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Found 41868 results

  1. I'm looking for a new Taviana map to play on and start a new camp and many new players. I would like the server to have. 150+ vehicles. Crashed Helis +5~7 of them. Barracks that spawn loot etc weapons. No overpowerd weapons like AS50, m107 or thermo. Not spawning at the far beach far away from anything. No overpowerd spawn gear. Active admins. side chat friendly people and some bandits to make it more interesting. If the server is whitelisted it's okey as long as you can accept a request fast.
  2. An2 never appeared in our server :P I though it was removed. (id 11143) Edit: And other thing, the vehicles spawn two times, side by side, except for the new ones (MH6J and HMMVW).
  3. W3R3WOLF

    Vehicles not respawning

    hi razor it is definitely not respawning the destroyed vehicles. even after 72 hours. if there is another patch coming quickly then i will wait for that but if not, is their something i can do so i dont have to bother you.
  4. marrr

    Vehicles not respawning

    Once the vehicle is destroyed it doesn't respawn again on the server. Even past the allotted respawn time. The AN2_DZ was destroyed on my server on 3-18(day you fixed it for me) and the UH1H_DZ on 3-19 and neither has re-spawned. There is also a some other vehicles that are missing. Here is a copy of the vehicles loading in after you fixed it. 3:11:05 "OBJ: XXXXXXX - M1030" 3:11:05 "DEBUG Damage: Added to NeedUpdate=1c583040# 1055373: m1030.p3d" 3:11:05 "OBJ: XXXXXXX - M1030" 3:11:05 "DEBUG Damage: Added to NeedUpdate=1c582080# 1055374: m1030.p3d" 3:11:05 "OBJ: XXXXXXX - HMMWV_DZ" 3:11:05 "DEBUG Damage: Added to NeedUpdate=1c537040# 1055375: hmmwv.p3d" 3:11:05 "OBJ: XXXXXXX - ATV_US_EP1" 3:11:06 "DEBUG Damage: Added to NeedUpdate=20d82080# 1055462: atv.p3d" 3:11:06 "OBJ: XXXXXXX - ATV_US_EP1" 3:11:06 "DEBUG Damage: Added to NeedUpdate=20d4b040# 1055463: atv.p3d" 3:11:06 "OBJ: XXXXXXX - ATV_US_EP1" 3:11:06 "DEBUG Damage: Added to NeedUpdate=20d4a080# 1055464: atv.p3d" 3:11:06 "OBJ: XXXXXXX - ATV_US_EP1" 3:11:06 "DEBUG Damage: Added to NeedUpdate=20d490c0# 1055465: atv.p3d" 3:11:06 "OBJ: XXXXXXX - ATV_US_EP1" 3:11:06 "DEBUG Damage: Added to NeedUpdate=20d48100# 1055466: atv.p3d" 3:11:06 "OBJ: XXXXXXX - ATV_CZ_EP1" 3:11:06 "DEBUG Damage: Added to NeedUpdate=20ccb040# 1055467: atv.p3d" 3:11:06 "OBJ: XXXXXXX - ATV_CZ_EP1" 3:11:06 "DEBUG Damage: Added to NeedUpdate=20cca080# 1055468: atv.p3d" 3:11:06 "OBJ: XXXXXXX - ATV_CZ_EP1" 3:11:06 "DEBUG Damage: Added to NeedUpdate=20cc90c0# 1055469: atv.p3d" 3:11:06 "OBJ: XXXXXXX - PBX" 3:11:06 "OBJ: XXXXXXX - Smallboat_1" 3:11:06 "OBJ: XXXXXXX - Smallboat_2" 3:11:06 "OBJ: XXXXXXX - Smallboat_1" 3:11:06 "OBJ: XXXXXXX - S1203_TK_CIV_EP1" 3:11:06 "DEBUG Damage: Added to NeedUpdate=20b80100# 1055474: s1203.p3d" 3:11:06 "OBJ: XXXXXXX - BAF_Offroad_W" 3:11:06 "DEBUG Damage: Added to NeedUpdate=20ac3040# 1055475: lr_covered_soft_w_baf.p3d" 3:11:06 "OBJ: XXXXXXX - hilux1_civil_3_open" 3:11:06 "DEBUG Damage: Added to NeedUpdate=20a0a080# 1055476: hilux1_civil_3_open.p3d" 3:11:06 "OBJ: XXXXXXX - hilux1_civil_3_open" 3:11:06 "DEBUG Damage: Added to NeedUpdate=20a090c0# 1055477: hilux1_civil_3_open.p3d" 3:11:06 "OBJ: XXXXXXX - car_hatchback" 3:11:06 "DEBUG Damage: Added to NeedUpdate=20957040# 1055478: car_hatchback.p3d" 3:11:06 "OBJ: XXXXXXX - Volha_2_TK_CIV_EP1" 3:11:06 "DEBUG Damage: Added to NeedUpdate=20944100# 1055479: volha.p3d" 3:11:06 "OBJ: XXXXXXX - UAZ_CDF" 3:11:06 "DEBUG Damage: Added to NeedUpdate=208da080# 1055480: uaz.p3d" 3:11:06 "OBJ: XXXXXXX - Lada2" 3:11:06 "DEBUG Damage: Added to NeedUpdate=208f6080# 1055481: lada.p3d" 3:11:06 "MOVED OBJ: "XXXXXXX" of class HMMWV_DZ to pos: [5315.33,11915,0]" 3:11:06 "OBJ: XXXXXXX - HMMWV_DZ" 3:11:06 "DEBUG Damage: Added to NeedUpdate=2083f040# 1055482: hmmwv.p3d" 3:11:06 "OBJ: XXXXXXX - Ural_TK_CIV_EP1" 3:11:07 "DEBUG Damage: Added to NeedUpdate=2083c100# 1055485: ural.p3d" 3:11:07 "OBJ: XXXXXXX- V3S_Civ" 3:11:07 "DEBUG Damage: Added to NeedUpdate=207dd0c0# 1055486: v3s.p3d" 3:11:07 "OBJ: XXXXXXX - Ikarus" 3:11:07 "DEBUG Damage: Added to NeedUpdate=207350c0# 1055487: ikarus.p3d" 3:11:07 "OBJ: XXXXXXX - Ikarus" 3:11:07 "DEBUG Damage: Added to NeedUpdate=206f90c0# 1055488: ikarus.p3d" 3:11:07 "OBJ: XXXXXXX - Old_bike_TK_INS_EP1" 3:11:07 "OBJ: XXXXXXX - Old_bike_TK_CIV_EP1" 3:11:07 "OBJ: XXXXXXX - Old_bike_TK_CIV_EP1" 3:11:07 "OBJ: XXXXXXX - Old_bike_TK_CIV_EP1" 3:11:07 "OBJ: XXXXXXX - Old_bike_TK_INS_EP1" 3:11:07 "OBJ: XXXXXXX - Old_bike_TK_INS_EP1" 3:11:07 "OBJ: XXXXXXX - Old_bike_TK_CIV_EP1" 3:11:07 "OBJ: XXXXXXX - Old_bike_TK_CIV_EP1" 3:11:07 "OBJ: XXXXXXX - Old_bike_TK_CIV_EP1" 3:11:07 "OBJ: XXXXXXX - TT650_Civ" 3:11:07 "DEBUG Damage: Added to NeedUpdate=2063b040# 1055498: tt650.p3d" 3:11:07 "OBJ: XXXXXXX - TT650_Ins" 3:11:07 "DEBUG Damage: Added to NeedUpdate=205ff040# 1055499: tt650.p3d" 3:11:07 "OBJ: XXXXXXX - tractor" 3:11:07 "DEBUG Damage: Added to NeedUpdate=2056b040# 1055500: tractor_2.p3d" 3:11:07 "OBJ: XXXXXXX - tractor" 3:11:07 "DEBUG Damage: Added to NeedUpdate=2056a080# 1055501: tractor_2.p3d" 3:11:07 "OBJ: XXXXXXX - tractor" 3:11:07 "DEBUG Damage: Added to NeedUpdate=205690c0# 1055502: tractor_2.p3d" 3:11:07 "OBJ: XXXXXXX - tractor" 3:11:07 "DEBUG Damage: Added to NeedUpdate=20568100# 1055503: tractor_2.p3d" 3:11:07 "OBJ: XXXXXXX - UH1H_DZ" 3:11:07 "DEBUG Damage: Added to NeedUpdate=204d50c0# 1055504: uh1h.p3d" 3:11:07 "OBJ: XXXXXXX - Mi17_DZ" 3:11:07 "DEBUG Damage: Added to NeedUpdate=204b10c0# 1055505: mi_8mt.p3d" 3:11:07 "OBJ: XXXXXXX - AH6X_DZ" 3:11:07 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret 3:11:07 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun 3:11:08 "DEBUG Damage: Added to NeedUpdate=202e7040# 1055506: ah6x.p3d" 3:11:08 "MOVED OBJ: "XXXXXXX" of class MH6J_DZ to pos: [7985.33,6458.1,0]" 3:11:08 "OBJ: XXXXXXX- MH6J_DZ" 3:11:08 "DEBUG Damage: Added to NeedUpdate=20292080# 1055507: mh6j.p3d" 3:11:08 "MOVED OBJ: "XXXXXXX" of class AN2_DZ to pos: [5817.54,7337.36,0]" 3:11:08 "OBJ: XXXXXXX - AN2_DZ" 5am restart today 16:23:27 "OBJ: XXXXXXX - M1030" 16:23:27 "DEBUG Damage: Added to NeedUpdate=1ab990c0# 1055361: m1030.p3d" 16:23:27 "OBJ: XXXXXXX - M1030" 16:23:27 "DEBUG Damage: Added to NeedUpdate=1ab98100# 1055362: m1030.p3d" 16:23:28 "OBJ: XXXXXXX - ATV_US_EP1" 16:23:28 "DEBUG Damage: Added to NeedUpdate=1aa10100# 1055449: atv.p3d" 16:23:28 "OBJ: XXXXXXX - ATV_US_EP1" 16:23:28 "DEBUG Damage: Added to NeedUpdate=1aa2a080# 1055450: atv.p3d" 16:23:28 "OBJ: XXXXXXX - ATV_CZ_EP1" 16:23:28 "DEBUG Damage: Added to NeedUpdate=1a9af040# 1055451: atv.p3d" 16:23:28 "OBJ: XXXXXXX - ATV_CZ_EP1" 16:23:28 "DEBUG Damage: Added to NeedUpdate=1a9ae080# 1055452: atv.p3d" 16:23:28 "OBJ: XXXXXXX - PBX" 16:23:28 "OBJ: XXXXXXX - Smallboat_1" 16:23:28 "OBJ: XXXXXXX - Smallboat_2" 16:23:28 "OBJ: XXXXXXX - Smallboat_1" 16:23:28 "OBJ: XXXXXXX - BAF_Offroad_W" 16:23:28 "DEBUG Damage: Added to NeedUpdate=1f642080# 1055457: lr_covered_soft_w_baf.p3d" 16:23:28 "OBJ: XXXXXXX - hilux1_civil_3_open" 16:23:28 "DEBUG Damage: Added to NeedUpdate=1f58e080# 1055458: hilux1_civil_3_open.p3d" 16:23:28 "OBJ: XXXXXXX - car_hatchback" 16:23:28 "DEBUG Damage: Added to NeedUpdate=1f58c100# 1055459: car_hatchback.p3d" 16:23:28 "OBJ: XXXXXXX - UAZ_CDF" 16:23:28 "DEBUG Damage: Added to NeedUpdate=1f51e080# 1055460: uaz.p3d" 16:23:28 "OBJ: XXXXXXX - Lada2" 16:23:28 "DEBUG Damage: Added to NeedUpdate=1f4a2080# 1055461: lada.p3d" 16:23:28 "OBJ: XXXXXXX - HMMWV_DZ" 16:23:28 "DEBUG Damage: Added to NeedUpdate=1f447040# 1055463: hmmwv.p3d" 16:23:28 "OBJ: XXXXXXX - Ural_TK_CIV_EP1" 16:23:28 "DEBUG Damage: Added to NeedUpdate=1f397040# 1055464: ural.p3d" 16:23:28 "OBJ: XXXXXXX - Ikarus" 16:23:28 "DEBUG Damage: Added to NeedUpdate=1f33f040# 1055465: ikarus.p3d" 16:23:28 "OBJ: XXXXXXX - Old_bike_TK_CIV_EP1" 16:23:28 "DEBUG Damage: Added to NeedUpdate=1f323040# 1055466: old_bike.p3d" 16:23:28 "OBJ: XXXXXXX - Old_bike_TK_CIV_EP1" 16:23:28 "DEBUG Damage: Added to NeedUpdate=1f322080# 1055467: old_bike.p3d" 16:23:28 "OBJ: XXXXXXX - Old_bike_TK_CIV_EP1" 16:23:28 "DEBUG Damage: Added to NeedUpdate=1f3210c0# 1055468: old_bike.p3d" 16:23:28 "OBJ: XXXXXXX - Old_bike_TK_INS_EP1" 16:23:28 "OBJ: XXXXXXX - Old_bike_TK_CIV_EP1" 16:23:28 "DEBUG Damage: Added to NeedUpdate=1f2c50c0# 1055470: old_bike.p3d" 16:23:28 "OBJ: XXXXXXX - Old_bike_TK_CIV_EP1" 16:23:28 "DEBUG Damage: Added to NeedUpdate=1f2c4100# 1055471: old_bike.p3d" 16:23:28 "OBJ: XXXXXXX- TT650_Civ" 16:23:29 "DEBUG Damage: Added to NeedUpdate=1f2a50c0# 1055472: tt650.p3d" 16:23:29 "OBJ: XXXXXXX - TT650_Ins" 16:23:29 "DEBUG Damage: Added to NeedUpdate=1f283040# 1055473: tt650.p3d" 16:23:29 "OBJ: XXXXXXX - tractor" 16:23:29 "DEBUG Damage: Added to NeedUpdate=1f2ab040# 1055474: tractor_2.p3d" 16:23:29 "OBJ: XXXXXXX - tractor" 16:23:29 "DEBUG Damage: Added to NeedUpdate=1f280100# 1055475: tractor_2.p3d" 16:23:29 "OBJ: XXXXXXX - AH6X_DZ" 16:23:29 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret 16:23:29 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun 16:23:29 "DEBUG Damage: Added to NeedUpdate=1f1bb040# 1055476: ah6x.p3d
  5. r4z0r49

    Vehicles not respawning

    Guys can i get more info what is happening what isn't happening. Vehicles do not respawn right away when destroyed. If your talking about vehicles you have found and moved to your base and they have gone during the next restart this is another issue that is resolved for the next patch. But to stop it happening till patch day don't place the vehicle close to anything.
  6. It's swings and roundabouts. Yes, Bioshock Infinite is going to be a single-player experience and therefore require much more developer time... On the same note, they also have a shit-ton more developers, so not entirely sure what your argument is, there. My point was that your implication that just because a game is delayed means it's going to be bad is hilariously misinformed and ill-conceived. The way I understand it, the model is going to be a little closer to Team Fortress 2, minus the microtransactions. Eventually, once the alpha stage is done, they're going to release a 'finished' game that is (barring the odd patch here and there) complete and worthy of a standalone purchase. From there, they will simply supplement the game with free addons, which could be anything from new vehicles to new maps to new game mechanics. All free of charge. Either way, I can't really see why you're so furious about this other than the stock standard 'OMFG I HAVE TO WAIT THIS IS BS' internet reaction that everyone was expecting. Hell, we're pretty much in april already. It's two damn months, man, and the mod is here for you to play already... What's the big deal?!
  7. hello i have a server that is running dayzcc and i have full access to my files. im looking for a way to add im guessing the btc cargo script to my server. i have already added the chopper lift script from the add in post on open dayz but i want to be able to drop the vehicles from any hight and have them parachute down. that is my major want, having the ability to load them into the c130's would be good too but it is not a must have. the other script that im looking for is the halo spawn jump script i know people have it working i have jumped on a server that is useing it, and i have been following the post over at open dayz every day but they are still stuck. i would really like to get it working for new spawns and also make it to where if you jump out of a chopper or c130 that you can halo jump as well. i just found your post today and will be going over to your site to try to figure out how to get all of this to work. the fast roping one would be nice as well. I am willing to give you access to help me put this stuff in my server if need be. also i think i might have a few solutions to some things that you might want to add on here! my server is called joeszombieshack and it is a tavi server. check me out when you get a chance. those 3 scripts are the last ones i need and my server will be where i want to get it. im heading over there now to look at your full moon nights to see if that will work it was not one of the major ones that i wanted but i have had some request for it. "I have found a tutorial for, adding more weapons to helicrash loot table, GCAM (admins can spectate players) but I think these scripts are outdated because when I try to log into my server it stuck at Requesting authentication." i have both of these working on my server and would be willing to let you look at my server files if you help me with some of these others!! thanks joe
  8. Hey everyone, just wanted to let everyone know about our new RMOD by Terminus Est (www.terminusest.org). To improve on the standard Day Z experience once we have a bit of a player base we have plans to start hosting events and scenarios to move a bit of a story along. Spice things up a bit and add onto the regular Day Z experience. A note on rMod... Currently nothing spawns other then standard Day Z weapons/items/vehicles. I put rMod on the server for the purpose of making more interesting and fun events. Having said that there will probably be occasional vehicles spawn (No tanks or anything over powered), and if you participate in the events you'll have the opportunity to collect weapons and vehicles outside the normal Day Z experience. For example, there may be a convoy moving through Chernarus. Lets say it has two humvee's with M2's and a ural loaded with weapons. You could go up and try to trade with them, or you can attack them and take their weapons and vehicles. The choice is up to you. Name: DayZChernarus rMod - (1.7.6.1/102285) - Hosted by Terminus Est | HFBServers.com Connection Info: 216.107.144.184:2302
  9. http://adminswithatt....enjin.com/home Hero base coming soon!! Anti-hack coming soon!! Possible heli lift and vehicle towing coming soon!! Bandit Base coming soon!! New military areas and clan bases WILL be added!!!!!
  10. Developer Presentation and Q&A (Saturday) TLDR: You can find a summary of the main points here thanks to Darthnord otherwise the full transcript is below. So we have a lot to cover as we want to pack as much in as we can, the Q&A which is sort of the bulk of this is really important to us. We are going to be showing a lot of new stuff here and we want to see what kind of questions people have and get some feedback and things like that. So I guess without further ado I'll log in to the demo and talk you through it. This is the standalone at the moment, it's the current development build so there is plenty of stuff that's broken with it. One thing we have been doing for those familiar with ArmA III will know the team on ArmA 3 did a lot of work with the controls and what we did is we borrowed a couple of the developers from ArmA III and assigned them to our project and asked them what would you do if you could do anything with the game? So we have been looking at things like the tactical pace and things like that, you'll notice that the weapon is currently pointed away, so one idea we are playing with but we aren't set on yet is you have to actually hold down a key to aim. So we are currently developing two systems, one system is exactly like how ArmA III operates with some different tweaks and improvements and the other is this system which forces you to hold down the key. The reason this is currently our favourite system is we believe it will help prevent the kill in sight mentality. We have also removed things like negative mouse acceleration and that kind of stuff. So we are really committed to improving the controls and there has been a lot of work done on that now. Inventory The next thing I wanted to show was the work we have done with the inventory system, this is one of the areas we spent the most time on. I have to add a strong caveat now which is we haven't had an art pass done on this yet so this is what art would look like in a game if you let programmers do all the art. I'll try and talk you through what you are seeing. The beautiful aqua blue box on the left, that is what's on the ground so if I go to the back of the car here you can see it working. *Everyone applauds* Hmm, maybe we don't need art Matt ;) So the guy in charge of this is a huge fan of RPG's, he has been doing a massive amount of work on this, you probably can't see it here because of the contrast but when you click on that little red box it turns green and expands below it and you can see any items inside, so if I put items in this shirt I can then open and close the shirt container. The green squares next to the avatar are only temporary, they will disappear. We actually want to have it so that you drag and drop off your characters avatar but we haven't currently got that working so we have these green boxes. You'll also see when I consume a drink I leave behind a trash item. You'll notice when I drag an item on to another item the box turns orange which shows you can interact with them, we're going to go with an actual 3D model to show this but it's all just like work in progress at the moment but it brings up a context menu and I can craft it, if anyone has played SS13 we are going with that kind of level of crafting. The yellow boxes at the bottom of the inventory is the quick action bar, so I can put my weapon away and because it's equipped in the first hot bar slot, I just push the 1 key and it brings it back. We wanted to put a lot more customisation so you can put what you want on which slots and then select them using the 1, 2, 5 etc. The inventory system has been heavily inspired from XCom so the idea is if you have a certain weapon you might not be able to fit it in your hoodie because there isn't enough hoodie slots etc. A lot of the interior work we have done is around the idea of going through the buildings and scavenging, there are a lot of new areas that we want players to be able to go through and explore. You'll notice the cans have Russian names for those familiar with the can incident with the mod also ;) Client-Server architecture So I want to talk about what some of our key points are now with the client-server architecture. This is the delay, this is why we haven't been able to let you play the game. Those that played the mod will know that the hacking and exploiting was a significant problem for us so in order to release the alpha we need to finish the architecture first which means everything that's done on your client is just keystrokes and then that's sent to the server and the server is the arbitrator of what you do. That work is being done by our lead programmer, he has been focusing on that and what we are going to do is lock down for the next two months while I am at Everest and they are just going to focus on that and then in June we are going to do a review of where we are at and see if we can release the alpha. That's the only thing we are waiting for, the crafting system and everything else is more or less working so that's really the only reason for the delay and we feel there really is no point releasing DayZ until we do that, that's why we missed the December deadline because we realised we couldn't have just taken ArmA II or ArmA III and make it work with DayZ, we actually had to go back and completely remove components of the game and redo it from scratch. Crafting and radios That brings us to crafting and radios which we have been kind of working on in secret, well I may have mentioned it a few times. If anyone is familiar with the ACRE mod from ArmA, what we have done is implemented a simplified version of that in DayZ and if you have played SS13 we also took inspiration from that. In SS13 you can turn off the speaker and the microphone, so what we have done in DayZ is we have made these radios so you can turn off the speaker and place it on the ground and it will record any direct chat that anyone uses nearby but they can't hear you because the speaker is off, whether it be text or voice and play it through the radio. So you can have one radio on a certain frequency and then use another radio to listen to anything happening in that area. I can just imagine people hiding radios in cars or bugging certain areas where you store loot, as well with the crafting system you can craft a headset on to the radio so the speaker won't create noise when it's being used. This is the kind of stuff we are working on while we wait for the architecture to be done. Medical We went out for dinner with a few streamers last night and ran through the system. It's a little bit hard to explain the system without whiteboards and all that kind of stuff so just deal with me. In the DayZ mod the health system is pretty basic, you have blood and if you run out of blood you die and we really wanted to go a little bit more in-depth and I know people are concerned about accessibility but we feel any complexity added to the game doesn't mean the game needs to become more difficult to play so long as that complexity is intuitive, so we have tried to base a lot of the stuff on common sense. We have health which is your overall life and we have blood which is more of a short term indicator, so if you get shot you will take brute force damage to your health, you will lose quite a lot of blood and you might be bleeding so your blood will keep dropping. Those are the two main indicators of your health. You also have shock, an example being if you get hit in the head with a baseball bat and don't have something like a motorbike helmet on you will take quite a high shock value and if that shock value exceeds your current blood you will go unconscious. The real experiment we are doing and to be honest there is a lot of stuff we are doing that we aren't sure on yet but we want to try, we're trying to not have any of this on the UI so we want to provide feedback as to how this is working through post-process effects and sound effects and to be honest I don't know how it's going to go, it could be a disaster but we want to try it because we think not having a UI will really add to the immersion. Talking about this last night a lot of people were wondering how does it regenerate so the idea with blood is that if your hunger and thirst is full then your blood will regenerate and if your hunger, thirst and blood are ok then your health will very slowly regenerate and your blood will only regenerate only up to your maximum health. This is kind of confusing and that's another reason why we don't want to put it in the UI, we're hoping that it turns out to be intuitive enough and hopefully when we get the alpha out we can get some feedback from Reddit and the forums and stuff like that. Food and diet We didn't like how in the DayZmod you can just eat/drink a million energy drinks and you are totally fine because that is certainly not the case, Matt tried it. So the idea is your diet will have an effect on your character, we want to keep this kind of stuff quite subtle and really just apply some common sense. Melee combat The other point was melee, we are putting quite a bit of work into that, we still only have a prototype at the moment and the idea is to be able to punch and things like that, there are going to be a lot less weapons in the initial release, we are really going back to basics with the initial alpha and so your reliant on melee is going to be quite high, with the weapons we are going back to them, giving them new sounds and making them as good as we want them to be. There is also the attachment system, unfortunately I couldn't show you that yet as I had problems getting the latest update but we will show that in the next blog. Skeleton The last kind of point I wanted to touch on is the skeleton. We have been using the same skeleton for about eight years so think of skeletons from games that old. The skeleton is basically your rig that you bind to the skin, it defines how the character moves. So we took a risk and devoted some time to developing a brand new skeleton and that risk has paid off and the skeleton that has been made is really pleasing, it's going to allow us to do a lot of things. A lot of games have a separate skeleton position for your first person view and that sounds bad but it's actually really good because it means you can have both the first and third person views relevant and nice. ArmA only has one position so you can only have it look good in first person or third person, with the new skeleton it's going to look good in both, particularly in melee - think of Chivalry, you really need to see where your hands are and where you are punching etc especially since we have removed the crosshair. That new skeleton has really opened a lot of doors for us. Road map This is probably the thing most people want to hear about, so the alpha isn't out yet and obviously everyone is disappointed but we have to get that architecture done first. Vehicles won't be in the initial release, the reason for that is we want to do the vehicles properly, the standalone goes back to basics and roughly around August-September we will look at doing the vehicles. We want to have it so it doesn't feel like you are driving big blocks of stone around and we want you to be able to customise them similar to how you can customise your player (although we will probably end up with everyone running around in their underwear anyway) Base building. We had a total geek out last night talking about the potential with this, we are big fans of EveOnline, really big fans and we have talked with them a lot at various game conventions and gotten a lot of support and advice. We really think base building is going to be like our version of capital ships in Eve. We have thrown around a lot of ideas and we really don't think above ground base building is going to work because there simply isn't enough space so we are looking at going underground and having it sort of like Skyrim where they are instanced. We have been toying with the idea and prototyping a red faction style but that isn't going to happen until probably the end of the year. We are going to get the alpha out and then have at least 12 months of adding content/updates every week or so. Streamers, events and content creators. The last point we wanted to talk about is that we are big fans of tournaments, streaming, content creation etc and we are going to devote some development time to creating a camera mode to support that, you will see there is no mention of your username and things like that to avoid stream sniping already. A big part of DayZ's success was because of streamers, youtubers, events like SurviorGamez etc and the fact that they are able to do that with the mod which is completely broken is pretty amazing, the only reason it's still going is because the community has taken over it's development.
  11. TheBambiAvenger

    Server Jumping

    The servers you speak of are private hives. They work as you described. There are also public hives, they are all connected, if you have gear you will retain the gear on all servers. For example, if you have a DMR on public hive #1, you will also have that DMR on public hive #4. While this works with gear and player location, vehicles and tents don't transfer from server to server. Private hives are better in my opinion, I find that many public hives fall prone to hacking and/or are run by abusive admins. One hacking attack=Hours or weeks of gear lost. Also, many people in combat in Pub hives will logout, go to a diff server, move behind you, log in, and kill you, leaving you clueless. Try them both out, come up with your own opinion.
  12. W3R3WOLF

    Vehicles not respawning

    hi razor Question again, it seems it is acting the same way again, is there any way i can fix this or do i have to contact you each time. when i am looking for the problem i think its to do with the debug eg. 6:02:50 "DEBUG Damage: Added to NeedUpdate=1a2b10c0# 1055183: old_bike.p3d" that the line of code to check to see if the vehicles or tents are spawning back in. and if thats the case then 3 of the choppers are not spawning back in also the v3s and a couple of other vehicles pm if you like i am off next 5 days thx razor
  13. p4triot

    What is DayZ now?

    If you go play to an empty server you will find yourself bored in 2 days. Because the survival part of this game es too easy when you know the game. As the server is empty, you will find an unused vehicle and also a choppa quite easy and with this is a matter of hours to get full geared with a 6 vehicles + 10 tents camp. And then what? I don't like KoS, but I understand why the game has degradated to this. And then is when here comes the people wanting for a harder game (which is a must) but instead asking for annoying stuff because they don't understand the difference between difficulty/challenge and annoyance. What I find now fun to be playing is to start over on a server with 50/50 almost permanently and set up a nice camp with all my group plus full gear up, getting a MI17, a Huey, BAF and Ural. When we get this, we usually quit the server or start over again. This is what I consider the top game, and trying this on a 50/50 server isn't a 2 days jobs as it would be on an empty one, it takes weeks due to having to be really careful with every step we do in town and constantly finding human resistance. Zombies? like if they weren't here almost 90% of the time. Try this, is quite fun and also challenging. But there's a handicap, you need real friends to play with...
  14. GreenGaming has just opened a new Taviana server with added vehicles and buildings. Spawn in with a Pistol, 1 Mag. and a Map. This server offers plenty of Heli's and has very active admins. We also have anti-hack in place to reduce hackers as much as possible. We plan on keeping this server up for a very long time and would love for you to make it your regular server. The admins are very fair and you will not be banned unless hacking or repeated rule breaking. All admins have money invested and want nothing but success for the server and would never do anything to get bad PR. All admins are 25+ years old so you will never have to deal with an immature admin, we are professional and honest. Never will you be banned for killing admins or attacking their base. We encourage activities like that because its part of the game. Right now there are alot of friendlys so there is alot of good teamwork, But bandits are more than welcome because they make the game more exciting. The server restarts automatically every 6 hours to ensure there is no lag. To find the server just filter GreenGaming or connect by our IP: 50.97.49.66:3374
  15. MaGxNerdy

    Battleye causing major fps drops

    I'm sure i have tested this on server with no vehicles added and other maps and server that have just restarted no change at all. I can also play singleplayer with 1000+ npc's and not lag on the highest settings and when i play just arma 2 i don't lag.
  16. Dancing.Russian.Man

    Balancing DayZ SA series Part 1: traversing the dayz world

    "..the most important things to fix would be the map markers. (the ones which point the way in game world and tell you the range to target)" I'm pretty sure Rocket knows of this and they will be removed entirely. "But if the map markers were to be removed, than running in a straight line would no longer be possible. (Well it still would, but much harder)" Just, you know, hold W and nothing else? If you have any sense of orientation in real life, or can read a map, it isn't hard to align yourself even without a compass. It's harder to do in real life, because you have to either dodge some things or you naturally turn ever-so-slightly, and might run past your goal. "Why would there be no cars in a big city? I dont think that is very realistic." Because people were at a hurry to get out of the city and/or they got raided before us, the players, got into the game/server? Otherwise I like your ideas for land vehicles. "So lets say leaving a car without maintenance for a week would cause it to stop working. That would prevent the hoarding of cars. There's nothing worse than a car just sitting in the northern woods doing nothing. I hate it." And that affects hoarders.. how, exactly? The point of hoarding cars was that they worked as storage space, that could sometimes be moved around, even if they needed a little repair. (Some people shoot one of the wheels out.) At least now, if you find a camp with a car, you can just take it yourself and stop it from being used as a hoarding device. Your suggestion would make it more or less a permanent part of storage space for a camp unless repaired. And before you suggest that you can't access the items in the broken car, then that's just nonsense. Did everything somehow lock itself? No. "Now why would we do that you ask? Simple: airplanes require more skill and practice to fly. You can always just sit in a heli, press autohover and take off." You've clearly missed the part where Rocket said that the helicopter mechanics will be taken from Take on Helicopters. Most people will not even be able to warm the engine on the helicopters before they jump out from frustration. I'd write/read more, but my shift is ending. Edit; Meh, screw it. "ADD REAL NIGHTS! Right now people who want to play at night can't, because other player will just set brightness and gamma all the way up and roflstomp them. It's basically HAxz! If you dont like nights go play on a 24/7 day server. Please devs, remove brightness and gamma hack from the game." It has been removed. It's not the mod's fault if it has been re-enabled by private hives or unofficial variations of the DayZ mod. The nights are as real as it gets in Chernarus, in the current vanilla DayZ mod.
  17. burritoman259

    Battleye causing major fps drops

    Are you sure your not playing on a server that has 900+ vehicles? That could be you issue maybe the ones without battleye don't have vehicles because of the hackers?
  18. Any chance of a reset on the old server? nothign is spawning properly and theres no vehicles. Cheers!
  19. I've finally worked out the bugs in the code, so the mission system is now fully functional. There are still a few minor bugs, but they are insignificant. The mission spawned vehicles do NOT save on restart. Mission breakdown: Firebase: Small bunker and rocket launcher crate. C130 Crash: Two large supply crates. Special Weapons: One rocket launcher crate. Gear cache: One large supply crate. Recover APC: One random APC, will need repairs/fuel. Recover Heli: One attack chopper, will need fuel. Mission starts 20 to 30 minutes after completion of previous mission or boot up of server. Missions are marked on map and announced when they spawn. If you log in after mission starts or die, you will not see the marker. Missions spawn in random locations around the map. ALL MISSIONS ARE PROTECTED BY HEAVY CONCENTRATIONS OF NPC'S! BE WARNED!
  20. Part 2 of the Balancing DayZ standalone discussion series. I encourage to post your opinions and ideas here. The more posts the more chances any of the devs hear us. In part 2 of the series we will talk about traversing the DayZ world. I am basing the OP around the data we know about dayZ standalone. Which includes a bigger map and bigger cities. I'll point out some of things I though off and add other good ideas provided by people in this topic. Many of the changes are small balance changes which could also be included in dayz mod. But some are big changes, which would require actualy developing time. ---- Orientation, navigating -The first thing and one of the most important things to fix would be the map markers. (the ones which point the way in game world and tell you the range to target) They really brake immersion, because currently you just set a marker and run. But if the map markers were to be removed, than running in a straight line would no longer be possible. (Well it still would, but much harder) Sticking to the roads would be much more viable. And roads are dangerous. With the new zombie handling roads would be a profit vs. danger decision. Should you follow roads and risk being seen by zombies and players, or go through woods and risk getting lost? The feeling of being lost in a dark forest in a dead world with zombies around and running low on water and food is really a thing that would fit DayZ perfectly. Incidentaly this also fits in with the swing from PVP to survival that is a constant idea in these series. Because suddently seeing a player wouldn't cause fear and hiding, but be a welcome sight. -Compass and GPS would suddently become important, while right now they are little more than props. But because of these changes finding maps would be important, thus maps should be made more abundant. -A question here is also if the map menu can be made to show different maps? Because if it can, than a really immersive thing would be different types of map. Finding a military 1:10000 map would be rare and much more useful than a turist broushure map. Incidentaly that falls together perfectly with the more difficult terain navigating. -People who invest time to learn skills like navigating using the watch, or the clouds (currently) would have benefits. And with the new bigger map all of these problems and things that I have written so far would be even more saturated. -All that has been written so far would work towards the feeling of a dead and hostile world, and would change the mentality of players, and even if only ever so slightly. Still it does make a difference, and server to move the mentality from pvp to survival. Ground vehicles Another thing to cover are the vehicles. I dont think many can be pleased with the current system, because it supports hoarding and completely brakes immersion. -Why would there be no cars in a big city? I dont think that is very realistic. But I also dont think there should be more vehicles so here are my suggestions: -Completely remove the civilian vehicle spawn and make repairing dynamic. So for example when you see a car in a city that isn't completely destroyed, you can start repairing it. --There definitely shouldn't be the predetermined spawn that are currently implemented, because than people just hog all the cars and hoard the somewhere up north, leaving the south coast bare. Not very immersive. New repair system -But like I said I dont think there should be many more cars, so I suggest that the repairing system be redone. Finding proper spare parts should be harder but less random: instead of looking in random industrial buildings the player should be looking into similar cars and getting spare parts from there. So for example if a player wants to repair a hatchback he should look around for other hatchbacks and loot them for engine, wheels, body parts, etc. That way cars spawn wouldn't be rare but fixed ones would be, fixing them would be MUCH more immersive. -I also suggest cars start to break down after a predetermined amount of time. Consider it like parts wear. A player repaired the vehicle poorly with no mechanical shops and its normal that they break down. So lets say leaving a car without maintenance for a week would cause it to stop working. That would prevent the hoarding of cars. There's nothing worse than a car just sitting in the northern woods doing nothing. I hate it. This also works very well with the new loot spawn logic being implemented in dayzstandalone (think loot in trunks of cars, easy to add an engine in front). -Also, depending on what year it is, fuel might be harder to find? Flight Here's a big fact: HELECOPTERS ARE OVERPOWERED Thats a fact. Period. You can get anywhere instantly, you can scout for camps get geared in the blink of an eye. And to top it all they have VTOL capabilities. -Now what I suggest are a couple of things, but basically this: make flight much much much more risky. Taking to the skies in dayz should be a really good one of a kind feeling. Right now it's meh. I have had 3 helis in the past week. Thats not one of a kind at all. -So firstly making helicopters much more rare, and MUCH more difficult to repair. That would fall together perfectly with the new repairing mechanics I have covered in the previous paragraph. Basically to repair one heli you'd have to scavange several. -How to make flight more risky though? Here's one thing: I suggest switching the focus from helicopters to fixed wing aircraft. Now why would we do that you ask? Simple: airplanes require more skill and practice to fly. You can always just sit in a heli, press autohover and take off. Not in a plane. Airplanes have to keep moving in order to fly, and landing one is difficult. (well not really, it's still easy mode in arma, but still infinitely harder than heli landing) Airplanes can not land vertically, so looting heli crash sites and tents is still doable, but harder. Having a pilot in your team is now actually valuable. -So planes are very risky, because you can crash easely and you need someone to go check the heli crash sites while the other person is landing etc. etc. You'd have to think twice before getting into one with a whole crew. -And in real life, civilian planes are infact way more common. And that is also why repairing a plane would be easier, according to the new repair mechanic I described earlier. Chain reaction car crashes on big roads. What happens when zombies come? Panic. Fleeing. refugees. Car crashes. Big car crashes. Epicly big car crashes. Add chain reaction car crashes on roads, and make them goldmines of loot. Refugees take with them all kinds of stuff. Flashlights, backpacks, food, lots of food. Drinks, canisters, axes, knifes, lighters. Everything needed to survive. We'll talk more about this in the loot part of the series, but since they relate I've made notice of them here. They aid the shift from looting cities to actually finding loot and surviving on the land. Now you can get basic survival gear elsewhere. Zombie hordes We will talk more about this in the zombies part of the series, but let me just make a note of them here, since they relate: Zombie hordes should roam the roads making traversing the dayz world more risky, again aiding the shift from dangerous cities to dangerous world. And maybe hower around cchain car crashes. Here's a big one as well: ADD REAL NIGHTS! Right now people who want to play at night can't, because other player will just set brightness and gamma all the way up and roflstomp them. It's basically HAxz! If you dont like nights go play on a 24/7 day server. Please devs, remove brightness and gamma hack from the game. ---- Part 1 of the series: shifting from PVP to survival. Part 2 of the series: -you are here- Part 3 of the series: loot mechanics Part 4 of the series: balancing the zombies Part 5 of the series: endgame Part 6 of the series: random stuff
  21. Azrail (DayZ)

    What hive should I join

    may want to have a look at http://bmrf.me most innovative whitelist - just register/logon on forums, and they whitelist your ip instead of your guid. BMRF DayZ #2 is the best server you can put your feet on. its 100% expert, so no 3rdp or other carebear bs. also, no ghosting. tent's and vehicles are saving. 6 helicopters. those are where it's at - own one and the map is yours D: they support JSRS & ACE soundmods and STmovement was even possible to disable sidechat clientside, though the addon doesn't work anymore *sadpanda* (playing dayz with soundmods makes everything so much better, for me anyways) no dogs or auto-refuel though, but i am sure dogs will make it into the mod eventually. auto-refuel is lame, just play with friends and have a good pilot at hand, then refueling a chopper is easy peasy.
  22. Original Post: http://dayzmod.com/forum/index.php?/topic/129387-looking-for-partner-age-13-16/ Clans go away I don't want to join a clan(or social group, or community, or whatever the fuck you want to calll your group) QQ Hey, I'm 14 but I have a slightly higher pitched voice than most. I still sound ~14 but higher pitched than most. I am only going to use Skype for right now, no TS just because it's too much of a hassle for playing with one guy. I'm also in the EU but I can only speak English. Also I'm on a laptop that runs DayZ on all low settings with all the optimizations I could find at 8-20 FPS depending on the area. I've been playing DayZ since shortly after you spawned with revolvers so I know just about everything about the game that there is to know. My playstyle is pretty complicated. Basically as soon as I spawn I'm friendly until I find my first non-civilian tiered weapon. Once that happens anybody that has a bandit skin dies and anybody that looks suspicous dies. Then when I get a vehicle it tends to just be KoS anybody that is near me/in my way. Also people in vehicles are KoS because I really need dat shit. I can fly helicopters pretty fast as well. My server preferences tend to lie towards more 'hardcore' servers that at maximum have 100 vehicles and 2 helis. I don't care at all wether it's private or public hives. I was thinking maybe BMRF #2 would be fun or AWA. I'd prefer 30-50 players on a server. Maps that I will play are Chernarus or Taviana. Also be prepared to use terms like cardinal directions since I like to play a bit tactical. I'm pretty mature in general but I'm not going to be very formal. Also if you're a bit younger or older I don't really mind unless you're an 8 year old squeaker or a 40 year old man. Skype name: banzayjump EDIT: I also used to be a whitelisted medic and attempted to join TMW but nobody ever got back to me about training because their servers were down at the time.
  23. Clans go away I don't want to join a clan(or social group, or community, or whatever the fuck you want to calll your group) QQ Hey, I'm 14 but I have a slightly higher pitched voice than most. I still sound ~14 but higher pitched than most. I am only going to use Skype for right now, no TS just because it's too much of a hassle for playing with one guy. I'm also in the EU but I can only speak English. Also I'm on a laptop that runs DayZ on all low settings with all the optimizations I could find at 8-20 FPS depending on the area. I've been playing DayZ since shortly after you spawned with revolvers so I know just about everything about the game that there is to know. My playstyle is pretty complicated. Basically as soon as I spawn I'm friendly until I find my first non-civilian tiered weapon. Once that happens anybody that has a bandit skin dies and anybody that looks suspicous dies. Then when I get a vehicle it tends to just be KoS anybody that is near me/in my way. Also people in vehicles are KoS because I really need dat shit. I can fly helicopters pretty fast as well. My server preferences tend to lie towards more 'hardcore' servers that at maximum have 100 vehicles and 2 helis. I don't care at all wether it's private or public hives. I was thinking maybe BMRF #2 would be fun or AWA. I'd prefer 30-50 players on a server. Maps that I will play are Chernarus or Taviana. Also be prepared to use terms like cardinal directions since I like to play a bit tactical. I'm pretty mature in general but I'm not going to be very formal. Also if you're a bit younger or older I don't really mind unless you're an 8 year old squeaker or a 40 year old man. Skype name: banzayjump EDIT: I also used to be a whitelisted medic and attempted to join TMW but nobody ever got back to me about training because their servers were down at the time.
  24. Hey any one looking for a good private hive server on Dayz check out US 592 The Walking Dead. We are protected by TSW Anti-Hack, have more vehicles, auto refueling, removed blockades in the roads, new buildings, and friendly admins. We would love to see you guys there. Our Server Info Server Ip: 173.234.42.90:2352 Or you can search for US 592 Our Website: www.eg-dayz.enjin.com Our Teamspeak 3 Server: 109.228.4.198:9987 Our Server Features Roadblock Free City's & Towns & Roads. Vehicle Limit 150+ Custom Building around the map. Full Moon Night's Auto-Refueling at Fuel Tanks & Gas Pumps. Custom Debug Monitor. Custom Starting Gear. Keep up-to-date on our website for more updates and info
  25. arkaeldren

    Can a frag grenade destroy a UH-1H?

    Someone said satchels don't work, like hell... If you can get a satchel anywhere near it, the surrounding buildings/vehicles/people are foder.
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