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Found 41868 results

  1. I am not sure how to attach the parts correctly to vehicles in .63/Beta and looking for some guidance if possible. Okay i have a wrench, screwdriver, car battery, radiator, and spark plug, 4 tires and a 4x4 vehicle. Car wont start with the parts in it. I try and put the parts in the car the inventory has circles with a cross through it over each part. I tried combining various parts with the either of the two tools nothing happens. Both with the part in hand or the tool in hand first. I try and go to where the part (not in inventory and in inventory) is to be put in the vehicle with either of the tools nothing happens. (Both with part in car and in my bag). Could someone point me in the right direction? Thanks
  2. Fester808

    How vehicles spawn work?

    This should help with some of the events.xml definitions. nominal How many items should spawn on the map, effects restock 0 = no spawn lifetime How long (in seconds) something will be out before despawning, after being idle 3600 = 1 hour, 3888000 = until server restart restock How long (in seconds) something will be out before respawning, after being idle only restocks when nominal > min. 1800 = 30 minutes min Minimum count of item on map, effected by nominal 100 is average, above or below accordingly quantmin Percentage of minimum amount of item there is (in stack) 0 - 100%, magazines, water bottle fullness quantmax Percentage of maximum amount of item there is (in stack) 0 - 100%, magazines, water bottle fullness cost Priority during restock and cleanup 0-100 flags Attributes if the item is available in map, by craft, or in cargo crafted="1" category Loot category for spawn locations to choose from Links to mapgroupproto.xml for loot locations tag Loot "location" within the group - only 1 per item name="shelves", name="floor" usage Loot "groups" that can spawn the item - multiple per item name="Military", name="Town", name="Industrial" value Rarity The min and max you have changed below nominal refer to the damage (I've been told) - not amount of vehicles. <nominal> is how many VEHICLE the server aims to keep on the map so set <nominal> to the maximum that you wish. Then change the children max to same as <nominal> then min to the minimum of vehicles you want the server to try and spawn. FYI lifetime 300, appears to cause them to disappear very fast if damaged it seems. This is the default events.xml for offraod hatchback below.This is telling the server to try and spawn 40 vehicles, with a minimum of 30 on the map at one time. <event name="VehicleOffroadHatchback"> <waves>0</waves> <nominal>40</nominal> <min>18</min> <max>22</max> <lifetime>300</lifetime> <restock>0</restock> <saferadius>1000</saferadius> <distanceradius>500</distanceradius> <cleanupradius>200</cleanupradius> <flags deletable="0" init_random="0" remove_damaged="1" sec_spawner="0"/> <position>fixed</position> <limit>mixed</limit> <active>1</active> <children> <child lootmax="0" lootmin="0" max="40" min="30" type="OffroadHatchback"/> </children> </event> If you are having issues with vehicles you can remove all vehicles from your database by going to /mpmissions/dayzOffline.chernarusplus/storage_66435/data then deleting the vehicles.bin then upon restart the server will look to the above events.xml to fill those spawn locations you've added. Good luck !
  3. Atnas666

    Auto Restart

    <economy> <dynamic init="1" load="1" respawn="1" save="1"/> <animals init="1" load="0" respawn="1" save="0"/> <zombies init="1" load="0" respawn="1" save="0"/> <vehicles init="1" load="1" respawn="1" save="1"/> <randoms init="0" load="0" respawn="1" save="0"/> <custom init="0" load="0" respawn="0" save="0"/> <building init="0" load="0" respawn="0" save="0"/> <player init="1" load="1" respawn="1" save="1"/> </economy>
  4. philippj

    Auto Restart

    DayZServer\mpmissions\dayzOffline.chernarusplus\db\economy.xml Modify dynamic, building and vehicles to your liking
  5. LastS

    How vehicles spawn work?

    Hi, i would like to know how works the vehicles spawn system. I set a high number of 4x4 to spawn, and set only 3 spawnpoits on eventsspawnpoints xml file, but only spawn 2 cars, and 1 spawn gets empty. Later i set the desired points that i want to spawn 30 4x4, but i am flying with the admin tool to check if spawns and i cant see anything at spawns.. Is it bugged or how it works? My code example for tests: cfgeventspawns.xml <event name="VehicleOffroadHatchback"> <pos x="4887.453125" z="2855.823242" a="257.481689" /> <pos x="4812.296875" z="6798.160156" a="327.097870" /> <pos x="5010.281250" z="6816.060547" a="203.527695" /> <pos x="3300.640625" z="3822.350586" a="240.870575" /> <pos x="9898.375000" z="8734.794922" a="241.005386" /> <pos x="11447.343750" z="7570.854004" a="325.940186" /> <pos x="11447.984375" z="7447.103516" a="106.006348" /> <pos x="9246.359375" z="13611.951172" a="92.931969" /> <pos x="6017.953125" z="7819.673828" a="69.972427" /> <pos x="7648.000000" z="12665.000000" a="288.604095" /> <pos x="7606.875000" z="12628.797852" a="67.133316" /> <pos x="6911.546875" z="7801.909668" a="138.833054" /> <pos x="6139.031250" z="7737.602051" a="225.997452" /> <pos x="12621.187500" z="13833.891602" a="128.923950" /> <pos x="12533.281250" z="13792.261719" a="9.391764" /> <pos x="12588.015625" z="13816.601563" a="288.245911" /> <pos x="2741.140625" z="12162.149414" a="113.329292" /> <pos x="3534.265625" z="14188.257813" a="207.150467" /> <pos x="1389.093750" z="11995.000000" a="72.688065" /> </event> and now the events.xml <event name="VehicleOffroadHatchback"> <waves>0</waves> <nominal>80</nominal> <min>50</min> <max>80</max> <lifetime>300</lifetime> <restock>0</restock> <saferadius>1000</saferadius> <distanceradius>500</distanceradius> <cleanupradius>200</cleanupradius> <flags deletable="0" init_random="0" remove_damaged="1" sec_spawner="0"/> <position>fixed</position> <limit>mixed</limit> <active>1</active> <children> <child lootmax="0" lootmin="0" max="80" min="50" type="OffroadHatchback"/> </children> </event> Can anyone help me? :/
  6. Fester808

    Vehicles

    What is the difference between info stored on vehicles in types.xml and info seen in the events.xml ? Please see below.. types.xml events.xml
  7. LastS

    Vehicles

    Manually spawned vehicles aren`t saved. PD: Fill it with gasoline
  8. kmiles1990

    Vehicles

    Another question, where do vehicles save? I crashed it, and went looking for another radiator, found one and while running back the server restarted... Came back and the vehicle is gone.
  9. LastS

    Vehicles

    How can you set the vehicles spawn with everything?
  10. Hello, Can I ask how to set Whitelist on my server? I would also like to know where I find out how many vehicles I have on my server and where I find it. Thank you in advance.
  11. Fester808

    Vehicles

    I am having issues with vehicles spawning in my server. I have updated my server to the latest patch and can’t find any trucks whatsoever. I am using the spawn locations mentioned on Reddit and I have teleported to every location for the Trucks and not found one (have not tested hatchbacks yet). Firstly, am doing something wrong? Do I need the server to restart a couple of times before they begin to spawn? Secondly how do I increase the number of vehicles spawning? I have not increased economy before. This is how each truck is appearing <type name="V3S_Cargo"> <nominal>0</nominal> <lifetime>3</lifetime> <restock>1800</restock> <min>0</min> <quantmin>-1</quantmin> <quantmax>-1</quantmax> <cost>100</cost> <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0"/>
  12. mrwolv

    Vehicles

    im testing the other vehicles now the vs3 truck seems to work good alot faster than before
  13. Sy8282

    Vehicles

    Up the nominal amount of vehicles if you want more to spawn they are around I found a few yesterday takes forever to get them to drive as so many parts to find
  14. mrwolv

    Vehicles

    so are all vehicles working now in game ????
  15. philippj

    Vehicles

    I think the main issue here is the actual amount of vehicles spawned. @kmiles1990 only because you added coastal spawns doesnt mean that they are spawning there. Those are only potential spawnpoints. You have to increase the number of overall vehicles spawned.
  16. madmax1337

    Vehicles

    check here - file cfgeventspawns.xml , if you want to know the positions exactly on a picture (map) or add more vehicles. Download this Config Tool and place it into your server, of course you need to download also the server files for this because its needs the files to read the coordinates etc....
  17. kmiles1990

    Vehicles

    How do I make vehicles appear on the coast? I've tried the cfgeventspawns.xml but I still don't get it What are these values compared to the given picture <pos x="10967.148438" z="5494.307616" a="125.181313" /> What is "a" https://imgur.com/a/1QGM9Xl In that image, which is X, which is Z and what is A, which I thought was supposed to be the Y? Very confusing.
  18. kmiles1990

    Vehicles

    Where are the cars located? My server is fully updated but I don't see any cars anywhere? How do I make it so vehicles are just spawned on the coast, kind of everywhere?
  19. Hello, i would like to know how to do that vehicles spawn repaired, or set what items are damaged Thanks!
  20. blackberrygoo

    Status Report - 6 November 2018

    I really wanted to hate this status report ... but it was actually good . Sad to see barricading , advanced soft skills (medical , mechanic , pilot) , birds , and aerial vehicles won’t make it until post 1.0 ; those first two and the latter would truly make the game so much more robust .
  21. Today was the release of the 0.63 with basebulding and vehicles on the experimental servers and tomorrow it will finally reach stable (according to the developer report) Do you guys think we might see this new content update reaching Xbox One by this month ? it's been a exciting day for PC players, hope it don't take long for us Xbox players to also receive it and enjoy.
  22. Today was quite a busy day at our office with the Experimental BETA patch hitting the Experimental servers. So apologize this late Status Report, it is worth it. Dev Update/Eugen Dev Update/Eugen Dear Survivors, we are listening. We know the last Status Report has started some heated discussion about DayZ. I'm gonna do my best and touch upon multiple subjects you guys have pointed out and make sure your questions don't go unanswered. But first, I also want to because today is the day that we updated the Experimental branch with what will become the first BETA update. The update itself contains multiple features and tons of content. Just to name the headliners: all new base building, a new implementation of vehicles, player restraining, leaning and more. I'm excited about this first step to a more polished gameplay experience with more endgame goals to achieve. Farewell, 0.62 - 0.63 is fully taking the reigns Not only have we hit Experimental today, but tomorrow, we want to open another floodgate. Since we're no longer working on old technology, the 0.62 version is now becoming a legacy to look back at and learn from. We believe we are past the point where 0.62 is a good first entry into the world of DayZ. So tomorrow, we will be going through a clean-up in our Steam back-end and shuffle things around a bit. The current 0.63 will be moving to the default branch (what we call the Stable branch, as in the first thing that installs when you click on DayZ in Steam, and a version that most if not all community servers will run). 0.62, then, will be moved to its own "legacy branch" for future reference. This will make sure that players coming back in will get in touch with the new version of DayZ, and won't be facing a situation where they start up a game and can't join almost any server due to version difference. That way, we can focus on what the future of DayZ should be and we will deliver updates straight to you. Experimental and Stress Test Branches should not see much use for the rest of the year, and will be deprecated until we get to a point they are once again needed. Our goal right now is to focus on addressing issues you guys have been reporting, and on making DayZ fun for our core player base. With this change, we will release one more thing for you guys to play around with: DayZ modding tools. Yes it''s happening! While they can definitely be considered Experimental, your early feedback on the tool set can help us shape the future of the DayZ platform and game alike. Tools will be available as a free download on Steam and will be also supported by our new DayZ Launcher to organize your DayZ experience. The launcher (familiar to those of you who tried Arma 3) will be useful not only to work with mods, but also for work with startup parameters, server and tools after the tools package stabilizes a bit. With the DayZ tools release, we will be opening the Steam Workshop for you guys to share your creations in an easier way, accessible in one central place. TLDR; if nothing goes majorly wrong, 0.63 is moving to Stable tomorrow, and we begin our BETA development - the march towards a stable 1.0 release. Plans for the upcoming weeks With 0.63 on the Stable Branch, and community server owners updating their servers with all these new features we introduced, I wanted to touch on few more things that are about to happen in the upcoming weeks, as that's certainly something you'll be very curious about. Server browser changes & update schedule The server browser is getting an overhaul based around a new technology that we developed together with our Online Services team. The gain with this implementation is that you'll be better able to tell if a given server is running a modified version of DayZ, and at the same time, the new implementation will make the server browser feel more aligned with rest of our UI design (which is by no means polished yet, but at least a basic direction has been set). Related to community servers, at least for the rest of the year, we're trying to go and have a fixed schedule of weekly updates so that server owners can be ready for any upcoming game updates. Fixing, tweaking, and polishing The upcoming bugfixes and tweaks will be focused on many of your complaints over the years. We read almost everything you guys post across social media, including (especially) those comprehensive lists for 1.0, and I just want say we know these things are important to you. While features are in, their functionality is often broken. We know that's what makes or breaks a game, and now is exactly the time to get that fixed. During this period of stabilization and iteration, you'll see the game change around the details that matter. A balance pass is ahead of us, and while it's certainly not the last, it will definitely be a first one that will fix a whole lot of the inconsistencies you guys experienced over the years. Just as an example, I'm going to use the fix of misaligned guns that is already in Experimental (caused by either using a vehicle, being in prone, or using free-look). We're also going to go over some of the issues that bother you a lot: like hit registration problems, or changing your key binds. Let's go. Feature and content freeze for BETA/1.0 With today's Experimental update, we have released a huge amount of items that were not available in-game before, and while some of their functionality might be bugged, these specific cases will be tackled in the bugfixing, polishing, and balancing push. What's in the Experimental build now is the list of items we want to hit 1.0 with, and anything else we've talked about in the past will be a post 1.0 content released as free platform updates. The same goes for features - features that we previously had planned to deliver and are not in-game right now and are postponed after 1.0 release. We will be working on our post 1.0 plans and communicate the exact details of our efforts through official channels. One thing I can already say - I'm really looking forward to working on a stable game platform. Something we have not seen a lot (or at all) for the past 5 years. Addressing the current most pressing issues There are some hot topic currently resonating in the community, and I wanted to touch upon some of those in more detail. As these would make the Status Report visually even longer, we're gonna put them into a separate forums post. These are the topics covered: Item renaming Hit registration Changing key binds Bloom post process effect tweaking FPS drops READ THE FORUM POST Now to an elephant in the room that has to be talked about in a proper manner. Previously, I have said that I want to write up my thoughts after talking to you guys on various channels and criticism that has ensued after the last Status Report. Here it is. Why go for a 1.0 release this year? There were two choices here, either we miss our 1.0 deadline, or we miss content parity. Both are bad no matter how we look at it. I seriously believe for the health of DayZ as a brand, as a game, we have to move in a direction of stable and reliable gameplay. The core DayZ features are already in the game now, and the devil is in the details. We have to make sure those core features work as they should first and foremost. Not only are you missing out on some really cool things in the game because the current implementation of features is simply broken - additionally, we also we have to deal with development on a game platform that is simply not stable enough for us to continue without loosing our minds. Making a new weapon on a game that crashes or stops shooting bullets every day due to low level changes is not fun for us either. We know that this step is not only important for the game, but also for the team here. While we might have put on a version number 0.64 and just continue development as many of you have suggested, we have to start working with deadlines properly and be prepared to prioritize. We could have spent years polishing and adding to what DayZ is, but to do so, we need to start planning better and that requires a platform where estimations on complexity can be relied upon. That is not the case right now. While we agree that content variety is extremely important to DayZ, we can improve upon that that post 1.0. And the same comes with features like helicopters. We are not abandoning DayZ. We're taking a deep breath, we're taking a look back with the aim to properly plan out building on a platform that is fun to develop for. Can you really have a polished, stable 1.0 version of DayZ by the end of the year? There's not much time left. Yes, unless we believed that, we wouldn't have chosen the option to hit the deadline. There is about a month of real development left, and hopefully some you have noticed we have started fixing some really pressing issues in DayZ over the last week as we shuffled our priorities. And that is what deadlines do. They make you think twice about what is really important. While there are large numbers of issues left, only about 600 of them are crucial to make DayZ work as intended. We plan to do exactly that. Fix features, stabilize the game and make it enjoyable after being weighed down by bugs for a very long time. Are you pressured from the Bohemia management to go for the release? There is pressure of course, that's a natural part of game development. We've just spent five years in Early Access. That said, Bohemia Interactive is a privately owned company under no pressure from external investors. It is our decision to meet our deadline, and there are no business people standing behind our backs forcing us to do it. Bohemia is a family of like-minded people who want to make games without publishers calling the shots. It's also one of the core reasons why Bohemia still self-publishes its own games, and generally does things on its own. While we may not be perfect, our players, our community, our games are still very clearly different from the rest of the industry. Why not just continue in BETA after stabilizing the game, and not avoid "slapping" a 1.0 on a game that's not "feature/content complete"? Because if we were to do every single thing that was ever conceived/thought of/casually mentioned for DayZ, we would not be able to exit Early Access even next year. In development, especially if you work with new technology, there is no proper way to do estimates. You just do them based on your past experiences with different technologies. This a super complex topic and we were unable, and effectively failed to predict the amount of time some these things would take on the new engine. While the possibilities with our own technology are endless in theory, we just can't hit content/features that we wanted or wished for in the time we set for ourselves. That said, we know that the game is going to be tons of fun even when some of your favorite features and content are missing now. Is there any team restructuring going on after the 1.0 release? Are DayZ developers going to be assigned to other teams at Bohemia? No, we are keeping the same resources as we had this year for the year ahead. To be precise, it's 86 people working on DayZ right now. What are your plans for development after BETA? When can we see the remaining features being implemented? As mentioned previously, we want to properly plan out content and features for next year, and focus on timely delivery by having a stable platform that we can build upon. One of the top priorities will definitely be weapons and content variety. As for features implemented post 1.0, we will share more information once the whole team agrees on what exactly we can and will deliver. DayZ is our dream game and we want to make it the best possible experience for developers and players alike. - Eugen Harton / Lead Producer Header image by Uncuepa.
  23. TheYetiBum

    Servers question

    Servers are want to be persistent for upto 42 days I think but with constant updates they get wiped often so stashes are temporary right now. But if I player survives long enough and wishes to keep on looting full kits and stashing them about the coast it can become useful if wanting to stick to the coast occasionally and have easy access to a weapon and basic equipment fast. With the games limited content and craftables ATM I guess some just want to try evetything currently in. Once base building & vehicles are implemented I guess stashes will become more useful and more readily accessible .
  24. Fester808

    Vehicles in my own EXP server?

    Vehicles are not functioning properly in experimental at this stage unfortunately. You can spawn them using DaOne admin tools or adding them to your init.c but these will not be persistent, very laggy and unstable for you and others on the server. Best to wait for their official implementation when stress test build moves to experimental.
  25. LastS

    Vehicles in my own EXP server?

    Hello, im starting with the 0.63 dedicated server, and i would like to know, if is possible, how to add vehicles to the map. Thanks!
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