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Found 41868 results

  1. lynn.zaw

    Console Update 1.11

    NOTES In case of problems, please check the Bohemia Interactive support F.A.Q., DayZ F.A.Q., or BattlEye F.A.Q. You can help us to further improve the game by posting your feedback on the Feedback Tracker. ADDED Added the SVAL rifle Added the 20 round magazine for SVAL and VSS Added new textures for the static (abandoned) M3S truck Added abandoned truck parts for M3S Starting a vehicle engine now slightly depletes the battery Added flags of the winners of our base building contest Garden plots can now be removed with shovels and pickaxes FIXED The Xbox Experimental disclaimer was not available in Brazilian Portuguese The info widget in the vicinity does not pop up consistently Tent doors were missing collision after their destruction Inventory interaction hints were not shown properly on items with quantity sometimes Fixed an exploit to look/glitch through walls Plants could not become infested Fixed a server crash related to pulling corpses out of vehicles Fixed a game crash connected to item attachments The player can no longer execute certain actions when their legs are broken The player can no longer dance with a broken leg Preparing Mackerels or the Carp did not stain the player's hands with blood An applied splint would disappear if the player's inventory was full at the moment the healing was completed The Pumpkin Helmet was still shining when ruined Flares shot by the flare gun often disappeared inside objects The glow of the flare was immense when seen from up close (now scaled with the distance) Getting out of a car could result in the character appearing on the roof when an object was on the exit position Fixed a server error caused by repeated crouching during an ongoing action (https://feedback.bistudio.com/T154062) The inventory of improvised shelters could be accessed from the closed-off sides Infected could hit the player through shelters and tents Infected could enter closed-off containers (variants 2A and 2B) Infected would glitch into players during combat Dead bodies getting stuck in mid-air Bodies of infected would sometimes rotate while already dead The wrong particle effect was displayed when hitting infected with a Pipe, Wrench, or a Lug wrench Adjusted collisions and occluders of buildings against unwanted behavior (https://feedback.bistudio.com/T152082, https://feedback.bistudio.com/T154532 Removed collisions of low-hanging tree branches for better navigation Exploit allowing players to get infinite plant seeds The Frying Pans and Cooking Pots would disappear from fireplaces upon server restart (https://feedback.bistudio.com/T153689) The inventory of the M3S truck did not refresh after removing attached containers from it The dashboard on certain vehicles would disappear after certain actions Ruined hatchets showed the wrong texture The contents of the fireplace would not always be displayed correctly in the world The indoor fireplace could sometimes get wet during rain Land mines were not dealing damage when placed in the doorways of specific houses Barbed wire could block the damage of grenades (https://feedback.bistudio.com/T154631) Sounds were missing when skinning with some tools It was possible to build overlapping fences and watchtowers Swapping materials attached to base building objects could trigger a desynchronization Fixed a server error when checking the pulse of a disconnecting player The battery charger is not a heavy item anymore The battery charger could not recharge car and truck batteries Items could not be rotated and placed on the same space Placing a connected battery into the inventory would not disconnect it It was possible to use items placed in attachment slots for crafting operations Entering a vehicle with a Chemlight or Road Flare turned on would ruin them It was problematic to open/close the doors of certain vehicles when in third person view It is no longer possible to cut a raincoat into armbands when its inventory isn't empty Attempting to throw a handheld plugged device would unplug it, preventing it from being turned back on Slicing a rotten pumpkin produced edible pumpkin slices (https://feedback.bistudio.com/T155304) Preparing spoiled fish would produce edible fish Players were unable to remove some car parts from close range An engine belt was displayed in the ADA 4x4 (https://feedback.bistudio.com/T148071) It was possible to craft a long torch from a sharpened stick with food attached, causing the food to disappear Items split in the inventory of the truck would appear below it Items were appearing on the roof when swapped while inside specific buildings It was not possible to open cans that were upside down while in full inventory Character hand slot become broken after exiting a vehicle in the water Endless white cable appeared after placing a Spotlight It was possible to sometimes light a fireplace underwater Fishing in sea was frequently interrupted, making it difficult to find a place to fish Improved the client performance when holding an item in hands Continued damage from a fireplace or barbed wire after moving away from it Packing a tent while having an item in the hands would not hide the item Resuscitation while having an item in hands caused it to appear in the middle of the action Blurred text on the logout dialog window Camera clipping issues in the big ATC building and airfield service hangar Infected walking through service hangar doors Several object placement issues on the Chernarus terrain Could not attach an item on selected attachment slot in the inventory It was not possible to equip items using micro-management The revolver was not dealing consistent damage It was problematic to place a Medium / Party Tents too close to the player Issues with fertilizing garden plot slots (https://feedback.bistudio.com/T156389) The spotlight could be plugged into a battery that was inside of a vehicle It was possible to place two tents inside each other It was possible to stack up stone ovens It was possible to sometimes place objects inside furniture of buildings CHANGED Updated the Tarp (Fabric) durability, textures, and inventory view More tools can be used to slice pumpkins Reduced initial velocity of the 5.56x45mm ammunition by 9% to match real values Barbed Wire and Fire now deal damage to infected and animals Deployed Barbed Wire can only be dismantled from inside on Fence and Watchtower The fireplace now warms a larger area, with the maximum heat reaching further Lowered the maximum heat of the fireplace Updated the credits The flare from the signal pistol now falls down slower Heavy items carried in hands are now dropped when the player goes for a swim CENTRAL ECONOMY Changed: Reduced the amount of ammunition and magazines Tweaked: Deagle and Revolver now spawn in Towns only Tweaked: Repeater tiers adjusted from Tier 1,2,3 to 2,3,4 (Chernarus) Tweaked: Batteries won't spawn with a full charge anymore Fixed: Spawn points on Land_Castle_Stairs_nolc Fixed: BearPelt was missing KNOWN ISSUES Entering a vehicle might cause a black screen Game crash caused by adding too many nails while constructing the flag pole Version 1.11.153731_Hotfix 1(Released on 01.03.2021) FIXED Weapons would not spawn with attachments The truck battery could not be charged using the battery charger The flag pole was refreshing bases more often than designed (every server restart) (https://feedback.bistudio.com/T156357) The universal flashlight could be attached to handguards without a rail The player could not switch to VSS iron sights when using PSO optics A client crash related to attachment slots on base building objects
  2. Discordya

    Vehicle retexturing

    I'm new to all of this, but the #1 thing I've wanted to do was make some retextures of vehicles. I would like to do it with the vanilla cars, but I don't know how to do it. I can do clothing just fine but would anyone be willing to walk me through this, and how to go about doing it properly with permissions or whatever please? If Discord would be easier you can add me Discordya#2714
  3. Devils Areola|PVP|350K Start|KOTH|AirDrop|Heli|ATM|Trader|BM|Drug|Toxic|C4RaiD Check Out Our Discord: https://discord.gg/k5crqfZqGk Direct Connect: 38.64.138.193 : 2302 Ready for a challenge? Then wander through the dangerous world of Chernarus. Where players are not the only thing you will have to watch out for. Bring the PVP and Raiding ON - Few limitations full KOS and Raiding Grab your NBC gear and brave the Toxic Zones fighting of Players, Zombies, Wolves, and Bears to come out unharmed and loaded with loot. Build your Base and cultivate your strains of Cannabis to sell to players or transport to the Drug Trader. Hunt, Fish, Skin to Trade your Pelts and Meat with the Hunting Trader and fill your bank. Become The King of The Hill and fight off Zombies and Players to hold down the flag and claim the Loot. Increased animal spawns, custom zombie spawn, increased loot, Toxic Zones at Tisy and Troitskoe - Gear up at the BM or Hunting Trader with full NBC sets including Masks and Filters to survive.. Custom Coastal Trader and Offshore Locations Zombies - Drop AMMO and MONEY (the stronger they are the better the loot and money... some have a chance to drop T4) Raid- Doors/Gates Only Aidrops every 45 minutes Helis Spawn at 5 locations 2 additional spawns for Blackhawks Randomly Full Black Market, Drug Traders and Hunting Trader NEAF Quarantine Zone - close quarter PVP in many areas here and if not careful you might wind up with a horde to fend off. Black Market where you can buy and sell some very expensive weapons. Map physics adjusted to make vehicles smoother.
  4. amadieus

    What updates do you predict in the new year?

    Well it is almost certain we get the bow back, other weapons and car(s). However, what I wish is that they put some effort into adding the final bits of content that we still miss from 0.62 and before. We just miss a handful of weapons, animals and vehicles and some other content (notes, books etc.). it seems doable if they just put a bit more effort into this department. Just feels odd that we still miss the bow for example after more then two years of 0.63+. I mean, I enjoyed them giving cooking a big overhaul last year, adding the flagpole etc. but somewhere I just feel that they should now focus on getting the old stuff back in first. Especially weapons and animals. I simply cannot imagine that it will take that long to do if they just focus a bit on it. Looking at features, we only miss ragdolls as a major feature from the 0.62 era. However, I do not see it coming this year sadly. Nonetheless I do see them expanding on existing features this year. More crafting from animal hides and poisoning/infected wounds I think are first to come. Perhaps writing notes. Anyway lots of speculation. By the way, where is that roadmap? Perhaps on Tuesday with 1.11 release?
  5. 3ssen3

    First startup fail pc

    hi, after a lot of DayZ youtube videos i decided to start playing dayz to but i cant get it to run. im now stuck at this.. if anyone can help with this it would be much appriciated. 16:49:23 Dedicated host created. 16:49:23 [Inputs] Loading inputs default "bin/constants.xml" 16:49:23 [Inputs] Loading inputs default "bin/specific.xml" 16:49:23 !!! [Inputs] Invalid input name used "UAUIInspectItem" for context "ui" in "bin/specific.xml" 16:49:23 [Inputs] Loading inputs cfg "C:\Users\Driessen\Documents\DayZ Other Profiles\Server\Server.core.xml" 16:49:23 [Inputs] Exporting inputs cfg "C:\Users\Driessen\Documents\DayZ Other Profiles\Server\Server.core.xml" 16:49:25 BattlEye Server: Initialized (v1.218) 16:49:26 SUCCESS: SteamGameServer_Init(0,8766,2302,27016,3,1.10.153598) 16:49:26 Roles assigned. 16:49:26 Reading mission ... 16:49:34 [CE][Hive] :: Initializing OFFLINE 16:49:34 [CE][Hive] :: Loading core data ... 16:49:34 [CE][CoreData] :: 7 root classes, 18 defaults, 0 updaters... 16:49:36 [CE][TypeSetup] :: 426 classes setuped... 16:49:36 [CE][RegisterBind] :: 0 classes binded... 16:49:36 [CE][RegisterConfig] :: 2981 config classes registered, 1 sub-counters... 16:49:36 [CE][Hive] :: Loading map data ... 16:49:36 !!! [CE] :: Unknown category: 'vehicleparts'. 16:49:36 !!! [CE] :: Unknown category: 'vehicleparts'. 16:49:36 !!! [CE] :: Unknown category: 'vehicleparts'. 16:49:36 !!! [CE] :: Unknown category: 'vehicleparts'. 16:49:36 !!! [CE] :: Unknown category: 'vehicleparts'. 16:49:36 !!! [CE] :: Unknown category: 'vehicleparts'. 16:49:36 !!! [CE] :: Unknown category: 'vehicleparts'. 16:49:36 !!! [CE] :: Unknown category: 'vehicleparts'. 16:49:36 !!! [CE] :: Unknown category: 'vehicleparts'. 16:49:36 !!! [CE] :: Unknown category: 'vehicleparts'. 16:49:36 !!! [CE] :: Unknown category: 'vehicleparts'. 16:49:36 !!! [CE] :: Unknown category: 'vehicleparts'. 16:49:36 !!! [CE] :: Unknown category: 'vehicleparts'. 16:49:36 !!! [CE] :: Unknown category: 'vehicleparts'. 16:49:36 !!! [CE] :: Unknown category: 'vehicleparts'. 16:49:36 !!! [CE] :: Unknown category: 'vehicleparts'. 16:49:36 !!! [CE] :: Unknown category: 'vehicleparts'. 16:49:36 !!! [CE] :: Unknown category: 'vehicleparts'. 16:49:36 !!! [CE] :: Unknown category: 'vehicleparts'. 16:49:36 !!! [CE] :: Unknown category: 'vehicleparts'. 16:49:36 !!! [CE] :: Unknown category: 'vehicleparts'. 16:49:36 !!! [CE] :: Unknown category: 'vehicleparts'. 16:49:36 !!! [CE] :: Unknown category: 'vehicleparts'. 16:49:36 !!! [CE] :: Unknown category: 'vehicleparts'. 16:49:36 !!! [CE] :: Unknown category: 'vehicleparts'. 16:49:36 !!! [CE] :: Unknown category: 'vehicleparts'. 16:49:36 !!! [CE] :: Unknown category: 'vehicleparts'. 16:49:36 !!! [CE] :: Unknown category: 'vehicleparts'. 16:49:36 !!! [CE] :: Unknown category: 'vehicleparts'. 16:49:36 !!! [CE] :: Unknown category: 'vehicleparts'. 16:49:36 [CE][LoadPrototype] :: loaded 344 prototypes 16:49:36 730 containers, 9437 points 16:49:36 30 dispatches, 111 proxies 16:49:36 !!! [CE][LoadPrototype] 12 groups have no points... 16:49:36 [CE][LoadPrototype] :: last group name: Land_Wreck_truck01_aban2_orange... 16:49:36 [CE][LoadPrototype] :: loaded 0 prototypes 16:49:36 0 containers, 0 points 16:49:36 0 dispatches, 0 proxies 16:49:36 [CE][LoadPrototype] :: last group name: Rail9... 16:49:36 [CE][LoadMap] "Dirt" :: loaded 0 groups, largest group range: 34.2 16:49:36 [CE][LoadMap] "Dirt" :: loaded 0 groups, largest group range: 34.2 16:49:37 [CE][LoadClusters] "Cluster" :: Loading files... 16:49:37 [CE][LoadClusters] :: file: "mapgroupcluster.xml", 9 types, 50000 instances 16:49:37 [CE][LoadClusters] :: file: "mapgroupcluster01", 9 types, 50000 instances 16:49:37 [CE][LoadClusters] :: file: "mapgroupcluster02", 9 types, 50000 instances 16:49:37 [CE][LoadClusters] :: file: "mapgroupcluster03", 9 types, 50000 instances 16:49:37 [CE][offlineDB] :: Loaded 38 dynamic events 208 total types 0 total positions. 16:49:37 [CE][offlineDB] :: Loaded 38 dynamic events 208 total types 0 total positions. 16:49:37 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\types.001" 16:49:37 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\types.002" 16:49:37 [CE][Storage] Restoring file "mpmissions\dayzOffline.chernarusplus\storage_1\data\types.bin". 16:49:37 [CE][offlineDB] :: Loaded 38 dynamic events 208 total types 0 total positions. 16:49:37 [CE][Storage] ver:25 stamp:83, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_000.bin" 16:49:37 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_000.001" 16:49:37 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_000.002" 16:49:37 [CE][Storage] Restoring file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_000.bin" 921 items. 16:49:37 [CE][DynamicEvent] Load Events:[38] Primary spawners: 38 Secondary spawners: 1 16:49:37 [CE][Storage] ver:25 stamp:83, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_000.bin" 16:49:37 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_000.001" 16:49:37 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_000.002" 16:49:37 [CE][Storage] Restoring file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_000.bin" 921 items. 16:49:38 921 items loaded. 16:49:38 [CE][Storage] ver:25 stamp:83, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_001.bin" 16:49:38 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_001.001" 16:49:38 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_001.002" 16:49:38 [CE][Storage] Restoring file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_001.bin" 1674 items. 16:49:38 [CE][Storage] ver:25 stamp:83, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_002.bin" 16:49:38 [CE][Storage] ver:25 stamp:83, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_002.bin" 16:49:38 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_002.001" 16:49:38 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_002.002" 16:49:38 [CE][Storage] Restoring file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_002.bin" 2651 items. 16:49:39 2651 items loaded. 16:49:39 [CE][Storage] ver:25 stamp:83, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_003.bin" 16:49:39 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_003.001" 16:49:39 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_003.002" 16:49:39 [CE][Storage] Restoring file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_003.bin" 2147 items. 16:49:39 2147 items loaded. 16:49:39 [CE][Storage] ver:25 stamp:83, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_004.bin" 16:49:39 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_004.001" 16:49:39 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_004.002" 16:49:39 [CE][Storage] Restoring file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_004.bin" 2003 items. 16:49:40 2003 items loaded. 16:49:40 [CE][Storage] ver:25 stamp:83, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_005.bin" 16:49:40 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_005.001" 16:49:40 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_005.002" 16:49:40 [CE][Storage] Restoring file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_005.bin" 2182 items. 16:49:40 2182 items loaded. 16:49:40 [CE][Storage] ver:25 stamp:83, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_006.bin" 16:49:40 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_006.001" 16:49:40 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_006.002" 16:49:40 [CE][Storage] Restoring file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_006.bin" 1515 items. 16:49:40 1515 items loaded. 16:49:40 [CE][Storage] ver:25 stamp:83, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_007.bin" 16:49:40 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_007.001" 16:49:40 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_007.002" 16:49:40 [CE][Storage] Restoring file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_007.bin" 1547 items. 16:49:41 [CE][Storage] ver:25 stamp:83, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_008.bin" 16:49:41 [CE][Storage] ver:25 stamp:83, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_008.bin" 16:49:41 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_008.001" 16:49:41 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_008.002" 16:49:41 [CE][Storage] Restoring file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_008.bin" 2216 items. 16:49:41 [CE][Storage] ver:25 stamp:83, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_009.bin" 16:49:41 [CE][Storage] ver:25 stamp:83, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_009.bin" 16:49:41 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_009.001" 16:49:41 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_009.002" 16:49:41 [CE][Storage] Restoring file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_009.bin" 2736 items. 16:49:42 [CE][Storage] ver:25 stamp:83, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_010.bin" 16:49:42 [CE][Storage] ver:25 stamp:83, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_010.bin" 16:49:42 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_010.001" 16:49:42 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_010.002" 16:49:42 [CE][Storage] Restoring file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_010.bin" 1770 items. 16:49:42 1770 items loaded. 16:49:42 [CE][Storage] ver:25 stamp:83, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_011.bin" 16:49:42 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_011.001" 16:49:42 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_011.002" 16:49:42 [CE][Storage] Restoring file "mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_011.bin" 185 items. 16:49:42 185 items loaded. 16:49:42 [CE][Storage] ver:26 stamp:83, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\building.bin" 16:49:42 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\building.001" 16:49:42 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\building.002" 16:49:42 [CE][Storage] Restoring file "mpmissions\dayzOffline.chernarusplus\storage_1\data\building.bin" 0 items. 16:49:42 0 items loaded. 16:49:42 [CE][Storage] ver:25 stamp:83, valid:yes, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\vehicles.bin" 16:49:42 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\vehicles.001" 16:49:42 [CE][Storage] ver:0 stamp:0, valid:NO, name:"mpmissions\dayzOffline.chernarusplus\storage_1\data\vehicles.002" 16:49:42 [CE][Storage] Restoring file "mpmissions\dayzOffline.chernarusplus\storage_1\data\vehicles.bin" 90 items. 16:49:43 [CE][Hive] :: Storage load took:5.41 seconds, recovery stamp:83 16:49:43 [CE][Hive] :: Storage load took:5.41 seconds, recovery stamp:83 16:49:43 entity: 22823, building: 0 16:49:43 no lifetime: 36 16:49:43 pathgraph's: 453 16:49:43 [CE][Hive] :: Initializing ... 16:49:43 [CE][InitializeMap] :: initialized: 0 16:49:43 [CE][Hive] :: Initializing spawners ... 16:49:44 Primary Spawner: "Trajectory", active: yes, repeat: 1 16:49:44 [31] TrajectoryPlum 16:49:44 Primary Spawner: "Trajectory", active: yes, repeat: 1 16:49:44 [32] TrajectoryStones 16:49:44 Primary Spawner: "Trajectory", active: yes, repeat: 1 16:49:44 [33] VehicleCivilianSedan 16:49:44 Primary Spawner: "Vehicle", active: yes, repeat: 1 16:49:44 [34] VehicleHatchback02 16:49:44 Primary Spawner: "Vehicle", active: yes, repeat: 1 16:49:44 [35] VehicleOffroadHatchback 16:49:44 Primary Spawner: "Vehicle", active: yes, repeat: 1 16:49:44 [36] VehicleSedan02 16:49:44 Primary Spawner: "Vehicle", active: yes, repeat: 1 16:49:44 [37] VehicleTruck01 16:49:44 Primary Spawner: "Vehicle", active: yes, repeat: 1 16:49:44 [CE][Hive] :: Initializing of spawners done. 16:49:44 [CE][Hive] :: Init sequence finished. 16:49:44 [07] AnimalSheep 16:49:44 Primary Spawner: "Animal", active: yes, repeat: 1 16:49:44 [08] AnimalWildBoar 16:49:44 Primary Spawner: "Animal", active: yes, repeat: 1 16:49:44 [09] AnimalWolf 16:49:44 Primary Spawner: "Animal", active: yes, repeat: 1 16:49:44 [10] InfectedArmy 16:49:44 Primary Spawner: "Infected", active: yes, repeat: 1 16:49:44 [11] InfectedCity 16:49:44 Primary Spawner: "Infected", active: yes, repeat: 1 16:49:44 [12] InfectedCityTier1 16:49:44 Primary Spawner: "Infected", active: yes, repeat: 1 16:49:44 [13] InfectedFirefighter 16:49:44 Primary Spawner: "Infected", active: yes, repeat: 1 16:49:44 [14] InfectedIndustrial 16:49:44 Primary Spawner: "Infected", active: yes, repeat: 1 16:49:44 [15] InfectedMedic 16:49:44 Primary Spawner: "Infected", active: yes, repeat: 1 16:49:44 [16] InfectedPolice 16:49:44 Primary Spawner: "Infected", active: yes, repeat: 1 16:49:44 [17] InfectedPrisoner 16:49:44 Primary Spawner: "Infected", active: yes, repeat: 1 16:49:44 [18] InfectedReligious 16:49:44 Primary Spawner: "Infected", active: yes, repeat: 1 16:49:44 [19] InfectedSolitude 16:49:44 Primary Spawner: "Infected", active: yes, repeat: 1 16:49:44 [20] InfectedVillage 16:49:44 Primary Spawner: "Infected", active: yes, repeat: 1 16:49:44 [21] InfectedVillageTier1 16:49:44 Primary Spawner: "Infected", active: yes, repeat: 1 16:49:44 [22] ItemPlanks 16:49:44 Primary Spawner: "Item", active: yes, repeat: 1 16:49:44 [23] Loot 16:49:44 Primary Spawner: "Loot", active: yes, repeat: 2 16:49:44 [24] StaticHeliCrash 16:49:44 Primary Spawner: "Vehicle", active: yes, repeat: 1 16:49:44 Secondary Spawner: "Infected", active: yes, repeat: 1 16:49:44 [25] StaticPoliceCar 16:49:44 Primary Spawner: "Vehicle", active: yes, repeat: 1 16:49:44 [26] TrajectoryApple 16:49:44 Primary Spawner: "Trajectory", active: yes, repeat: 1 16:49:44 [27] TrajectoryConiferous 16:49:44 Primary Spawner: "Trajectory", active: yes, repeat: 1 16:49:44 [28] TrajectoryDeciduous 16:49:44 Primary Spawner: "Trajectory", active: yes, repeat: 1 16:49:44 [29] TrajectoryHumus 16:49:44 Primary Spawner: "Trajectory", active: yes, repeat: 1 16:49:44 [30] TrajectoryPear 16:49:44 Primary Spawner: "Trajectory", active: yes, repeat: 1 16:49:44 [31] TrajectoryPlum 16:49:44 Primary Spawner: "Trajectory", active: yes, repeat: 1 16:49:44 [32] TrajectoryStones 16:49:44 Primary Spawner: "Trajectory", active: yes, repeat: 1 16:49:44 [33] VehicleCivilianSedan 16:49:44 Primary Spawner: "Vehicle", active: yes, repeat: 1 16:49:44 [34] VehicleHatchback02 16:49:44 Primary Spawner: "Vehicle", active: yes, repeat: 1 16:49:44 [35] VehicleOffroadHatchback 16:49:44 Primary Spawner: "Vehicle", active: yes, repeat: 1 16:49:44 [36] VehicleSedan02 16:49:44 Primary Spawner: "Vehicle", active: yes, repeat: 1 16:49:44 [37] VehicleTruck01 16:49:44 Primary Spawner: "Vehicle", active: yes, repeat: 1 16:49:44 [CE][Hive] :: Initializing of spawners done. 16:49:44 [CE][Hive] :: Init sequence finished. 16:49:44 [IdleMode] Entering IN - save processed
  6. Derleth

    Lost interest

    I believe they should make use of the fact they have servers called "hardcore" and "regular". Currently the only difference is that in "hardcore" 1PP is forced and nights are dark. That's it. In Sumrak's own Namalsk there is a huge difference in survival difficulty and general gameplay loop (hardcore has no vehicles or basebuilding) between hardcore and regular, so maybe - just maybe - we will eventually see something like that in the vanilla game. Make "hardcore" truly hardcore with less high end weapons, ammo and food and keep regular in its current middle ground. The people who want it even more forgiving than that need to play modded.
  7. IP: 192.154.224.17:2302 Location: Charlotte NC Map: Cherno Platform: PC The servers goal is to be very close to vanilla gameplay with minor mods including loot variety, auto run, and stronger bases. Settings include slightly increased loot quantity, increased vehicles, restarts at 12 am/pm est, 1st person only, no crosshairs, bright night, 4x day, 4x night
  8. drgullen

    Need Help with Vehicle Spawning

    Do you actually want a total of 130 cars and trucks? Your cfgeventspawns.xml would have to have at least that many spawn points for that to work. Vehicles are pretty unstable as well, so I doubt having that many of them on one server would work out too well. Also, you have lifetime set to 300 here, which is only 5 minutes, so all vehicles will vanish from their spawn point after 5 minutes. What do you have in types.xml for the children portions, like OffRoadHatchback for example, post that please.
  9. Droopy Jo

    Need Help with Vehicle Spawning

    Hello Everyone. My partner and I have been trying to code our own server on DayZ for the last week. We are making good progress but absolutely can not get our vehicles to spawn in. We had them working for a minute and apparently messed something up because we can not get the Truck or Ada to spawn in again. Any help would be appreciated. Will post our coding for people to look at. Ada <event name="VehicleOffroadHatchback"> <nominal>65</nominal> <min>50</min> <max>80</max> <lifetime>300</lifetime> <restock>0</restock> <saferadius>500</saferadius> <distanceradius>500</distanceradius> <cleanupradius>200</cleanupradius> <flags deletable="0" init_random="0" remove_damaged="1"/> <position>fixed</position> <limit>mixed</limit> <active>1</active> <children> <child lootmax="0" lootmin="0" max="30" min="20" type="OffroadHatchback"/> <child lootmax="0" lootmin="0" max="30" min="20" type="OffroadHatchback_Blue"/> <child lootmax="0" lootmin="0" max="30" min="10" type="OffroadHatchback_White"/> </children> </event> Truck <event name="VehicleTruck01"> <nominal>65</nominal> <min>50</min> <max>80</max> <lifetime>300</lifetime> <restock>0</restock> <saferadius>500</saferadius> <distanceradius>500</distanceradius> <cleanupradius>200</cleanupradius> <flags deletable="0" init_random="0" remove_damaged="1"/> <position>fixed</position> <limit>mixed</limit> <active>1</active> <children> <child lootmax="0" lootmin="0" max="30" min="20" type="Truck_01_Covered"/> <child lootmax="0" lootmin="0" max="30" min="20" type="Truck_01_Covered_Blue"/> <child lootmax="0" lootmin="0" max="30" min="20" type="Truck_01_Covered_Orange"/> </children> </event>
  10. Hi recently i decided to make my own server it open yeasterday got lots of plans for the future of the server. The server is split into pve with pvp zones i want it to be 50/50 but you decide how you play it ofc. Server runs a few mods il post some hot ones below which is problay on everyones mind thats probaly most asked. IF you wanna join give it a try il post ip and discord below all info is in our discord mods Expansion Trader Vehicles Alot of guns Clothes/Armors QOL Mods PVP Zones Drugs Server restarts every 4hours from 00:00 Any questions put them below or tag me in the discord Discord- https://discord.gg/mhnycFZ IP- 45.147.161.181:3402
  11. THE ZEALOUS RESOLVE (PC): STRATEGY - ECONOMY - HORDES - BASE BUILDING - MORE SERVER DETAILS: - Strong community with helpful people - Tons of vehicles and weapons to collect, with over 3500 total items - PvP & PvE Zones; Killing in PvE = $20k Bounty for your head... - 3:1 Day to Night ratio with very dark nights - 5 Towns, hosting 3 Gear traders, 2 Goods traders, and 2 Vehicle traders - 4 PvP Zones including 2 Black Market Traders - Ability to make cash by farming, mining, fishing, hunting, killing zombies, relic collecting, and more... - Very light building restrictions (Which may even be removed!) - 20 Slots currently with the means to upgrade as we grow! - Just started on February 1st! Title: - [ZR] +20K|HORDES|ECONOMY|LAW BREAKERS|TOWNS|MATURE STAFF IP Address & Port: 38.75.136.14:2302 Discord Server: https://discord.gg/FNADvhMufv
  12. I absolutely love how I got to wait 6 hours for server reset to take barrels, materials, items, and crates out of my M3S. I absolutely love how the revolver doesn't function correctly and does up to 40% reduced damage I absolutely love how the wiki has an entire section titled "what we've lost" I absolutely love how the "car stabilization" attempts have made cars with less than four tires into death machines I absolutely love how absolutely nothing EVER teased on the trello board that was cool was ever released and we still have less content than ever before (no m249, Cessna, mini uzi, PM3 Rak, OTS-13 Groza carbine, PP-19 Bizon, cropduster, Little bird helicopter, dirtbike, bicycle, Tasers, stun batons, Biohazard shower, Recurve Bow, Multicar, CR 550, PKM LMG, new zombie sounds that actually sound cool, USING GUNS INSIDE VEHICLES, SOFT SKILLS, M12 shotgun, Dart gun, Leather shirt, hunting vest) FULL 121 pages of unreleased content : https://dayz.gamepedia.com/Category:Unreleased_content FULL 53 PAGES OF REMOVED CONTENT :https://dayz.gamepedia.com/Category:Historical_content I love the devs for taking months to give us the sporter .22 and canopy tents. I love the new tent that has less storage space than the medium tent but is heavier and larger in the inventory. I love how even though the team was expanded there will be no new content for xbox one/ps4 only bug fixes that won't work just like before. I love the sheer amount of broken promises, I love the disappointment, I love each and every one of the devs. Most of all I love bohemia's decision making (dis)abilities.
  13. magiclad5555

    can someone help please

    im modding a server i have these settings for trucks but only 1 will spawn with all parts and the items in the back. I have looked all around the map and can't find another truck. can someone HELP please events.xml <event name="VehicleTruck01"> <nominal>18</nominal> <min>5</min> <max>25</max> <lifetime>3600</lifetime> <restock>0</restock> <saferadius>500</saferadius> <distanceradius>500</distanceradius> <cleanupradius>200</cleanupradius> <flags deletable="0" init_random="0" remove_damaged="1"/> <position>fixed</position> <limit>mixed</limit> <active>1</active> <children> <child lootmax="1" lootmin="0" max="6" min="3" type="Truck_01_Covered"/> <child lootmax="1" lootmin="0" max="6" min="3" type="Truck_01_Covered_Blue"/> <child lootmax="1" lootmin="0" max="6" min="3" type="Truck_01_Covered_Orange"/> </children> </event> </events> economy.xml <?xml version="1.0" encoding="UTF-8" standalone="yes"?> <economy> <dynamic init="1" load="1" respawn="1" save="1"/> <animals init="1" load="0" respawn="1" save="0"/> <zombies init="1" load="0" respawn="1" save="0"/> <vehicles init="1" load="1" respawn="1" save="1"/> <randoms init="0" load="0" respawn="1" save="0"/> <custom init="0" load="0" respawn="0" save="0"/> <building init="1" load="1" respawn="0" save="1"/> <player init="1" load="1" respawn="1" save="1"/> </economy> globals.xml <?xml version="1.0" encoding="UTF-8" standalone="yes"?> <variables> <var name="AnimalMaxCount" type="0" value="200"/> <var name="CleanupAvoidance" type="0" value="100"/> <var name="CleanupLifetimeDeadAnimal" type="0" value="1200"/> <var name="CleanupLifetimeDeadInfected" type="0" value="330"/> <var name="CleanupLifetimeDeadPlayer" type="0" value="3600"/> <var name="CleanupLifetimeDefault" type="0" value="45"/> <var name="CleanupLifetimeLimit" type="0" value="50"/> <var name="CleanupLifetimeRuined" type="0" value="330"/> <var name="FlagRefreshFrequency" type="0" value="432000"/> <var name="FlagRefreshMaxDuration" type="0" value="3456000"/> <var name="FoodDecay" type="0" value="1"/> <var name="IdleModeCountdown" type="0" value="60000"/> <var name="IdleModeStartup" type="0" value="1"/> <var name="InitialSpawn" type="0" value="100"/> <var name="LootProxyPlacement" type="0" value="1"/> <var name="RespawnAttempt" type="0" value="2"/> <var name="RespawnLimit" type="0" value="20"/> <var name="RespawnTypes" type="0" value="12"/> <var name="RestartSpawn" type="0" value="0"/> <var name="SpawnInitial" type="0" value="1200"/> <var name="TimeHopping" type="0" value="60"/> <var name="TimeLogin" type="0" value="15"/> <var name="TimeLogout" type="0" value="15"/> <var name="TimePenalty" type="0" value="20"/> <var name="WorldWetTempUpdate" type="0" value="1"/> <var name="ZombieMaxCount" type="0" value="1000"/> <var name="ZoneSpawnDist" type="0" value="300"/> </variables> cfgspawnabletypes.xml <type name="Truck_01_Covered"> <attachments chance="1.00"> <item name="Truck_01_Wheel" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Truck_01_Wheel" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Truck_01_Wheel" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Truck_01_Wheel" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Truck_01_WheelDouble" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Truck_01_WheelDouble" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Truck_01_WheelDouble" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Truck_01_WheelDouble" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="TruckBattery" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="HeadlightH7" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="HeadlightH7" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Truck_01_Hood" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Truck_01_Door_1_1" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Truck_01_Door_2_1" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="NailBox" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="NailBox" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="NailBox" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="NailBox" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Hammer" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Hatchet" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Hatchet" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Axe" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Shovel" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="FenceKit" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="FenceKit" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Wire" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="CombinationLock4" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Pliers" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Hacksaw" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Hacksaw" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="PetrolLighter" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="HuntingKnife" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="LargeTent" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="MediumTent" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Camonet" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Camonet" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="CanisterGasoline" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="CanisterGasoline" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="CanisterGasoline" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Pickaxe" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Rope" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="PurificationTablets" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="BarrelHoles_Green" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="CannabisSeedsPack" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Sickle" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Broom" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="LandMineTrap" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="LandMineTrap" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="SewingKit" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Pot" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="LeatherSewingKit" chance="1.00" /> </attachments> </type> <type name="Truck_01_Covered_Blue"> <attachments chance="1.00"> <item name="Truck_01_Wheel" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Truck_01_Wheel" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Truck_01_Wheel" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Truck_01_Wheel" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Truck_01_WheelDouble" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Truck_01_WheelDouble" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Truck_01_WheelDouble" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Truck_01_WheelDouble" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="TruckBattery" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="HeadlightH7" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="HeadlightH7" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Truck_01_Hood" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Truck_01_Door_1_1" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Truck_01_Door_2_1" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="NailBox" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="NailBox" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="NailBox" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="NailBox" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Hammer" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Hatchet" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Hatchet" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Axe" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Shovel" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="FenceKit" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="FenceKit" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Wire" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="CombinationLock4" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Pliers" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Hacksaw" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Hacksaw" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="PetrolLighter" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="HuntingKnife" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="LargeTent" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="MediumTent" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Camonet" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Camonet" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="CanisterGasoline" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="CanisterGasoline" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="CanisterGasoline" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Pickaxe" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Rope" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="PurificationTablets" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="BarrelHoles_Green" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="CannabisSeedsPack" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Sickle" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Broom" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="LandMineTrap" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="LandMineTrap" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="SewingKit" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Pot" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="LeatherSewingKit" chance="1.00" /> </attachments> </type> <type name="Truck_01_Covered_Orange"> <attachments chance="1.00"> <item name="Truck_01_Wheel" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Truck_01_Wheel" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Truck_01_Wheel" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Truck_01_Wheel" chance="1.00" /> </attachments> <attachments 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  14. magiclad5555

    economy.xml

    economy.xml <?xml version="1.0" encoding="UTF-8" standalone="yes"?> <economy> <dynamic init="1" load="1" respawn="1" save="1"/> <animals init="1" load="0" respawn="1" save="0"/> <zombies init="1" load="0" respawn="1" save="0"/> <vehicles init="1" load="1" respawn="1" save="1"/> <randoms init="0" load="0" respawn="1" save="0"/> <custom init="0" load="0" respawn="0" save="0"/> <building init="1" load="1" respawn="0" save="1"/> <player init="1" load="1" respawn="1" save="1"/> </economy> can someone tell me what all this means many thanks magiclad555
  15. Hey all! I am the owner/head-dev for the Outlaw Brotherhood DayZ server, we are a relatively new server/community, but we have some pretty big aspirations including expanding to different maps, and probably even different games. Currently our Chernarus server is up and running (with new changes and fixes on occasion), we have increased the loot spawns, added traders, weapon packs, and extra vehicles. We encourage a neutral play style so it's up to you if you want to go solo or team up, focus on PvE or PvP. Most of the admins are pretty active and when we aren't on the server we usually just relax and talk in the discord server. If anyone is interested in joining the details are down below. Discord: https://discord.gg/e9HuRcXFtB DayZ Server: 69.30.197.226 port 2302
  16. Hey everyone! [S.T.A.R.S.] Vigilance Valour Victory Is a freshly modded server with a small player base already! We got all sorts of mods: We are using the map: Deer Isle which is a VERY good map with a lot of hidden secrets to be found! - We got Traders - We got Helicopters, Boats, extra Cars - We got 3x Loot - We got Nearly 100+ Weapons - We got a Party system - We got unlimited Stamina - We got Bases to build or to Raid - We got A LOT of clothing - We got Drugs to grow and to sell - We got 1PP but in vehicles we got 3PP - We got a Flip so you can always stay driving just like the no vehicle damage - We got Territories - We got 3 Different Airdrops falling on different places - We got high risk high award areas like a very unique Black Market Trader - and We got much more! Come check it out! IP: 86.93.157.105:2302
  17. A new perfect server! Since it is a newly opened server, there may few players right now, but it will increase rapidly. Its have 80 slots and here is the mods. 1pp. chernarus map. ---The BunnyZ--- • 30K Start Money • Armoured and High Capacity Vehicles • Drugs • Black Market • Server Missions • Toxic Zone • Base Building Plus • Banking • Airdrops • Party Mod • C4 • Animal Farming • AutoRun-UnlimitedStamina-Ear plug-(1pp) • Traders (safe zone) • Toxic Zone (High Loot/Dangerous!) You can check out the server in instagram : https://instagram.com/dayz_the_bunnyz?igshid=11da2hmhvfs3g Discord: https://discord.gg/8ATa9s2dbZ
  18. Gadly

    Vehicle Bug/s

    I’ve been playing on Xbox one for about 5 days now. I am having issues with the vehicles. Any time I add a tire to try and “build” or repair the vehicle, it just takes off driving and flying around on its own. I searched for days to find a truck battery, finally found one, put it in the truck and the truck took off flying through the air and killed me so high up I couldn’t retrieve my body. Now the cars are doing the same thing. is there a fix? I’m sure these are known bugs, right? Since the map is so large, not being able to drive or repair a car is game breaking for me. I’m not interested In a never ending run.
  19. Squaaz77

    1.10 Dyed In Wool |Realistic|Hardcore|Bases+

    + Added M40A1 integrally silenced bolt action rifle with ammo sling (separate attachment) chambered in .308 win + Added M60E4 + Added SV98 bolt action rifle chambered in .308 win + Added G36X + Added blue camonet tarp * Fixed M249 mags not spawning * Fixed bug where player could not be warmed from fire sources * Other additional loot changes and trader updates + Added snowmobile mod. Single person vehicles seem popular, so I figured we should add something while the snow is here. I will test them tomorrow evening and if they work good enough I'll add them to shop tomorrow night Find us at: Discord: https://discord.gg/jQWJzzG DZSA Launcher: DIW Dyed in Wool|Realistic|Balanced|Missions|LiteRP|Winter|BBP| IP: 192.169.88.51:2424
  20. YeedMyLastHaw669

    What would make a Dayz perfect game?

    Bases that functioned as intended. vehicles that functioned as intended. ladders that functioned as intended. landmines that functioned as intended. animations that functioned as intended (carrying heavy items). zombies that functioned as intended (flying up in the air). animals that functioned as intended (flying up in the air). Loot that functioned as intended (no duping). Kicking that functioned as intended (currently the kicking melee attack, done while laying down does no damage). VOIP that functioned as intended. windows/buildings that functioned as intended (collision). is it too much to ask for features to work ?
  21. Kean__1

    2nd time a car glitch has gotten me killed.

    The vehicles definitely have issues but in the scenarios you describe, I'd say you tempted fate and lost. I would have left the car stuck in the tree and not drove off the map. .....personally. Having said that, there are plenty of instances this game will kill you with glitches under what should be normal circumstances. .....like the times when your car may flip up in the air unexpectedly, clip through the map, freeze and then crash, etc. With the introduction of the new update, we've consistently had troubles with vehicles "flipping out" while removing or adding wheels to them. ......especially the trucks. I have almost died twice being hit. I already died once in an Olga randomly launching into the air and rolling around since the last TU. Cars have become more unstable it seems. .....at least for us so we have been sticking to trucks for the most part.
  22. Derleth

    DayZ map dlc idea

    I dream of Arma3's Tanoa as a DayZ dlc. It would not only require nearly entirely new map assets, but also vehicles (boats...), infected, animals... It is a map so fundamentally different from Chernarus that it would be ideal as a DLC. I have played a few survival Exile servers on the map and it is ideal for DayZ gameplay. Frankie's video could be a trailer for it... I also think a desert style map would be great, they have Arma's Takistan to work with, so there's an existing map and assets to work with there too.
  23. Any PC players looking for a server to call home come check out Land of The Lost we recently opened a new server on Chernarus! What we have to offer: Custom houses for you to base in Custom areas for more valuable loot DayZ Expansion Mod (includes helis and adds more unique things to Chernarus) Different mods (Drugs, Cars, Base items, Weapons, Toxic Zone and other cool items) We are currently in the process of having our own mods developed that will only be found on our server such as helis, weapons and vehicles! We host events weekly! (Manhunts, Admin base raids, king of the hill, racing, treasure hunts and much more) We currently have 6 factions that will recruit any solos or any players looking for a group! Our community is really friendly and will help any new players that need a hand. We have active staff that stay on top of issues and make sure everything gets sorted the proper way! Come check us out! To find us: You can search: Land of the Lost|PVP|100k Start|Helis|Expansion| Server IP: 154.16.169.250:2425 Discord: https://discord.gg/e49JGvy
  24. Hey all, I've been playing this game for quite some time - took a break a year ago. I've seen the development process and... well, of course we all know that it's a decent game - but in my opinion DayZ SA has always had a ton of wasted potential. I've not kept up with all of the updates/devblogs/roadmap recently so forgive any thoughts I may list that are either ALREADY IN THE ROADMAP/have been rejected by the devs already. Apologies in advance if I sound like I'm nagging or perhaps hating on the game, please note that I love the game and the concept; and any time I say something "should" be a certain way I don't mean it in a condescending manner, I just like putting my ideas out there. As well as that, apologies for the wall of text, I'm quite passionate about things like this, so I tend to rant and ramble; I'm sure some things here have been suggested but I hope you enjoy reading nonetheless. So, here goes the list WITH DESCRIPTIONS: Boarding of windows/doors. Simply enough, using boards and a certain amount of nails to board up the windows to a house. Could be done with the same tools; planks, hammer, nails, and use the same highlighting system the current building system uses. Think Unturned boarding where you have the outline of the board that collides with the open space of the window, and can only be placed given both sides of the window are connected to the board. Of course, some windows would be too big, but think of that as balancing perhaps. REAL Stealth, and zombie takedowns. Moving slowly enough behind a zombie given your carry weight is low enough should allow you to sneak directly up to a zombie and give you a prompt to silently take it down if you've got a suitable weapon in your hand. As said before, the level of your stealth should scale to carry weight in a more meaningful way, so walking around with a light kit is more incentivized; which would also make loot collecting runs progressively more dangerous as your backpack begins rustling and jingling with more junk and items! You could even extend these same mechanics to a player encounter, holding a button for a second or two (to avoid abuse of the mechanic mid combat) and grappling them from behind; whoever can press a certain key on their keyboard/button on their controller faster over a span of a few seconds would be the winner - meaning either death for the person being grabbed, or the person who grabbed them would be pushed off and staggered leaving time for the defender to attack. Better zombie collision. I know, at a certain point melee combat becomes somewhat less useful unless you're trying not to attract attention; however melee fights with zombies can be absolutely atrocious at times with how they sprint directly through you, and through walls. At one point I had a horde of zombies chase me into a shed; I locked myself inside only to find out that the crowd had glitched a zombie onto the roof of the shed by running into him and therefore had given him the ability to attack and hit me through the building. Better zombie AI. It doesn't have to be advanced, just the strangeness and almost comical way they move around and hunt is a bit immersion breaking. Perhaps even a 7 Days to Die-esque system where some zombies may be laying on the floor/propped up against the wall in buildings only to stand when alerted. Perhaps even hordes or roaming zombies, or the sense of smell that allows them to track players that have blood on them either by skinning an animal or being hurt; or the ability to smell people with raw meat in their inventory. More meaningful base building. At the moment, vanilla base building is so bland, and soulless that all of my friends who play, and I, have just decided to not even put the effort into it anymore. This all ties back into the boarding of windows and doors; because the lack of decoration/furniture/useful items is staggering. Chairs, tables, drawers, gunracks, water collection barrels (like real ones made with tarp), proper cabins, small fences for farms, beds, sleeping bags, radios that played music or acted as medium range field transceivers, more SECURE storage such as larger crates you can lock, perhaps decorative posters or spikes to keep zombies away from the walls of your home would all make the base building much more personalized and creative. These additions would breathe life into a dead and stiff - not to mention very clunky - base building system. More fun "rewards" for hunting. Honestly, I'm putting this in as a personal thing; because I think the fact you cannot create wolf/bear headdresses (such as the wolf headgear in Rust) is a sorely missed opportunity. Hunting animals in DayZ - in my opinion - should be a bit rarer, and more intense. Deer should hear you from further away and run, wolves and bears shouldn't just sprint at you when you're on a main road in an open field every 30 minutes, and you should be able to keep spoils of the kill! The bear rug is a step in the right direction, of course, but what if the stags/bucks had antlers that were picked from a list of models when spawning, and you were able to count the points and keep the antlers, mounting them on your wall? That'd be sick! Using fox pelts to make a scarf to keep you warm in the cold, or even bear claws on a necklace as a cool cosmetic item! (On a side note, more fish would be cool too.) More survival-like mechanics. It seems to me that the main aspect of the game has and always has been to walk around and collect food, eat the food, collect gear, and eventually die. However, why not make that simple and often repetitive cycle a little more interesting? Allow zombies to slowly beat down doors so that players must be wary of attracting large hordes. Make eating canned foods leave behind refuse that other players may find; using it to track down the player carelessly leaving behind traces of their presence. Allow the use of those same empty cans and tin cans as a sound device; as with the throwing system you could toss the can to lure zombies towards the sound clearing your path! When bleeding, players, and animals should leave small blood droplet trails, (not zombies because I assume the game couldn't handle a horde all bleeding like that) maybe even larger trails if the bleed is more intense. This would make exploration more engaging and also give a certain survivalist feel to hunting wild game. Over time, if a player or group of players use a trail for long enough, maybe the grass should dissipate leaving a dirt clearing where they continue to walk? Like forest trails in real life. Just on another small issue, the fact that we can't wring out our soaked clothes into pots/bottles, or catch rain with cooking pots is strange to me. A more impactful combat system. As it stands right now, melee feels like I'm swinging a pool noodle, and gunplay feels like I'm shooting nerf darts. The death animations and impact particles/sound just have no weight to them whatsoever, so combat has no feeling of brutality to it. I'd liken combat in this game more to Roblox: Phantom Forces than to something like The Forest or even Fallout. Maybe you have other opinions, but my own is that, although it WORKS, the feel of combat is very unenjoyable. Overall, just as I feel about the food/water system to an extent - combat feels like more of a chore than an event. More UNIQUE locations. From what I've seen on both of the official maps, there are not many places that seem to garner actual proper interest. Sure, on Livonia the medical tents at Radunin are cool the first time you see them; but they rarely are anything but a place to find medical loot, just an advanced form of the already useful medical building in the cities. Even the castles are relatively lifeless and empty. Why not have more hidden, smaller places? Somewhere with more lore and story behind them. Maybe a far off building where there's gurneys lining the halls and corpses in them; surrounded by ambulances and it has messages scrawled on the walls in blood? Or an unmarked military area on the top of a mountain with a ladder down into an underground bunker, full of zombies in hazmat/NBC uniforms (seriously it would be cool to see a full NBC zombie with a gas mask). Or even CAVES? There's not a single REAL cave in either map, and that's a damn shame. Not only would all of these serve to be cool places to visit, they'd possibly serve as prime spots for basing and loot collection - drawing people to more remote parts of the map! These were only a few examples, but I'm sure you could find more. Either way, maybe it's too technologically advanced for what the game is capable of, but the fact that all the buildings whether houses/industrial/military seem to mostly be empty except a piece of furniture or two with no uniqueness separating any of them apart makes the world feel bland and unappealing. Vehicles. I know it's been said a thousand times, but the fact that there hasn't been a single air or water vehicle officially implemented into the game after 7 or 8 years is crazy to me. We have airfields, helipads, rivers, lakes, and oceans. There should therefore be, vehicles to accommodate travel through and from those areas; thus giving more ACTUAL reasons to GO TO THOSE AREAS. Hell, motorcycles and bikes would also be a welcome addition. Animations. I know that for both technical, and data storage reasons that this may be a far fetched idea; however, there should be more proper animations for actions in game. When you're sprinting and suddenly stop, there should be force still moving; and your character should have to pivot themselves to stop it; leaving you vulnerable if you decide you need to stop suddenly on a dime. Here's where we get into the reason I said I understand it's far fetched - bodies should ragdoll. In order to decrease the load on the game/system/server, perhaps make them have no physics with EACH OTHER. However, when shot/hit with a weapon both survivors and zombies should ragdoll and have a reasonable force applied to that ragdoll in the direction they were attacked based upon what they were hit with. If it was a knife? Perhaps they just tumble, but an axe? They should fall back. A shotgun or high caliber rifle? They should drop and be forced to fall back a bit harder. A grenade or landmine? They should be thrown around! It would make everything feel so much more real, and in my opinion - more intense as well. More durability mechanics. Some of the shirts, jackets, and pants I own have been with me for years; and are still in good condition - and I work a day job. The fact that shooting a 30 round mag out of an M4A1, can scratch it up and damage it instantly, or being punched twice by a zombie 3 times can completely cover my camo jacket in tears and rips is a bit much. Just as I said with food/water, the durability system often feels like just another chore to keep the player busy and make the game a little more difficult. What most players want though isn't just a DIFFICULT game, but a fun and engaging one - and I can perfectly say having everything on my body badly damaged after a scuffle with a few zombies and having to spend 2 minutes standing still sewing it all back together isn't fun. Neither is having to stockpile hatchets, shovels, saws, and hammers to build 8 pieces of fence that will lead to an empty room with boxes on the floor. It just... isn't a fun mechanic with the way it's implemented. More unique, and cool clothing/weapons. This is coming more from the roleplay side of me, but I do think the amount of actual USEFUL clothing could be increased a bit. I do think there are already quite a few clothing choices - and I don't scoff at what we have; it's pretty good! At the same time however, most of the clothes in the game that you find are simply not useful or optimal for mid to high tier kits. If you don't have a tactical vest, and field jacket, with combat pants you're just putting yourself at a disadvantage. The larger backpacks look quite ugly in my opinion, and therefore I propose that some more uniforms - both military and not - should be added into the game to spice things up a little. As well as that, possibly some more cosmetics, similar to how we used to have the Payday masks - those were super cool! Just some things to give your character some personality, and the unique flare you have as a person! Finally, weapon attachments. I'm not saying the game needs anything on Escape from Tarkov's level of modification, however a few more technologically advanced sight/scopes would be super cool. Perhaps even some foregrips to add to weapons you've fitted with a rail that way you actually have a reason to use them - as their stats just aren't as good as other handguards. Maybe some EOTECH sights, some more scopes, collimators, or even something like a thermal scope would be great fun - although I'm sure a thermal would need much more balancing. Also, there could be some more variety in suppressors besides pistol/normal/standard, as in real life there would be suppressors for different calibers. A suppressor made for one caliber would not work as well for another given it was a small enough step up in size; however there are also the opportunity for multi-caliber suppressors to be added as well. These suppressors could vary in both caliber, as well as durability, effectiveness in lowering volume, and even muzzle flash concealment. I'm no game dev, but these are just the things I've been thinking about a lot the more that I play the game again and realize that it isn't all that it could be. I have no idea if any of this is able to be implemented, OR if it is planned to be; but I thought I'd share because I've got some free time. Thanks for reading, and I'd love to hear you guys' ideas as well. I met my best friends on this game, we've known each other for around 4 years because of this game. Thank you devs for giving me the opportunity to meet them. ~ Doctor Joe
  25. lonewolfgaming

    Vehicles Spawn Stripped

    Scalespeeder Gaming informed me about the vehicles spawning in stripped with admin tools, thanks for the info.
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