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Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

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Stay safe out there,
Your DayZ Team

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Found 41868 results

  1. Hi, I was wondering if anyone knows how to add the new overwatch vehicles to the towing script R3F_ARTY_AND_LOG. Would be great if someone could explain thanks. Squirrel
  2. TheDesigner

    POLL: Dayz SA 1st person only

    Yes, we know. But when you look at the simple facts, first person servers are rarely populated to the amount most people like playing on. Sure, people could join them and be noble, but most want to just play the game. A majority of the people who want this want it for the SA, it's too little too late for the mod. 24/7 daylight, self-blood bagging, +400 vehicles, more weapon spawns, extra military loot in spawn towns, and always repaired cars ruined DayZmod a while ago.
  3. Dancing.Russian.Man

    DayZ Standalone map editor

    The thread will probably get locked unless the discussion picks up noticeably, but.. I'm REALLY not looking to start playing the Standalone, only to have it end up like the mod, with very few servers running on the original content without added vehicles/weapons/loadouts to make the game pointlessly easy to play and a simple deathmatch mode on a massive area. I have been against the idea, and I will not budge from my opinion. (Even if Rocket DID approve of an editor.) If people want to run around a map and pick up weapons from the ground to shoot other people, they should play Scavenge Mode on BF3 or simply the many DayZ mod variations on ARMA 2. Or hell, just play Wasteland to get rid of the zombies. Edit; How many games are suffering from problems due to lack of community-made content?
  4. New to the Game but not to the technology. Put this up after having Admin abuse on another WELL known server. (who the hell shows up with a GPK, 5 guys and knows exactly where you are 1200m from where you killed their buddy ?) Server is still in its infancy. Prepaid for a year on HFB. No pvp/pve rules Shoot what you like, No safe zones. Sarge AI is brutal, and often. Vehicles are enough to get you a decent ride, or some cash to start. Trader cities favor the emerging bandit or hero, Not saying which ones. Towing but only with big vehicles. Lifting but only with big choppers. 30 minute sql dumps for backup. Clans welcome, Admins active to help guide and not to give. Come play. Will update patches after 5 days of them being posted. Suggestions welcome. Thanks for listening.
  5. ManVsBeanz FR/GB/EU/UK/DE | PvP/Friendly | Custom Map | TSW Anti-Hack | ActiveAdmin | AutoRefuel | +200 Vehicle | PrivateHive | Veteran|3d:On|Ch:On | DayzChernarus - 1.7.7.1 Vilayer.com Ip Adress : 37.59.90.91:2322 - Server restart all 6 hours. - Day Only (The server restarts, it is 9:00am) - 70 Vehicles checked at each restart. - 200 Vehicles - Custom Map - New Building - AutoRefuel - TSW Anti-Cheat - 40 Slots - Website : http://manvsbeanzdayz.free.fr/ - Forum : http://manvsbeanzdayz.free.fr/forum/index.php New Building Added : Balota : Airstrip Krasnostav : Airfield : Klen : And others... The map is Custom : And More Shop/hangar. The server is in perfect condition and is run by people who know wat. High ping is welcome, good up-time, no lag ! If the server is busy, we expect to increase the slots.
  6. Cormyr

    DayZ Standalone Suggestions

    Must say two things. 1 - camo netting for vehicles and small player built structures. would be awesome. 2 - things being locked such as vehicles, doors, gates etc.. maybe keys are craftable. make a spare set and hide them somewhere for a friend, or in case you loose your set of keys. but to counter this, the ability to learn how to pick locks. my 2 cents on it
  7. Thanks for the input and beans guys! Chaingunfighter - yeah I just wanted to keep the title simple and clear. tis suggestions for standalone. but yeah more could have been added, i know. as I just said, my ideas are for standalone, so what the arma 2 engine can do for DayZ mod does not matter to my understanding. i thought for the standalone they are working on a whole new engine. but come to think of it, yeah tis no doubt some arma engine originally, but adapted to what standalone needs. the forklift is just a neat new vehicle that would be more of a laugh. i have driven 3 different types of forklift myself. not for too long, just a few months. they can be fun, but yeah they can tip pretty easy. not speaking from experience mind you lol although a coworker from years ago took out the warehouse garage door one time haha water, well that is a shame. hopefully something can be done if that is the case. at some point.. even a year from now lol. running water would add crazy realism to the world. picture hiding behind a waterfall from your enemy and tracking them through the water. i am sure something like this has been brought up. But gotta say, it would also be awesome to take a small boat from an island off the coast into a bay then up a river as far as you can, into lakes etc... anyways. generators - I thought this would have been brought up before, but had to throw it out there. I also thought of being able to provide power to a building (to make use of equipment etc.. inside, and have new places to plug portable stuffs into), by repairing the electrical panel in a back room, or on the outside of the building. but in the end i decided it does not make sense in such a world. things like a working power grid, or running water in the kitchen etc.. just could not function. unless it was some crazy end game kinda thing which required a group effort to do. literally repair the entire power grid for a city etc.., or just to certain buildings connecting to each other, out from the power station. so by where the player repairs, once the power station is functional of course, is where the power is supplied down the streets and from there to buildings etc.. could light sections of a city up strategically then :D. but then those places would be obvious pvp zones, might be good, might be bad... anyways yeah it would take some time for such a thing. just ideas. so yeah gas generators would be great. find parts for them, repair them, get gas etc.. more uses for gas the better i think, makes having a vehicle more difficult etc.. yup flood lights which you plug-in to the generator via extension cord that would need to be found. maybe there are light bulbs for them you need to find.. hardware stores etc. flashlights could require bulbs also, not just batteries. car batteries - why not? battery runs out, car will not start, you have different means to get it going again, find new battery with some charge on it at a mechanics garage etc.., or steal one from another vehicle if you have a wrench (or whatever correct tools thingy..). or find jumper cables and connect them to either a gas generator and charge the battery that way depending on how much fuel you have or are willing to use for the generator, or connect jumper cables to another vehicle which has a good battery with a charge and you have no wrench (or whatever correct tool thingy) to just steal it. and by taking a charge from another vehicle or simply stealing it, it also makes it more difficult for other players to get vehicles. yet another layer for cars etc.. since from what i have seen, some individuals can have multiple vehicles, which to me seems out of balance. Speaking of repairing cars. It would be great if tires required air. So like ya said, there are different ways to fill up a tire with air (hand pump, air compressor etc.). Or why not drive on rims with sparks and smoke spewing out the back with bits of rubber until it catches fire which can turn really ugly for the players in the vehicle hehe ?? I may know what you mean but not sure 100% lol
  8. Server IP: 119.81.31.7:3374 Or type in (Silence will fall) in server filter Admins: Sgt Jackson, sweatynutsac, Aidas There is no zombie infection on this server, more vehicles, info panel for your stats, auto refuel stations, clean roads. This server is Australian so most players will be on according to australian times. Rules: Just no hacking! Bandits are allowed so beware of other people. Have fun!
  9. September round-up A collection of the most interesting/newsworthy posts by Rocket and other devs this month all in once place. I'll update the post as I find them. 29th September Realize the lack of #DayZDaily updates from me annoys some people. But I've taken a break from forums/reddit/life for the final lap. cu soon28th September Late hours, major progress made by Dean these last few days. Crowding around his desk is becoming a habit. #DayZDaily 26th September Delighted by the work of our new map design reinforcement. Can you guess which village he just revamped? #DayZDaily Yes, it's Polana "Rearmed", nice find! :) I will post a comparison shot on Monday. #DayZDaily 25th September Another crazy day in the office. Lots of meetings, sprint planning and process refining. #DayZDaily (Hicks)21st September First week back in town, mostly settled in. Next week is all about getting a feel for the state of the project. #DayZDaily (Hicks)20th September Lots of multiplayer testing, baseball bat (generic item melee) implementation, and sprint planning session! #DayZDaily (Rocket)18th September We took some references photos of bad-ass survivor clothing today: Gorka smocks AND slippers. :) #DayZDaily (Ivan) 17th September Todays cool programming fix... 'Fixed item swapping with itself' hehe. Going to be a great week! #DayZDaily (Rocket)15th September GDC China Talk - 'DayZ: Producing the Ultimate Accidental Project' 12th September Another big day. Work on new tenement building, police station, baseball bat melee, bayonet melee, and network bubble testing #DayZDaily (Rocket)Dev also continues with new zombie system, with promising progress. Also planning and development future... physics etc... #DayZDaily (Rocket)"You feel like eating" Eating? Nope. Looks like she feels like beating someone in the face, methinks #DayZDaily (Rocket) Q: Why a baseball bat, it seems a little out of place for the setting?We chose the baseball bat because it was an easy starting point for us (we had the model, it was a simple shape, and it has a thick area for hands). Also, I think many Czechs would take exception to that statement. The Czech's have even had a number of players exported to the USA. I think they held the Baseball world series in Prague not so long ago. My old landlords friend spent a number of years on a baseball scholarship in the USA. It's worth noting I'm trying to design the game around being as flexible as possible, rather than designing it around the Chernarus experience solely. If the game is done right then it can translate to other areas quickly, such as the west. But yes, point is taken. [source] Q: With ArmA 3 being released this week, is your team size increasing? I hope you are also hiring people from the ArmA/DayZ community.We have engaged a number of people involved in the community, although one of the biggest barriers is that the project is of such magnitude now that it really requires onsite, full-time, people. Many in the community cannot make such a significant commitment. We inducted four new programmers officially last week, who came off the team behind Carrier Command. They have previous experience with the engine, so they aren't entirely new. I am really excited as I think they are fantastic additions to the team, I can't wait to outline to everyone what they are coming up with. We are also hiring a significant amount of other staff. We are in temporary office accommodation until our (even bigger) office is available later in the month. We also have another dedicated, fulltime, onsite designer. He is a regular reader of Reddit and in fact spent a significant portion of today pouring over the forums. I'm sure we'll be introducing him through the devblog sometime soon. [source] Hi folks, I'm Peter and I'm that new +1 DayZ team horsepower as I commited to fulltime, onsite work as designer which Rocket mentioned in his post. I jumped in the project in August and was working on placing spawn proxies for loot items in buildings. Right now i'm focusing at some exciting mechanics such as diseases, their spreading, prevence and curing them. Next close thing on my to-do plan is cooking and things associated with it... so we can finaly have that yummy scrambled eggs, just beware to not undercook it ;) [source] Q: Many players think DayZ/ArmA uses primitive engine, yet the same techniques are used in AAA games... It pains me inside that people attack the netcode of ArmA. While I would be the first to highlight many of the problems with ArmA in multiplayer, many of the problems experienced are issues with implementation rather than the programming of the engine. This is largely what we have been dealing with, I have had direct access to the folks who made the engine for a year and a half - so I have been able to communicate what designers have been trying to do... and they have been communicating how it was intended. The implementation of the network bubble has largely been straightforward due to how the networkManager was written. The main issue has been removal of what was left of the AIBrain, as it was governing how many things were handled even when a player was controlling the character.With the induction of our new programmers, I'm more confident than ever we're going to make a decent stab at doing DayZ SA justice (if more than a little late). Q: Physics like ragdoll or am I reading too much into this?Well ragdoll never got *dropped* from the list, it got moved aside by more important things at the time. so...[source] 11th September Today was more melee, survival stuff, more commits for the network bubble, new programmer inductions, and planning! #DayZDaily (Rocket)10th September Big day. Inventory network fixes, zombie performance optimizations on dedicated server, melee implementation for MP, #DayZDaily (Rocket)Q: Isn't developing these features on separate branches and then having to merge them likely to break things and cause further delays even after the network bubble is completed? We develop on separate branches, but we regularly merge. The network bubble is actually no big deal, as it turns out. The hard part of it is actually removing/refactoring existing code around the AIBrain, which is interlinked with all sorts of weird things relating to network updates. The structure of the networkManager was very condusive to the network bubble. In my experience, "merge often, test often" is preferable to developing in separate branches for a long period of time. Especially when everything is co-dependent like we have. [source] 9th September Today moving offices for most of the team. Further on inventory usability, zombie AI, and network bubble (first code commits) #DayZDaily (Rocket)7th September DayZ Developer Blog 7th September 2013 (Covers usability improvements, item damage, degradation, and player restraints!) Urban exploration on MTB in #Brno, found some inspiration. #DayZDaily (Ivan) Q: How long will it roughly take until vehicles get added to the SA since the Alpha is released? Vehicles are being maintained in the codebase (for example, the network bubble is approaching them in a unique way). It is just we want to add the additional functionality I have planned before putting them back into active use. [source] Q: Are there going to be different vest, with plates and without, and will they offer different amounts of protection to different types of ammunition? There are many different kinds already in game. In the video you notice on the last chest shot, the vest is completely destroyed (on second shot) and the remaining damage causes the player to bleed from their chest. [source] Q: Do items themselves have their own armour values or are they just toggled damage/destroyed based on the damage dealt to clothing/armour? Everything has different armor values. items have hitpoints, but only display their general condition as text. [source] Q: What kind of ammunition are these vests are able to stop? Currently an object can have "blunt force" and "ballistic" protection. An example of an object with high "blunt force" but low "ballistic" protection is the infamous motorcycle helmet. Get hit in the head with a baseball bat, the motorcycle helmet will be badly damaged but it will stop you passing out. Get shot in the head wearing a kevlar helmet, you will probably not take damage to your head, but as it has no "blunt force" protection you will be knocked unconscious. Blunt force will soon be split so we have three damage types: Ballistic, Blunt, Shock [source] Q: I still think it needs a bit of nerfing. A couple of shots to his shirt and everything there is fucked up... I discovered a bug where all damage is applied to all items inside a container. This isn't how it was designed to work. What is supposed to happen is that when damaged is applied to anything, that damage is taken off the damage value caused by the round. So if you are hit with a damage of 4.2, and 2 damage is used to destroy the vest, it leaves 2.1 damage left for everything else. Say the shirt gets destroyed with 0.5 damage, it leaves 1.6 damage for the items. Take off 0.5 for the can of beans, that leaves 1.1, take off 1 for a hammer, and you have 0.1 left that might slightly damage another item in your inventory. [source] Q: Any plans for a medic/paramedic vest? Added to the list, thanks guys! [source] Q: So if I shoot somebody in the head all his items including boots may get destroyed? If you shoot someone in the head, the items on their head get damaged. [source] Q: What will the effects be of a shirt being in a destroyed condition? Will items fall out of its pockets? Actually that "items fall out" sounds kind of cool! [source] Q: So, all incoming damage always gets split up among the hit clothing and included items before damaging the player? I can just imagine people filling their pockets with chopped wood to absorb damage. Good point, upon reflection I will include a special armor value for items and if that's above zero it's how much damage it will absorb. Only certain items will absorb some damage, such as a can of beans or a metal container. [source] Q: When a container item is damaged what are the negatives when filling it with new items? Containers can absorb damage prior to damaging the items within them. [source] Q: Do containers use less space? I wanted to give containers a "purpose", and the design theory behind it is the container allows you to pack an item very tightly (i.e. a first aid kit). We may allow some containers to have size and/or type restrictions on them. I.e. First Aid Kits only allowing 1x1 size items. [source] Q: I assume there's no containerception? There is right now, but a weight system, container type/size limitation, and relatively rarity of containers will sort that out nicely. [source] Q: I hope that a Container(first aid kit) might take up something like 4 slots, Yet you can store SIX 1x1 items inside, because its tightly packed. that is exactly how it is now, if you watch the gamescom videos you can see it in action. [source] Q: Do vests have their own inventory slots? Some vests do, some don't. Like webbing has alot of slots, but armor plates have none. [source] Q: Can we layer clothing (shirt/jacket/vest)? Clothing can't spread over other body areas or we risk a variety of configuration and animation problems. Hence why the jacket is one of the "top only" variants. [source] The main issue is that clothing has to work with other clothing. We've already had an issue where our "down jacket" (or puffer jacket or whatever) doesn't work with a vest. We don't have any good options here really. That is why we don't have more than one layer on any body part. [source] Q: Will we be able to chamber a single round into firearms manually? Yes [source] Q: Do legs/hips have a layer, toolbelt, fanny pack? A "bum bag" (I'm a New Zealander) is a possibility, as is a tool belt. They are likely to come on board at some time in development. [source] Q: If someone is going to be robbed of all their items, why would they surrender? Is there any difference between being a fresh spawn and getting all your items stolen? This is currently the main design issue being dealt with. How to give a character who just lost all their items a sense of value. [source] Q: What about fitness? The longer your characters survived the greater it's cardio? This is one of the factors we have considered, that and increasing the amount of weight you can carry and some other factors and attributes along the same vein. [source] Q: How about if feet toughen up over time? Slightly increased running speed over time or resistance to some of the effects of bad food/water over time? This is, almost word for word, what our CEO has suggested :) [source] Q: Where is the incentive to surrendering? Because loot no longer spawns in magazines, but in very small quantities... ammo is now much rarer. If you've seen the road, you'll have a sense of what I'm aiming for. Projectile weapons will either be a dedicated bandit device (requiring careful "collection" and "harvesting" of ammo), or a weapon of last resort. I imagine melee will be the method of choice for dispatching zombies. In short, low quantities of ammo may drive players to threatening encounters rather than bullets flying. If you can rob someone and keep 1 out of your 3 bullets, I think you will rob that person and keep your bullet for next time. [source] Q: I feel like the game is turning into a text based adventure game with everything being confirmed through text. Also, won't these messages get muddled amongst the inevitable side chat chatter? I enjoy text based adventures a great deal, and I loved SS13's approach to player feedback. So I think some would argue it is "evolving" into a text based adventure (I would!). The main reason for a vast amount of text is because it can be developed instantly - freeing up the design team to try anything. Later we can begin to replace some of the text with visual/audial cues. It also solves the problem of those who are hearing impaired. I received a large amount of email from those who are colorblind or hearing impaired who loved the mod but struggled with it. The current system has the side-effect of helping those peoples. I actually like the disorientation of it. I really recommend trying SS13, you see that it can actually add to the experience. I.e. so much going on, you don't notice that someone slipped a bomb into your inventory... [source] Q: Why can't you run when handcuffed? This decision was made from a technical and gameplay perspective. Any movement states require an entirely new animation tree for that movement. It's a huge amount of work to create and maintain an entire new animation tree. It would need to be mocap'd, hand redeveloped, configured, tested, then maintained. Somewhere in the region of 30-60 animations + transition animations. As I've said countless times, I'm not aiming for realism, I'm aiming for authenticity. There's no "reusing the animations from blaa blaa". That's just not how it works. Restraining players isn't about the physical mechanics of what happens. It's got a specific purpose in gameplay. There is a grave danger of getting too complex, and too carried away. Restraining players is about doing just that. Furthermore, it's not just about generating the animations - it's also configuring them. And then maintaining yet another animation tree, and all the links required with other trees (particularly transitions). [source] Q: Maybe you should add something to restrain their feet as well. Appears the message isn't getting through well. After careful consideration and analysis, player restraint will involve the player not being able to move. Any movement key the restrained player presses will result in their character beginning to try and break free from the restraints. People are more than welcome to debate this, but unfortunately this is one of the few things I can say with absolute clarity: for the foreseeable future players will absolutely not be able to move when they are restrained. If it ends up being a gamebreaker (which I doubt, the play testing of the restrain + struggle was worked out instantly by those unfamiliar with the game) then we could remove the player restraint system. [source] Q: I just fear that it will make the whole mechanic obsolete, as there's not much you can do with a prisoner, if they're stationary. As I've noted, it's not simply a question of being a lot of work, it's also dangerous and player restraint is simply not important enough to warrant the entire games stability on adding yet another animation tree. If it does make the mechanic redundant then so be it. If it breaks the game we will simply have to remove it. [source] Q:What about a player being able to drag or carry the cuffed person? We are hoping to add a drag mechanic to restrained players, possibly when we do ragdoll. [source] 5th September Also work on the player melee system, got our new programmers joining the team - it's a very exciting time for us. #DayZDaily (Rocket)Lots happening! Swapping items MP, MP test, network bubble work, zombie AI redevelopment work. Prep to move new office for Monday #DayZDaily (Rocket)4th September Late upload from Gamescom last month. Videos from PAX prime ( not directly related to DayZ) The state of PC Gaming - Evan Lahti [PC Gamer] talks with Dean Hall [bohemia Interactive Studios], Chris Roberts [star Citizen], Jon Mavor [Planetary Annihilation] , and Chris Taylor [Total Annihilation] All You Zombies: Why The Genre Still Holds Our Attention - Chet Faliszek [Valve Software], Dean Hall [bohemia Interactive Studios], Gary Whitta [Telltale Games], Jeff Strain [undead Labs]Social media & game development - Wonder Russell [@bellawonder], Steve Piggott [@tornbanner], Shannon Plant [@ShannonZKiller], Dean Hall [@rocket2guns], Alan Wilson [@TripwireInt], Hugh Jeremy [@hugh_jeremy] 3rd September Despite PAX work continued on feedback from Gamescom usability. Item swapping in inventory has been a key task, working in SP now #DayZDaily (Rocket)Q: How is server hosting going to work, will there be servers in Asia? We will be funding launch servers so people have the opportunity to try the game before they decide if they want to commit to migrating to the standalone - as the initial state will probably not suit all clans/communities/etc... These will be geographically dispersed, and will run until we feel the community has started to take over the hosting. The server files will be released to all upon launch. It is much easier to setup a dayz SA server. However, we are no longer using gamespy - which means you must setup firewall and NAT negotiation manually for the server (a trivial step for those who actually use servers). [source]
  10. The Empire is looking for dedicated Players Join Now 67.228.177.161:3187 we have super friendly admins that will not be dicks and mess with you at all. "where there to make sure you have fun and no hackers bother you." Admins will hold fun events and the winners will get a custom load out. "you do not ever have to be apart of these. the events will be like hide and seek or find the admin with the zombie skin." Lots and lots of vehicles that have random spawn chances on restart. Upped loot spawn and custom buildings. Super AntiHack. laid back players for a fun and intense pvp environment. side chat is off so u don't have to deal with mic spammers plus its on a great server with 3hr restarts to stop lag. Custom Loadout. Custom Intro/loading screen. self bloodbag,auto refuel,strip parts,and planes with guns o yeh. Custom bases that the players can make there own and fortify till another player/players take over makes for epic fights. 67.228.177.161:3187 Join now and start your adventure today
  11. DayZ Epoch 1.0.2.1| Chernarus [uTC-5][Dayz & Night][200 Vehicles][self Sustaining Server][Active Admins][Restart Every 4 Hours] www.ForsakenDayZ.com --SELF SUSTANING SERVER (NO DONATIONS NEEDED FOR UPKEEP)-- -- Epoch IP: 98.21.177.30:2302 -- --TS3 Server: ts.forsakendayz.com-- Follow us on Twitter at: @ForsakenDayZ Forum: http://www.forsakend...8e3e3e0e20b344c Why join our server? Because the admins don't allow hackers and douche-bags to come screw your day up and they will make sure it stays like that. Admins are mainly friendly, non abusive of their powers(in the complete opposite they use their power to help the players when needed), and will not refuse any honest players who does not cheat/hack or exploits the game in any manners. Admins strongly encourage people to not simply kill each other but team up, Bandits or Heroes. Taking prisoners/hostages is allowed and encouraged. Owner: Sweets (23, English/Spanish) Admins: Aixelsyd (42, English) Hazard (18, English) Priest (34, English) Hellbender (35, English) DocHoliday (30, English)An admin will connect every day and give support to anyone who needs it. If you are interested to join us, take a look at the info below and check out if this server is for you! [server Information] Hosted on a Dedicated Server in Nashville TN, USPublic ServerPrivate HiveAlways Stocked TradersCustom Traders50 SlotsAuto Restart Every 4 hour's (Might change to 6 hour's)Full 24 hour's [Full Moon Nights]Trader Safe Zones [Hero, Bash, Klen]SCRIPTS COMING SOON !!!!!!!!STAY UP TO DATE WITH EVENTS AND UPDATES ON OUR WEBSITE & FORUMS!!!!!!!! [server Rules] Please Respect Them and Other players or we will be forced to kick or ban you. Trash talk is allowed just watch your language and don't be a douche Cheat = Ban No stealing within safe trader cities No voice on side No malicious base / vehicle (in bases) destruction. Damage during PvP is OK No advertising other servers Remember, Be Polite, Be Efficient and Have a plan to kill everyone you meet. And this is only but a few of the player idea's that we added, we are going to add more as the players request them. Note that if you need any help what so ever trying to join the server or simply trying to register on the forums please contact us on TS3.
  12. Brotherhood of Steel - Chernarus Chapter DayZ Origins Clan Introduction Hello Survivors and Bandits of Chernarus. I am Knight Commander Maxson (Darkphoenx). I currently command the Brotherhood of Steel - Chernarus Chapter. We are a new group forming in DayZero. We are beginning to buid our camp, and are starting to collect weaponry, vehicles, aircraft, food, and other objects. Currently we are looking for new recruits to fill our ranks. We do have requirements which will be further down the post. How We Operate The Brotherhood of Steel obviously wants to maintain a dominance in the zombie filled wasteland. There are many ways to accomplish this. Banditry being the more popular and effective way. This includes but is not limited to... - Robbery - Roadblocks - Murder - Sniping - Vehicle Hoarding - Vehicle Patrols - Aircraft Patrols - Foot Patrols - Traps However we do not... - Kill Fresh Spawns - Camp (sniping is not camping) - Make any form of alliance Ranking Structure Elder - Leader of the Chapter and all its elements. (One Per Chapter) Paladin Lord - Leader of ground forces, and of Special Operations if Elder is not present. (One Per Chapter) Paladin Commander - Basically a squad leader among Paladins, leads a squad into battle. (Four Per Chapter) Paladin - Basic special operations member. Represents our clan as one of our elites. (No more than there are Knights in a chapter) Junior Paladin - Trial rank for members wishing to become Paladins. Tests their capabilites. (No more than there are Knights in a chapter.) Knight Commander - Leader of groups of Knights. Has shown leadership capabilites as a Senior Knight. (Four Per Chapter) Senior Knight - Those who have been Knights for an extended period of time and are looking to be in a leadership role. Trial rank for future leadership. (Unlimited Per Chapter) Knight - Given to those who have completed trianing and shown their loyalty, basic grunt rank. (Unlimited Per Chapter) Junior Knight - Rank given to those who have completed both phases of their training, starting to prove loyalty. (Unlimited Per Chapter) Squire - Rank for those who have finished phase one of training. (Unlimited Per Chapter). Initiate - Rank for those who have joined the Brotherhood of Steel and are beginning training. (Unlimited Per Chapter) Specialities Technician - You are responsible for gathering vehicle parts and maintaining our vehicles health. We need our vehicles in tip top shape for when we go on patrols/operations. [P] Medical Officer - You are responsible for maintaining the health of our soldiers. You are expected to carry medical supplies around so that you may operate on our men if they get injured in the field. Scout - Scouts go out alone of in groups to scout out the area that an operation might take place in. Scouts are trained is the art of stealth. [P] Marksman - Typically acompanied by scouts, marksmans use high powered rifles to take out targets from afar and provide overwatch for our troops on the ground. Marksmans are chosen from scouts who have shown capability with long range weaponry and are experts in the art of stealth. [P] Automatic Rifleman - An Automatic Rifleman usually carries a light or heavy machine gun. Your objective is not to be accurate but rain down a storm of hell upon the enemy so that they may not return fire. [P] Rifleman - Basic occupation, uses a standard rifle. Your objective is to listen to your leader and take down enemy forces efficiently. [P] Explosive Specialist - This is given to those who have proven to have knowledge with explosives. These people are trusted with high powered rocket launchers, satchel charges, and any other explosives. Scavenger - The Scavenger is meant to keep our supplies of ammunition and food/drink to at a high level. Stealth is a vital componet in this occupation. Secondary Occupations - Unlimited number may be taken Primary Occupation [P] - Only one may be taken Requirments 15 years of age American or European Timezone. Must be active Must have some experience in Dayz Must have or must be able to get DayZ Origins Must have Teamspeak 3 Must have a functional Microphone There are no exceptions to the microphone, teamspeak, and age requirement. Application Format (Reply with applications filled out) Age: Country of Origin: English Skills: Dayz Experience: Do you have DayZ Origins: Do you have Teamspeak and a functional Microphone: How active are you: Other Information Clan Tags: [boS] Teamspeak: bos.teamspeak3.com Website: None Xml: Yes
  13. Not sure if this is the place to look, but figured it is a good starting point. I need a develeoper to handle upgrades, managing vehicles tables, etc. Happy to pay someone that wants to help me out. I have viewed several tutorials and still do not feel comfortable attempting on my own. I am running an Overwatch Server 0.2.4 - 103718 out of Dallas. Any takers?
  14. delta5

    MustyGaming presents Epoch

    I'm looking to team up with group or individual that can forgive me running siiri over, blowing up vehicles, and my dickhead moves.
  15. mercules

    The "Hardcore" base

    Look, Hardcore is not an absolute, I will give you that. However, it is a scale and people can be more left or right on the scale. I won't use up or down because for some reason up is considered good in many people's eyes. Far left we can set Extremely Hardcore and far right we can set Extremely Casual. We can then set up a scale that is 20 to the left and 20 to the right with 0 being really balanced between the two. I can then very much state I am more Hardcore orientated than Billy and more Casual than Tommy. Am I hardcore? Maybe. We would have to define 0 and then if I was 1 to the left of 0 I would be "Hardcore" but not strongly hardcore. Some of that would be what server settings I choose to play under but the rest of it could be what conditions I decide to play under. If I only join servers with 40+ players on them and stay away form empty servers that would make the experience a bit more hardcore. If I join a passworded server that only I and my friends can log into, that is less hardcore. If I only join serves that are in their day cycle after 10AM and before 4PM that is less hardcore than joining servers that have full night and moon cycles and joining during that time. If I join 400+ vehicles, self blood bag, and so forth servers I can hardly call myself hardcore DayZ player even if there are 60 people on the server. It is subjective and while it is not black and white a person can actually state they are more hardcore than another and it shouldn't be an insult. You are not necessarily less skilled if you prefer 24/7 daylight, self bloodbag, starting gear, nametag, servers but you probably are not challenging what skill you do have on them. Some people just want a relaxing release and others want something that is stressful in a good way. What I want is a stressful game that challenges me... most of the time... Of course when I don't want to be challenged I hop on Battlefield 3 which has less stress to it. If I die I respawn with full gear. Sometimes I consider making suicidal charges so I can get certain special items back to use again. Casual games can be fun. I like Tower Defense games, but I would never consider them "hardcore". Some are more challenging than others but none of them eat up resources to try again or make you start over other than starting that level over. I like ME1-3 but they are not "hardcore" since you just go back to a save point and try the same tactic or a different one. BF3 could be a bit more hardcore, if the maps were better. A sprinkle of vehicles instead of a deluge of vehicles or total lack of them would be nice.
  16. Maybe then rest state in a city is fixed to it can't be used to scan the area, also rest state is always sitting or leaning so that it couldn't be used by snipers without being seen, when hiding behind low walls like those of rooftops? Using distance when determining whether to render objects like players and vehicles could be good if it is possible to implement. I wouldn't use an autorun function probably, but would it be exploitable if when at a full run the view panned out to TPV, auto or not?
  17. Hi, first of all thank you for taking the time to read this. Me and some friends run a dayz community called Zero Dead with an active forum ( http://www.zerodead.net ). At this moment we have 2 servers running: Chernarus Epoch, and Namalsk. ---------------------------------------- Chernarus Epoch mods include: - Clear skies - No rain at all and full moon nights. - Custom Debug Monitor - Vehicle Towing & Heli Lifting. - Kill Messages. - Custom Buildings, Weapons, Vehicles & Skins. - SARGE AI -> Enemy NPC and Friendly. - NPC Foot Patrols and Vehicle Convoys. - Auto Refueling. Namalsk A pvp oriented server. Mods include: - Self bloodbag - kill msg - added buildings - hidden eastereggs - Single unit AI (hostile) roaming the lands that can bu hunted for gear (warm clothes, special weapons) - Anti Camp script at A2 - Steal clothes from dead bodies ---------------------------------------- Atop of this we have a growing community built by helpful people and friendly admins. Hope to see you soon on one of our servers, just search for "Zero Dead" in DayZ Commander or PlayWithSix! The ZeroDead Team
  18. 144.76.72.235:2314www.ZeroSurvival.netTeamspeak - ts.zerosurvival.net DayZ Chernarus 1.8.0.3 Hey all thought it was about time for a post about my server. We are a European Chernarus 1.8.0.3 private hive with an established community and have been going since November 2012. We are NOT one of those 9000 vehicles spawn with an AS50, barracks covering the coast types of hives. There are no "donor loadouts" or perks on this server. Vehicles are rare, loot is rare and the zombies will fuck you up! Our server runs on high end dedicated hardware and all resources are dedicated purely to the DayZ server ensuring great performance, this is not just some underpowered dayz.st server. Here's some of our featuresGreat community of players, including many of the most helpful heroes I have ever met in game, and of course some of the most deadly bandits. Many squads inhabit their server and there is plenty of squad pvp up North. No "donor loadouts", default number of vehicles (85) and a minimal number of custom buildings added purely to make places like the NEAF worth the trip New loot tables, when most hives say "custom loot" they mean awesome guns everywhere, this is not the case with ZS. Many items such as the DMR are much rarer on our server than in the standard loot tables. The higher tier items will only spawn up North, this discourages coast camping. Loot is hard to come by but rewarding when you find some! You will not find any OP weapons like sniper rifles on the coast in firestations etc, instead loot has been balanced to be up north and harder to find in new locations. A few new weapons have also been added to the loot table, including M4SPR, SVD, SVD_NSPU, AK107 variants, L85 variants and the bizon. Basebuilding, we run the excellent dayz basebuilding plugin. I have run this plugin for over a year now and it is very mature on our server. A large number of clans and solo players have their own bases established with some great gameplay resulting from it. Myself and rosska85 from opendayz recently modified Daimyo (the script authors) original version 1.3 code to expand it and make it compatible with Chernarus 1.8.0.3. Our server and rosskas server (holo federation) are currently the only two servers which are running the code. This is not epoch style basebuilding where you can just hoard things away and others can't ever get them. Base break ins are possible through collecting large numbers of toolboxes and your base is only as secure as you design it to be. This requires time, collaboration and teamwork and leads to some awesome gameplay between rival clans. You can build a basic base in a couple of days and expand from there for security. Among other things you can build garages for your cars, working lighting systems, fireplaces, or water pumps. You secure an area for your base by constructing a flagpole, this stakes the area as yours. You can add your clanmates to the flagpole so they can all build and remove items. You can build keypanels that allow you to enter a code to lower access doors. You can also build booby traps which can be placed at enemy bases! Day Night Cycle with full moons and street lights Vanilla 1.8 zombies. The default zombies in dayz 1.8 are not easy! There are a lot of them and they will hit you very hard. The viral zombies can do a significant amount of damage to you. Most popular dayzmod servers completely gimp the zombies back to pre 1.8 levels. They turn the maximum number way down, and let them do so little damage you can pretty much ignore them. Unlike those servers we have left zeds completely untouched from any changes, they take some getting used to if you've come from another mod/server with noob zombies (like epoch) but our community much prefers them. Detailed server statistics available live to all of our players at http://www.zerosurvival.net/stats/ Custom Version of Chernarus, our custom map is exclusive to our server. It has been developed over many months with the aim of balancing the level. We have not simply slung a firestation and military loot in every coastal town like some mods and servers. Instead we have added new resources where they are needed and don't look out of place (NEAF, Berizino, Zelenogorsk and Kamenka). Server events, we run regular server events such as survivor games style competitions. we even have a dedicated sub forum for them. These have proved very popular and turnouts regularly reach 50 players. I code special things specially for these events to keep them as dynamic and exciting as possible. Default number of vehicles (85), we spawn new vehicles not found in vanilla dayz. However we do not spawn so many vehicles so as to devalue them. There are 2 helicopters total on our whole server. This leads to great clan fights over resources. Automated whitelisting, whitelisting for the server is as simple as registering a forum account on our website. You are instantly able to play after doing so (note: whitelisting is currently deactivated and anyone can join) Small server mods to enhance gameplay, you may have seen these on other servers: dynamic crash sites, strip clothes. Besides mods like this I add small tweaks and fixes to the server regularly, you can view the changelog here. Other custom code developed by me specifically for our server, loot one of our new player skin parcels, gut humans and eat them, or if you are a hero give players a proper burial. Self Bloodbagging works, but only if the player is inside a hospital. Teamspeak server with private rooms available to all clans who use the server. We have detailed server statistics, both in your forum profile and on our website. We have a squad file generator so your squad can easily get their logo on the side of their vehicles http://www.zerosurvival.net/squads/ We have a number of different layers of anti hack protection for our server, including custom coded detection tools. We have just 1 extremely active and dedicated admin to avoid incidents of abuse. We have a great community of players, many clans have formed as a result of the community and there's some great familiar faces to be met in game. From helpful Heroes to skilled squads of Bandits. If you have any questions about the server don't hesitate to let me know I look forward to meeting some of you in game soon. 144.76.72.235:2314www.ZeroSurvival.netTeamspeak - ts.zerosurvival.net
  19. h3l1x

    The "Hardcore" base

    So, I only play on vanilla public hive servers (and a vanilla private hive without crosshairs I discovered recently), lone wolf and such (no bloodbagging, no mates with vehicles covering my ass and taking me back to my corpse so I can loot it), I really hate crosshairs and I want more public hive servers with that feature disabled, but I still like using 3rd person view. And also I'm in for more realistic/hard features. And I never KOS, I just like to stalk people and have fun watching them while they don't know I'm there (which is much harder than killing everyone you meet just in case they try to kill you first). In which category do I fall in? 1st person view only people would call me a casual player, all others a hardcore one. My point is, the lines are really subjective and everyone interprets them by his own playstyle/standards.
  20. okami (DayZ)

    The "Hardcore" base

    I dont like being put into categories. I had characters lone wolfing in the north geared to the teeth more than 14 months ago and i played on servers where you spawn with snipers and find vehicles everywhere when i know that i will only be able to play for 2 hours in the whole week. Why? Because it`s fun and i don`t give a sh*t if this is not what the game is meant to be played. Just see it as two different branches. We have the freedom to choose whatever we like at the moment and personally i think it`s a great thing. And only playing one style doesnt make anyone better in any way.
  21. Now as many people know the DayZ standalone is coming along very well and i'm sure i'm not the only one excited for its release! The point of the this forum post is to get your guy's ideas of what you would want to be implemented in the future for the DayZ Standalone (Realistically), not only that, but things that's you have seen that you think can be improved to make the overall game amazing! A few ideas that myself would like to see implemented would be: Those who put the effort into being a "Hero" should be rewarded in someway, such as, A increase in Blood (nothing crazy maybe by 2000 blood, thus equaling 14000) Also i think those who do play as a hero should get a medical symbol put on the back of their clothing (The red cross).Vehicles should be implemented in the standalone (maybe not at launch, but ASAP! They don't have to be all crazy and being able customizing them, that's something a lot of players could wait for i think personally, because vehicles do play a large part of DayZ and i think the regular vehicles from the mod should be put in)When handcuffed or tied up, there should be a option where you can beat the individual, weapon or no weapon (if the player has a weapon they can hurt the player a lot more). Also you should be able to rig player of explosives when they're in this position, causing traps and a lot of crazy encounters!Rope should be a find able item and the player should be able to craft it into a noose, to one kill them self, or to kill other players! (There's also many other things you could do with the rope, like tie the players legs tie them to the back of a car and go full throttle).(This is from a video i saw which is actually a very good idea!) If you meet a player say in Cherno, and you guys later go on your own separate paths, but later on in the future you come across and player and in the bottom chat it would pop up a message saying, "That person looks familiar"! This could lower KoS!Infections and diseases should really fuck your character up in the long run. Example, blurry vision, slower running, lost in balance.with the syringes should be able to collect diseases and can be injected into other players, and the longer the disease is kept in the syringe, the more deadly it becomes, but! If a player is shot in the area where the syringe is it can break and infect them!Bandits overtime should go through some sort of panic or scream, do to the amount of killing they do, (The noise you make when in need of pain killers or in shock in the mod), this causes them to give away their position, and could make people loose the attraction of the bandit life style.Instead of base building, why not just allow players to fortify houses? Let the player take an average Chernarus house and fortify by crafting barriers and setting traps around the building and allow the players to store items once the house has been upgraded to a certain level of protection. (This one seems very unlikely though).Now those were quite a few ideas there and i think they could really add to the experience of DayZ, and really gets people thinking of even more creative ideas maybe even better then what i thought mine were! Let me know what you guys think and please give me your ideas and thoughts on things that can be improved!!!
  22. Noobs+Bandits+PvP Welcome | DayZChenarus Quarantine Zone | 300+ Vehicles | Private Hive | REGULAR NP:Off | Custom Loot Tables | Cargo/loot Missions | AI Bandits | 1.7.7.1/103718 www.dayz-qz.enjin.com DayZ Quarantine Zone is what we have named our server as players are forced to survive within the large Chernarus map. It's a cut throat world where trust issues are the tip of the iceberg for players meeting other players. Our player numbers are growing rapidly in a short space of time and we'd love to meet some new players, whether Hero, Survivor, Bandit or Clans. This server is extremely well maintained and Admins are active every day to assist and enjoy the game. Server Mods Include: 300 Vehicles + more AI Missions where AI guard valuable loot. Roaming (medium difficulty) AI in towns and wilderness with decent weapons. Custom Loot Tables. Custom Bases that include a vehicle spawn (donations on website). Custom Loadouts (donations on website). Auto Refuel. Strip Vehicle Parts. Gut Players (Cannibal loses -200 Humanity) Bury Players (Etool and gives +200 Humanity) Halo Spawn with 28 days later theme ALL DONATIONS GO ON THE SERVER AND TEAMSPEAK 3. EXTRA MONEY WILL OPEN NEW SERVERS AND PAY FOR MODS ETC.
  23. IP:74.222.5.250:9802 We at this point intend on have a SA server ASAP. So you wont need to find a new place to play once it comes out! Clans welcome! NOOBS WELCOME Many people are helpful.... but many will KOS..... welcome to Dayz! WE BAN CHEATERS! We have banned more cheaters and ASSHATS today than your moms server did all week! We have active admins and a custom BE script set that catches multiple cheaters daily. This is not a "pay to win" server. You CANNOT pay money to get fancy loot. NON US players welcome. But we prefer ENGLISH in sidechat! Features Added Firehouses Added Barracks 24/7 Daylight Player Stats Wreaks 100+ Vehicles Auto refuel Good pings to many parts of the word. Active admins! Admins The only admin with full access to the server is me the last one and blankeh. Unlike other servers the admins here cannot see you, cheat you, spawn items or do other malicious activity's that take away from YOUR gameplay. Admins on my server are as blind as you are, and can simply kick or ban players. You will NEVER get punished for killing an admin here. If an admin has a fully kit, and nice weapons, its because he EARNED it, not because he pressed the easy bottom. Server Rules 1. NO voice chat is Side chat 2. Dont be a Douche bag 3. NO cheating Be forewarned ..... We are OVER cheater and punks. If your mission is to annoy other people on OUR server...... you will be banned.
  24. TIC

    DayZ Standalone Discussion

    Will there be better server browsing? Such as separating official servers away from player hosted servers? I honestly don't like the idea of players hosting servers on the Standalone. It just ruins the experience slightly if they're able to customize the gameplay features such as; don't take these examples seriously as they are just examples "Start off with M4, all tools, vehicles 100%". "we will be funding launch servers so people have the opportunity to try the game before they decide if they want to commit to migrating to the standalone - as the initial state will probably not suit all clans/communities/etc... These will be geographically dispersed, and will run until we feel the community has started to take over the hosting. The server files will be released to all upon launch. It is much easier to setup a dayz SA server. However, we are no longer using gamespy - which means you must setup firewall and NAT negotiation manually for the server (a trivial step for those who actually use servers)." -Rocket
  25. Hey guys just showing you my server for DayZ. It has a very new and unique script running, where it gives you the ability to earn EXP to level up and acquire money. The money can be used for all kinds of things, paying someone to do a task, purchase guns at a gun shop purchase vehicles or miscellaneous items. The store is inside a church, where a military AI will pop up and scroll wheel him to see all the features. You can access your bank from him in which you can deposit money to be safely stored in case you died. Leveling will give you skills, skill such as self blood bagging This is not yet implemented, but it will come in the server pretty soon. You gain EXP for surviving, killing zombies, and playing DayZ. At level 2 you get a bike spawned to you so you can begin your adventure. I made a YouTube video for it, it doesn't cover all of it, but most of it. This is one of the many features my server hosts. I would appreciate it if you came down and checked it out, and also checked out the video! Please leave your feedback on the website if you have any, this forum post is only to show the cool new feature. TEAMSPEAK: ts52.gameservers.com:9314 DAYZ Chernarus Server:173.192.200.119:3357 DayZ Vanilla Server: 50.97.49.68:3136 Website: http://wolfpackdayz.enjin.com/
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