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Showing results for 'Vehicles'.
Found 41868 results
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When will vehicles be added to the game and what vehicles?
☣BioHaze☣ replied to TomJKD's topic in Xbox
https://dayz.com/blog/status-report-28th-november#/vehicles3 "DAYZ BETA FEATURES With regards to features, anything that's already in 0.62 legacy build will be present in BETA. Features listed below are either completly new, or improved significantly over the legacy implementation. -snip- Cars, together with basebuilding a helicopters, represent a pinnacle of player progression in DayZ. They require maintenance and parts, and will be expanded by core technology changes, improving their usability and reliability: Significantly improved network synchronisation, physics and simulation Damage system large improvement to how damage is managed on vehicles Vehicle maitenance large improvement in vehicle managment, usage and functions Controls improved control scheme and options" ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "DAYZ BETA CONTENT As far as content is concerned, we've had to make some more shuffling around, and the initial BETA release won't maintain a 1 to 1 parity with the content in 0.62 legacy version. That said, content is easier to implement than features or core technology, and the progress there will be quite fast during BETA/post 1.0. BETA VEHICLES definitely in BETA Offroad V3S most likely in BETA, definitely by 1.0 Civilian Sedan Bus Littlebird helicopter" ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "CONTENT FOR RELEASE BEFORE 1.0 / POST 1.0 For the rest, our goal is to get as close to 0.62 content as possible during all BETA updates, but we can not 100% estimate which particular weapons, animals or vehicles will be ready for 1.0. We're putting all the remaining content under one list for that reason. -snip- VEHICLES Skoda 1203 Skoda 120 VW Golf Multicar Bicycle Motorbikes Plane" Please, please, please, if you're new, go back and read, read, read. ALL of the status reports and maybe even the old build threads. If you're going to be passionate about this game and spend hundreds of hours playing it, you might want to take a few hours to read up on it. -
I've been wondering since you've brought the game out on xbox preview when you will be adding vehicles to the game and what type of vehicles exactly as I've seen many versions of the game on PC and they've made the game incredibly playable. Dayz's map is just too big to be walking everywhere every time. By the time you've met you're groups that's already 2+ hours just walking. If you could answer anything that would be great
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It's expected to happen you bought a game preview... You don't think this happened on PC no? It did many of times. In a way that's a blessing for big groups like mine to all meet up when there's no vehicles to get from point A to point B although we all have been meeting up over the past week
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I'm considering making a discord server for all to join; You will be able enter it as a lone survivor, clan, group or community of any sort and it is solely for the purpose of having active servers of players in 'GAME CHAT' who arent primarily aiming to run around & KOS but to have some sort of longer term goals or for those who wish to play as groups/clans/RP groups but would be interested in having other groups or players doing their own thing; though, they can interact and play alongside them to further better the experience. This isn't to eradicate KOS or even because KOS exists as people will still be able to KOS who use this this discord, it WON'T get you kicked. I've been thinking of this since release really, As some others have no doubt considered and some groups/clans/communities will already have one set up. You can still have your own personal way of communicating throughout your own group that is of your own preference but you WILL need 1 or 2 members minimum to be active in the discord server. As game chat doesnt work when in party chat at the point of joining a server then I'm hoping this can add more players to the levels that are in game chat; whether its 40 players in one server its better than what its currently at so its worth a go. Without private servers etc obviously things are trickier to do and randoms can join ANY server we chose to play on BUT for the time being; that doesnt really matter, in the grand scheme of things. It's ideally for groups to connect and provide some platform for an extra level of immersion into the game and also will provide players opportunities to meet other players and/or join groups. As and when more content drops, Whether in game items, persistence, vehicles or private/custom servers this will only make it better and have more reasons to be in a discord/get into servers with other players in game chat; who arent aiming to run around like its PUBG/COD for every minute of the game BUT as I said until we can have designated servers for anyone who may want the rule NO KOS etc etc etc we will just have to do and make be with whats available. Won't be everyone's cup of tea and for myself, I'd just like to eventually be able to play on a server that has active groups and players on the map that I can play alongside, whether with or against, over a long period of time. If this shouldn't of been posted, delete it or if it needs to be moved, Do so, But PLEASE don't move to recruitment as people wont necessarily check there for a post like this..Thanks!
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Introductions, connecting modders to modelers, efficiency, and a "Community Asset Pack" concept
chambersenator posted a topic in General Discussion
Now that we finally have a modding section for DayZ SA, I'd like to suggest something that I've been thinking about for a long time now that could be helpful to us all. All of us that are interested in modding DayZ have vastly different levels of experience and areas of expertise. Some of us here are very familiar with modding ArmA in the past, some are completely new to it and eager to learn, and the rest are somewhere in between. As we get closer to the new modding tools to be released, I think it would be a good idea to create a dedicated sub-section of the modding section, focused on two things: A place for anyone interested in modding to introduce themselves, and include some basic info about their skills and any past experience with scripting, modeling, mission design, etc. in ArmA and other games, or for those completely new to DayZ modding, what particular aspects they are interested in learning. This could be very useful to help the community overall, by having a place where we can get to know each other's skills. For example, someone who feels comfortable with writing scripts, but has no modeling experience can find those who are good at making asset models and may be interested offering up their skills. The easier it is for us to know who's out there and what they can do, the greater the benefits to us all. An "Asset Exchange" thread or section, and the idea of a "Community Asset Pack". People can post a request for a certain item or item to be made, and if there's a modeler that wants to make it, they can submit their design for consideration. Ideally, those submitted assets could be made available to all modders, so that we can reduce the chances of us having 10 slightly different versions of some basic item (ex. a opened tin can, a handful of wires ripped from a wrecked car or home appliance, a liquor bottle, a brick, etc). Of course, there will be some very work-intensive stuff that some modders would like to keep to their own mods (vehicles, firearms, entirely new buildings, etc), but I'm talking more about about the (relatively) basic stuff here that would be useful in many different mods. Additionally, we could have links to BI's wiki pages that list existing ArmA assets, so that people don't waste time making something from scratch that could be just ported over. The goal here is to avoid wasting modeler's valuable time by letting them focus on different things, rather than duplicating things whenever possible. As time goes on, it would be possible for assets submitted to that part of the forum section could, with the permission of those modelers, be compiled into a "Community Asset Pack" mod through the Steam workshop either as a single mod or broken into 2-3 separate categories (environmental, structural, or miscellaneous items), and updated every month or two. As for who would be the one responsible for curating/compiling that and the general logistics of handling that, I'm open to suggestions. Figuring out the process at first will be tricky, but I think the potential benefits of it is worth seriously considering. (In many ways it's similar to the CUP mods in ArmA as the end result, but what I'm focusing on is how we can create a submission/compilation process that has the best chance to draw in new talent as well as have the support of those with a great deal of previous experience in ArmA) Just to explain a bit about where I'm coming from with this and why I'm making this suggestion: I've got my own plans for a DayZ mod that I've been thinking about for a coupe years now. I've dabbled here and there with mission designs and taking apart PBO files over the last 6+ years in Dayz and ArmA to understand how they work, and observing in particular how DayZ's new code has been evolving over time. I feel reasonably confident that I can make the core concept of my mod work, but when it comes to making a small number of fairly baisic asset models for the various little additional things I'd like to have in the mod, I'm going to need to find someone that would be willing to help with that. I have no doubt there are many other people in the same situation, so why not propose something that might make it easier for everybody? -
Pretty sure once the games out of game preview it'll have some form of solo play to get used to map and mechanics etc. But the devs have stated that this is a hardcore survival MMO first and foremost so the focus will always be on player interaction and PvP. More gameplay mechanics, items, vehicles etc will enrich the gameplay options and make it harder to find the exact loot your looking for so all of that will decrease shoot on sight PvP mentality. Also when private servers become available in sure there will role play servers where Kill on sight will get you banned from said server as you'll have to atleast role play a bandit and hold people up etc. ATM there's a severe lack of stuff to do once fully looted so ppl tend to go kill crazy, add ontop of that the fact that if your in party chat you can't switch back to game and talk due to a bug so that breeds KOS mentality too. When people get used to the game or bored the killing will decrease outside of military zones.
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LMGs and GPMGs in DayZ mod had far less recoil when prone than a rifle or carbine and the GPMGs would chew through ground or aerial vehicles. Much easier to hit running people as well. With the PKP in A2 Wasteland I even hit running player at 800+ m. Those weapons are most useful when you're lying down. I don't think they're so good for solo wandering or with lack of vehicles. However, you never know how they'll handle in standalone. Night vision scope was in the files, although it wasn't for sniping. I doubt we'll see thermal.
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Well RPG will come with vehicles. Personally I'd like to see a heavy duty sniper with night vision/thermal scopes. The steyr may be the biggest we get but I'd like a military grade 50 call, that can have standard rounds and Armor piercing designed to take out vehicles. 2 different ammo boxes but same mag. Only load 1 at a time. But any sniper is good, especially with a high power zoom scope. Dont see the point of LMGs though it's hard enough using an M4 sometimes but 50-100 continuous fire? Idk sounds kinda lame. Spray and pray
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Cars may not be too far away as they've mentioned reintroducing cars in the next month or so on PC experimental servers which would mean we would see them soon too. Also base building will be more like reinforcing when it's introduced, as in boarding up windows of houses etc. But they've said they want to be at full releases version by Xmas and I'm assuming that will contain some form of vehicles and base building. Hope that helps
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well - if you want LOOT, get the drop on the guy and tell him to empty his stuff on the ground, or just drop all his clothes on the ground, then tell him to run off in in his underwear if he wants to stay alive. In the PC version there are (or were?) handcuffs, and you could put a sack over your victims head. Ask around the PC bandits about that.(I just shoot folk in the back I aint fancy) I think where you put your stuff helps against zombie damage.. which is mainly superficial on PC (unless you get a movement key stuck down while 3 of them are beating you up.. hmm?). Punch them in the head [on PC they used to get up again sometimes, like they'd been unconscious, now seems like they just stay down] then bandage, then check your gear see what's 'worn' or 'damaged' .. should be just a couple or 3 of items or maybe 'worn' clothes unless you had a GOOD LONG fight.. * I THINK (IMO) - BI have started off Xbox by putting in the obvious stuff like mil gear, automatic weapons, things that (perhaps/probably) Xbox players expect first. So its natural to "run-run, gear up, shoot" .. and seems like "gear up" means more or less "military gear" ... In the PC version there is plenty of equipment or crafted things that are not "military".. and there are more serious risks about what you eat .. According to the BI plan, you will be getting everything that is in the PC version - and soon reach a stage when the two are the same.[Batty has stated] After that every change or tweak on PC will bring the same change to Xbox right afterwards. Then you'll have more choice of play styles. I play public hive servers when I can : I stay out in the country, I set myself objectives and then go do them (I only look at the map before I play, then in game I go from what I remember). I hunt, I overwatch high loot places sometimes (or overwatch the places other players usually overwatch from .. mmuahah) , & upcountry I find other players tents or vehicles or barrels. If there is little cheap stuff in a tent (beginners) I leave them something better. If there is too much ammo or guns I just throw them away into the bushes so they despawn (heh) .. Barrels I maybe empty out and steal. A vehicle I'll overwatch or probably drive it off and hide it someplace else. When I get stir crazy I find myself an AKM (personal taste!) and go into town looking for trouble until I find it - because starting from fresh-spawn is one of the fun parts of the game. Having too much stuff takes your edge right off IMO. Some people are collectors, I don't do that much. Someone in total full mill gear or someone with three or more tents I assume they are "not my friends". Also, 1pp & 3pp both have fanatics both sides arguing the other is WRONG.. arguments about human eyesight, awareness, immersion.. but I'm easy on that - both are different ways to play, so if I turn up on a 1pp or 3pp server I play it that way. Both are very good IMO, just need different expectations & tactics and playstyle. All this stuff is Just My Opinion. I have 1500 hours in game and go for long spells without playing, then binge, and have to catch up on new tweaks & changes. Look at the steam lists, plenty folk have twice my playtime. There are some experts around in each different aspect of the game. (I'm not one). * Would be great if Xbox and PC were only different in the software you have installed at home on your rig, so that the server software was exactly the same, and both could play on the same servers. Then Xbox players would face the old mean PC folk, .. hehe .. ( come and GET SOME ) I don't know if that can ever happen for 'legal' MS Xbox reasons, or if that is even possible. Haven't heard BI say it's impossible. ( ?? ) - probably it aint possible.. Does that mean PC players are going to have to buy an Xbox to come CHASE you folk? - I wont do it unless MS put a KEYBOARD on their box, for sure.. OK, Im totally off topic. see you around maybe.
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One of the biggest flaws in the game so far is the lack of content. I really hope to see base bulding, vehicles and more features really soon because right now is just go to a city, loot, go to a military base, loot, basically you go to place and place looting until the end, with the occasional player interaction.
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Trust me, from what I have seen. The including of vehicles, tents, bases, and night time will be more than enough. Less server jumping, more single server stuff. As your tents, base and such dont transfer. So if you really wanna get serious, you're sticking to 1 server until your whole base is wiped. I'm stoked
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Community Servers - What to Expect from the Switch to 0.63 & Release of Server Files
Sergey27930 replied to eugenharton's topic in Servers
Please tell me when will be introduced on an experimental branch of Tents and vehicles? -
This has been said a million times already but still
sneakydude replied to Nicklander's topic in General Discussion
Part of having a pvp base is to also survive. I agree you should be growing your crops more. Since there isn't much in the world left. Pretty much everything out of the tv series the walking dead is the way it should be here. PVP should be still included with survival. No other way around it in this sandbox survival game. Have they gotten vehicles back in working? -
Thanks for the clarification , in the future will the servers have a different reset cycle? It would be cool to see more night time but I understand that without NVG goggles or vehicles etc it would be difficult for gameplay experience balancing during testing. Just curious as to whether it's something we will see in the future.
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Vehicles are supposed to be part of the game, but will require repairs, gas, and battery to operate. And they will be as loud as a continuous SVD shot. People will hear you if you are not careful, so it should make for some interesting fights. Personally I think it will be best utilized when base building is in the game, as you could potentially lock the car in a storage box, like the ones that you open the doors for and are normally 3 or more lumped together. Or when you have you mini base and you put it in a tree or something, and then pick up your friend and get them some gear. It will work, and I dont even think the helicopters are weaponized, but all of these things believe it or not will help server jumping. Say you get a car and a base set up on server 4606. Well. Until it gets raided hopefully... you are going to stay there, as the base is only on 4606, not on any other server. Remember, if it is on PC roadmap, xbox is right behind it after it gets stress tested, and the updates get approved. Then there is the approval process xbox needs, but since they are testing on pc, then moving to xbox, they will be sound updates.
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I was just making a joke about the vehicles as they have said they are tweaking them before release and you said people would uproar so hopefully they havent dug themselves a hole lol Same too mate, Like I can deal with wait8ng around as no other game compares to this and I would like it to be as good as possible before final release.
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I didn't say they weren't adding vehicles just an example, sorry it seems abit attacky at me apologise if that wasent the intention, I'd happily wait a year for any type of update just because this game is really good, most bugs have work arounds too
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I know you announced it already, I stated that in my post. As far as releasing a game platform without support? I'm not sure what you are replying to there. It seems like you are trying to say that just because you offer multiple consoles as well as PC support that you are automatically going to succeed in keeping them all satisfied at the same time. This is a stretch to say the least. I don't think any PC gamer out there would give you a favorable response if asked how they feel about titles branching out into the console market and it's overall effects on the PC experience in the end. You are being intellectually dishonest when you say PC development is independent of consoles. It has never in my 30 years of gaming. One will always influence the other and it is almost unanimously console which winds up screwing up and dividing the PC community. This, because the console market is comprised vastly of legions of underage and immature children who spend their entire life glued to their cell phones and social media complaining about how things should be easier, 24/7daytime, militarized, max loot, spawn loadout, 1,000,000 starting cash. To see the cancer I speak of go browse through the comments of any of the official tweets you have posted. No one here believes this game will release as 1.0 this year. This is also intellectually dishonest. No one who has been here since the beginning believes this game will release in anything resembling a finished state this year. The term Beta implies that all your core development is done and mostly debugged. Beta implies that most of your content is in and is being debugged. Dayz does not have anywhere even remotely close to enough content to warrant the SEVEN YEARS we have already been waiting. Dayz doesn't even have officially supported keybind editing yet. No vehicles, no helicopters, no heli crash sites, no basebuilding, you destroyed the ADS and stance system which Arma 3 did perfectly already. What, 3 viable weapons? You think anyone here believes all this is going to be added in 2.5 months and also be polished in a way it can honestly be labeled a 1.0 release? Servers and clients crashing constantly with pervasive and crippling battleeye kicks that have been plaguing this project from day1 and your development team has admitted is likely resulting from your own core code. Yet here your team is with 2.5 months left in the year and you want to try and sell a shell of a game as a finished project to people who have been around going on a freaking decade because it's, 'A milestone we need to reach'. You aren't aiming for a 1.0 release this year. You are aiming for a Beta release this year and calling it 1.0 because the Dayz development and management teams have been a catastrophic failure throughout this entire ordeal. The whole console thing is the icing on the cake, probably the point in this project where every PC community member whether they admit it yet or not gave up on this project. Have a nice day!
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I think why they haven't is because everything is subject to change, let's say they say vehicles are coming then never come (unlikely to not come) a % would uproar over it but I would like to know what I can look forward to sooner
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I'd say Elektro and Cherno are especially bad for loot because they're so close to the coast spawns, going inland is your best bet for untouched loot. Also, try looking around apple and pear trees or hunting chickens and cows for meat. Check their recent status update/website for news on vehicles and new weapons. Their Trello board shows things like the M249, PKM and Uzi.
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PUBG is alot more toxic but its just generally the mood of game forums, especially early access. There have been 2 updates since release, Well, 3 if you include the latest update which got brought out, took back due to issues which they fixed and they released the update again. I couldn't tell you of a schedule but it seems like they are activey fixing and working on priority issues effecting game play and also stuff like vehicles which are supposedly in final tweaks before release. The bugs you mentioned; theydo know about and are working on. The reload bug is frustrating as it can give away your position etc but there are small in game workarounds for bugged guns which some times work. If you have more details on it, I could try and help.
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Inventory works really nicely now, thanks a lot devs. I'm looking forward to diseases being implemented and vehicles shortly after. I'm assuming we will e gettin those soon after PC once they've been reintroduced and tested on PC experimental. Congratulations on this patch & fingers crossed for another one soon
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"Half done" would clearly be an exaggeration, but I guess you are referring to some features/content being pushed back. While we of course understand that "new feature" always sounds more interesting than "stable experience", the second is what we need to go for right now. In our current Status Report, our Lead Gameplay Programmer explains very well, how existing issues in the game can suddenly multiply and create chaos. This is what our focus needs to be on for the release, creating a stable experience and functioning gameplay loop with regular survival, vehicles, base building and gunplay. It needs to run well to avoid difficulties for players, server owners and mod creators. We've said it countless times, 1.0 does not mean the end of DayZ development by any means. But it is a stage of stability we finally need to reach before diving into more and more ambitious and more flavor features that are great, but not essential for the core DayZ experience.
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Today's Status Report will start off with a small surprise for most of you guys, so definitely check out Eugen's opening announcements. Our Lead Gameplay Programmer Mirek is answering community questions on the recent server issues and our animator Adam demonstrates the return of the surrender and restraint systems. Let's dive into it! Dev Update/Eugen Dev Update/Mirek Dev Update/Oresten Community Spotlight Dev Update/Eugen Dear Survivors, we have some good news to share. The Content Update has hit the Experimental Branch today, and that means we're also making it available to community server owners currently hosting with one of our Game Server Providers (GSPs). Please expect slight delays as GSPs will cope with the number of switch requests, but I'm happy to see things finally move along to the Experimental phase after most of the critical issues were fixed in our Stress Tests. We have implemented a large number of optimizations in our network code while trying to identify an issue that in the end was caused by specific server hardware problems. Now I have something that many of you probably don’t expect yet, but we want to see things move along at a faster pace there so we can get feedback: We've decided to release the DayZ 0.63 Server Files before BETA, and currently, we'd like to make them available to all DayZ players within the next week. Everyone will be able to download the Server Files for free on Steam under the tools section, and from that moment, everyone will be able to host a DayZ server on their own. I think that with the release of Server Files, we will see a much broader variety of server setups and community made game modes and while the full modding tool-set won’t be available before BETA, I think you guys have already figured a lot of the stuff out. Last but not least, our goal with the next Content Update (that we might already call an Experimental BETA patch since we will be stabilizing the internal version of the game on the Stress Test machines) is to have a release in as soon as the next couple of weeks. This update will, again,introduce a variety of new things, with vehicles getting in a bit later after the initial release of this next Content Update. We will announce the new features and content as soon as we release the first Stress Test build. Just to pick one example, the new restraining system that Adam talks about is definitely one of my favourite ones. The Xbox version of the game will see major game updates getting in soon after they hit the PC Experimental branch. While we won't be Stress Testing as of now on the Xbox platform, we will keep churning out updates with bug fixes and stability fixes to this version as they manifest themselves. Even today, we have pushed a game update with lots of fixes for bugs that we have seen in the PC version, and most importantly, we're fixing some of the specific inventory issues and controller related bugs that will make DayZ a better, more enjoyable experience on Xbox. - Eugen Harton / Lead Producer Dev Update/Mirek Hello survivors. For the last couple of weeks we were releasing new Stress Test builds almost every day with the goal to improve server performance and to finally solve the BattlEye mass kicking. And we solved it! I'd like to describe here what we were doing and why Stress Tests are so important for us. Probably the best way how to explain what we were doing in our last Stress Tests is to answer some questions directly from the community. Let's go through the questions that TheMagicTorch asked on Reddit, as they will nicely demonstrate our thought process. Q: Are you working with BattlEye developers to try and resolve the issues? A: We do have a direct communication open with BattlEye developers, and the first thing we've made was that we asked them for some input on what could be wrong. In any case, the kicking issue was there even when we disabled BattlEye, so logically, we started looking for an issue on our end. Q: What do you think is causing the kicking? In technical terms. So we knew that the issue is on our side, we were sure it must be somewhere in the low level part of our networking - we were thinking that the issue must have something to do with packet ordering or re-sending of lost packets, or even with serial numbers of packets. Now we know it was caused by packet fragmentation - in some rare cases, some packets were dropped and it broke down the entire server. Q: Why are you finding it particularly difficult to resolve kicks and lag? Are the kicks and lag a result of lots of bugs that you're slowly working through, or are you still trying to identify where problems are? The source of the kicks was just one mistake in the code, but it was hard to find it, since we weren't able to reproduce it internally. The 0.63 branch was created almost 2 years ago and a lot of changes have been made during this time period. Two weeks ago, we started to revert these changes, because it was probably the fastest way (but not the easiest one) how to find the source of the issue. We have reverted one or two improvements every day, made a build and released it on the Stress Test servers, so basically we went back in time every day (the curiosity here is that this bug has been in the build since May 2016). When we've identified the source of the issue, we started putting the reverted and working stuff back into the branch, and released it in Stress Test #46. Lags are closely connected to the server performance, so different parts of the code may cause them. We were profiling the servers every day to find out the source of performance drops, or what exactly takes most of the CPU time. Every day, we've made some improvements, which were merged into the Stress Test branch for play-testing. It's important to test these optimizations because optimizations can often break things that were previously working fine. One optimization helped us to find out that there is an issue with the firearm damage sanity check, which caused bad hit registration. This bug was there the whole time, but after the optimization, it happened more often. Q: Why does performance seem to vary between region? The deployment team along with Eugen has tracked this issue down to be a problem with a hardware configuration of the servers, and we're now seeing consistently decent server performance across regions. - Miroslav Maněna/ Lead Programmer Dev Update/Oresten Hey everyone, it's been a while since I wrote something, but boy, have I got goodies today or what? For the last two weeks, I have been working on looking through optics, surrender and restrained states. Optics The current implementation of looking through a detached optic in the latest public build had a lot of problems with it... The accuracy of mouse-to-screen is sub-par at best, and you can't accurately follow a target without moving your mouse a couple of meters. We discussed various ways to implement a solution, but I was mainly worried about the character not accurately displaying where someone is looking. If we were to ignore the player animation accuracy and just set the camera to be 1:1 with the mouse, other players could think that they haven't been discovered all while the player who's looking through his binoculars could be tracking them. I solved this by not allowing you to move while looking through binoculars or scopes, and by doing this, I eliminated any external factors that could mess with the accuracy of the animation; because really, what kind of crazy person would be moving while looking through a pair of binoculars? One wrong step and you could lose your target entirely! Here's the animation I cooked up: As you can see, it's quite damn responsive. Here's how it looks while looking through it: It's in a really good state so far and accurately displays in and out of the optics exactly where that person would be looking. Surrender and restrained Surrender is a highly sought after feature that we have been working on to deliver in the highest possible quality. At first glance, it would look like it's just another gesture; but under the hood it holds a bunch of complexities. You can't access your inventory when you're in surrendering - not something common for gestures. You also have new stance rules where you can only walk while standing and only turn in standing and crouched - also not something gestures can control. Lastly, but not least, it also has a bunch of surrender-specific stance changing animations - also something that gestures cannot control. With these things in mind, we had to approach the surrender mechanic with a bit more caution, as a half-assed approach would probably come back to bite us later down the line. We have solved it by essentially handling it like a gesture state on the script side, but on the animation side, it would be considered an "item" of sorts. The reason behind this solution is that when a player puts an item in his hands, his character will switch to the corresponding animation set (picking up a rifle will start playing the rifle animations, pistols for pistols, and so on) with all of their specific animations for turning, changing stances, etc. By putting this "ghost item" into the character's hands, the surrender animation set is enabled, and the specific movement rules that that animation set has attached to it. In addition, we have opened up avenues for ourselves where we can have a bunch of surrender-specific animations; such as deaths, gestures, actions, etc, etc. Gestures-in-gestures? Oh boy. All of those same rules also apply to the restrained state, but this also means we can accurately show what item is currently restraining you; such as in this case with some locked handcuffs: Maybe down the line, you'd be able to drink face-first from ponds even while restrained to keep yourself hydrated while running from your captors. Who knows! Until next time. - Adam Oresten / Technical Animator Community Spotlight Hello guys, has it really been two weeks already? It passed quickly with all the community feedback from all of you Xbox and Stress Test players! I want to thank you again for the feedback, it is really important, and it helps the dev team quite a bit. Let's start with a new merchandise on the Bohemia Store. A lot of you already have our t-shirt but you asked for hoodies too. And here we are: With this hoodie, you are never going to be hypothermic again! A question time! You can ask our technical animator Adam Oresten any relevant question and he is going to answer them on the Bohemia Developer's blog. Just tweet your question with #MeetTheBohemians and #AskAdam. Do you have a problem with orientation in Chernarus? We don't have any in-game map now, but if you need to find where you are or where to go, iZurvive is a solution. It features a 0.63 map and there's also hiking trails, wells, animal locations, and more. You can use the web map at izurvive.com, or the mobile version for iOS and Android. I want to introduce you to some nice streamers. The first one is Claire aka ArrianaGaming. She is streaming almost every day and she is a passionate DayZ Survivor. Check out her Twitch channel, Instagram and Twitter and give her a follow The second one is RageBruhTV. He is also a very passionate DayZ player and an entertaining streamer. Last but not least is BenFruit, a partnered streamer with a cool voice. He is a friendly player who loves interactions. Check him out! I choose four videos from the community today. This interview is from Gamescom made by M1NDR. He is talking with our Lead Designer Peter Nespešný about the future of DayZ. Another interview from Gamescom by Luzi, this time with our Lead Producer Eugen Harton. This video could be handy for Xbox players. Virtual Flood is introducing a looting guide for beginners. Finding loot is so easy! Are you stressed? Do you need to relax? I have a nice, calm video for you. Just sit down, put your headphones on and enjoy the sound of DayZ's nature. The answer to the latest riddle is a house near Gvozdno. And who guessed the right answer this time? KainMisterr Leo_A_Santos _Canis_Dirus_ DayzedEmu FiveSevenClown TheChewyMint LottaLottieT And where can you find this location? Send an answer to our Twitter account with the #DayZriddleTime hashtag. Thank you for your nice content and see you in two weeks! - Baty / Community Manager Header image by DrDeSync.
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