another vehicle spawn slot Only player and marked friendlies can drive, sit, or access gear of vehicles - Zombie Shield: Zombies ignore player at base - Custom Loadout: Custom starting weapons and gear - AI Base Defense: Get up to 15 AI at your base to defend it for you (Won't attack you) - Spawn at base: When you die, you will respawn at your base. - Custom Built Bases The player or an admin will build a base for you in the map editor
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GamingRepublic.co.uk Epoch 1.0.4 Sahrani | Indestructible Bases | Trader Safezones | Self Blood Bag | Snap Building | Customized Loot & Many More!
AdZVaughan replied to AdZVaughan's topic in Mod Servers & Private Hives
This weekends additions, Black amrket trader added and also more guns and vehicles added to the map and various traders! Come join!!! -
Hello People ;) I would like to invite you all to join the Zombies Unite DayZ Epoch Servers, after some recent issues that are now fully resolved, we are looking for some new players to re-populate/liven up our dayz servers.We currently have 2 Servers up and running with a lot of cool features and additions, without spoiling the purpose of the DayZ game. (No Tanks, No 10000 vehicles, No JETS etc.) Our servers are both PVP AND PVE orientated! So you will find a mix of Heroes, Bandits and Raiders! We run our Epoch Servers on a fully dedicated machine with a fast connection, 2 Raid 0 SSD'S, 32Gb's of DDR3 RAM and a beast CPU. All this will hopefully keep the server performance maximized.Our servers are located in Central Europe (France), But we have NOTHING against people from other parts of the world joining! On the main Epoch servers, we offer: - Custom made Anti-Hack (With frequent updates to keep the server protected!)- Debug Menu (can be toggled)- Trade Protection/Spawn Selection (Safe-zones & Anti Theft inside + the ability to choose where you spawn)- SelfBB/Sevice Stations (for some gold you can get your vehicle fully repaired/refueled)- Fire-dancing and a suicide option. (for when it all just becomes too much...)- Clothes removal from dead bodies. (for the perverted players)- A.I MISSIONS (Wide variety of missions: From building supply drops, Medical crates to Heavily A.I Guarded weapons caches!) - These have been tweaked to improve client & server performance!- Extra Trader stock ( + added more guns,items and vehicles to the traders)- Fixed Vehicle Salvage/Repair- Taming of dogs.- Fullmoon Nights ON- Removed R3F Weight System (no carrying weight restrictions)- Removed RAIN (Weather still changes, just no more monsoons)- Bike/Moto Deploying (Right click your toolbox to deploy)- Consuming Bloodbags. (Gives back health, food AND drink but has a very high infection chance!)- Base Building +++ (bases have slightly increased hit-points, and the decay rate is set to 21 days)- Added Custom Buildings/towns (Reworked NEAF, Survivorville town, Added checkpoints and buildings)- Friendly active admins- Proximity player tags (ONLY if you are within 4 meters of a player will it show - helps catch safe zone thieves and does NOT reveal locations/distance.)+ All the other regular Epoch Jazzzz*We will be hosting regular weekend events and prize winnings* Anyone is welcome to join! As long as you follow our few simple rules:- NO Cheating, Exploiting or Glitching of any kind!- NO Voice, Spam or Flaming on Side Chat, also English only on Side!- NO Combat Logging!- Be Respectful Towards other Players AND Admins! (No excess trolling, harassment.)- OBEY SAFEZONE LAWS - NO Stealing, Shooting, Griefing or running people over within them!!- NO Safezone Camping! - Do Not Spam out other players Base Co-ords in Side Chat! (for the dicks that do it whenever they find a base) SERVER INFO-------> Epoch Chernarus 1 IP: 62.210.188.240:2302 <--------- We also have a NEW Epoch Namalsk Server! Running most mods that we have on the first server, these have been tweaked and balanced for the hardcore Namalsk environment. B) -------> Epoch Namalsk 2 IP: 62.210.188.240:2312 <--------- We will gratefully accept any suggestions for things you would like to see added/removed from our servers! Feel free to come chat with us on Teamspeak.Teamspeak3 IP: 62.210.188.240:9987 Or consider checking out our website. ;) Website: www.ZombiesUnite.net Hope to see you there
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Since storing items on the coast would be a horrible idea, the boondocks up north would be a lot more dangerous if they were actually some potential campers guarding their or their group's stash in them.. The positives outweigh the negatives. Eventually, when you consider all of the possible implementations such as tents and hunting, the player count for servers probably needs to be increased as the general play area is going to get more and more spread out. Vehicles will help some, but I HOPE they don't have too many of them. I personally want vehicles to be very rare - I want them to be hard to obtain, hard to maintain, and hard to keep.
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DayZ should always be about survival...
Nocturnal (DayZ) replied to Mukaparska's topic in General Discussion
I'm not sure DayZ is or has ever been about survival. I'm not saying I wouldn't like it to be about survival or that's not what the devs want to make it, but the Standalone and all the versions of the mod of DayZ I've played have always been more PVP than survival. It is what it is. The environment has always been too easy and it's always been too easy to gear up. It's up to the developers to change this. More hunger, more disease, more zombies and less weapons is what's needed. The majority of the player-base wouldn't like this though - just look at the popular versions of the mod and the abundance of servers with thousands of vehicles and epic starting loot. The situation is unfortunate (imo), but it is true. -
DayZ should always be about survival...
eleventhavenue replied to Mukaparska's topic in General Discussion
What? No... If I build something, and then log out, will the items magically disappear? That is the non-cheap and unrealistic alternative? Everything magically disappears?? How about this: If you want to be able to defend your base, you need people manning it. If not, you will not be able to defend your base. I'm not sure how people imagine base building, but some people seem to imagine it as some kind of Field Fortification with a huge pile of supplies, weapons and vehicles that have been hoarded for two weeks...