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Found 41868 results

  1. Capo

    Do you agree with modding in SA?

    what if someone created one? all i'm saying is, we in no uncertain terms have no place for 1000+ vehicles, loadouts and extra military spawn servers, i'm not against mods, i'm against shit servers. The problem is the majority of the mods for the mod catered only to those servers, or were ignored. that's what everyone's scared of, and for good reason. It's not ideal, but i'd rather be a cunt than have the game turned into something i don't want.
  2. In my opinion sometimes 40 is just too much. You want 70? It wouldn't even be a zombie apocalypse it would be a super-populated country simulator :P About the vehicles, bro I'm also reeeally anxious for them but we'll have to run until I think the end of this year =/ running simulator 2014 ;)
  3. GarethAUS

    Vehicle numbers

    This I blame on the mod and the fact that the "Husks" were default Arma entities (Making it easier for the mod team to populate the map) This is something that I feel will change since you can not even sit in the vehicles at the moment, I assume the ones that are going to be accessible will not be as rusty XD, but I do hope that the car population is high but the things that make them run are pretty rare making it a real question to repair or not.
  4. I have always been interested in doing some kind of geographical digitization of Chernarus to extrapolate some useful data. I've seen some great height maps before for the mod, which was used as a loose guide to determine sniping positions. If I can obtain the height data (x,y,z coords) from DayZ SA in a proper format, I should be able to come up with some useful data from the resulting heightmap using some rather simple procedures. I'd like to hear your reactions to my proposal. I've seen an influx of new players to the world of DayZ so I thought this might be useful to some. A lot of veteran players from the mod may find no need for such thing, however. Viewshed Analysis Setting Up Campsites Geographically speaking, and based on topographical data, I can determine the best areas for campsites on the macro level. Let me define a couple of terms in the context of setting up campsites. > Macro Level - Based on the topographical layout of the surrounding areas, where are the best geographical locations to build camps ? In a valley? Ridge? North? West? East side? > Micro Level - Specifically, where are the best spots within that geographical location to place the tents? By a grouping of trees? Next to that huge rock? > Best - what do I mean by saying the "best"? Within the context of setting up a camp/base, the "best" means the most hidden from view. The locations that can be viewed by the least amount of area. Performing a viewshed analysis for a specific point on the map will give the player an exact idea of where their campsite is viewable from. Knowing this information, players can place their campsites in the least viewable areas. This process can account for the tree canopy as well. << !!!!! On the micro level...it would be up to YOU to determine which specific tree or rock to put your tent next to, for example. ---- ---- Snipers Performing the VA can serve snipers as well, since it gives players an exact idea of how much area you can see from a specific point. Which conversely, can be used as counter-sniper information! From the Sniper Hill, for example...from where can I see the top of Sniper Hill to provide counter-sniper support? It works both ways. Traveling Whether by vehicle or foot, if you're concerned with safety on the road then a VA can provide players with information on the most hidden paths to take. Remember, it can account for tree canopy. If snipers are your concern, then a VA will tell you which roads/paths have the least viewable areas, which again, accounts for the tree canopy blocking the view. Travel Time By Vehicle Which road should you take to make it from Cherno to Shakhovka? Don't worry if you haven't even heard of that town. :) If travel efficiency and speed is your concern and you're using a vehicle, then information on the fastest routes would be useful. If you have a vehicle that can handle off-road efficiently, then other factors come into play. More on that next. By Foot Sprinting and running are greatly affected by the slope of the terrain. This can be accounted for! What are the fastest routes around Chernarus on foot? You don't need to follow the road...but you want to avoid the steep inclines that slow your pace down. Based on slope data, you could determine the fastest route by foot to a certain destination. Incline also affects vehicles as well to a certain degree! ========== Is this information trivial? Useful? Unnecessary? What other kinds of geographical or topographical data would you consider useful for DayZ players? Again, veterans from the mod may not need this info anymore. You know how to get around and you have an idea of great camp spots. But with the success of the mod and the Standalone's release, there has been an influx of brand new players! I don't know how to obtain the elevation data from Chernarus+, or if it's even in a proper format to import into my GIS program. (Geographical Information Systems) I know others have extracted the height data from the mod, but didn't know if anyone out there had some insight on this process...or just opinions on my idea. I have no idea how to make something interactive, or make a java program or anything cool like that. How would I even get this information out there to the public? I'm just throwing out this idea...thinking about things. Take care DKR
  5. jsopko90

    Vehicle numbers

    Well, Rocket stated already that vehicles won't be that rare, maybe to get one running will be a bit of time, but the FUEL for them will be rare, making the decision to fix up that truck or car be a tough one, considering you'd have to fuel 'er up and get 'er to a safe place, then figure out how to stockpile fuel.
  6. Bubbajones

    Vehicle numbers

    most vehicles should be rusted out hulks with only a few good parts. only a small number of vehicles (3-4) should be in near working condition at server start. by cannibalizing numerous vehicles and reassembling many many pieces should player be able to complete a vehicle. gasoline, by nature, has a shelf life of a little over 1 year. players will have to make their own fuel - and it should be hard.
  7. blurhitz

    Vehicle numbers

    Yeah but maybe the maresia coming from south would've rusted the metal parts of the cars after so many time in the apocalypse? This is also good because up North the salt air wouldn't be that strong and the vehicles would be in a better state, this would encourage people to travel north, while south vehicles would be all f*cked up Idk if this makes much sense but... it seems logical
  8. Jasonperson

    Vehicle numbers

    On a forty slot server there should be around 60 repairable vehicles. Its silly to think that all the vehicles got blown up expect for like 5. Sure, they should be heavily to moderately damaged, and with no to very minimal amounts of fuel, but not only like 1 vehicle for 5 players. Fuel should be the real issue. Its not like someone would've went around and put satchel charges on every vehicle in chernaus right when they crashed or ran out of fuel to lead to abandoning the vehicle.
  9. blurhitz

    Vehicle numbers

    For every 10 people in the server, 1 vehicle. For every 5 people in the server, 1 bike :thumbsup: and, in addition, of course, vehicles should be hard to fix ;)
  10. Capo

    Vehicle numbers

    i assumed we were gonna be able to customize vehicles, not build one. that sounds odd. i think there should be very few vehicles that are in working order, but a moderate amount that need repair. refueling should be a bitch, and maintaining them shouldn't be too hard, but still relatively in depth. i don't really like running, but a vehicle speeds up your traveltime by about 5x. So it should be a luxury, not a right.
  11. *Exile* Sami

    Vehicle numbers

    Arent we gunna be allowed to create vehicles? So therefore, wouldnt it be unlimited?
  12. IkaikaKekai

    Vehicle numbers

    I honestly think there should be a 'medium' number of vehicles on a server (not including bikes, there should be at least as many bikes as there are players on a server all scattered around). So like 5 : 1 player vehicle ratio.
  13. applejaxc

    Vehicle numbers

    Players should outnumber vehicles (AT MOST!) 10:1; There should be no more than 5 vehicles on a 50 slot server.
  14. Capo

    Why aren't PvE servers allowed?

    they fix alot of issues, but they also ruin more than they fix. Private hive owners in the mod completely fucked it up, steps need to be taken to prevent that happening before the game is even finished. I'm not against pvp servers with loadouts, extra loot and 1000+ vehicles, but you know what? fuck that, i am, because that sounds completely shit, and it sounds like exactly what we'll end up with when private hives are given free reign. Not that there's anything wrong with private hives, but the mod pretty much jaded them in my eyes, private server owners either want to play the game their way or are just desperate for a popular server, and fuck everything up in the process. private hives - say no.
  15. melancholymastermind

    Why aren't PvE servers allowed?

    The issue mainly is that 99% of the player base go around shouting that PvE is explicitly and ABSOLUTELY never ever going to happen. We all know private hives are coming and we all know private hives will allow true PvE servers without the downfall of moronic server hoppers using them as loot stations. There will be Normal Servers, PvP Servers, PvE Servers (and all manner of other custom setups) In all likelihood a server with a non standard set of rules will be forced to have a private hive to keep the normal servers true to their vision. So to everyone against PvE. Why do you have a problem with this? (Im not talking about now, im talking about once its possible) To the people who say go play a different game : Tell me a single game out there with the realism of survival that DayZ has, with an open world the size of DayZ, with the zombie count of DayZ and the simulated vehicles and weapons in DayZ? With First Person view? I know of none. State of Decay is an arcade game in 3rd person only, 7 Days to Die is unrealistic and like minecraft, The Dead Linger is unrealistic with shoddily put together worlds and terrible gunplay.
  16. Soviet (DayZ)

    Driving/Flying Mechanics

    Hello fellow survivors! My name's Sovie! Iv'e been playing DayZ since June 2012, and i'm a huge fan of the game/mod. Though i'm interested in somethings that could be interesting for the Standalone. Now iv'e heard about the Take on Helicopters mechanics/physics being implemented in SA (not sure if it's entirely true) But what about vehicles (cars, trucks, etc etc)? Now i'm not a huge sim guy, but having some sort of realistic driving mechanics would be an amazing implementation. Such as maybe getting stuck in the mud (after it rains), being able to tow other vehicles (not that simple attachTo command that most people know, like a real rope or a towing winch) and maybe compatibility with Steering wheels? Such as something like this: I don't know, just some stuff i thought id'e enjoy to see in the standalone. Other than that, the alpha is a HUGE success and i'm glad it's going far in development/community growth. - Sovie
  17. Gandolaf

    End-Game Playstyle

    Now some people will come to tell you that "end-game" has no place in a sandbox game,completely disregarding vehicles,base building and other possibilitys.
  18. ShadowRaz

    Idea for Classes

    I was think about a class system in DayZ, something similar to the wasteland mod for Arma II. I know other players might have suggested this before but they might have a slightly different idea from what i have. So basically for the class system is at the beginning of the game if there is a create character menu you pick one of the three classes which are Medic/Engineer/Survivalist. check one have their own little perks the help you in the game, though i haven't really thought about cons but anyways. Medic class just allows you use less med to do the job so for example if your character is bleeding and you use a bandage instead of using up 10% of the bandage you use something like 5%, so it lasts longer, or if your taking painkillers it cuts the amount taking by half. Another cool thing might be the time to takes to bandage yourself or another player is cut down by half so it takes less time. Plus the medic recovers from sickness quicker (Kinda makes sense cause you're using less) Engineers pretty much allows you to take less time to repair vehicles, assuming that the animation takes long for it to finish. Also it would be awesome for engineer class to fix stuff with less parts for example instead of using 2 scrap metals (if scrap metal is added to the game) repair hull/body to a 100% he or she would be able to use 1 instead. Survivalist class is pretty simple, you can last longer without food and water. Also doesn't need to eat or drink as much, same thing as before instead of eating 10% of the food he or she will eat 5%. Able to eat rotten food sometime and has a better chance of not getting sick from eat rotten food. But the catch is they have less energy and blood compared to the other class (not sure if it will work) So yeah that pretty much it, i wanted to keep the classes simple nothing that over powers another class. I know many of you guys reading this might think its a silly idea or could improve this. But i kinda find this to be a good way to get friends to think when playing together on who should be playing what role and stuff, Im pretty sure you get the point. oh this is a silly idea but it would be able to pick up those pumpkins beside houses and eat em or pick fruit off of trees.
  19. The ip to the server is 198.154.118.39:4100, we have many scripts such as self blood bag, ai/missions, custom loot table, trader city god, heli lift/tow and flip vehicles. We have helpful and respectful admins. Come give us a try.
  20. Another suggestion i just thought of. Server hopping has long been abused in dayz, in the mod it was often used to bypass defences on things people have built or to move around safely. In standalone it is used to farm items and gain an unfair advantage. My suggestion is make each character locked to a server like with private servers but have the ability to upload a character to the hive and then download it to another hive server. Doing this will lose all the items that are server specific like vehicles and tents etc and it will also cause your location to be removed and you will spawn on the coast like a fresh spawn only with the gear and health status is kept. This means trying to farm items is pointless as you would have to travel to the items location fresh on each server and the same goes for trying to sneak around someones base defence. doesnt stop people waiting till its quiet and sneaking in then logging out though
  21. im looking for a dayz epoch scripts that lets you create your own custom missions or objectives for your server. i have seen this one a server where the admin made a mission with a military convoy was ambushed by bandits and their vehicles got disabled. you could then go and kill them to get some high end loot and supplies that is pretty much what i am looking for
  22. Jaybopper

    Solving Both End-Game/Meta-Game and KoS Problems At Once

    Just want to explain myself a bit. This is true but think about it, you only get out of this game what you put into it. If you spawn and think you're playing Left4Dead or FarCry3 you're going to get very bored very fast. The game can offer you excellent visual and audible stimulus but if you can't be bothered with it you're not going to enjoy it, thus you have to put yourself in your character's shoes. Allow yourself to be taken in. This is the role play I'm referring to. As far as PvE goes, wouldn't you consider EVERYTHING that isn't killing other players to be PvE? PvE is Player Vs. Environment. Isn't scavenging for food so you don't starve PvE? Keeping hydrated, navigating the landscape, treating sustained injuries, restoring vehicles, building bases and of course, killing zombies. If I wanted to play Left4Dead I'd play Left4Dead but when I think of PvE I don't think of Left4Dead. At least not in the context of DayZ. I'm looking for the immersive, story telling experience DayZ promises to be. I like this. Just not being able to move as quickly or being able to sprint only in short bursts due to the load you are carrying is a must implement IMO.
  23. Famous123

    Are they gona make the map bigger then 255km?

    Well if anyone played the mod. A server with 60 people was kinda crowded. You would have a person in most of the important towns. And the cities a death trap. Plus add vehicles and you will see the map is actually small. And i heard rocket is trying to aim for 100+ population in the server. That will make the map seem super crowded. Look at the big picture guys. All the feature Rocket is adding is great but i hope he makes the map super big that can accommodate 100+ people. The reason there is hardly anyone up north is there is no loot re spawn and no incentive to stay up north, its boring. And the server hopping is rampant making people to gear up to easy and a safe way to get high end gear. Once he fixes that the real paranoia will set in. The best defense from people is people with bigger and better guns (from Rick Grimes). People who don't travel up north is missing a huge chuck of what day z is about. Your missing the random encounter. The rare moment when you can stalk or meet people while traveling. Or watching random firefight and ambushes from a safe distance. Well i hope Rockets make the map twice as big and add more interesting cities in the north.
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