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Found 41868 results

  1. fluxley

    Editing vehicles in a public hive

    Any public hive server that claims to have extra vehicles is either lying or breaking the rules that they agreed to when they applied to be a part of the public hive. The public hive is meant to be a uniform experience so that players can change to any server and be confident that there have been no modifications made that could benefit one group over another. If you want to modify your server you should change to a private hive.
  2. TrickyBot (DayZ)

    Editing vehicles in a public hive

    How is it that I see public servers with double the vehicles? Also, is vehicle data stored on the master server along with player data?
  3. Parachuting vehicles when you buy them?!
  4. Mother Phuftbucket

    64 Bit Gamers - DayZ Epoch

    Hey guys! I would just like to announce the arrival of the new 64 Bit Gamers DayZ Epoch server! The server is relatively new and based in the United States but due to the fact some clans have got a head start, if you and your squad of 3+ people join, you will get a truck load of building supplies to get you started! What makes our Epoch server different? 64 Bit Gamers have a custom anti-hack to ensure that you will never come across any hackers when you are on the server! Also there are a number of custom scripts! These include; - Anti-Access backpack in the trader zone -Anti-Access the gear of locked vehicles -Self BB and craft bike (Accessed through the right click menu) -AI missions -Safe zone god mode and many more amazing scripts! Join us on teamspeak: 74.91.117.181 and join the server at 74.91.117.181:2302
  5. I've got a public hive server hosted by HFB and I'm trying to look at the vehicles so I can edit their locations and inventory. I spent about an hour looking through all the tables in the database and figuring out how they work, and what I found out was pretty odd. It looked to me like the server wasn't using the vehicle info from the database at all. I couldn't see my Ural in there which I had parked at NWAF, and whenever I tried editing the worldspace coordinates of a vehicle in instance_vehicle and then restarted the server, nothing happened. Is it even possible to play around with vehicle data in a public hive server or are these tables I'm messing with meant for private hives?
  6. colekern

    Lets go back to the classics...

    To be fair, 1000 vehicles in a small country is kind of realistic. But I definitely see your point and agree with it.
  7. SneakStrafeShoot

    Day Z Footage

    Howdy. My group does a bit of Day Z / War Z / Arma RP gaming. We're a small gaming clanand we'd love to have you in our group. Early 2012 gameplay, before everyone you met was hostile... Overwatch let's you craft vehicles?! Let's use them to kill! Saving the group from a sniper on Takistan... Our group on Takistan, thanks to 1337Dominic for the video. http://www.youtube.com/watch?v=YM8MxYM6Xts
  8. mercules

    Is duping a ban worthy? [1.8]

    I assume you have never coded anything in your life. There are limitations to code or bugs that no developer no matter how talented can get rid of. Usually they code around them but the door is still open in the code for those little pieces to be hooked onto. Most exploits either break the work around to trigger that code you don't want accessed or use some outside means to hook into them. It's not that the developers "suck" or are not doing their job it's that they are human and people do want the product to come out in a year or two. To do that you start with existing code which means you often have parts left in you can't remove (at least not without compromising something or a LOT of extra work) but shouldn't be accessed. For an example. In DayZ Epoch they "lock" vehicles by having the program check to see if you have an object with a given value in your inventory that matches a value set on the vehicle. If you do you can unlock it and then it will show the options to "Get In..." on the action menu. Locking it turns off those options again. Well, if you could enter a vehicle without using the action menu then you could hop in and drive away with it. So when people added AI to their servers they were shocked to see them get in locked cars and drive around. That is because they don't use the action menu. The AI "cheats" to bypass the code set up to "lock" vehicles.
  9. Bizarre

    A tip for an unwise chap

    That would be lovely. Also, I played last night and died once, and I played to-day and died four times from either getting eaten or falling. I've only played on vanilla servers, but I will try Epoch for a few minutes and see how that is. I've yet to find any vehicles, however, I found some guns -- but I lost them after getting eaten alive. Where might I find good weapons and vehicles to keep me alive longer, kind sir?
  10. It takes more than a year to deteriorate but i know what you mean, fuel tends to gather water over time. What would concern me the most ist rusting fuel tanks on the old chernarussian vehicles.
  11. Some vehicles have been updated in the last patch so they don't spawn with ammo anymore when you buy them. Make sure you update your list accordingly.
  12. ☼ Added new "Terrorist Camp" - an up and coming trader city for players with less than -15000 humanity - It will have the highest quality military grade gear/vehicles. ☼ Added new NPC vehicle patrols and ambushes - so keep an eye out....
  13. ☼ Added new vehicles to resistance camp traders to include : Tungaska tank, BMP tanks, and an AAV. ☼ Added Meat Market exchange at resistance camp Alpha. Some trader will trade only certain cooked meat for supplies. With the meat market exchange you can trade chicken for beef, mutton etc....and vice versa. ☼ Added base building supplies drops to Mission AI.
  14. |TRS| Tactical Realism Squad DayZ Epoch Server Server IP: 178.33.218.120:2332 List of modifications and what makes the server Unique: ☼ Very high up/download speed hosted server with high FPS in game and low latency (hosted in ☼ No 3rd Person allowed ☼ No crosshairs ☼ Auto Refuel scripts ☼ Custom loadout to make it a challenge in the beginning but you are able to defend yourself if needed ☼ 300 or so map spawned vehicles in the beginning. This cap will decrease when the number of purchased vehicles increases ☼ Custom built cities/trader areas ☼ Larger trade zones have God Mode enabled ☼ All Vehicles unlocked and can be attained in game one way or another (minus SCUD missile launcher) ☼ All Weapons unlocked and can be attained in game one way or another ☼ Real Time Day/Night - no time modifications (server is on GMT +4 time zone) ☼ Unmodified Weather - what you get is what you get ☼ Dynamic missions - Meaning there are over 25 different missions that may appear randomly on your map at any given moment (up to 3 at a time) ☼ Insanely challenging (but not impossible) AI with larger scaled rewards with increased difficulty (meaning Survivor AI = low level loot, Solider and other more challenging AI = better loot) ☼ Working Friendly Tag System ☼ Resistance Camps with traders that will bargain goods for goods (not always gold for gear). If you are a bambi and want a cheap vehicle, take your machete out and hunt some animals, trade your cooked meat in for a new ride or a better way to defend yourself. Resistance camps need to feed their refugees! Supply and demand can be in your favor.... ☼ Side chat voice off ☼ No kill messages (may be changing , currently up in the air) ☼ And of course your typical stuff The Silent Warrior anti hack and other Admin tools and log files to track everything blah blah Future Additions: Website/Forums New Static objectives for players to clear (AI filled bases with rewards) Customized base protection TS Server ( we are using a generalized one currently until we get a larger population ) Other Info: Server hosted by Mature Americans overseas - Primarily english speaking server No admin tool or advantage will be used by admins at any given time to create an in-game advantage over players. Also, we are looking for Feedback and ways to improve our server always. The server will never be a complete product! Give us your constructive criticism please! Thanks!
  15. Karmaterror

    Get an Alpha out!!

    Ok, im starting to worry that SA could end up DOA.....if it ever even arrives. Just look at the falling views on the dev blogs Im not moaning here I just want to raise some issues that are worrying me. Firstly is this Dead Nation thing. Im guessing its not an official dayz thing (might be wrong). I mean the website is a complete rip off of this one, and the gameplay is not far off the same. Some of the good stuff from the SA is gonna be the new weps, the mass inventory system and of course the updated map. Arma 3 has the mass system....and a huge range of new weapons and a completely new map to explore. I have already heard friends say that if the mod gets good enough they may not even buy SA. Another thing is, how long will it take a game company to "Ok, this is taking too long". I fear they may shelf it if the player base drops and moves to the A3 version. Also worrying that this may make them look at it from a purely financial standpoint, eg. deciding they missed the opportunity to cash in on its success. I think we need an Alpha asap, no matter how buggy. I mean did you see the state of the arma 3 alpha.....even to this day it dosent have a full compliment of vehicles or even a campaign. Maybe a similar set up with an SA Alpha....buy into it for 20 quid, help find bugs simply by playing it, and receive the full version on relace. Theres probably other points iv missed, so, what do you guys think?
  16. SalamanderAnder (DayZ)

    A Few Suggestions For Standalone

    There's a difference between travelling between multiple cells on a map and teleporting. Do you consider it teleporting when you go into a dungeon in Skyrim? Because technically, you are. Also, I have a thread where I am discussing the idea of a cell based mega map and other related features. It's not really based on level, or on vehicles. Simply travelling to the cell boundary is enough, and you can go back. The key is that when you die, you have to spawn in the original cell. This makes other cells a risk/reward choice that players can make for themselves. http://dayzmod.com/forum/index.php?/topic/149976-long-term-standalone-discussion-globalization-logistics-economy-and-more/
  17. I think this is a good idea. Working out exactly how rare to make fuel is key. The OP about wars over fuel and stuff - brilliant and exciting. Currently when you repair a vehicle you can take it from red (ready to explode) to green (pretty much fine). I think this should not be the case. Most vehicles should only be able to be repaired up to an orange (or yellow with a more detailed UI) condition because some complicated parts of the vehicle are damaged and cannot be repaired. A vehicle which you have fixed, say replaced the engine and wheels should still be able to stop dead because the gearbox suddenly breaks. Maybe gearboxes would be very rare? But yes, lots more vehicles and a lack of fuel would certainly be more authentic. If getting a small car or something working didn't take long, but the hunt/quest against the environment or other players to get fuel was more challenging, well that would be more inclusive in a way. Trading and interacting with other players say food or guns in return for the location of a small stash of fuel? Or maybe just a few kills to try and get it? That is much welcome interaction. This may not be the perfect idea, but it is one which may create interesting gameplay, which is what we need.
  18. I don't know if it is whise to have that many vehicles on a server. Could cause some FPS drop. Otherwise this should be implemented. Important is though that there are many different kinds of vehilces. If there are just like 10 they will repeat and repeate. WIll look kind of stupid.
  19. Gwraspe

    Memorable DayZ Moments

    3 for me: 1. first time i ever logged in back in July 2012 - got the game as a fellow administrator of a shortwave network i work with was playing like non-stop for a month since he bought it and i wanted to try it out (also hooked ever since ^^) - jumped into our mumble server and logged in to the DayZ server said friend was playing with the intentions of meeting up. I spawned in Kamenka and have loved that spawn dearly ever since due to this experience. he guided me over the main road and up onto a sideroad just above Kamenka where he found me within a couple of minutes, he then proceeded to give me a tour as we headed north and one of the first thigns we came across was another noob being chaed by zombies, "hey GW, see that guy being chased by those zombies?" and then a few seconds later "wow check out said guy being completely devoured by said zombies!". From there we played for about 5 hours, the server had been in night-time for about an hour by the time we logged off. 2. first time heli-hunting up north, Webby (the friend I mention in the above memory) was also still inexperienced with heli-hunting but he knew they'd spawn up north near staryj and so on. it was night-time so it was really atmospheric as by this point i'd still only been playing less than one week. somewhere near staryj (I fail to recall exact location by now) Webby noticed the glow of a crashed heli, success!! I spotted for him while he crawled over and evaded the zombies that spawn in around the crashes, once they had parted and wandered off he summoned me over too, I crouch ran making sure to check my 3, 6 & 9 constantly with the alt button (was so happy for this feature when I was first playing). got to the heli and he had found himself some NVGs and there was the nightvision FN FAL which he let me take because a] it was to be my first heli-crash weapon and b] this way I had at least some way to see well in the dark. we continued our gaming, again playing long into the night, and ultimately this session ended in Tulga (I'm pretty sure it was Tulga anyway) when we were swamped by zombies and whilst we were running and firing at them i was caught in Webby's crossfire which broke my leg, the zombies quickly finished me off! 3. the first time i got in a heli. by this point we were renting our own server for a month or so and vehicles were still a total rarity, though to be honest we did have a good couple in our nicely hidden base. it was around 17:00 and i was at work (though on teamspeak anyway heh) when Webby said to me "GW WE'VE FUCKING FOUND IT!!" - I knew straight away what he meant as we had been searching for the heli for maybe a week or two by this point. it was really exciting, we had never even _seen_ a heli in person yet, and now we had found it. i was at work until 20:00 that night (fuck me am I glad I don't work at that shit hole anymore, 17:30 finishes every day are the way forward for me) but we had a small clan of around 4-5 people including us 2 by now and so whilst I worked and listened in on teamspeak the guys spent the next couple of hours frantically searching for scrap metals, glass, fuel etc. etc. I got home at around 20:30 and instantly got on teamspeak and joined the server, spawning just above staryj sobor where we arranged I had an air extraction inbound (HOLY SHIT!!! IT'S REALLY HAPPENING!!). this was the beginning of end-game for us haha. this is easily my most vivid DayZ memory to date, the Huey piloted by Webby with the rest of the crew came buzzing over the forest north of staryj and I threw down a flare (just for effect, it was daylight hours in server) and called out "This unit is ready for extraction!" or something to that effect at which point Webby performed a 90DEG turn so the chooper was side on to me and as they descended I ran toward it, it was a perfect landing and the instant the chopper touched down I reached it and jumped in and we took off in a fit of laughter and excitement. it was hands down the most cinematic thing I've ever experienced in a computer game. I have a few more insane memories but this is already turning into a wall of yawn so I'll spare you guys the hassle. tl;dr is basically DayZ is fucking sweet
  20. A lot of vehicles could still half a lot of fuel in them, maybe they were left when people got stuck in traffic or because of a breakdown of some kind. I like the current way some mods are going with vehicles beeing salvagable and the way you can siphon fuel, they should just add more detail so you can't take f.e. a carwheel and attach it to a truck or vice versa. And also like them to distinguish between normal gasoline, diesel and aviation fuel instead of generalizing it. Using normal fuel in jet engines should have an impact on the performace and of course damage an engine if you put the wrong fuel in a vehicle ( gasoline in diesel engine or vice versa ).
  21. I've always supported in increase on the number of vehicles for exactly this reason (They would be a lot more widespread) but in bad condition. The only thing that I couldn't work out was a nice balance to where the fuel should be found - it should be accessible but rare so places like military spawns couldn't be the only place. I like the idea of siphoning fuel from multiple vehicles just to have enough to run your car from A to B but that obviously isn't a choice that would stand on it's own, there would have to be a steady source to obtain fuel. I'd like to see an emphasis on the scavenging aspect of DayZ, especially when it comes to vehicles - it should be rare to find lots of working parts sitting around and there should be a lot more emphasis on salvaging from other vehicles.
  22. bibbish

    A Few Suggestions For Standalone

    We can argue all we like about if DayZ is a 'sandbox', 'MMORPG' or a 'survival simulator' or even a type of 'survival horror' but I think after all this time it has become pretty clear that players need something to work towards or at least more depth which is why these suggestions keep coming up. People mention RPG like elements (passive 'abilities' or traits like being immune because of vaccination and/or 'micro skills' like getting a bit better at first aid/mechanics/building fires/gutting) because the initial draw for the game, the wonderment of something new and the fairly unique social interaction stage of the mod has finished. The feeling I get is that many people got bored of asking if another player was 'friendly' and playing for a while, only to get betrayed. The reason people got bored is because it happened repeatedly. This wouldn't happen repeatedly in real life because one bad betrayal would probably cause your death. People also talk about an 'end game'. I think this is okay, but Rocket and his team will have to be very very clever and careful about how they implement any such features. Games like GTA, Saints Row, Far Cry, Crackdown etc all have 'sandbox' elements to them, but there are more structured missions and even a main story for when you want them. Anything like this in DayZ SA would have to be incredibly subtle but I think it is the reason people keep on saying 'wouldn't it be cool if the map/radio lead you to X crash-site or bunker' and the reason I keep on mentioning the 'lore' (back story) in my posts is because people want a detailed word with more things to DO even if they are only vaguely hinted at and not compulsory. This must be what drives people to mod or ask for base building and trading options in the game. I haven't put many hours into the game but things I still 'do' include collecting fire/hunting gear, getting a better gun, visiting deer stands, repairing vehicles and a bit of random PVP. I think what we have to remember here is that yes, DayZ is a type of simulator but also a game and it is meant to be fun. I don't think we should get quite as worked up as we do when people turn to PVP, clan wars and helicopter battles. All that looks pretty fun to me. We need to stop answering posts like this with 'NO' or 'not realistic' because DayZ isn't in the slightest bit realistic. I'm pretty confident that if Rocket and co implemented a few 'micro skills' running in the background, the diseases he mentioned, some interesting story items and minor 'events' in the SA we'd all find it pretty interesting and engaging. I'm sure 99% of players, including myself, don't want to be able to get to 'level 100' and then beat the 'uber-zombies' and see the credits roll, but I would like a richer gaming experience. Balance is key, we've got pretty far already on user generated gameplay, ('This is DayZ. This is your story.') and I think the evidence of that (Clan websites, YouTube vids) speaks volumes for how much effort people have put in, but I hope the developers give the SA a little more structure and content. Time will tell.
  23. Waaaaaaait. Before you rage. Hear me out. Read the entire post or I'll just ignore your response. I hate the hurr-durr 500 vehicle server start with DMR hatchet and rations bullshit as much as the next person. I'm very vocal about it. It's not DayZ. For the standalone, though. I'm suggesting a drastic increase to the number of simple vehicles. Like 100 per server. Maybe even as much as 200. Hell, it'd be fine by me if they were clogging the streets like a traffic jam. This is because of the realism aspect. There were so many people living in Chernarus... but looking at the vehicle count, blown-up vehicles included, you'd think there were none. Empty vehicles could act as random loot containers. A collection of shit that people collected to take with them, and then abandoned when the infection got close or got to them. Weapons. Food. Medicine. Supplies. Because they're vehicles, they're random. They're not set in any pattern. They could show up on any road anywhere. I'm not saying they should spawn in in mint condition. They should be orange at best, red at normal, destroyed at worst. Tires should be deflated. Fuel tanks should be rusted and empty. The engine should be rusted and no longer functional. The battery should be dead. Time should have taken its toll on these vehicles and rendered them useless. And if any player that wants to, should spend enough time going from vehicle to vehicle and collecting all the orange parts, he should be able to cobble together a workable vehicle that can maybe reach 10 miles an hour if he's lucky. Every player should have access to a vehicle. That's the first hinging point of this 'plan'. Vehicles will no longer be the holy grail of DayZ. They will be an object. A tool. But the balancing factor to this, and this is important: Make fuel as rare as night vision goggles. Make fuel so scarce that finding a full jerry can is like coming across the holy fucking grail buried in the dirt. No vehicle starts with fuel. No tanks are full. No stockpiles exist in the world except those created by players. A DayZ world without fuel is a completely different world. You can have five helicopters lined up in a row at a base. Can't go nowhere. Aint got no fuel. You can have all the cars in the entire map stashed in the same spot. Aint got no fuel bro. Can't do shit. The refineries are no longer active. Fuel is no longer being delivered. The gas stations and the fuel tanks have long, long since been emptied. Fuel will become the new currency of DayZ. No longer will you measure the worth of an item against a gun, but rather, against a litre/gallon of fuel. Helicopters won't be flown willy-nilly up and down the coast firing on new spawns. They will be kept in check for assaults and quick transport, and nothing else. There will be no 'joy rides'. Just as in a real apocalypse, a flight in a helicopter will be a measured, premeditated excursion. Especially as they burn fuel so hard already that each minute you're in the air is more precious currency being burned away. When you see someone driving a vehicle, you won't want to kill him for his vehicle, but rather, you will want to kill him and siphon his fuel away. And base building? What if you could put a 100 gallon fuel tank down somewhere and fill it with fuel? Can you imagine the fights over that kind of resource? A large clan could be raided and have all their fuel stolen and literally be unable to follow the theives. Or they could have their fuel supply blown up and cripple their entire operation. So basically, the tl;dr is: increase vehicle count massively to devalue vehicles. But conversely make fuel super, super, super rare. Fuel will become the new currency, and the world will become a harsher, more realistic place. The entire pivot point of the system is the rarity of fuel and the abundance of vehicles. Too few vehicles and it's not going to be worth it to try and get one running. Too abundant a supply of fuel and everyone and his uncle will have a vehicle. Which would suck. P.S. I know the knee-jerk reaction against a vehicle increase is to scream 'NO NO NO NO NO'. But think. What would you do with a vehicle that has no fuel when fuel is as rare as NVGs? You loot that shit and move on, is what you do. Just like any loot point in the world.
  24. I originally posted this on another forum, maybe it was in the wrong place. I updated to Epoch 1.0.2.4. all went well and I added my basic scripts and things. Again, all went well. I was getting some errors with lifting some things but found and answer to that problem. I am still currently getting "Resource R3F_log_DLG_contenu_vehicule not found" error, but i can live with that for now and not my current focus. After the update I came across a UH1Y. It was not in the "able to lift" category so I added it to the R3F file. My question is, were there any NEW vehicles added to 1.0.2.4 and Is there a list somewhere? I know the mechanics of adding and subtracting items, I just need to know where I can get the needed data or how to get it. Any help would be appreciated. Also, the R3F file I'm using is from someone else. He did a great job getting all vehicles into 1 list instead of using the arma 2 and arma files. He has some listed as "Ural_base" and such instead of listing each individual URAL. How do you know what "base" a vehicle is or can any class be a base?
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