Jump to content

Forums Announcement

Read-Only Mode for Announcements & Changelogs

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.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

Search the Community

Showing results for 'Vehicles'.


Didn't find what you were looking for? Try searching for:


More search options

  • Search By Author

Content Type


Forums

  • Official
    • News & Announcements
    • DayZ Badlands Expansion
    • DayZ Frostline Expansion
    • PC Updates
    • Console Updates
  • General
    • General Discussion
    • Gallery
    • Suggestions
    • Servers
  • DAYZ - GAME
    • PC
    • PS4
    • Xbox
  • DayZ Modding
    • General Discussion
    • Scripting
    • Terrain
    • Modelling
    • Misc
    • Official Tools
    • Community Made Tools
  • The Original DayZ Mod (Arma 2)
    • Mod Announcements & Info
    • New Player Discussion
    • DayZ Mod General Discussion
    • DayZ Mod Gallery
    • Mod Servers & Private Hives
    • DayZ Mod Suggestions
    • DayZ Mod Troubleshooting
  • MiniDayZ
    • MiniDayZ
  • DayZ Mod

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Steam


Twitter


Twitch


YouTube


Discord


Location


Interests


Bio

Found 41868 results

  1. Hello everyone! I would like to introduce you to a friendly environment Epoch Chernarus server! -Our server is running BattlEye and a few other Anti-Hacks, making the server practically impenetrable to hackers. But the actual server itself is going to be running scripts such as: DayZ Missions, Self Bloodbag, Sarge AI, and Tow and Lift(Limited)! -Our server has over 500 vehicles, and over 25 air vehicles, Armored and Tracked APC's and personel carriers are rare but there! There are also mounted guns that you may find to put inside of your bases! -The server tends to be friendly to anyone who joins, any bandits tend to be attacked by the numerous heroes on the server. -A few rules We do enforce an "8/20" rule on the server, this means NO raiding bases while the owners are not online. This means no taking vehicles, no wreaking walls, Nothing. There is zero tolerance for players who dis-obey this rule.There is absolutely NO killing or stealing in the Trader Cities.Any playstyle is welcomed, but if you have an "unfavorable" attitude, keep it to yourself.It is preferred that you use the Hastecase Teamspeak(IP Located Below). If we cannot contact you about the trouble you have caused or the lengthlyness of your ban, we will not bother tracking you down to a different teamspeak or other forms of communication..Lastly, this server contains many different vehicle types and different weapons, if you like/dislike PvP there is space for you here! There is also a soon to be Clan Warfare system that we will be implementing into the server, if you are into Guerilla or Large Scale Warfare, this is the server for you! TS: Hastecase.com Server IP/Port: 66.55.148.60:2302 Forums(TBA):
  2. disgruntled

    Helicopter stolen again... le sigh....

    All very true. My base being destroyed happened a few days after another player flew over me and I typed on side a few mins after which in my opinion was sufficient to put the guy off the scent...it wasn't. Vehicles do move on restarts. When I was playing Taviana I had a Ural parked on a slope. It regularly slid into a tree and once was on it's side after a restart People also do the gentle base theft. Only taking a small amount at a time from a base you've found will mean the owners likely won't notice. The base will stay there and you can visit it several times, even camp it and learn who the owners are and when they play.
  3. King of kong

    crazy game ideas for the coders :)

    Unrealistic. By your grammar (And this silly idea) I can guess that you're no less than 14-15 Years. Coders can't alter DayZ to suit your needs without prior permission from the developers (I think). No offence, but come up with a sensible idea that suits DayZ and the devs might (MIGHT!) take an interest. Not just an unrealistic idea that suits the lil' kids that are too cowardly to hide their vehicles.
  4. Hi! I have a very simple question, coming from a person who really doesn't get along with computers. I've been trying for three days now to figure out how to add building to my Lingor Server. Its a Dayz.st. which uses bliss. I have followed both of these instructions (below) to the "T", but the buildings will just not appear in-game. Everything I have done checks out. But nothing in game changes. "DayZ Custom Buildings Tutorial | DayZ.ST" <---youtube video by zzblurgames And these instructions which I found on another forum: To add your custom buildings etc... to a Dayz.ST server do the following. 1. Open Arma2 2. When you reach the menu hit "ALT E" to bring up the 3D Editor. 3. Select Your Map (Chernerus) 4. Map will loadup... NEXT Steps......... 1. Click on CENTER (right side) 2. Now double click anywhere on map and click OK 3. Click on GROUP (right side) 4. Now double click anywhere on map and click OK 5. Click on UNIT (right side) 6. Now double click anywhere on map and ADD a single unit (Make sure you select playable!!) Now... You're ready to actually start editing your map. With your character on the ground you can hit PREVIEW anytime to actually view the map in-game. You can drag him around in 3d or 2d to get to the locations you want. To add Buildings. 1. Move your character where you want to add the building... 2. Click on VEHICLES (right side) 3. Double click on map and select your building. Holding SHIFT while the building is selected will let you rotate it.... Edit your map the way you like and then save it as a Multiplayer Mission. To Import Your Map to DayZ 1. http:// dayz.wofjwof. com/ map.php <----- G0 Here (i had to break link it wouldn't let me post) - upload your mission.beidi file (documents/arma2/missions) - enter your Bliss ID - enter your building start # (1 is fine if it's your first run) - If you entered correctly the map importer will give you 2 sections of CODE. 2. We now need to login to your actual MYSQL database - Click BUILDINGS (left side) - Click SQL (at top) - make sure the box is CLEAR! and then paste the code in marked for the BUILDINGS table. - it should give you a message xxx amount of tables have been added. 3. We now need to add the actual building locations etc.. to the database. - Click INSTANCE_BUILDING (left side) - Click SQL (at top) - make sure the box is CLEAR! and then paste your code marked for the INSTANCE_BUILDING table. - if successful you will get a message that you've added xxx amount of tables. You MAY get an error message about "Foreign Keys" if that happens just add this code to the start of your query. SET FOREIGN_KEY_CHECKS=0; You're All Done!!!! SurvivorCarl Does anyone have ideas? Please ask questions, because I am led to believe it must be something simple. I am not a master with codes and computer speak, and all I wanted to do was add a few changes to a hilltop. Help is appreciated x1000!
  5. mercules

    Where do C130s spawn in epoch

    Again... Epoch Forums... Answer: Vehicles in Epoch have dynamic spawns across the map. Cars and such tend to spawn near roads or buildings. Helicopters and planes tend to spawn at random in the open. So the answer to your question really is, "Not even the Epoch Developers know, it is RANDOM." Oh wait, if you had gone to the DayZ Epoch page and clicked on the Wiki link you would have found the following: http://dayzepoch.com/wiki/index.php/Main_Page#Epoch_key_Features
  6. USE THIS ARMA 2 OA BETA: 103718 The ideal place to post bugs is: https://github.com/DayZMod/DayZ/issues Please make sure they are listed to the DayZ project. Feature requests can also be made through this system. Patch Download: DayZ Files: http://cdn.dayz.nu/latest/1.8.0.1/@Dayz-1.8.0.1-Patch.rar or http://se1.dayz.nu/latest/1.8.0.1/@Dayz-1.8.0.1-Patch.rar Hive Files: http://cdn.dayz.nu/latest/1.8.0.1/@Hive-1.8.0.1-Patch.rar or http://se1.dayz.nu/latest/1.8.0.1/@Hive-1.8.0.1-Patch.rar Full Download: Client Files: http://cdn.dayz.nu/latest/1.8.0.1/@Client-1.8.0.1-Full.rar or http://se1.dayz.nu/latest/1.8.0.1/@Client-1.8.0.1-Full.rar Server Files: http://cdn.dayz.nu/latest/1.8.0.1/@Server-1.8.0.1-Full.rar or http://se1.dayz.nu/latest/1.8.0.1/@Server-1.8.0.1-Full.rar Prerequisites: * [Prerequisites] - Microsoft Visual C++ 2010 SP1 x86 Redistributable (http://www.microsoft...ls.aspx?id=8328) * [Prerequisites] - New Mission File Downloaded from (http://www.silentspy...sion-generator/) * [Prerequisites] - Battleye Filters must be updated manually by server admins. (https://github.com/D...attleye-Filters) Build Notes: Affected addons: Client: * dayz_code * dayz_communityassets Server: * dayz_server (server admins only) * mission (server admins only) (Prerequisites) Downloaded from http://www.silentspy.net/utility/dayz/mission-generator/* BattEye Filters (server admins only) * SQL Files (server admins only) Changelog: * [FIXED] - Database cleanup has now been fixed and camo net added.* [FIXED] - Date sync has now bee fixed to provide night time again.* [FIXED] - SVD and SVD_CAMO firemodes now working as they should.* [FIXED] - Motocycle tt650 now has modified hitpart system should hopefully fix repair issues with it.* [FIXED] - Backpack sounds not playing for opening the backpack of other players.* [FIXED] - Building Delays Fixed. (Buildings will not only have 1 pass per the timer. Zeds 5 mins, Loot 15 mins) - Should provide FPS boost.* [FIXED] - Loot Bias system Fixed. (Limits the amount of Piles within a building every 15 mins) - Should lower overall loot spawned, Should provide FPS Boost* [FIXED] - Potential fix for the action menu issues. * [FIXED] - Fixed duping of meat while gutting animals and removing fuel/parts from a vehicle* [FIXED] - Remove gas, repair etc. options from incorrect object.* [FIXED] - Time sync on login* [FIXED] - Siphon Fuel mechanic* [FIXED] - Incorrect right click menu in gear if a melee object is on a player's back.* [FIXED] - Removed refuel option on destroyed vehicles and study body option on animals.* [FIXED] - Gutting animals works properly now* [FIXED] - Humanity system and kills displaying incorrect.* [FIXED] - Blood level is now synced direct to server every 10 secs. (No more sending to all players on server) Performance Boost. * [uPDATED] - Mechanic - Sepsis chance from "bleeding" raised from 1% to 30% (More like 3% once 10% bleeding effect is taken into account).* [uPDATED] - System - Zed Aggro on all Weapon fire now changed to a more dynamic system to allow the overall distance the shot was heard to changes the way and amount of zeds response. ((50 Meters and below = Run to location),( 50-71 = 50% chance they walk to location), (70 meters and up = walk to location))* [uPDATED] - System - Zed Damage output base scale lowered (from 300 Normal/400 Viral to 250 Normal/350 Viral)* [uPDATED] - PBX Boat speed reduced from 125 to 85.* [uPDATED] - Login time has now been reduced. DayZ Community Developers: This file contains a list of every person who has contributed code to DayZ Mod. It was created from the git commit log, and should include everyone, but we may have missed a few and it is manually updated now. If you feel like you've been left out, feel free to tell us! --------------- Original Author --------------- * Dean 'Rocket' Hall Community Dev Project Managers --------------- * [R4Z0R49] (https://github.com/R4Z0R49) * [AlbyBDPK] (https://github.com/AlbyBDPK) ------------------------- Long-term Contributions ------------------------- These contributors have made many changes, over a fairly long time span, or for many different parts of the code. * [skaronator](https://github.com/Skaronator) * [ziellos2k](https://github.com/ziellos2k) * [JoeysLucky22](https://github.com/JoeysLucky22) * [AlexAFlorov](https://github.com/AlexAFlorov) * [facoptere](https://github.com/facoptere) * [icomrade](https://github.com/icomrade) * [thevisad](https://github.com/thevisad) * [DDesmond] (https://github.com/ddesmond) * [sharkiller](https://github.com/Sharkiller) (Spanish Tranlations) * [Defwen](https://github.com/Defwen) (Czech Translations) ------------------------ Short-term Contributions ------------------------ These contributors have made specific changes for a particular bug fix or feature. * [[VB]AWOL](https://github.com/vbawol) * [Paul Tomany](https://github.com/Sequisha) * [M1lkM8n](https://github.com/M1lkm8n) * [JST](https://github.com/Cybersam248) * [NonovUrbizniz](https://github.com/NonovUrbizniz) * [MattzFiber](https://github.com/MattzFiber) * [Elvaron](https://github.com/Elvaron) * [silentspy](https://github.com/Silentspy) * [EHDSeven](https://github.com/EHDSeven) * [Tansien](https://github.com/Tansien) * [wriley](https://github.com/wriley) * [fred41](https://github.com/fred41) * [Killzone_kid](https://github.com/Killzonekid) * [Alex Grosse (Inch)](http://opendayz.net/index.php?members/inch.1011/) * [sumrak](http://www.nightstalkers.cz/en_index_nc.php) * [f0rt](https://github.com/ashfor03) * [Ayan4m1](https://github.com/Ayan4m1) * [Rajko](https://github.com/rajkosto) * [Venthos](https://github.com/Venthos) * [VRShiva](https://github.com/VRShiva) * [DasAttorney](https://github.com/DasAttorney) * [ddesmond](https://github.com/ddesmond) * [dayz10k (Harlan)](https://github.com/dayz10k) * [ingasmeeg](https://github.com/Ingasmeeg) * [caleywoods](https://github.com/caleywoods) * [Markolie](https://github.com/Markolie) (Dutch Translations) * [LordGoF](https://github.com/LordGoF) * [soapmak3r](https://github.com/soapmak3r) (Background Music) * [Hangender](https://github.com/hangender) * Aj (Leadz) * Ander * Shaueh ------------------------ Art Work ------------------------ * Alexander (G17 in-combat Icon) * Des (Gender images & Gui icon's revamp) * [JoeysLucky22](https://github.com/JoeysLucky22) * [Elvaron](https://github.com/Elvaron) ------------------------ Special thanks. ------------------------ * Special thanks to TOPMO3 and GenesisCrys for the outstanding work with retexturing the Viral infected. * Special thanks to David Foltyn for the support during the community build with his constent moaning and presure to do everything different :-). * Special thanks to Matt Lightfoot for his incredible logic we all love to hate :-). * Special thanks to shinkicker who has listened to all of the ideas and who has always been there to bounce ideas back and forth Thanks. * Special thanks to Shacktac for his incredable work within the Arma 2 community. * Special thanks to AWOL and Paul Tomany for sharing awesome features from DayZ Epoch. * Special thanks to BMRF, TMW, MUSTY for providing test machines before release. Contributing ------------ Want to contribute? Or have we missed your name? Please contact R4Z0R49 on http://dayzmod.com/forums/ Quick Install Info: Full Download Full Client Files and beta files from links above.Navigate to your arma 2 operation arrowhead directoryExtract the @Dayz-1.8.0.1-Full.rar into your arma 2 operation arrowhead directory and install the newest beta.To start DayZ use a command line string like the belowExpansion\beta\ARMA2OA.exe -mod=@Dayz;CA;Expansion\beta;Expansion\beta\Expansion -noFilePatching -skipIntro -nosplash -noPause -world=Chernarus Patch Download Patch Client Files and beta files from links above.Navigate to your arma 2 operation arrowhead directoryExtract the @Dayz-1.8.0.1-Patch.rar into your arma 2 operation arrowhead directory and install the newest beta.To start DayZ use a command line string like the belowExpansion\beta\ARMA2OA.exe -mod=@Dayz;CA;Expansion\beta;Expansion\beta\Expansion -noFilePatching -skipIntro -nosplash -noPause -world=Chernarus Steam Right click Arma2: DayZ Mod, select properties.When the window pops up go to the "BETAS" tabNow Select 1.8.0.1 in the drop down box.The files should now should now updateLaunch as normal
  7. hogscraper

    how to kill a spawn killer with style

    There's a guy on these forums named Gonzo. Class act. Always willing to drop what he was doing to help someone out. Hero through and through. A server I frequented had a massive bandit clan and one day they decide to betray the Hero to the People. Most bandits left him alone because with Gonzo doing good deeds, the bandits could generally lean even more to the evil side and people would still play there. When the bandits wrecked his camp, was it to steal his stockpile of AS50's? Nope, he didn't collect weapons. All they got was his vehicle and a ton of medical supplies. Things he could use to help people. Then they mocked him relentlessly. I'm all for wrecking a camp as I hate hoarders. But when its a guy who does nothing for himself and only works to help people, that kind of pissed me off. I started mocking him in chat with them and slowly worked my way into their group. Twenty people strong, two of which I found out were using ESP hacks, and they let me in. Slowly over the next few weeks I did things I didn't want to do. I shot noobs asking for help and LOL'd in side chat. I shot out tires of hidden vehicles. All in the name of making these guys think I was like them. After a month I had found every location of everything they had which included all of the server's helis and good vehicles. That's when the fun began. I would creep towards Elektro, claim I was taking fire and ask for help. When the bandits came I would shoot them in the head and claim it was the sniper. I'd claim to have killed the sniper and tell them to come get their gear as I was full up, but would hide the corpse. I wake up for work at 4am and knew no one was on so I would login and torch a few of their vehicles. I would pick a guy who I knew didn't like another one of the bandits and tell him that guy was talking shit then a few days later after the vehicle got destroyed I would innocently add that maybe it was him. After two weeks of playing with their heads the entire group was ready to blow up. I had four separate sub-groups ready to kill all the others and grateful for my help in exposing all of their treachery. I convinced multiple groups to make a play at taking over the bandit group. Then, when everyone was ready for war, I sent a list of the coordinates to every camp and vehicle they had to some heroes on the server. The next day was like WWIII and none of them had the stomach to do much banditry after that. It was a shame that they spent their lives being assholes and picking on other people and the first time they have a real struggle, every one of them quit playing altogether.
  8. Schön Bases bauen und Sarge Ai, immer auf der Hut sein, die NPC sind gefährlich!! Frisch am Start und so gibt es noch viele Vehicle und die besten Bauplätze. Die Map wurde verändert und an vielen Stellen angepasst, mehr High Value Gebäude im Süden, Airfields, Cherno usw. verändert. Dayz Epoch (1.0.2.3/103718) | Fresh and New Database October | Sarge AI | C130 | Auto Refuel | Starter Gear | Cherno Extended Map | German/Deutsch/English | Active Admins 159.253.131.95:3289 Fresh Database, build your stuff from scratch and get the best vehicles and bases!!
  9. This server is awesome, tons of vehicles, and a lot of bases to loot and take. Ive been playing this server for a few weeks now and I havent had an issue yet. And the admins are very helpful.
  10. We currently have 200+ vehicles. Soon to be 250+ or 300+ as needed. We have added a lot of structures and loot- spawning structures. Check out our custom base with barracks west of Chupinka. or the barracks on the Airfield at Pista or the new industrial zone north of Calamar. Maruka has been extensively updated. The list of additions goes on and on. We are adding more content weekly. No over-powering vehicles. Admins are trusted members of our gaming community. No one paid to become an admin. Shenanigans from admins are not allowed period. Admin abuse = admin gone... And the most important factoid: This server is not a rental with a month to month lease like vilayer or dayzst, etc. This server runs on our own hardware. It will not just evaporate or be shut down if an owner got bored or could no longer afford it. We all know what that is like, get on a good server play for a week or two , set up tents, get roots planted only to find that IP address no longer responds. And all that work and gear is gone. We understand that. Search for "Smacker" and choose SmackerCentral. Drop in. Gear up. Plop a tent down Kill some Zeds or some noobs. Enjoy.
  11. I am willing to pay up to $15USD for it in its Alpha state. No tents, no vehicles, there is going to be a lot missing. If it is a $60 game in the end, I think 1/4th of the price is fair at Alpha release.
  12. ========= Introduction ========= Welcome to Sahrani a fictional Atlantic island created by Bohemia Interactive (BI) for use in "ArmA: Armed Assault" (Better known as Arma 1) and it's expansion Queen's Gambit in the form of United Sahrani. Bohemia later revised the map and re-titled it "United Sahrani" for the DLC "Queen's Gambit" Thanks to the hard work of .kju[PvPscene] and the rest of the contributers to the Caa1 Project we are able to bring this amazing BI map to the DayZ Audience. Sahrani has a robust history and we will eventually add to this story by way of revealing the events that led to "Day Z" on Sahrani. The Sahrani Map is approx. 400 km2, (20,300km x 20,300km edge to edge) however actual land mass is closer to 100 km2 for the mainlands (Kingdom of South Sahrani (KSS) and Democratic Republic of Sahrani (DRS)) and approximately 120 km2 including all the smaller islands. The topography and terrain is varied and dramatic, offering what many consider to be the most dynamic setting ever put forward for the ArmA Universe. Please check back for updates to this main page as the Mod Evolves or you can: Follow on Twitter Like on Facebook Below you will see how we have broken the map up into Zones, right now we have left all the "I" Zones empty however we have full sets, and plans for these islands coming in the works. There are currently rare vehicles spawns there. ============= State of the Mod: ============= We are under active and heavy development. We have received the source files for the map from Bohemia Interactive and are doing a full port over of the map for Arma 2, this will fix lots of stuff users likely don't notice, and some that they do. Long term it will allow us to make the map higher resolution and add/remove ANYTHING we want. We are also going to be opening up buildings from Arma 1 in order to allow a MUCH higher percentage of the cities to be open. We have a couple people working on it now, but can always use more coders, and modellers, artists, and hands on deck in general. ============ Download/Install ============ DayZ Commander Support is Live - Big Thanks to dotjosh! Play with Six Support is Live - Big Thanks to Sickboy! Manual Download for server files or client files available in our forum section on OpenDayZ.net ======== Support: ======== If you run into problems please email us ([email protected]), post to Facebook, or make another thread on here If there are any questions about the port or future plans ask below. Please feel join the conversation on Teamspeak! cifordayzserver.guildshout.com:9995 ==================== The DayZ Sahrani Dev team: ==================== Active Members: ShermanFTW - Founder, Modelling, Art, Coding Seven - Lead Programmer M1lkM8n - Lead Terrain Yoshi - Art Lead Nonovurbizniz - Project Coordinator ============= Retired Members: ============= PepinKR - HUGE Thanks for the beginnigns of an AMAZING Crafting System NWP - Thanks for all the coding/programming advice and general help ============= HUGE Thanks to: ============= Bohemia Interactive We can't thank the following enough: - Ivan Buchta - David Foltyn (Dwarden) - Ota Vrtatko Bohemia Interactive Forums We can't thank the following members enough: - Kju[PVPSCENE] - Bushlurker - Mikero - W0lle - Mondkalb - Icewindo - Smookie Enormous Thanks! to: DayZ SA Dev Team DayZ Mod Community Dev Team Thanks R4Z0R49! DayZ Mod Forums Thanks to All the Mods for all their efforts and time spent helping the mod grow! Thanks to SmashT for keeping folks updated on the unofficial mods! Caa1 Project Thanks to everyone who contributed! OAC Core Project Pwnoz0r for his Easy Server Installer! The ENTIRE OpenDayz community and the admins for their support VertHosting Thank you James Warner! DayZHorror -For all their help during the closed beta tests - Cookies - SmKes - ALL THE GUYS! GREAT COMMUNITY!
  13. You are not going to get what you are looking for, simply because what you are looking for is a bunch of us to say, "Oh it's impossible it was found legitimately so it MUST have been a hacker." which is simply a lie. Here are a few ways someone could have found your helicopter: 1. They saw the direction you were headed the last time you flew it. Seriously. Many people set a way point and fly in a straight line toward their destination. With ONLY a compass if you are somewhere under their flight path you can get a rough heading and follow it. since most people go "as the crow flies" if they are headed toward the North and not something like NWAF they are likely headed home. Follow that path and you will probably find their camp. 2. They themselves were looking for an "out of the way" spot to set up camp. Seriously, this is one of the big reasons someone might be out in the middle of nowhere. When I want to set up camp and I am looking for a possible place to put a vehicle it is not in primary traffic lanes for the map. 3. They were "camp hunting" looking for vehicles. 4. They followed one of you back and waited for them to log off. 5. They stumbled across it. I had the happen once where I was trying to lose a zombie and tried to run through a set of trees and literally ran into a tent, as in "couldn't get around it and got hit by a zombie". I would never have seen that tent but for that. It really does happen that people are somewhere they normally wouldn't be because of some bizarre reason and stumble on things. Why would they take that and nothing else? 1. Very simply, "Helicopter! Oh wow! Crap I better not hang around long. I don't see anyone..." *panting as they run* "Holy crap! A helicopter, a helicopter! Outta here with my Helicopter!" They could have been literally so hyped up about taking the helicopter and so worried someone might be around that they ran straight to it and took off without checking he tents and other vehicles. 2. They did check the tents but you didn't have anything they needed. Maybe they did take something but it was so minor you didn't realize it. I know my friends and I don't track every bandage, 1911 mag, cooked mutton, Pepsi in our storage. 3. No one took it. Vehicles will sometimes despawn or will spawn in and then vanish. I had a ural that ended up overfull of stuff. One day it just vanished. We lamented the lose of the items and moved on. Then one day I was in camp during a server restart. I logged back in and our Ural was mysteriously there so I quickly grabbed a bunch of things out of it and hopped in and drove it like 2 meters then got out. It stuck around after that so the same thing might have happened to your helicopter. Sometimes on server resets the vehicle isn't placed exactly right and will bounce around and blow up. If you happened to be off for 2+ server resets your helicopter could have blown up and the wreck cleared.
  14. Stated Goal: To increase the efficacy of all types of game play styles (Bandit, Hero, or Civilian) while balancing the pros and cons of each by creating a new “Humanity/Reputation” system. Current Problem: With the current humanity system, playing as a Hero, Civilian, or Bandit is rather pointless. All three are required for an immersive and entertaining experience, but manipulations in the current humanity system prevent accurate alignments. As a result, the tension/conflict between the three alignments is reduced and funnels people into a shoot on sight mentality. Suggested Solution (3-Parts): Part 1: Self-Selected Humanity Alignment In part 1, players will self-select their humanity alignment by choosing 1 of 3 options (Hero, Bandit, or Undisclosed). What players choose in this option will impact how the humanity/reputation system will play-out while in-game. There is nothing to prevent a bandit from listing him/herself as a hero (a bandit in disguise) and vice-versa. However, calling one’s self a hero but acting like a bandit would have additional implications and vice-versa. The Self-Selected Alignment is not a means to punish players who choose a certain alignment. Its purpose is to escalate the tension between dis-similar groups while at the same time allowing similar alignments to get along together in ways not currently possible. Self-Selection occurs during the first spawn-in on a server. However, re-selecting an alignment would be possible at certain intervals as well. Restrictions on when or how often the self-selection could occur would be in-place to prevent players from trying to manipulate the system. Part 2: Benefits of Self-Selected Alignments “Hero” Benefits: If self-selecting Hero as your alignment, you should get certain benefits while in-game. Examples of benefits could include: Heroes can see other Heroes more easily. Exact methods of implementing this could vary. Visual clues, increased name recognition, player list noted as Hero, etc. The goal would simply be for other heroes to recognize other heroes in proximity faster/more easily.Geographic benefits could be implemented in such a way that sections on the map would provide benefits only to heroes. Benefits designed to make it attractive for heroes to congregate in a certain geographic areas would create hot spots of heroes. For example, maybe hero homes in these “hero” areas would allow for increased storage capacity, be better disguised/camouflaged, and/or have an auto door shutting ability (in case of danger). A self-selected Hero would not be required to build a home in this area, it would simply be an option if you wanted the extra benefits it afforded. Likewise, it would not prevent a bandit from building a bandit home in the area. However, bandits would quickly find that building a home in amongst heroes would not be the best way to assure survival.Increased carrying capacity. Since heroes aren't “on the run” they can carry more on their person/in their pack than a bandit can. “Bandit” Benefits: If Self-Selecting Bandit as your alignment, you should also get certain benefits while in-game. Benefits for bandits could be similar to that of hero, but in reverse. Examples: Bandits can recognize other bandits with faster/easier means.Geographic areas for bandits to build bandit homes. Similar to the benefits of heroes building hero homes in hero areas. Increased running distance/speed. Being “on the run” makes bandits lighter and faster. A hero isn't going to out-run a bandit. “Undisclosed” Benefits: If Self-Selecting Undisclosed as your alignment, your benefit is your anonymity. You’re harder to recognize, and maybe have more stealthy qualities. You are also not immediately noticed as a mortal enemy of a hero or bandit so you can move around the world with less risk. Part 3: Advanced Reputation System In addition to the self-selected humanity alignment, each individual player will have a “Reputation”. The Reputation will be tied to the players’ self-selected humanity. For example, if a player selects their humanity as a hero, they will either get positive hero reputation (for doing hero actions), or negative hero reputation (for doing bandit actions). Vice-versa for Bandits. Undisclosed players will also have a Reputation, they will either get positive hero points or positive bandit points. Other players can see your reputation. The more it is in any one direction, the easier it would be to see the reputation. Repercussions of a player’s reputation will manifest in various ways. However, it should be noted that the player’s self-selected humanity has a big impact on the severity of the repercussions. For example, if a player self-selects Hero as their humanity, then doing bandit actions will very quickly get you negative hero reputation. Whereas if you were Undisclosed, doing the same bandit action, would get you less bandit reputation. Doing the same action if you had self-selected your humanity as a bandit would get you positive bandit reputation points. Ways to earn positive or negative reputation points: Handcuff/steal from other playersShoot at other playersKill other playersShoot at other players vehicles (requires a vehicle registration ability)Destroy other players vehicles (requires a vehicle registration ability)Steal other players vehicles (requires a vehicle registration ability) Healing other players, killing zombies, etc. do not give positive or negative points in any fashion. Your self-selection humanity determines how many points you get for each above action and whether those are positive or negative points. There would also have to be some “self-defense” recognition so defending one’s self does not issue points against one’s reputation (or very minimal points). In addition to the points that accumulate on the player’s reputation, there could also be other items that ‘attach’ to a players rep. For example, if a hero kills a bandit, that hero would get positive hero points. However, what if after that bandit was killed, he/she could put a bounty on that hero’s rep? Likewise, if a bandit killed a hero, that hero could attach a warrant to the bandit’s rep. These bounties and warrants would be like badges of honor to the players and would grow as their skill and time grew in-game. However, having higher bounties and warrants would also make that player more of a target. Their Reputation will proceed them, if you will. Conclusion: Having a Humanity/Reputation system that makes people want to play as a bandit, hero, or be indifferent will create more tension and reduce frustration. Bandits will be more likely to band together as will heroes. Geographic hot-spots will make certain areas more dangerous than others. But if you’re out looking for danger, maybe that is a good thing? Over time, heroes will become more heroic and bandits will become more evil. As their respective reputation grows, they will find more people to band around them. Having a healthy good versus evil (with other in-between) will create a game that is more than just looting or killing on sight.
  15. USE THIS ARMA 2 OA BETA: 103718 The ideal place to post bugs is: https://github.com/DayZMod/DayZ/issues Please make sure they are listed to the DayZ project. Feature requests can also be made through this system. Patch Download: DayZ Files: http://cdn.dayz.nu/latest/1.8/@Dayz-1.8-Patch.rar or http://se1.dayz.nu/latest/1.8/@Dayz-1.8-Patch.rar Hive Files: http://cdn.dayz.nu/latest/1.8/@Hive-1.8-Patch.rar or http://se1.dayz.nu/latest/1.8/@Hive-1.8-Patch.rar . Full Download: Client Files: http://cdn.dayz.nu/latest/1.8/@Client-1.8-Full.rar or http://se1.dayz.nu/latest/1.8/@Client-1.8-Full.rar Server Files: http://cdn.dayz.nu/latest/1.8/@Server-1.8-Full.rar or http://se1.dayz.nu/latest/1.8/@Server-1.8-Full.rar Prerequisites: * [Prerequisites] - Microsoft Visual C++ 2010 SP1 x86 Redistributable (http://www.microsoft...ls.aspx?id=8328) * [Prerequisites] - New Mission File Downloaded from (http://www.silentspy...sion-generator/) * [Prerequisites] - Battleye Filters must be updated manually by server admins. (https://github.com/D...attleye-Filters) Build Notes: Affected addons: * dayz * dayz_anim * dayz_code * dayz_communityassets * dayz_sfx * st_bunnyhop * st_collision * st_evasive Serverside affected addons: * dayz_server (server admins only) * Mission (server admins only) (Prerequisites) Downloaded from http://www.silentspy...sion-generator/ * SQL Files (server admins only) - For running your own, local, official type, hive * BattlEye-Filters (server admins only) https://github.com/D...attleye-Filters Notes: Fishing - The fishing rod is the wrong way around, we are aware of this issue. Reality private hive - Is also updated to work with 1.8. Thanks TheVisad. Changelog: * [NEW] - New Player UI (Eat, Drink, Blood Icons, Sound/Sight icons). * [NEW] - Combat Mode System. (Disconnect in x secounds has been removed. Combat icon has been removed. Countdown is now on the abort button itself) * [NEW] - Completely reworked inventory design. * [NEW] - Spawn selection. (Balota, Berenzino, Cherno, Elektro, Kamenka, Solnichniy and Random) Server admins can choose to enable/disable. (Default: disabled) * [NEW] - You may now access another player's gear if they are unconscious. * [NEW] - Medbox1 and foodbox1 found at infected camps. * [NEW] - Medbox1 added to hospital. * [NEW] - Compass is now twice as big. * [NEW] - Now possible to siphon the fuel from vehicles. * [NEW] - Weapon - SVD (MilitarySpecial) * [NEW] - Backpacks have a new sound on opening. * [NEW] - Bear trap has been re-added to loot tables. (More information down in the Changelog) * [NEW] - Object orientation system for better placement (will allow more control on object placement tents, stash, camo nets, tanktraps, sandbags, wirefence) * [NEW] - Added item Camo net. (Helicrash, Military) * [NEW] - Camo nets will be removed within 24 hours of owners death. * [NEW] - New Loot locations (Land_a_stationhouse, Land_HouseV2_04_interier, Land_Mil_Barracks_i, Land_SS_hangar) * [NEW] - Logs Suspicious weapons, kills with local vehicles and one shoot kills. * [NEW] - Hold/carry functionality to gear. * [NEW] - Weapon switch 1, 2, 3 keys function as hotkey. (1 => rifle, 2 => pistol, 3 => melee) * [NEW] - Added plants model antihack. * [NEW] - Death screen function. (Player will be moved to lobby after a 5 second timeout.) * [NEW] - ShackTac Movement addons - This addon causes your weapon collision with the environment to be significantly toned down, meaning that you can now move sideways through doorways and generally find CQB to be enjoyable, versus feeling like a rusty robot trying to navigate a terrifying alien world called 'indoors'. Try it out and see, it's simple and very noticeable. * [NEW] - Crafting system implemented (All recipes must be discovered by crafting). * [NEW] - Sea Fishing has now been added. (Fishing only possible in the sea). * [NEW] - Simpler Server Settings for Server admins. * [NEW] - Ingame Map is now Clear (Unnecessary Arma Menu has been removed) * [NEW] - 1 new food item (cake), 1 New melee weapon, 6 New fish models, Many new crafting models. * [NEW] - Crafted Traps. (Tripwire (Flare), Tripwire (Smoke), Tripwire (Grenade), Bear Trap (Flare), Bear Trap (Smoke)) * [NEW] - Crafted Medical items. (Makeshift Bandage) * [NEW] - Crafted Weapons. (Nailed Bat, Barbed Wire Bat) * [NEW] - New delayed infection called Sepsis is now active, based on blood percentage & damage done on all Zed attacks. Stage 1: The first 15 minutes You cannot pass the infection to others You do not take blood damage You have a warning blood icon to show infection Stage 2: 15 minutes - 22.5 minutes You cannot pass the infection on You lose 1 blood per second You have the normal blood loss icon Stage 3: 22.5 minutes to 30 minutes You cannot pass the infection to others You lose 2 blood per second Normal blood loss icon After 30 minutes you become fully infected, you can transmit the infection to others, you lose 3 blood per second and your screen will shake. On disconnect you will become infected. * [FIXED] - Bear Trap is now synced with the Server and won't disappear after server restart. * [FIXED] - Zed direction issue when under chase condition. (should stop them continually turning) * [FIXED] - Issue where you would get stuck after the tackle animation. * [FIXED] - Updated all zed movement systems to fall in line with the re-added LOS and Angle of attack checks. (This should improve zeds reaction times & make sure target is in hitting range) * [FIXED] - Small update to overall damage output. * [FIXED] - Major dupe, reconnect dupe and body dupe. * [FIXED] - DayZ Loading screen if people have ACR. * [FIXED] - Eating and drinking in vehicles. * [FIXED] - Infection will now be properly removed at tents after logout * [FIXED] - Dead body doesn't disappear any more if the player disconnected too fast. * [FIXED] - BattleFieldClearance antihack. * [FIXED] - Hospital wallhack. * [FIXED] - Antihack. * [FIXED] - Removed benches in the middle of the NWAF barracks entrance. * [FIXED] - Loot will now be more random within the weaponholders. (We wont allow two items of the same type in each pile) * [FIXED] - Medical actions performed in vehicles now work properly. * [FIXED] - BIS_Effects AirDestruction bug that sets the world on fire. * [FIXED] - Some 'No entry' Error's has been fixed. * [FIXED] - Refueling while swimming. * [FIXED] - Not being able to administer antibiotics to infected players. * [uPDATED] - DMR and SVD have been balanced. (lower fire rate) * [uPDATED] - Quick switch now has action menu swapping. * [uPDATED] - PV optimization. (should remove some unwanted traffic) * [uPDATED] - Czech, German, Spanish, French and Russian stringtable. * [uPDATED] - Missionfile is now much smaller. * [uPDATED] - Replaced combat roll with Shacktac Bunny Hop. * [uPDATED] - Removed attack call from FSM due to latency. Player who spawned the zed may not be the player the zed is attacking. * [uPDATED] - Security updates. * [uPDATED] - Updated hospital loot. * [uPDATED] - Increased angle of attack. * [uPDATED] - Removed all trash items from building loot tables and replaced with a generic table (better organisation) * [uPDATED] - Viral Workers have now been assigned home locations. (MilitarySpecial, Military,Industrial) (harder to spot) * [uPDATED] - Viral Villagers have now been assigned home locations. (Supermarket,Farm,Residential) (easy to spot) * [uPDATED] - Max smoke target range to 50. * [uPDATED] - Loot spawning radius increase from 120 to 125. (takes into account run speed from start to finish) * [uPDATED] - Humanity gain over time for bandits. * [uPDATED] - Auto continue when mission loads for first time. * [uPDATED] - Antiwallhack. * [uPDATED] - Land_Mil_Guardhouse Now spawn's a max of 3 zeds down from the default of 6 * [uPDATED] - Players may now administer antibiotics to other players * [uPDATED] - Players may now switch seats while in a helicopter (back seat, gunner, pilot). * [uPDATED] - Removed some non SD mags from SD weapons, Removed some SD mags from non SD weapons. * [uPDATED] - Melee weapon damage updates (Machete > 15, Hatchet > 12,Crowbar > 10,Bat > 9,BatBarbed > 12, BatNailed > 12) * [uPDATED] - You must now press the gear button (Default "G") to open gear while in a vehicle * [REMOVED] - Vehicle damage spam log. * [REMOVED] - Collision system from tents, stash's, camo nets (Should allow storage system to be placed in better locations) * [REMOVED] - Difficulty system due to issues with official hive. (Official hive cant hold multiple difficulty levels) * [REMOVED] - Removed ArmA 2 squad command menu (0-9 or F1-F12) * [REMOVED] - Map markers for other players and empty vehicles (blue/orange/green dots & vehicles) DayZ Community Developers: This file contains a list of every person who has contributed code to DayZ Mod. It was created from the git commit log, and should include everyone, but we may have missed a few and it is manually updated now. If you feel like you've been left out, feel free to tell us! --------------- Original Author --------------- * Dean 'Rocket' Hall Community Dev Project Managers --------------- * [R4Z0R49] (https://github.com/R4Z0R49) * [AlbyBDPK] (https://github.com/AlbyBDPK) ------------------------- Long-term Contributions ------------------------- These contributors have made many changes, over a fairly long time span, or for many different parts of the code. * [ziellos2k] (https://github.com/ziellos2k) * [skaronator] (https://github.com/Skaronator) * [JoeysLucky22] (https://github.com/JoeysLucky22) * [facoptere] (https://github.com/facoptere) * [AlexAFlorov] (https://github.com/AlexAFlorov) * [thevisad] (https://github.com/thevisad) * [sharkiller](https://github.com/Sharkiller) (Spanish Tranlations) * [Markolie](https://github.com/Markolie) (Dutch Translations) * [LordGoF](https://github.com/LordGoF) (French Translations) * [Defwen](https://github.com/Defwen) (Czech Translations) * [[VB]AWOL](https://github.com/vbawol) * [Paul Tomany](https://github.com/Sequisha) ------------------------ Short-term Contributions ------------------------ These contributors have made specific changes for a particular bug fix or feature. * [M1lkM8n](https://github.com/M1lkm8n) * [JST](https://github.com/Cybersam248) * [NonovUrbizniz](https://github.com/NonovUrbizniz) * [MattzFiber](https://github.com/MattzFiber) * [Elvaron](https://github.com/Elvaron) * [silentspy](https://github.com/Silentspy) * [EHDSeven](https://github.com/EHDSeven) * [Tansien](https://github.com/Tansien) * [wriley](https://github.com/wriley) * [fred41](https://github.com/fred41) * [Killzone_kid](https://github.com/Killzonekid) * [Alex Grosse (Inch)](http://opendayz.net/index.php?members/inch.1011/) * [sumrak](http://www.nightstalkers.cz/en_index_nc.php) * [f0rt](https://github.com/ashfor03) * [Ayan4m1](https://github.com/Ayan4m1) * [Rajko](https://github.com/rajkosto) * [Venthos](https://github.com/Venthos) * [VRShiva](https://github.com/VRShiva) * [DasAttorney](https://github.com/DasAttorney) * [ddesmond](https://github.com/ddesmond) * [dayz10k (Harlan)](https://github.com/dayz10k) * [ingasmeeg](https://github.com/Ingasmeeg) * [caleywoods](https://github.com/caleywoods) * [Markolie](https://github.com/Markolie) (Dutch Translations) * [LordGoF](https://github.com/LordGoF) * [soapmak3r](https://github.com/soapmak3r) (Background Music) * [Hangender](https://github.com/hangender) * Aj (Leadz) * Ander * Shaueh ------------------------ Art Work ------------------------ * Alexander (G17 in-combat Icon) * Des (Gender images & Gui icon's revamp) * [JoeysLucky22](https://github.com/JoeysLucky22) * [Elvaron](https://github.com/Elvaron) ------------------------ Special thanks. ------------------------ * Special thanks to TOPMO3 and GenesisCrys for the outstanding work with retexturing the Viral infected. * Special thanks to David Foltyn for the support during the community build with his constent moaning and presure to do everything different :-). * Special thanks to Matt Lightfoot for his incredible logic we all love to hate :-). * Special thanks to shinkicker who has listened to all of the ideas and who has always been there to bounce ideas back and forth Thanks. * Special thanks to Shacktac for his incredable work within the Arma 2 community. * Special thanks to AWOL and Paul Tomany for sharing awesome features from DayZ Epoch. * Special thanks to BMRF, TMW, MUSTY for providing test machines before release. Contributing ------------ Want to contribute? Or have we missed your name? Please contact R4Z0R49 on http://dayzmod.com/forums/ Quick Install Info: Full Download Full Client Files and beta files from links above.Navigate to your arma 2 operation arrowhead directoryExtract the @Dayz-1.8-Full.rar into your arma 2 operation arrowhead directory and install the newest beta.To start DayZ use a command line string like the belowExpansion\beta\ARMA2OA.exe -mod=@Dayz;CA;Expansion\beta;Expansion\beta\Expansion -noFilePatching -skipIntro -nosplash -noPause -world=Chernarus Patch Download Patch Client Files and beta files from links above.Navigate to your arma 2 operation arrowhead directoryExtract the @Dayz-1.8-Patch.rar into your arma 2 operation arrowhead directory and install the newest beta.To start DayZ use a command line string like the belowExpansion\beta\ARMA2OA.exe -mod=@Dayz;CA;Expansion\beta;Expansion\beta\Expansion -noFilePatching -skipIntro -nosplash -noPause -world=Chernarus Steam Right click Arma2: DayZ Mod, select properties.When the window pops up go to the "BETAS" tabNow Select 1.8 in the drop down box.The files should now should now updateLaunch as normal
  16. IkaikaKekai

    the woodbury discussion:reloaded

    I would say that for a 'safe zone' that's enforced by players you would need a clan dedicated to doing just that. Lets say a group takes over Balota airfield and uses that as their base (using one hanger to store vehicles they're selling, as well as stashes of items, with tents in between the two hangers protected by barbwire) My estimate is they would need at least 3 marksmen on duty at any time with one in the ATC tower and the others roaming/camping, and 1-2 players on the ground patrolling the area. That'd be 5 players just to protect the base, not counting any merchants or medics I would say you'd need a 'boss' as a floater. Now of course thous 6 are going to have to sleep at some point or another so you'd need additional shifts. If I had that sort of clan and I was in control of it, the bulk of my 'forces' would be tied up just defending the base, that's not counting pilots, scavengers, medics, and the like. And since I had an airfield I'd be actively using it, sending the scavenging teams and medics out via plane or heli.
  17. MAKE: Any form of basebuilding, underground, above ground, modular, i dont care. Trying to find a nice set of trees to make an ATTEMPT to hide my stuff for atleast 1 hour before some lucky bastard flies over in a heli and sees it is getting VERY old. New reload animations for EACH INDIVIDUAL GUN! Comepletely redone sounds, weapon models, and vehicles. Redone stealth system that uses the actual Zed's eyes and the direction it's facing. (kinda like skyrim but not as overpowered :p) More STABLE (notice I said STABLE) offroad vehicles such as a UTV, buggy, sandrail, etc.. BREAK: Vehicles similar to what is currently in the mod. (The vehicles we have now are unrealistic and the guy who designed them needs to be punished >:( ) Same sounds and/or models from ARMA II Donator Perks Death Messages (ex. "[1337] LeGiTfOx has been killed by Bob at 259.83m" The same old m16/m4 reload animation *cringe* Pristine vehicles that dont belong (ex. the SUV) The action bar being like WarZ (I have only seen it in the videos Dean has put out. I kinda like the idea but if it is anything like what WarZ has (yes I did play WarZ to get a review on it) then SA is a no-go for me) These are my opinions :p
  18. SFRGaming

    Additional Vehicle Suggestions

    I know I was just using it as an example. the SUv can go much faster than the 115 kph that it is capped at. Edit: And my whole purpose of this is to make things like traveling and even car chases more realistic. It also requires you to be alert and pay attention, rather than how it is now. In the mod, if you can dodge barricades, it's just holding W and Shift 100% of the time from point A to B. Theres no "Oh ****! There's a barricade and I'm going 120 mph!". Then of course when you are going at those speeds, it causes more danger to you. in the mod today, I can go 70 mph roughly in the SUV and turn hard right and it'll just slide and stop. IRL, if you do that, good luck surviving the crash. All I'm getting at is there needs to be immersion with the new vehicles. Since ARMA II was more focused on infantry performance, the vehicles were cut short on detailing. ATM they feel like giant blocks with VERY little body roll and no concerns at all. They dont FEEL like a vehicle, they feel like lightweight trains on very firm tracks.
  19. A shorter episode, this is the sad story of deaths taken, and vehicles stolen, for which there is only one answer.....BLOOD ORGY http://www.youtube.com/watch?v=0MReIT5IWIo Give it a like/subscribe/comment/share if you enjoyed it!
  20. 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]
  21. Chris529

    New player, confused

    Yeah, generally the servers with more PvP are the custom servers with way more guns and vehicles. Choosing a vanilla server (public or private hive) might help. It doesn't guarantee no PvP but there's way less chance of bumping into heavily armed players with more ammo than they know what to do with.
  22. Etherimp

    A light dissertation on Morality in DayZ

    You think it's the large, populated cultures with easy access to food and medicine that act the most morally? There's empirical evidence to show otherwise. Small tribes of people between 80-150 population tend to have virtually zero crime and are mostly violence free. Large populated cultures tend to be more violent, as it's easier to be anonymous and easier to become emotionally disconnected from your peers. In a tribe/group of 150 people who all know one another, one person can't kill another without knowing them rather intimately, which would (in non-sociopaths) cause a deep emotional reaction. This emotional reaction to taking the life of someone you know and rely upon for your own survival is indication enough that human beings inherently know the difference between "right" and "wrong". It's not a religious issue, or a legal issue. It's called "Humanity" for a reason. Humans are mammals and mammals are creatures with feelings/emotions. Let's take your scenario where there's only 2 men.. And now place them in a survival situation. If you, 1 man, kill your "friend" in this survival situation, you have literally cut the odds of your own survival in half. That's punishment enough. See, the problem with people like you is not that you are immoral or "wrong". It's that you're short sighted and stupid. Yeah, you may gain a weapon or two, or some night vision goggles, or a better back-pack, or a vehicle, or WHATEVER.. But in the long run, you have lost another set of eyes, another set of hands, and overall a resource which simply doesn't respawn every 15 minutes at hundreds of locations around the map: A FRIEND. Someone who you can trust to cover your ass. So, yes, you ARE punished. You punish yourself. What do you win, exactly? You've preemptively killed someone who may in the long run kill you, and.. what? You got their gear and lost a potential friend and teammate? Backpacks, guns, vehicles, tents, and everything else can all be replaced in a few hours. I can fully gear my character rather quickly. How quickly can you earn the trust of a friend? That takes days, and sometimes weeks. In the long run, it's more beneficial for both parties to be trustworthy and treat one another with respect so that you may double your effectiveness. That said, I agree that the game should not arbitrarily punish people for being assholes. You punish yourselves badly enough.
  23. This is not true! It's been weeks since the last time i ran into a server like that. You must be looking at the wrong kind of server. "1000+ vehicles, etc."
  24. Updates: ☼ 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.
×