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Showing results for 'Vehicles'.
Found 41868 results
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And making controls for the car wouldn't be difficult. I used to write engine E2's for Garry's Mod and I never had to map a vehicles control that was out-of-reach from any of your fingers. Most of them were VERY comfortable. For example: W= Throttle (75%) S= Brake A&D= Turning Shift= Throttle (100%) X= Shift Up C= Shift Down Space= Clutch Parking Brake= V -OR- (for a more modular and comfortable set) W= Throttle (75%) S= Brake A&D= Turning Shift= Throttle (100%) MScrollWheelUp= Shift up MScrollWheelDwn= Shift Down RMB= Clutch Parking Brake= V Or an atlernative to this: W= Throttle (75%) S= Brake A&D= Turning Shift= Throttle (100%) LMB= Shift up RMB= Shift Down Alt= Clutch Parking Brake= V There are many ways you can config the keys to make driving really modular and comfortable.
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I would be fine with removing 3. person view for vehicles completely, implementing Physics and use ToH flight model... Beside that everybody is free to use TrackIR, joysticks, pedals and steering wheels :) which I think is the only way to get as close as possible to the real thing
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That's interesting. I had no idea that was the case. I guess I just assumed it had been around long enough to find its way into most of the world's vehicles.
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Welcome to the DayZ Europe server . This server is public hive server running DayZ Epoch 1.0.3 with Chernarus Our server's timezone is GMT-4, If you would like to join, our server IP is 5.9.145.239:4000 Website : www.dayzeurope.com Difficulties: Regular Third Person: ON Crosshairs: OFF Self BloodBag Ai Sarge AI Heli Patrols Custom Debug Monitor Salvage / Repair / Refuel Vehicles SafeZones Death messages : OFF Active Admins Not Privileges PVP and PVE Day and Night Cycle 4 Hours Restart AntiHack And more...
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Executive Securities: Looking for the mercenary life?
Mr. Barlowe replied to Mr. Barlowe's topic in Clan / Group Recruitment
Our base is going together nicely, and we've got a surprising spread of armored vehicles at our disposal. Last night was awesome. Ended up going balls to the wall in a five-man team - walked in to ravage a base. Denied assets included an LAV HQ, F-35B, and T-90, along with plenty of secondaries like HMMWVs. Sound like fun? Drop us a line. -
DayZ Epoch hosted by Kanium.org - New server - 1.0.2.5 w/ many customs!
Cushaway posted a topic in Mod Servers & Private Hives
www.Kanium.org - DayZ Epoch 1.0.2.5 198.27.83.214:2312 Features: Anti-Hack Self Blood Bag Auto Refuel Salvage wrecks/barricades Max Vehicles 600+ Code Lock Anti-Crack - Wrong entry locks you out from accessing the lock for 30 seconds, eliminates most base grief and theft. Great for base building clans and solo players to protect their belongings. AI Bandit Missions - Decreased mission frequency, but increased mission loot quantities and qualities. Whoever wins the few missions per server start will reap the benefits! Added Buildings - A couple added buildings to help level out the map. 2 added barracks to Berezino, 1 fire station and general store in Kamenka, A store and several industrial buildings added to Solnichniy. Possibly more to come. Ural Towing - Tow vehicles w/ Urals and Vodniks. Levels out towing, so getting rich quick through towing isn't easy. Custom Debug Monitor - Shows Server restart time, blood, humanity, along with other features. Custom Trader Pricing - This is a work in progress to level out the overpowered trader prices. 60 Day Base Decay Rates Our server is intended to allow large clans along with solo players the ability to build a secure base w/o the worry of constant code cracking thieves and base decay. We also don't want anything to come super easy for anyone, including the admins themselves. Some trade items will be adjusted so you can't get rich super quick. We have several admin tools in use along w/ Anti-Hack and BEC installed. Our admins do not use their powers to spawn in special items or use tools to build their bases, we play just like everyone else. In our server, WORK HARD AND REAP THE BENEFITS! If you have questions about the server, please visit www.Kanium.org, go to our forums, Public Gaming/Dayz. -
Live in Australia/Australasia and looking for an original experience for DayZ Epoch? Then this is the server for you! We have decided to restrict the amount of add-ons in-game so that your experience is more original, so that it revolves around how DayZ should be played. We believe that the less add-ons we have, the more immersive the atmosphere of the game will be. We want the player to be satisfied. It is a fairly new server and we are open to any and all suggestions that you may have. We are trying to build a community and it would be awesome if you could become apart of it. Come check it out anytime To find the server, the IP is: 119.252.190.141:2352 or just filter for FPSG in DayZCommander..
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[SA] Drastically increase vehicle number, make fuel currency
Xeiom replied to Xianyu's topic in DayZ Mod Suggestions
I really like this Idea. Rather than 100 vehicles per server, I'd be more hopeful that It works along the lines of 4 cars per small town and maybe 6 per city, even spawning out in the open where you'd expect a vehicle would be abandoned. I think the main problem we have currently is the unlimited fuel at fuel depos. We should have a limited amount of fuel in each and they should only refill under the same circumstances loot gets refreshed. -
| Konvict gaming is recruiting | Epoch | PVP and PVE |
hobbithenry replied to paramatt's topic in Clan / Group Recruitment
Doubled the vehicles on our PvP server! Many around yet! -
This was recently discussed in [sA] Getting rid of vehicle indicators. But yes, agreed, if it's manual IRL it should be manual in-game. Vehicles have a very arcade feel to them right now, especially in third person, that's not a good thing.
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In DayZ, Dean wants the player to have a lot of control over his/her character, and to help with this, I feel the vehicles in DayZ should be manual. It would be a drastic change from how we drive now. Instead of just holding W all the way to your destination, it would require you to utilize correct starting procedures, shifting, clutch, etc..
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a list of changes - New loot table ; - Removed the following aytemy : PNV , range finder and navigator ; - Changed : bundles with chemical light and flashlights include 6 units;- Alternative system spawn loot ;- Was optimized systems spawn of loot and zeds;- Revised building and loot in them: - Firestations have their own type of loot now of weapons you can find only an axe, crowbar and PM, just as there knife , Alice backpacks, toolbox , sandbags ; - Office building was transferred to the police , and now here you can find the following weapons : PM , Revolver ,Remington 870 , AKS-74U; - Deleted loot in boat stations and some industrial buildings; - In lighthouses instead of industrial loot loot you can find a civilian loot; - In the tower on Green Mountain is now eastern military loot ;- Removed the objects on the map: trash pile, concrete waste , barriers and barricades , anti-tank hedgehogs;- Added items on a map : - Replaced camp bases in Balota , Chernogorsk, Beresino and the Stary Sobor; - Added the western tent camps in the west of the Kamenka, Zelenogorsk, Krasnostav's airpfield and Klen ; - Added new buildings in aerodromes ; - Added a western camp and the collapse of C130 on the Skalisty island (spawn points of the rare ammunition) ; - Expanded settlements and citys ;- Changed the list and characteristics of the weapons : - Removed : DMR, M14, M40A3, SVD , M240 , Mk48 , FN-FAL AN/PVS-4, M4A1 CCO SD, all variants of G36 (G36C, G36K, G36A), Sa-58V CCO, PDW, C4, baseball bat and machetes . - Added : AK-74 GP-25 , AK-74 GP-25 " Cobra" , the AK-107 " Cobra" , the AK-107 GP-25 " Cobra" , the AK-107 PSO-1 , grenades for GP-25, RGD 5 . - Change: shotgun has a second mode of fire and uses only the shot cartridges, 870 and Remington M1014 can shoot two cartridges for shotgun without conversion , for .45 ACP damage was upped ( 4k damage . blood damage ), clips for M9 and G17 are convertible ;- Changed the list of vehicles and interact with them : - Removed : Mi-17 , UH-1H, AN-2 , SUV, HMMWV, civil Ural trucks , motorcycles , tractors, pleasure yachts ; - Added : military Urals and KAMAZ , Landrover TK CIV, BAF Offroad W; - You can deinstall the whole spare parts ( except glass) ; - Bike is repaired scrap metal at a level lower than 10 % damage is repaired in the presence of only one toolbox ; - Avionics and helicopters will be repaired by radio and electronic parts ; - To fill the jerrycan must have a hose in inventory ; - You can take fuel from vehicles (need empty jerrycan and hose) ; - The fuel in the tanks of course and is updated only after the restart ; - Reduced chance of finding spare parts;- changes in infected (relative Dayz Vanila): - Done , the chances of infection and fractures above ( for the common infected and viral zeds) ; - Infected logically assigned to their types of buildings ( if you see a military objects there you find infected soldiers ) ; - There 30% chance to find loot in dead zeds ( in the soldiers - bullets for assault rifles, in the hunters - for hunting guns , etc.); - Infected soldiers are more armored, they are harder to kill than normal;- Added new items : - Improvised bandages (normal and antiseptic); - Bottle of Vodka - used for washing wounds ; - IPP-1 - east military bandage; - Civil bandage ; - IRP-P - Russian rations, equivalent MRE; - AI-1 - military first-aid kit , removes a number of negative factors , is on the eastern military objects; - Magazine for PP -19 "Bison" now has its own model ;- The interaction between the players and objects : - Players can explore each other, so you can learn the name of the player and his state of health; - The player with the main weapon to stun the other player, if he goes from the back; - Player unconscious can lead to life with the help of the flask with water; - At night , in the rain and in the water is easy to catch a cold ; - In any tent , you can relax (the character gets warm , there is a chance of recovery ) , any tent can be collected ; - Matches and gas lighters can end ; - The number of animals for the player is reduced from 5 to 3 ; - In the presence of empty cans player may attempt to milk the cows ;- Caches have the following slots ( equipment / weapon / backpack ) : Small - 12/1/1 , great - 25/5/2.
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You will be able to host, but not put mods/change vehicles to 30000 or anything like that. It will have to be within the only, main hive. Edit: 600th post woot
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Questions from redditiors in bold answers from Rocket in italics: So once optimization has been completed and changes have been fully tested, you will then release? A while back you said that the actual release of the game (steam and such) was much more complex than anticipated, has that changed? Yes. We don't foresee any delay in release once performance has been achieved. Do you guys know what needs to be changed to fix the performance issues, or are you still trying to figure out what's causing them? the sound queue. the state checking of "slow vehicles" array. This contains loot items. instead of checking 30000 items each frame (50 FPS on server), we want to have them in two arrays. a "clean" array that is never checked (because they are stationary, waiting to be picked up) and a "dirty" array that contains objects that are on a player - we would check these regularly.optimization has already occurred but its work has not been finished. Updates are good. Screenshots are good. Just please make it clear that there will be no "hints" or suggestions in those images about when the release is going to be. Ones like the three bullets, no shit there's going to be bullets in the game. I think to EVERYONE it meant that there were only three days until release. People will read into anything. And actually, I'm not saying it will definitely be weeks. Today it almost looked like we had reached the performance target, but the bug we fixed had a more subtle bug hiding behind it. I don't do clues and I never have, if I post a picture take it at face value. It's a picture of three bullets. There's no game in how we release this, we'll just release it. Don't you think 15 FPS is low ? Player simulation occurs 20 times per second Zombie simulation occurs 10 times per second Anything below 20 FPS will affect player simulation. Anything below 10 FPS will affect zombie simulation. Above that, you probably don't notice a great benefit so much as not notice any bad things. A couple of weeks ago the server was running constantly at about 5 FPS, and still functioning with the only main problem being rubberbanding zombies. can't just throw a release date out there, but do you have an idea how much more time we have to wait ? Yes I do but I'm not going to share that as it is subject to change and could setup disappointment. I personally 100% understand why you want these issues ironing out however they sound minimal when compared to the mod and that didn't exactly go down bad did it? To quote Marek (our CEO), "really this is a new engine". While the rendering may look similar to how it was, under the hood it is entirely different. The netcode, the inventory, the AI, everything is touched there. Because of this, we have to be very careful because all sorts of things can go wrong. We have been discovering all these little problems. Small problems that you wouldn't see with 100, 1000, even 5000 objects become very noticeable when you have 25000 objects. This isn't about perfection - its about function. And also, the mod was a freebee alongside a functioning game. DayZ SA will require people to pay, many of those people feel they have already invested not just money (buying ArmA2), but time and support. Therefore there is a certain expectation of function that will prove the viability of the project. I believe that a well functioning multiplayer system demonstrates the viability of the project, even if the game design might be a bit lacking.
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Some info from reddit for you Source: http://www.reddit.com/r/DayZBulletin/comments/1q7ly1/latest_update_by_rocket/ http://www.reddit.com/r/dayz/comments/1q7bcs/teased_tormented_abusedcome_on_rocket_and_co_give/ Rocket's initial post: We finished up for the day here just now. It was a good day, the focus has been: Finalizing the flow into game Not holding up release All the basic stuff like, creating your character, joining a server, etc... Then some steam integration so you know which servers your friends are on, and such. We're using steams API, which while is it great being free of gamespy we're not sure whether external apps (like six or dayzcommander) are able to poll steam's servers. So we want to make sure our browser provides some improved functionality. Optimizing/Bugfixing Dedicated server. This is why we are not out. We need performance We think we need a minimum of 15 FPS will 50 players, 2000 zombies, and 25000 loot items. Our latest tests have all shown some runaway systems in the code we have to tidy up. The variable synchronization system that was developed for work with the network bubble, is checking the variables very often. We're optimizing this. Also, there are many string comparisons. These have been refactored so references are used (lookup numbers) to speed up the process. things like animations etc... are generally recorded as strings - ArmA wasn't build to handle very large numbers of things so this has been a large area of optimization. We also have a bug where sounds (which are temporary vehicles) are being queued up and sent to all JIP players. This causes us a steady loss of performance on the server. The synchronized variables are also checked for each player, this is inefficient and we are refactoring that. It is our biggest obstacle to releasing the alpha right now. We know what needs to be done with it so we're working on that, then we will again reassess the performance. Why not just say its not out on xxx day? If I start saying "oh it won't be out then" people start asking me about the day after, and the day after. So it just encourages people to keep asking me when it is, and the "announced date" would be when I go "yeah, it could be out then". What we have now We have now something that provides basic functionality for 10-20 players. The new zombies are in, they provide excellent pathfinding outdoors, and improved pathing indoors. They are capable of breadcrumb navigation or line of sight. At low server FPS they will start to rubberband and glitch through walls much more often. They are very much a work in progress. Client performance out of the cities is very, very smooth. We still have a bug in the cities that occurs (and shouldn't) that causes lower framerates. This will eventually be solved, but for now it is noticable when looking at center of cities. Overall, the feedback from the testers is that performance is much smoother than with the mod. The inventory is a bit of a mixed bag. There are some mistakes we have made that, unless we delayed the standalone, we can't fix until later. But overall, I think it is a huge step up. Stacked items, wetness, damage, crafting, containers, clothing, weapons, pistol holsters, bags, melee weapons, chainsaws, masks, gloves, boots... you name it. So, what next? We keep optimizing the build. In the meantime, I would encourage everyone to checkout Project Zomboid which is now available on steam. This has been a massive design inspiration and I recommend it to everyone interested in DayZ. I will post the rest in the comments.
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I am not hyped. I am hopeful for a feature that may or may not be added. As he said the vehicles are not currently being worked on. I am taking what he has said at face value and if that isn't what he means then I apologize for misunderstanding. I just think it would be a cool addition.
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That is not what he means. What he is saying is that items literally are vehicles, in terms of code. To the engine, a gun is a vehicle. This allows them to apply states and variables that otherwise they cannot apply to strings, which is how items used to be handled by the engine. Vehicles like cars and trucks will not be in the Alpha release. Oh hype train, will you ever end? :rolleyes:
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"The current systems will be utilized by vehicles, such as the attachment + consumption systems" - Dean This seems very interesting. I like the idea of vehicles being able to have items and other things attached to them like the weapons we have seen. Can't wait until they start working on this part of the SA after they fix all this main function stuff for the initial Alpher release.
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The Deathzone Warlords Epoch 1.0.2.5 IP: 188.165.254.91:3502 Website: www.thedeathzonewarlords.com Video: https://www.youtube.com/watch?v=B8xNLNOVsqY Scripts/Mods: Self Bloodbag!Custom Areas!AI mission system!AI bus route!Tow / Air lift!Extended base building (more better items to build)Drink from lakes and bottle rain water!Tent healing!More wild animals!Custom starter Gear!900+ Vehicles!Fast gear spawning!Added more weapons to the database for spawning!Custom debug monitor! Coming soon: Auto refuel! (Maybe Auto refuel + auto repair)Take clothes!Burn dead bodies Want more? Would you like to see more scripts and custom content added? Head over to: www.thedeathzonewarlords.com/forum Be heard! get your opinion over and get your content added to the server! Please note! We are a new server so currently we have a low pop server but will grow soon. Why not join our server and build a massive base In peace before players join our server! I am the server owner an I have played many servers and always notice how the admins are mean and ban or kick for no reason or If they die by you they ban you calling you a cheater... We are nothing like this we are fair and will NOT ban anybody unless we have a very good reason to do so. All players are equal here... even my admins are seen and treated as normal players! Admins are here to help protect the server NOT to get special treatment even myself as the owner have no special treatment everyone is equal here! Rules: We have a few basic rules for our server, Please head on over to our website forums to view our rules! www.thedeathzonewarlords.com/forum Hope to see a few of you in game real soon! Happy hunting!
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We finished up for the day here just now. It was a good day, the focus has been: Finalizing the flow into game Not holding up release All the basic stuff like, creating your character, joining a server, etc... Then some steam integration so you know which servers your friends are on, and such. We're using steams API, which while is it great being free of gamespy we're not sure whether external apps (like six or dayzcommander) are able to poll steam's servers. So we want to make sure our browser provides some improved functionality. Optimizing/Bugfixing Dedicated server This is why we are not out. We need performance We think we need a minimum of 15 FPS will 50 players, 2000 zombies, and 25000 loot items. Our latest tests have all shown some runaway systems in the code we have to tidy up. The variable synchronization system that was developed for work with the network bubble, is checking the variables very often. We're optimizing this. Also, there are many string comparisons. These have been refactored so references are used (lookup numbers) to speed up the process. things like animations etc... are generally recorded as strings - ArmA wasn't build to handle very large numbers of things so this has been a large area of optimization. We also have a bug where sounds (which are temporary vehicles) are being queued up and sent to all JIP players. This causes us a steady loss of performance on the server. The synchronized variables are also checked for each player, this is inefficient and we are refactoring that. It is our biggest obstacle to releasing the alpha right now. We know what needs to be done with it so we're working on that, then we will again reassess the performance. Why not just say its not out on xxx day? If I start saying "oh it won't be out then" people start asking me about the day after, and the day after. So it just encourages people to keep asking me when it is, and the "announced date" would be when I go "yeah, it could be out then". What we have now We have now something that provides basic functionality for 10-20 players. The new zombies are in, they provide excellent pathfinding outdoors, and improved pathing indoors. They are capable of breadcrumb navigation or line of sight. At low server FPS they will start to rubberband and glitch through walls much more often. They are very much a work in progress. Client performance out of the cities is very, very smooth. We still have a bug in the cities that occurs (and shouldn't) that causes lower framerates. This will eventually be solved, but for now it is noticable when looking at center of cities. Overall, the feedback from the testers is that performance is much smoother than with the mod. The inventory is a bit of a mixed bag. There are some mistakes we have made that, unless we delayed the standalone, we can't fix until later. But overall, I think it is a huge step up. Stacked items, wetness, damage, crafting, containers, clothing, weapons, pistol holsters, bags, melee weapons, chainsaws, masks, gloves, boots... you name it. So, what next? We keep optimizing the build. In the meantime, I would encourage everyone to checkout Project Zomboid which is now available on steam. This has been a massive design inspiration and I recommend it to everyone interested in DayZ.
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Rocket2Guns We finished up for the day here just now. It was a good day, the focus has been: Finalizing the flow into game Not holding up release All the basic stuff like, creating your character, joining a server, etc... Then some steam integration so you know which servers your friends are on, and such. We're using steams API, which while is it great being free of gamespy we're not sure whether external apps (like six or dayzcommander) are able to poll steam's servers. So we want to make sure our browser provides some improved functionality. Optimizing/Bugfixing Dedicated server. This is why we are not out. We need performance We think we need a minimum of 15 FPS will 50 players, 2000 zombies, and 25000 loot items. Our latest tests have all shown some runaway systems in the code we have to tidy up. The variable synchronization system that was developed for work with the network bubble, is checking the variables very often. We're optimizing this. Also, there are many string comparisons. These have been refactored so references are used (lookup numbers) to speed up the process. things like animations etc... are generally recorded as strings - ArmA wasn't build to handle very large numbers of things so this has been a large area of optimization. We also have a bug where sounds (which are temporary vehicles) are being queued up and sent to all JIP players. This causes us a steady loss of performance on the server. The synchronized variables are also checked for each player, this is inefficient and we are refactoring that. It is our biggest obstacle to releasing the alpha right now. We know what needs to be done with it so we're working on that, then we will again reassess the performance. Why not just say its not out on xxx day? If I start saying "oh it won't be out then" people start asking me about the day after, and the day after. So it just encourages people to keep asking me when it is, and the "announced date" would be when I go "yeah, it could be out then". What we have now We have now something that provides basic functionality for 10-20 players. The new zombies are in, they provide excellent pathfinding outdoors, and improved pathing indoors. They are capable of breadcrumb navigation or line of sight. At low server FPS they will start to rubberband and glitch through walls much more often. They are very much a work in progress. Client performance out of the cities is very, very smooth. We still have a bug in the cities that occurs (and shouldn't) that causes lower framerates. This will eventually be solved, but for now it is noticable when looking at center of cities. Overall, the feedback from the testers is that performance is much smoother than with the mod. The inventory is a bit of a mixed bag. There are some mistakes we have made that, unless we delayed the standalone, we can't fix until later. But overall, I think it is a huge step up. Stacked items, wetness, damage, crafting, containers, clothing, weapons, pistol holsters, bags, melee weapons, chainsaws, masks, gloves, boots... you name it. So, what next? We keep optimizing the build. In the meantime, I would encourage everyone to checkout Project Zomboid which is now available on steam. This has been a massive design inspiration and I recommend it to everyone interested in DayZ. (Edit) Please don't quote me; this is found here as well to start a discussion upon it: http://dayzmod.com/forum/index.php?/topic/151552-quick-status-update-for-week-8-november/#entry1516387
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DayZed Mod is based on DayZ Mod by Dean 'rocket' Hall and It aims to be more unforgiving, balanced and harder, while including new features such as items, skins, actions, weapons, loot, map additions and more.DayZed uses the Reality Hive by thevisad - originaly Bliss Hive by ayan4m1. The goal of this fork i to provide an experience that's very close to the original DayZ but also providing players with much more complex and harder expirience.Repairing vehicles, eating, drinking, chooping wood or setting up fireplaces has more to it, then a scroll and click in the action menu. DayZed 0.2.1 (Public Beta) - Rolling Changelog The goal of this version is to eliminate bugs that escaped durring closed tests. We strongly count on you guys to help ous out with all of them. This is crucial to the future of the mod's development and it's direction. For the time beeing Side-Chat is on to help us communicate better with all of the players. All kids who will constantly abuse it, will successfully be banned from all future instances of the mod. Info for First Person Only fans (FPP): The second instance will be setup in the next patch. We currently don't have that much human/time resources. DOWNLOAD Direct: http://zelenogorsk.dayzed.eu/@DayZed_0.2.1.7zTorrent: http://zelenogorsk.dayzed.eu/@DayZed_0.2.1.7z.torrentSteam Launcher: http://zelenogorsk.dayzed.eu/DayZed_Steam.batNonSteam Launcher: http://zelenogorsk.dayzed.eu/DayZed_Non_Steam.bat Spread the word! DAYZED.EU - DE1 (DayZed 0.2.1/103718) [uTC-1][3DP:ON] - http://DayZed.eu
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Looking for players to join group/and/or server DayZ Origins Server IP : 37.157.246.138 Server port : 11502 40 Slots European Server (English/German only in Sidechat) 3dP[ON], Kill-Message[ON], Side[ON] Crosshair[ON], Nameplates[OFF], Tracers[OFF] Max Vehicles, Max Loot Autorestart every 4 hours (3h day/1h night) Active and fair Admins (speaking English and German) Zero Abuse Hosted on SSD Always looking for new players/clans No Cheating/Glitching/Duping/Hacking We are mostly uk/eu based and 18+, but as long as you're not a wailing child with a microphone then it's all good. Steam Name: paz552
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[RG] Epoch Chernarus Server | Military Compounds | AI Missions | Snap Building | Safe Traders | Action Menu | Custom Loot Spawns | Tow/Lift |
Hufflepuf replied to falconx77's topic in Mod Servers & Private Hives
I like that amount of vehicles, Its awesome -
You get vanilla private hives that are just the same so I'd say that's a server admin issue not the mod it's self. Decent servers manage their vehicles much better no matter the mod.