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

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

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Stay safe out there,
Your DayZ Team

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Found 41868 results

  1. Welcome to Tribez! Tribez is a real, ever-evolving, fluid community. There is no good and there is no evil. There is no right or wrong. There is just survival. How we survive is up to us and our tribe. There is no law, but there are communities which each character will choose to belong to when they first arrive. These communities are called tribes, and each tribe brings with it a bespoke set of tools to help the survivor make it in their chosen role. Belonging to a tribe does not inhibit you from interacting with other tribes, nor does it mean you are allied or against any one in particular. It is merely a stepping stone into meaningful RP with people who choose to play the game like you. Tribez is split into the following areas: Cultivation (e.g. gatherers, hunters, farmers, survivalists) Services (e.g. police, medical, fire, search & rescue) Military (e.g army, security, engineers) Civilian (e.g. teachers, traders, drivers) These tribez are not mutually exclusive, but are a firm foundation for your character and will allow you to interact easily with fellow survivors. For instance; a survivor who plays within the civilian tribe as a taxi driver has access to the civilian OOC radio channel on Discord, a place to call home in their safe trading town of Pulkovo, but are free to interact and play with any survivor from any other tribe. By using this foundation we aim to bring a mix of players together in a vibrant world. Natural alliances will form within tribes, but also outside of them. Wars will be fought, disputes settled, and life in Chernarus will evolve organically, for good and for bad alike. Life in Chernarus never lasts long, and Tribez is the same, and the server will be wiped every 2-3 months and reset to its original state. This is always preceded by a character purge the day before, allowing survivors to let loose, have fun, be silly and make as much mess as they can. On server wipe day, everything starts again. Tribez community towns are reset to their original state, new characters are made and new alliances formed. And we encourage everyone to try something new each time! Take a look at our website tribezrp.enjin.com for more information. As this is a roleplay server we've tweaked some of the code to allow survivors to worry less about their health and more about their interactions with other people. For example, a new survivor now spawns in with 3 apples, rags and a compass, rather than the dreaded road flare. Stamina has been abolished (thank god) and you lose less water now when sprinting. Zombie spawns have been brought more in line with 0.62 (currently they just don't spawn anywhere but at the coastal spawn points. We've fixed that) We're still waiting for tents and vehicles to be implemented, and so we're asking for patience while we wait for the next server file release, which should be any day. Then we'll build the communities and everyone can go wild! Have fun and see you in Chernarus!
  2. IMT

    Status Report - 25 September 2018

    It wasn't really a misunderstanding, to be honest. They were talking about postponing vehicles and tents for after 1.0 to not hold the beta back, that was a big no-no for me. They stated this in the SR of 28th of november "During the time between the release of 0.63 Experimental to the release of 0.63 Stable (PC BETA), we will add a couple more features that are missing from the list above. Namely vehicles, helicopters and base-building. We'll also keep adding weapons to get to our 0.62 standards". I have ranted a few times to the guys about the fact that they threw out a date again (Beta before the end of 2018), combined with the fact that they might postpone vehicles and tents until after beta was what caused it. I don't mind that things take a while, I'm prepared to wait for it and I'm in it for the long run. But the date, it was the date, something they already had problems with in the past. But all this is doesn't matter anymore anyway since it seems we're getting vehicles and tents rather sooner than later, which is of course great news. I don't mind if the forum is active, I would even support it. The problem is that they make for every little thing a new topic. Normally for the PC build we always keep it to the Stable/Experimental/Stress test topic instead of making a new topic. The forum would have half a million topics if we would make a new topic on everything. I'm sure that a lot of topics are even duplicates of things which have been posted in the same week. Here in The Netherlands we have a saying which would translate roughly to "Not being able to see the forest because of the trees" which means that you lose the overview because of all the details. I hope you guys can do something about this because I don't even know anymore if there is a new build or not because they get burried within a few hours because of all the new topics.
  3. Skruffy

    Driveables

    To add onto what @kichilron has stated. It is in the status report and there are alot of pressing stability issues that need to be addressed which are of higher importance than vehicles. Beta has been announced with the possibility of vehicles, and this will undergo a stress test period on pc, then move to experimental on pc. While xbox does contain experimental builds, it likely will not be seen until late November or early december. To be fair, I can put on some music, loot and get kills while walking across the map. It takes about 2 hours in a straight line to get from kamenka (bottom left spawn) to nobo (top right town) That is perfect time and allows me to enjoy the scenery. Yes vehicles are important and they are needed. But in due time. They are not the most pressing matter on the xbox build
  4. Junior McNamara

    Driveables

    Hey guys I understand your busy and have thousands of comments to look through but the most needed thing to be honest is vehicles because it's a must due to the fact of the size of the map I generally have no other issues due to the fact I enjoy the game but I vehicle of some sorts would be much appreciated due to the fact I'd like to traverse the entire map....
  5. TheYetiBum

    Games moving from Alpha to Beta

    True that, unfortunately the bug report systems weighted down right now by the prevalent locked in database issue, hopefully once that's ironed out it'll be smooth sailing. And yeah once it goes BETA the version system kinda goes out the window because they've always said 1.0 will only contain ground vehicles and basic base building elements (reinforcing pre existing houses, rather than free builds) & other vehicles and mechanics would be added after 1.0 launch. I think the race is on to get the game to 1.0 "finished" state so that it can be accessed by PS4 players as Sony are way stricter on how far down the road a game must be before release on there platform. the devs currently have a PC and console build with pretty much all mechanics put back in already in there offices (god I wish I could play that version lol) but obviously there using that to find as many conflicts, bugs, glitches & crashes before unleashing it upon us.
  6. TheYetiBum

    Games moving from Alpha to Beta

    Hey beautiful survivors, So is everyone excited for the upcoming update to BETA announced yesterday in the PC status report? I'll link below for anyone unaware. Baty let the community know that ASAP after it's on PC experimental branch it'll come to console too and we can expect such treats as vehicles & base building! But a full list of returning features will be released closer to the PC release date & apparently the list is very large. I personally am super stoked for this, links here's.
  7. Derleth

    Status Report - 25 September 2018

    Probably a misunderstanding then. What they have said is that cars and base building would be implemented during or at the beginning of beta. Post 1.0 is the plan for additional vehicles such as more types (specifically such as were never in 0.62 either) of cars and two-wheeled vehicles. Last week they said in the status report that vehicles would be added shortly after the next content patch, now it seems they're content to push it all out at once. Still no ETA though, so we'll see how long we'll have to wait. I want to see that list of beta features first and foremost, I can wait some more if it means we get a smooth release this time.
  8. Jeffrey Meuse

    Xbox Update 25/09/2018

    Vehicles? Leaning? Is this gonna be added in shortly. I’m not asking next patch or a month or so down the road because leaning is a big part of the game in my opinion I hate how I have to expose my entire character to shoot at someone. And will you add your leg getting broke falling from large heights because I got robbed thinking I can shoot this dude in the leg and nothing happened. Please respond
  9. TheYetiBum

    Just wondering about vehicles.

    Checkout the latest Status report for PC which has a lot mentioned about XBOX too. Long story short in the next 2 months experimental and stable will move too BETA! And many mechanics will return aswell as vehicles and basebuilding elements. They also state that this BETA build will be pushed to xbox ASAP after it goes to PC. Fingers crossed all goes well and we see it within next 3-4 months or before. heres the link for the status update
  10. TheYetiBum

    Xbox Update 25/09/2018

    A status report for PC was released today saying that the game will finally be moving from ALPHA to BETA and that very soon many mechanics will return to the experimental branch of DAYZ including vehicles and base building! Exciting news, also stated that the content uodate would include a significant amount of additions that will be announced before release. The status report also announced that this update would be phage to XBOX ASAP aswell, so in short within a month or two we should have vehicle. Fingers crossed
  11.  Nayte

    Just wondering about vehicles.

    Vehicles, from what I’ve seen of earlier pc builds were wonky as all hell. Hopefully, they get revamped before being implemented again.
  12. Molecular Drift 1.0

    Just wondering about vehicles.

    Vehicles are coming. They're currently working on a usable sedan, a truck and a light airplane. Like Bombarding said though, it'll probably be a good while before they're introduced into the game.
  13. IMT

    Status Report - 25 September 2018

    Very good SR and very good news! I'm going to be honest, this SR is a big relief for me. I was a bit done with DayZ and there were multiple reasons for that. The thing which hit the nail in the coffin was when I heard that vehicles and tents, etc. would come after 1.0. I was also mad because the Xbox version had things which the PC version didn't have (heli crashes). Combine that with the fact that I find it hard to keep up with the forum and don't even have the motivation for it because of this. Reason being is the fact that the forum is constantly bombarded by new threads by the Xbox version players. Honestly, it still makes me mad, even this topic is burried away already and this one is posted 5 hours ago. Is there a way that I can exclude all the Xbox topics in the Xbox forum? I was quite bummed out that I was done with DayZ, but after BioHaze mentioned this SR and the good content, I immediately felt better. All is good now and I can't wait for the next big Experimental beta patch and beta itself. :) Keep up the good work! By the way, I think the images aren't working because I believe data.bistudio.com is down.
  14. Francesco Franco Garbuglia

    VEHICLES

    Hi, how u added vehicles? They doesn't work on our server
  15. Jeffrey Meuse

    Xbox Update 25/09/2018

    When do you plan on adding vehicles
  16. Satanspawn686

    Tents?

    Base building, vehicles, tents, more guns, hordes lol sorry
  17. It's a crazy time for us here at the office, with the release of the Xbox version and the PC server files behind us we're now moving for the PC BETA! Of course, this is not going to happen over night, Eugen will give you an introduction on this. We also have our Leads from the Gameplay Programming, Animation and Sound departments with us to bring you some more detailed information on what's going on behind the scenes of our road to BETA. Dev Update/Eugen Dev Update/Mirek Dev Update/Viktor Dev Update/Filip Dev Update/Baty Dev Update/Mirek Dear Survivors, the server files release is now behind us, and I would like to thank all the community members who have patiently waited all the way to this point. We are very happy to see old players coming back to try the new servers popping up. We are aware of the issues currently plaguing the administrators running community servers and your feedback is very much welcomed. We have already deployed a patch with fixes, and there's more coming. We are looking specifically into issues with zombie spawns, logs, configuration and security. Once ready, you will see updates coming directly to the Experimental branch of the game. Now that our Experimental content patch is out in the open, I wanted to talk about the next thing. Some of it has been said previously mentioned in interviews from Gamescom, and I wholeheartedly recommend watching these, as the questions asked by both M1ndr and BarelyInfected have been straight to the point. While there have been some serious delays with the delivery of the first content patch, the work on the internal version of the game has not stopped. This basically means one thing: the next patch arriving to the Stress Test branch will be considered an Experimental BETA and will contain new content and features, including vehicles and base building. We will offer a detailed list of the BETA package later on. The list for both features and content is not exactly short, so we'll need to make make sure everything works. The process for the publishing of this patch will start with Stress Tests focusing on the new content. Currently, we are quite happy about the stability of the internal client and server, and most of the team is focusing on bugfixing. More information on the release will be shared through our official channels, I cant wait for you guys to drive around Chernarus with your friends. Once this patch hits the Experimental branch of the game, it will again be made available with both server and client, and pushed to Xbox as fast as possible. That brings me to our players on Xbox. While we may not seem that active now, we are listening to your feedback and concerns, and we're working on necessary changes and bugfixes plaguing the game. There was a smaller game update pushed earlier today, and whenever possible, we'd love to keep updating at least once a week. The current patch focuses on UI fixes (no major inventory changes yet), server messages and VOIP. This also includes any fixes done to the game on PC. More changes are coming alongside the mentioned BETA patch and features. See you in Chernarus! - Eugen Harton / Lead Producer Dev Update/Eugen I have a very brief overview of the features and bugs we are currently working on. Let's take a look: LODs for the animation system Currently, when playing any animations, the whole skeleton is evaluated (every single bone), no matter how far away from the camera the other entities are. Our new system will improve the client & server performance significantly - especially server-side. Instead of evaluating almost 200 bones, we now need only about 20 or even less to be evaluated on server-side. The evaluation of the entire skeleton currently takes about 75 percent the of AI's simulation time, so we believe this optimization will help to increase AI numbers significantly. Vehicles - physics The gearbox (clutch) simulation and tire friction still need some tweaking, because vehicles still have some issues with riding to hills. Vehicles - animations / camera We improved the 3rd person camera and added more character animations. This includes handling the clutch, brake & thrust pedals. Vehicles - networking We have reworked the networking logic for 4 wheeled vehicle synchronization (and the same logic will work for future vehicles), the next step is network traffic optimizations. Input system We had to rework the input system a bit, due to requirements to simply add new actions (something the modders among you will appreciate!). Currently, the new system is in testing, adding the key binding options will be the next step. AI spawns on servers with offline DB This is probably one of the last bugs we want to solve on the current Experimental branch. The rest will be fixed within the Experimental BETA update. A lot of other bug fixes (bugs which we have already fixed on the internal branch) will also be included in the Experimental BETA. This includes fixes for the iron-sights/optics inaccuracy, damage system issues, attachments rendering in inventory and many, many more. - Miroslav Maněna/ Lead Programmer Dev Update/Viktor Last week, we've had a small motion capture session. This was mainly dedicated to a capture of various missing animations for player character or minor fixes to existing animations. Meanwhile, we were also focusing on bugfixing and polishing of the player actions, vehicle related animations, and item poses. The vehicles now have many advanced animations like switching the lights off and on, using pedals, shifting gears and of course steering. There are many new things and improvements done on the player animation graph side. One example to speak for all, just recently we have reworked aiming with the flashlight, torch and other items. This was always not very convenient to use because the light was not going in the right direction. From now on though, it works just great! The light beam now aims where you are looking, no matter if the character is standing or moving, so flashlight should be your best friend from now on in dark areas. We have also added a small detail in the form of an animation for switching the flashlight off/on. - Viktor Kostík / Lead Animator Dev Update/Filip Hello everyone. The entire audio team is continuing the work on the overall audio appeal of DayZ, and we've created a range of new and updated game sounds. Let's have a look: new rain sounds for tarmac, tile and wooden roof surfaces updated the rain sounds for trees and bushes updated the leave rustling sounds for bushes new sounds for the "empty vessel" and "pour liquid" action (pouring water onto the ground or into another vessel) sounds for jump and landing animations new sounds for various items for pick into hands action new sounds for carrying weapons on your shoulder infected play different footsteps (bare feet, sneakers, boots) according to what they are wearing new sounds for eating fruit, cereals and taking pills - Filip Čenžák / Sound Designer Dev Update/Baty Hey guys, we separated the Community Spotlight and released it yesterday and I hope you liked it. If you have anything you want to share with the community, tweet it to me and I am going to check it! You can find the latest Community Spotlight here: - Baty Alquawen / Community Manager Header image by A1ANNUAKII.
  18. TheVampireBat

    VEHICLES

    Has anyone managed to get the vehicles working yet? I know they are going to be very buggy and in some cases server doesn't even start (alas mine) Anyone had any success?
  19. Skruffy

    Tents?

    Listen, all due respect we get it. However, they had announced pre release that xbox would be missing content. But if you look at some development teams, that content could be reskinned as a season pass or a microtransaction. The most important thing for a game that is a PC port come to console is not content. It is stability. Once stability happens, the content flows. Now. To put a timeline in, BI Devs in their road map have speculated that Q1 2019 will be 1.0. Personally I believe it to be Q2-Q3. I too would like tents, vehicles, more weapons, and more content. But it will come. Please read the disclaimers on Game Previews. How does Xbox Game Preview work? Xbox Game Preview games can be purchased and played like regular titles. Because the games are still in development, they might be missing content, contain bugs, or need extra balancing work that will come later via updates. https://www.xbox.com/en-US/games/xbox-game-preview-faq
  20. Aussie Cleetus

    how to enable persistence on for car and base building?

    you can spawn them, doesn't mean they work. I've quite thoroughly tested the vehicles and they are way too broken to be feasible. I've yet to find a way for the server to save them, I don't think they spawn correctly through the methods on reddit for them to trigger as vehicles to save. I believe tents are broken in the fact that you cannot enter them, so you cannot access the storage or collapse them once placed. Many base building elements, while they may exist - I would expect to not function. I also tested guns like AK101, which you cannot attach a magazine to, or even load a single round into. AKM drum mags seem to work, though when in a gun they appear as a regular 30 round mag.
  21. Aussie Cleetus

    Vehicle and More

    // Code derived from TheKappatalist420 on reddit in r/dayz https://www.reddit.com/r/dayz/comments/9hamlp/the_dayz_server_owner_howto_and_faq/ // Use one or another only, using all at the same time will undoubtedly cause issues (spawning all vehicles into 1 location just seems silly) // Spawn Sedan at Player - Sedan is terribly uncontrollable, traction is practically non-existent. Doors, trunk and hood cannot be opened unless someone is already inside the vehicle (the option does not seem to cause an update on the model). Terrible storage capacity EntityAI oCar = EntityAI.Cast(GetGame().CreateObject("CivilianSedan", player.GetPosition(), false, true)); oCar.GetInventory().CreateAttachment("CivSedanWheel"); oCar.GetInventory().CreateAttachment("CivSedanWheel"); oCar.GetInventory().CreateAttachment("CivSedanWheel"); oCar.GetInventory().CreateAttachment("CivSedanWheel"); oCar.GetInventory().CreateAttachment("CivSedanWheel"); oCar.GetInventory().CreateAttachment("CivSedanDoors_Driver"); oCar.GetInventory().CreateAttachment("CivSedanDoors_CoDriver"); oCar.GetInventory().CreateAttachment("CivSedanDoors_BackLeft"); oCar.GetInventory().CreateAttachment("CivSedanDoors_BackRight"); oCar.GetInventory().CreateAttachment("CivSedanTrunk"); oCar.GetInventory().CreateAttachment("CivSedanHood"); oCar.GetInventory().CreateAttachment("SparkPlug"); oCar.GetInventory().CreateAttachment("EngineBelt"); oCar.GetInventory().CreateAttachment("CarRadiator"); oCar.GetInventory().CreateAttachment("CarBattery"); oCar.GetInventory().CreateAttachment("HeadlightH7"); // Spawn Bus at Player - This is terribly broken. The doors do not open, and dialog to enter the vehicle as driver or passenger are absent. List may be missing some parts. Storage is not wide enough to fit an SVD, Mosin9130 or IZH18 Rifles (1 column short). EntityAI oBus = EntityAI.Cast(GetGame().CreateObject("TransitBus", player.GetPosition(), false, true)); oBus.GetInventory().CreateAttachment("GlowPlug"); oBus.GetInventory().CreateAttachment("TruckBattery"); oBus.GetInventory().CreateAttachment("TruckExhaust"); oBus.GetInventory().CreateAttachment("TruckRadiator"); oBus.GetInventory().CreateAttachment("BusDoors_Left"); oBus.GetInventory().CreateAttachment("BusDoors_Right"); oBus.GetInventory().CreateAttachment("BusHood"); oBus.GetInventory().CreateAttachment("TransitBusWheel"); oBus.GetInventory().CreateAttachment("TransitBusWheel"); oBus.GetInventory().CreateAttachment("TransitBusWheelDouble"); oBus.GetInventory().CreateAttachment("TransitBusWheelDouble"); oBus.GetInventory().CreateAttachment("HeadlightH7"); // Spawn Van at Player - Incomplete. There is no interaction programmed, from what I can manage to achieve, so Doors and Trunk do not open. List may be missing some parts. Terrible storage capacity EntityAI oVan = EntityAI.Cast(GetGame().CreateObject("CivilianVan", player.GetPosition(), false, true)); oVan.GetInventory().CreateAttachment("CivVanWheel"); oVan.GetInventory().CreateAttachment("CivVanWheel"); oVan.GetInventory().CreateAttachment("CivVanWheel"); oVan.GetInventory().CreateAttachment("CivVanWheel"); oVan.GetInventory().CreateAttachment("CivVanDoors_Driver"); oVan.GetInventory().CreateAttachment("CivVanDoors_CoDriver"); oVan.GetInventory().CreateAttachment("CivVanDoors_BackRight"); oVan.GetInventory().CreateAttachment("CivVanTrunk"); oVan.GetInventory().CreateAttachment("SparkPlug"); oVan.GetInventory().CreateAttachment("EngineBelt"); oVan.GetInventory().CreateAttachment("CarRadiator"); oVan.GetInventory().CreateAttachment("CarBattery"); oVan.GetInventory().CreateAttachment("HeadlightH7"); // Spawn Offroad Hatchback at Player. Doors, trunk and hood cannot be opened unless someone is already inside the vehicle (the option does not seem to cause an update on the model). Drives reasonably well. Terrible storage capacity EntityAI oAWD = EntityAI.Cast(GetGame().CreateObject("OffroadHatchback", player.GetPosition(), false, true)); oAWD.GetInventory().CreateAttachment("HatchbackWheel"); oAWD.GetInventory().CreateAttachment("HatchbackWheel"); oAWD.GetInventory().CreateAttachment("HatchbackWheel"); oAWD.GetInventory().CreateAttachment("HatchbackWheel"); oAWD.GetInventory().CreateAttachment("HatchbackWheel"); oAWD.GetInventory().CreateAttachment("HatchbackDoors_Driver"); oAWD.GetInventory().CreateAttachment("HatchbackDoors_CoDriver"); oAWD.GetInventory().CreateAttachment("HatchbackHood"); oAWD.GetInventory().CreateAttachment("SparkPlug"); oAWD.GetInventory().CreateAttachment("EngineBelt"); oAWD.GetInventory().CreateAttachment("CarRadiator"); oAWD.GetInventory().CreateAttachment("CarBattery"); oAWD.GetInventory().CreateAttachment("HeadlightH7"); // Spawn V3S Chassis at Player - Untested, but theoretically should work the same as V3S Cargo tests (except the tailgate as it doesn't exist) EntityAI oV3S = EntityAI.Cast(GetGame().CreateObject("V3S_Chassis", player.GetPosition(), false, true)); oV3S.GetInventory().CreateAttachment("V3SWheel"); oV3S.GetInventory().CreateAttachment("V3SWheel"); oV3S.GetInventory().CreateAttachment("V3SWheel"); oV3S.GetInventory().CreateAttachment("V3SWheel"); oV3S.GetInventory().CreateAttachment("V3SWheelDouble"); oV3S.GetInventory().CreateAttachment("V3SWheelDouble"); oV3S.GetInventory().CreateAttachment("V3SWheelDouble"); oV3S.GetInventory().CreateAttachment("V3SWheelDouble"); oV3S.GetInventory().CreateAttachment("V3SDoors_Driver"); oV3S,GetInventory().CreateAttachment("V3SDoors_CoDriver"); oV3S.GetInventory().CreateAttachment("V3SHood"); oV3S.GetInventory().CreateAttachment("GlowPlug"); oV3S.GetInventory().CreateAttachment("TruckRadiator"); oV3S.GetInventory().CreateAttachment("TruckExhaust"); oV3S.GetInventory().CreateAttachment("TruckBattery"); oV3S.GetInventory().CreateAttachment("HeadlightH7"); // Spawn V3S Cargo at Player. Doors and hood cannot be opened unless someone is already inside the vehicle (the option does not seem to cause an update on the model). Tailgate does not show interactions for players, so rear passengers are unable to enter the vehicle. Storage is not wide enough to fit an SVD, Mosin9130 or IZH18 Rifles (1 column short). EntityAI oTruck = EntityAI.Cast(GetGame().CreateObject("V3S_Cargo", player.GetPosition(), false, true)); oTruck.GetInventory().CreateAttachment("V3SWheel"); oTruck.GetInventory().CreateAttachment("V3SWheel"); oTruck.GetInventory().CreateAttachment("V3SWheel"); oTruck.GetInventory().CreateAttachment("V3SWheel"); oTruck.GetInventory().CreateAttachment("V3SWheelDouble"); oTruck.GetInventory().CreateAttachment("V3SWheelDouble"); oTruck.GetInventory().CreateAttachment("V3SWheelDouble"); oTruck.GetInventory().CreateAttachment("V3SWheelDouble"); oTruck.GetInventory().CreateAttachment("V3SDoors_Driver"); oTruck,GetInventory().CreateAttachment("V3SDoors_CoDriver"); oTruck.GetInventory().CreateAttachment("V3SHood"); oTruck.GetInventory().CreateAttachment("GlowPlug"); oTruck.GetInventory().CreateAttachment("TruckRadiator"); oTruck.GetInventory().CreateAttachment("TruckExhaust"); oTruck.GetInventory().CreateAttachment("TruckBattery"); oTruck.GetInventory().CreateAttachment("HeadlightH7"); I recommend commenting out the driver's door, because you'll have to remove it to enter the vehicle anyway Vehicle Persistence does not save. So a server restart will make your vehicle disappear (at least spawned in this method). The consensus is that it crashes the client after about 2 minutes of driving. It seems to show fine on the player side for the driver, but other players apparently see the car fly off into space on their screens when it drives, so they are not multiplayer friendly yet.
  22. TheYetiBum

    Vehicles

    Yep it'll be sometime before we see any major content update me thinks. Half the buttons aren't bound yet & the dev teams still working through issues that have been logged on PC for months. Patience is the name of the game when it comes to DayZ. but yeah I believe planes will also be reintroduced aswell as choppers and an assortment of ground vehicles. But remember this is Dayz hardcore survival, you may find a car if your lucky but then you gotta find all the parts to fix said car before you can use it which would usually mean running to an industrial zone or several and carrying heavy parts back to vehicle only to find it's being camped by someone waiting for you to fix it and steal from you after wasting you or someone's already fixed it a driven away lol. But that's what makes Dayz so fun. But yeah you can run from the coast upto numerous mil bases in 30mins so it's not exactly a grind right now
  23. Skruffy

    Vehicles

    There are 42,000 items that match thos search criteria. https://forums.dayz.com/search/?&q=Vehicles&item=239884&sortby=relevancy The team has stated vehicles are coming. Please be patient. We are 1 month in and there are far more pressing items needed other than having vehicles. We are on v0.63.148 I wouldnt expect vehicles until v0.70.0-v0.75.0 Considering as how I can go from Stary Yar which is just shy of the most northern bits on the map, to Solinichy in 1.5hr walk, while looting and shooting people, I'm not fussed right now. We need tents, QoL, Guns, Clothes and Game Patches more than vehicles.
  24. Larry Brill

    Vehicles

    Any realese date or time period when vehicles will be added to the game on xbox?
  25. bindik

    Vehicle and More

    override void StartingEquipSetup(PlayerBase player, bool clothesChosen) { EntityAI oCar = EntityAI.Cast(GetGame().CreateObject("OffroadHatchback", player.GetPosition(), false, true)); oCar.GetInventory().CreateAttachment("HatchbackWheel"); oCar.GetInventory().CreateAttachment("HatchbackWheel"); oCar.GetInventory().CreateAttachment("HatchbackWheel"); oCar.GetInventory().CreateAttachment("HatchbackWheel"); oCar.GetInventory().CreateAttachment("HatchbackDoors_CoDriver"); oCar.GetInventory().CreateAttachment("HatchbackDoors_Driver"); oCar.GetInventory().CreateAttachment("HatchbackHood"); oCar.GetInventory().CreateAttachment("HatchbackTrunk"); oCar.GetInventory().CreateAttachment("HeadlightH7"); oCar.GetInventory().CreateAttachment("SparkPlug"); oCar.GetInventory().CreateAttachment("EngineBelt"); oCar.GetInventory().CreateAttachment("CarRadiator"); oCar.GetInventory().CreateAttachment("CarBattery"); oCar.SetAllowDamage(false); } add that to the function and u are done, vehicles are crashing client, correct me if i am wrong
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