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]Hi mate, you're welcome to check us out @ The BSB Network. (http//:www.bsbnetwork.com). We're an open social community for fair and mature gamers with our own Survival Taviana server that's well suited to newbies who are starting out with lots of emphasis being on PvE (survival) . We have our own Teamspeak server too (easier than Skype). We're UK based and all our members speak English We've been playing and supporting Day Z since launch and have our own internal clan (split into two factions, BSB Ravens and BSB Scorpions) as well as hosting several smaller groups and clans within our community. But to be fair it's pretty mcuha s mall group of regulars who play. Our Taviana server is Whitelisted and protected against hackers and has loads of vehicles (300+) , loads of new buildings and interesting cities and most points of interest are less than 1K between each other. Our server is very much suited to new players and our members are friendly and helpful and are more than willing to have you tag along, as well as giving you tips and help along the way. We run weekly events for our factions and community on the server too.Anyway more details can be found on our recruitment thread; http://dayzmod.com/f...gamers-est2002/ Server details
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Some more questions answered on Reddit by Rocket, will add more as they come. Q: How long is the closed technical test going to last? A: As long as it takes to smooth out the architectural issues. Q: Can we expect any new guns/gear upon foundation release? A: Yes, lots. Q: Have you made any improvements in terms of sound? A: Sound isn't something we've played with a lot yet. It's something we can easily improve - we want the freedom now to innovate, which means not getting locked down because we created certain content. The pace of our innovation is insane at the moment and is entirely changing the landscape of the future content changes. Q: Will the standalone bring an FPS improvement? A: Yes, but I follow the usual pessimistic thought that whatever FPS increases we see will likely be taken up with new things added to DayZ. A staggering amount of code that was unused by DayZ has been removed, and is ongoing. This includes UI code and object related code, everything. This provides some benefits. There has been a huge amount of art asset optimization, again helping. Overall, I would say DayZ standalone will offer a smoother experience but not necessarily an FPS increase. I.e if you run it on High now, you won't be running it on Very High but you should get a much smoother experience. Q: Any plans for Minecon-style DayZ events in the future? A: Probably, no plans as yet. I would say by June we have a good picture on the success of DayZ as a whole and sometime around then we'll have a good think about the future. Q: What are your plans for end game content? A: Firstly, once we have DayZ stabilized into something reasonable - we will look at some advanced vehicle stuff. I.e. sort of vehicle construction, adding different parts to vehicles etc... Then towards the end of the year, probably, looking at base construction as an entirely new game mode. Q: What about vehicle customization? A: Not initially, vehicles will remain very, very basic. But later we will add great depth to the parts mechanic something like a "vehicle construction" system. This will be our first foray into "endgame" type content, after we have stabilized the build. Q: Has Marek Spanel (CEO at Bohemia Interactive Studio for those who don't know) played the mod/sa and given any feedback on it? A: Marek has been extremely involved since very early in DayZ (since shortly after it's release really). He continues to be a key contributing member of the team both at a management/steering level and also with design. Q: What about the price? A: Cheap for a start, rising in price during development. I'm just going to come right out and say it, so that people start to stop with this whole "competition is good" thing. Competition can be good, under the right circumstances. Personally, the WarZ scandal and the price people have been paying has made me think, personally, that we've been undervaluing the project in terms of price. If one company releases a product, that doesn't perform well and is at a high price, and succeeds - what example does that set for other companies? People need to behave like rational consumers and not just instantly buy everything they see - otherwise all they will end up with is crap. The moment gamers start organizing and rewarding developers that meet what the consumers want - is the moment the publishers will be forced to value their developers more (and pay them more). Regardless, it's never going to be at a full retail price. Q: How often will updates come out? A: Daily/weekly. Pushed through steam as delta updates (<3 you steam!) Q: Will there be some kind of report system in case of hackers? A: TBC, likely something we will have to work on improving for the entire life of the product. Q: To what extent will customization go, e.g clothing, character A: Clothing, full range of selections: Head, eyes, torso, pants, feet, gloves, vest, backpack. Q: What about player numbers, 60 seems low currently but obviously that will depend on the map design and new areas etc, what do you think is an ideal number? A: This has been a key focus for redevelopment of Chernarus. I think about 150 is a good number, from our testing in terms of design. Q: I've been quite impressed by Seattle map in TOH. Would it be possible to rework the map to make it playable in DayZ A: It's very impressive map, but the issue is more it was designed for something specific (helicopters). DayZ needs interiors, they're really important. I think DayZ needs a new map, BI made, that features a western city... let's just say I have plans. :) Q: Will there be other animals in the woods such as wolfs, bears, a horde of zombies? Will there be caves, etc? A: One of the artists is working on a deer, and I believe a rat has been done. The main issue is animations, they have to be generated (often by hand, although once a horse was mocap'd here in the studio for another game!). Q: Has a chainsaw been added yet? A: Nope, not yet. We've only really started on item art asset development recently, as we just confirmed all our desired item architectural changes are possible. Q: Are you aware of the issues with rendering vegetation, obscuring items, tents and players at close range while they remain visible at long range? A: It is important, we're aware of it - but we haven't got it planned to be addressed yet. We're still on these major, sweeping, architectural changes. Q: How do you deal with the stress of the game? When you get overloaded with Questions and the difficulties with the development etc. What's your method of keeping things together? A: Bizzarely enough, aside from running or one of my hobbies like mountaineering or wakeboarding (which I can rarely do here) - the greatest stress relief comes from modding someone elses game. I love KSP and love modding for it, and I am really in love with Space Station 13 at the moment, and loving making new maps and editing/modding it. There is something inherently beautiful about modding that I just love. I probably was having a slow-moving nervous breakdown towards the end of last year, really. But this year has been great, the progress has been outstanding and all the huge gambles we took architecturally last year have started paying off. Q: How do you plan on making lone-wolfing more interesting as well as player interaction? A: I really want to increase the amount of activity in the game, such as hunting and just general surviving/traveling. I hope this makes the lone-wolf play more interesting, which in turn will add more value to any human interaction. Q: How does the whole humanity thing work? A: My first thought was "not well". Then I realized I made it, and I just felt bad for myself :( I think we can do better with the standalone with some good experimentation and innovation. Q: Is the idea of making security systems for underground structures still in? A: I'm playing a lot of Space Station 13 at the moment and it is giving me some tremendous inspiration for ideas for base construction. But expect this more towards the end of this year. We have much ground to cover first. Q: Will the ragdoll system be initially available in the SA or will you implement it later? A: No ragdoll currently, it is a significant amount of work and one we haven't done yet. We looked at it, even tried some, but it was just going to cause far too much delay. Q: When ArmA 3 comes out, are you going to mod DayZ into it or let the community do it? A: My real hope, is that the next "DayZ" comes out and get's it's big break in ArmA3. I made a space mod for ArmA2 that I never released, maybe I might make that for ArmA3! I guess someone will mod DayZ for ArmA3 and it will probably be great for it, that's the awesome thing about this community. Q: Can we expect some unannounced surprises in the standalone release? A: Absolutely. For the next 12 months at least, probably beyond that. Q: Are you still looking for SA testers? A: I am not handling the SA technology test tester list, Matt handles that. I'd probably implode with all the queries I'd get with it (my twitter/facebook/email is full now already). Q: Will private hives on the SA allow for admin controlled starting gear? A: Private Hives still haven't been thought out much. For a start, we're going to issue the architecture to some of the big hosters initially until we can secure it and lock it down more for general release. So initially, you'll either need to connect centrally to the main DayZ hive when running a server or you'll need to connect to one run by a commercial hoster. But we still haven't decided this fully yet. Q: Are you still considering underground bases? It was mentioned early on but not so much since. A: Once we have things really stable and solid, like a really good experience (I estimate loosely on my return from Everest in June), I think we will start with base construction. I've been playing A LOT of space station 13 and it has given me some great ideas. Q: Will there still be a 'dot' system and will it potentially still allow ESP hacks (which are hard to detect)? A: I want to remove the crosshair but I suspect we will have it configurable by servers. Same with 3rd person, but no firm decision is made yet we need to test everything out with you guys first. Hacking is something we will have to work on for the life of the product. I.e. forever. We just have to try this new architecture and continually innovate, adapt to the change of pace. That's just the reality of the world. Q: Are we going to be able to hide from zombies in trees and bushes? *Here comes a swarm of zombies, I'll just sit in this bush until they give up.* A: Yes. Although for a few months expect these new mechanics to spontaneously break and hilarity ensue Q: Do you have anything in the works for more obtainable skins like the hero and bandit skins? A: You can cloth yourself in custom items for each body part. So effectively, you create your own skin. We're still looking at options for humanity and we aren't tied down to a system yet. Q: What's after DayZ? Can we expect a DayZ 2? A: I've got two "ultimate game ideas" that I have wanted to make for many years, and I'm hoping this is my ticket to fund and develop them completely myself and make them the way I want, with no marketing department input. So I'd probably be more interested personally in pursuing these once DayZ is 1.0. But sequels are really just a numbers game. If the idea is still fresh, I hope the harsh approach of DayZ spawns a sequel, so long as that sequel tried something new and fresh (but with the same flavor) on, say, the PS4 and/or the Steambox. I mean, why not? But I'm not sure how involved I would be with that. Q: Did you play The WarZ at all? Anything from that game that you liked/disliked? A: Yes, both me and Matt did. It's rather hard to compare because it just wasn't the kind of game that I would want to play. I am not a good barometer for what is a good game or not (the games I played most last year were OpenTTD and KSP..., and this year it is SS13). My taste in games is very "out there". So to say it wasn't my kind of game is putting it in company with the new XCOM and many other well received games. Their out of game UI was very polished and overall gave a much better impression about the product from the word go compared to DayZ. The DayZ standalone, probably will not ever match that either mainly because I'd rather have that artist working on assets for the game rather than a menu or some out of game screen. But that level of polish was really good. Connecting was simple and straightforward, and quick. The melee was "better", although with some caveats. I mean, the bar is pretty low, the melee I mod'ed into ArmA2 is probably as basic as it gets. Continued... Q: Any possible date or time frame for the closed technical test? A: We're down to the last few things to fix before the first test servers pop online and we run the first full servers. Slowly we'll hand out the first keys and get a few servers running. Then we will reassess. It could go really well and we open up quickly, or it could go badly. Don't expect the tech test to be fun, or very pretty. It's a tech test, any game design that makes it into that will be a bonus. Q: Do you think SA will come before April? A: Yes I think so, but anything could happen and usually does. We'll know more when the results of the tech test are out. Any dates before then would be pure speculation, and my last speculation didn't work out so good. Q: Any plans to implement a sewage/drainage system in the major cities? A: I really want too. We'd need to do some magic though (or instancing... but only I am really happy with instancing as a solution at the moment! the programmers want to do it properly). Q: Will the mechanics of inventory management be changed to something like ARMA 3's, where you have tabs for your person/backpack as well as drag+drop capability? A: Drag and drop... confirmed. Like ArmA3's... no. The aim's a different. DayZ needs a viseral feedback of what you have. Your inventory is everything in DayZ. I see it as the mechanics that DayZ needs. Hell, you can take away the zombies and still have a game if the inventory is decent. So when you open your inventory screen, you will get instant feedback on everything, using 3d models and some good drag and drop functions. Let me put it this way, if you liked the original XCOM system, you'll like this one. Q: Are players going to have to re-learn how to play DayZ with SA? Meaning, has the core gameplay architecture changed so much that things we have learned (repairing vehicles, filling a jerry can, giving a blood transfusion) will have to be re-learned? A: Yes Q: Don't you think 150 players is a little high? A: In our testing during DayZ mod, its clear that the vast majority of people stick to the urban centers, and the carnage ensues. So I think, that with more people, it will make the cities both more lucrative (dead people loot), more scary (more crazy "nononononononono' people), and more risky (more bandits). I think this merges in quite well. At the end of the day, it will be the community that decides what the optimum number will be, because they set the terms of how the servers are. Popular servers will see more similar configurations, less popular ones will not be populated. Darwin would be proud! Q: Do NVGS or Rangefinders need batteries? Do the Red Dot sights ever run out of power? A: It's done. That's what "weapons as entities" system has provided us. We can now require any object to use batteries or have components added to it. Q: Have you thought about implementing a radio system, like ACRE? A: Ideally approaching the ACRE guys and hiring them to do a radio system would be ideal. But this kind of stuff will be later this year. Q: What about side chat? It's useful for building a community instead of server hopping constantly. A: Yes agreed, but I'd love to see the option of an "Out of Character" chat that can be enabled/disabled by admins on the fly. Yes just like in SS13 I shamelessly got the idea from there! It works really well there, at the end of the round or when problem is experienced - admins can enable the OOC chat and talk about it. If folks dont want their immersion broken they can hide the OOC chat all the time. Each attachment will require an engine supported proxy object and we need to get that into the engine ASAP and then start the art pipeline on them. Q: What are your plans for melee weapons? A: We discussed it at lunch today. I favour going in depth "mount and blade" style. But this would take quite a long time, it's something we'd consider later. Initially it will be a tidied up version of what we currently have. There are IK anim issues, but they're not insurmountable. But they take quite a long time, we don't have time I would say for the first half of the year. But more and more I am thinking melee is becoming very important in the new standalone. Q: Will we be able to disassemble weapons? A: There is a finite limit to just how much we can do and not kill performance. On paper I considered this kind of thing, but it requires a considerable amount of extra art work, textures, and materials. More materials is a really GPU performance killers. More materials = more sections (which means more passes by your GPU before it renders to screen). Already attachments are bad enough, we're lucky that zombies have no weapons, and also have just one material (and just one section!). So the weapon attachment system (confirmed, as of today, it's in full development) is kind of a compromise on this. Q: Will Heinz, Pepsi, Coca-Cola etc be in the standalone? A: None of them have returned our calls so I doubt we will see them in game despite our best efforts, unfortunately. We tried pretty hard on this one. It was a tremendous fail, we didn't even get any call backs or replies to emails. I was really hoping we could get something going with Heinz at least. Q: Can you elaborate on what testing will involve? Will there be focussed testing days, do you want normal bug tracking/reporting done or is it more focussed on stability, performance etc. A: kju asked me this the other day. Quite literally, it starts with "does it explode?" Then gets more advanced. At the start we're not even looking for bugs we just want to see if it is physically possible to have a full server, etc... etc... Q: How are zombie spawns going to work? A: We're probably going to spawn all zombies + loot at the start of the mission on the server to decrease lagspikes and to remove the spawning issues we had. This also allows the potential for the whole "roving zombie" crap people keep harping on to me about (seriously, I get facebooked every day with this one request). Q: Doesn't that mean all zombies will eventually be killed? A: The zombies respawn, but it's done at a server level, not client like previously (which was a nightmare). Q: Where is the closed test, is it delayed? A: Closed test? Here's the deal, I wasn't happy with the zombie anims or the pathfinding at all. So redoing for the closed test. Honestly we're pretty close to beginning the closed testing. Today though, I felt the architecture was looking good enough that I increased by optimism about what we could actually test with the closed test, so I figured that I would make the zombie changes part of that milestone. That reflects some serious progress on the part of our programmers, considering in December I was biting my nails with nothing to show for it. It's going to be a "slow and steady" progression from the first online tests outside of the company to everyone around the world playing it. It's not really fair to say it's delayed, it's more that I wasn't happy with the zombie pathing/anims to the point of saying that it would form part of the closed test. Q: Will there be zombie children? A: Looked seriously into this. Aside from the PR nightmare, the killer of the idea was that we would have to make: A new model (not a big deal), a new skeleton (reasonably big deal), new animations for every animation, on the new skeleton (a MAJOR deal. Vast months of work) So the idea just wasn't really feasible. Q: Can we expect underground construction? A: Playing games like SS13 have made me see the real potential of an underground construction instance. So yes, this is something I want to see. Both underground in Cherno and some kind of base building. But we are talking Q4 2013 at best here. Q: Have you considered a whisper type chat for very close range? A: Interesting, I'll include this on the list of our chat revisions. Currently the whiteboard in my office has: Server/OOC chat (clients can hide/server admins can enable/disable live), Direct Chat, Radio Chat (selectable on a frequency e.g. 800 - 1700) and (obviously we leave vehicle chat in) Could maybe look at splitting out Direct Chat. Will investigate. http://www.reddit.co...for_harder_and/ http://www.reddit.com/user/Rocket2guns
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FRAGGaming Presents a new adventure to dayz . We offer: Map Taviana clan/group bases 500+ vehicles custom loot, guns custom Buildings custom bases as hacker free environment as possible active adult admins 24/h day time debug monitor no fog custom starting gear weekly events / give aways donation loadouts (coming soon) also weekly implementation of new features, scripts etc. Find us at http://fraged.enjin.com/home 204.145.69.168:2342 We are here to improve your gaming experience FRAG OUT.
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I was looking for a new server to play on as the last server i was on the admins were terrible. I came across this one while browsing the forums: The server has a custom antihack, active admins and a great community. The admins answered any questions I had and were very friendly:) The Server's Info Server name: CA DayZChernarus|300+ Vehicles 10+ Helis|Regular|Auto-Refuel|Custom Anti hack|Custom Loadout|Active Admins|1.7.6.1|Hosted by Nick|GMT-6 Server IP: 50.22.217.221 Server Port: 3068 Come play with me on the server i love it!:)all it needs is more players
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BANDIT SERVER! START WITH PVP GEAR! ALL POSSIBLE VEHICLES! 30+ CHOPPERS!
Chris529 replied to Blubberkins's topic in Mod Servers & Private Hives
this, I haven't played wasteland but I've heard plenty about it, what I know is it's pretty much dayz minus the zombies with a focus on PvP with loads of vehicles and military equipment. -
Hive Database Server Dropping Connections
Skydive (DayZ) replied to Skydive (DayZ)'s topic in Mod Servers & Private Hives
Do any moderators / admins have any word on this? It is still a frequent occurance on my server. Sometimes it won't even generate a yellow or red chain and other times it yellow chains for 20-30 seconds. I has yet to cause a "No communication" message, but it is still disruptive, especially if players are in vehicles or more specifically helicopters. (usually results in a crash) -
admins dont abuse power tho there is alot of vehicles
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DayZ Taviana/ Anti-Zombie society wants you
mrpapanemo posted a topic in Mod Servers & Private Hives
Map- Taviana -Hero base that challenges bandits to attack it -350 vehicles -basic starting gear -always day -Regulars are noticed -50 slots Difficulty-veteran Amount of regular player currently-8 How to join- Type in Anti-zombie society in commander Or type in these on dayz commander on the favorites page 206.190.136.76 Port-3408 -
US#1 - AoWDayZ.com - *NEW WEAPONS**NO 50 CALS**HACKER FREE**Chernarus 100+ Vehicles
unkinhead replied to unkinhead's topic in Mod Servers & Private Hives
Vehicles updated tonight ---custom mv22 osprey as well -
Next time I will do accents:) Think slingblade The Hillbilly Deluxe is the loadout on our servers.. start out with a bandage, map, hatchet,3x buckshot rounds, an empty whisky bottle, hand grenade and smoke grenade and a double barrell:) We run it on a few of our servers:) I think its quite clever and keeps people always on the server, like, its hard to get in, any time of day crazy.. that and the + vehicles:)
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Mature player playing DayZ for a month...looking for mature group.
Saethkept replied to bobmike's topic in New Player Discussion
I will be opening a whitelisted private server to the "public" in a week or so - the map being either Namalsk or Taviana - we are still fine tuning everything and getting a feel for server admin duties. We will have a "hands off" approach to server management i.e. we will play mostly anonomously alongside players we allow in. Average age so far is thirties but younger, mature players will be welcome as well. The admin staff is the "Hero/medic" type, and while bandits will be permitted, they will also be ruthlessly hunted:) Additionally, we will be setting up a trading post/safe area to lightly roleplay the beginning of the reconstruction of civilization post apocalypse style. Likely bandits will be permitted to similarly construct a den or whatever it is bandits do, so hopefully the gameplay will be fun, but we above all else want to preserve the freedom and and true sandbox/hardcore survival spirit of DayZ. Lastly, we've set up some fun custom vehicle spawns, but nothing outrageous and all vehicles will require extensive repair to get going. If you send me a PM I will update you when our server opens. -
We have just started a new private hive server. All are welcome to come and play. We are looking for fun people that enjoy having a good time. I have spawned repaired vehicles and what not on the server but mostly we want to get a bigger group to explore and scavange. My sn is Steveox152. IP = 173.192.200.119 : 3255
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New server looking for more players!
HeatSeeker (DayZ) posted a topic in Mod Servers & Private Hives
New Chernarus server looking for more players. We have 75+ vehicles and around 5 helis. Active admins! Server name: Chernarus FatDayZ Server - Daytime [custom loadout] 70+ vehicles 3+ Helis Hope to see you there! -
I still love this game and find it very fun especially with all the mods of this mod. (Yo dawg) The one thing I find very unappealing about this mod is the amount of time you are running if you do not have a vehicle. I would hope to see something done about this in the SA, maybe faster running speed, more vehicles. Even just putting a lot of bikes around the map would make it much faster to get around from place to place.
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This is a suggestion to add a multi-use storage/utility item: An Empty Barrel. They would need to be heavy and take up multiple slots in inv, if not your backpack or primary slot. Uses: General Storage: Acts like a Tent, with fewer spaces for some items and more for others. Fill it with Wood: longer lasting fireplace that doesn't give off as much light. Same amount of smoke. Would be safer to use in permanent campsites. Fill it with Water: Acts like a temporary well. If coding allows, Rain will fill it (slowly) Fill it with Fuel: Holds more fuel than a Jerry Can and can be used to refill them. Perhaps combine with Fuel tank parts to increase fuel tank size on vehicles at cost of storage. Tends to explode when shot. Fill it with sand and use it to block doorways or make roadblocks. Filled barrels would need to be emptied or perhaps require a vehicle to move. I think I've seen it mentioned elsewhere on occasion, but a search brought up no dedicated thread.
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DayZ Like Game iOS & Android Devices!
xTwisteDx (DayZ) replied to xTwisteDx (DayZ)'s topic in DayZ Mod General Discussion
No it won't lol. The features of it are quite expansive. And due to some limitations some of the character controls won't work such as leaning etc... But overall I think the app is going to be amazing. Let me give you a rundown of how it is going to work. You start at a spawn point somewhere out in the middle of nowhere. Upon spawning you have a building that you call your own with a basic fence around the area. Your objective is to survive for as long as possible in real time. During the first day you aren't allowed to leave that initial starting area. You can find tools, objects, items and get your home like you want it. When I say anything is possible I mean almost anything I'm adding more reguraly. For example (If you find some wire, a battery, a flourecent light, and a switch you can make a working light. Then later on you can find vehicles and steal their alternators and add them to your lighting rig combined with a bicycle and make a recharging light station in which you ride a bike.) It already has many many many functions similar to that and it works by simply dragging the items to where you want them. After that first day you have access to the second part of the map this is where your map distance begins to intersect with other players the second part will open to the third after 250 successful zombie kills or by helping a nearby neighbor. The third part is the entire map which right now is only 66 square km (it will be much bigger and support 60 players) The thing about zombies is that you have to shoot them in the head, bodyshots will only mutilate them. After three days alive you can toggle the one day wait on/off after your death. There will be vehicles, advanced zombies, and tons of other features. On top of that I plan on incorporating a "Zombie Conquer" mode in which other players (an additional 20 per server) can control the zombies Command & Conquer style much like star craft against in game survivors by attacking their bases. With this in mind it is important to incorporate an AI surival system and push-notifications. If someone is attacking you while your offline then it will let you know via push-notification but if your busy no need to worry as the AI will take over. If your at Zone 1 then you have a 90% surival rate. Zone 2 50% survival rate. Zone 3 10% surival rate. Your character will remain persistant on the server. Please excuse the typos and wrong quote lol. -
It would be fairly simple to allow people to open up the side windows of vehicles and lean out of them with their secondary weapon equipped. It's only the animations that would be slightly tricky (Imagine 2 people on the backseat leaning against each other and clipping through each others heads). Basically allow leaning and the equipping of secondary weapons inside vehicles and the problem is conceptually solved.
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The M107 crosshair is bugged and the gun creates a visible green target circle on what it's aimed at. Also, when it's equipped you can't enter vehicles.
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I am running a DayZ private server through HFB. When I searched through my database via phpmyadmin, I found the expected possible vehicle spawn points for instances: Chernarus, Namalsk, Lingor, Takistan and Panthera. However, HFB provides map packs for pretty much every other DayZ map out there. So here is my problem: if i would wish to run say a Taviana map for a while, apparently, vehicles would never spawn especially not "natively" according to "official" spawn point locations, because in my world_vehicle database, there aren't any spawn points present for Taviana. What I do not understand is why did HFB even provide the other map packs if they were not going to add vehicle spawn points for them in the database? This is severely annoying, as before I began getting into looking around the database, I had tried to run a Celle map, and waited days for vehicles to spawn never knowing that even despite running the vehicle spawn script a few times, vehicles could never spawn. My question for those in possession of pertinent knowledge is, is there anything I can do about this to enable vehicles to spawn in the "official" locations they should on these maps I've mentioned, or is this just a case of my server provider not doing it's job? I have support tickets in with HFB, but many hours can and usually do pass - or days - before they will answer multiple questions.
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Im Tired-Less Running Please
bonesnap replied to Rick the Survivor's topic in DayZ Mod General Discussion
If there was an apocalypse, there would be trashed cars needing repair / empty fuel vehicles everywhere. What on earth are you talking about? Do you think everyone grabbed a car and bailed the country already? Then why are there hundreds of zombies and no cars haha. Can't be just the sick and those too poor to afford a car left. Maybe you're thinking of perfect condition cars not existing anywhere, to which I would strongly agree. In fact, right now most Chernarus servers seem like a ghost country due to the fact there is next to ZERO cars. Did all these people take the bus and walk everywhere? There should be more bicycles even LOL. A 400+ vehicle lingor server I played on was one of the only servers with a seemingly-realistic amount of vehicles, to be brutally honest, where there was about 3-4 damaged cars per village. A realistic amount. -
DAYZSUPERHIVE Servers Whitelisted, & Public
DSH Nibbler posted a topic in Mod Servers & Private Hives
DAYZSUPERHIVE servers are as hacker free as they can we have a very active admin team and are recruiting more Join have fun shoot some bandits! www.dayzsuperhive.co.uk DAYZSUPERHIVE - Chernarus - Public! IP: 82.2.143.248 PORT: 2338 HOST CheekyMonkey DAYZSUPERHIVE - Chernarus - Whitelisted IP: 82.2.143.248 PORT: 2302 HOST CheekyMonkey DAYZSUPERHIVE - Namalsk - Whitelisted IP: 82.2.143.248 PORT: 2326 HOST CheekyMonkey DAYZSUPERHIVE - Lingor - Whitelisted IP: 82.2.143.248 PORT: 2314 HOST CheekyMonkey Team-speak Server Filter: DAYZSUPERHIVE IP: 82.2.143.248 Password: superhive http://www.teamspeak...?page=downloads Private group channels available ask an admin -----------------------------Our Admins----------------------------- Rich9517, CheekyMonkey, Nibbler, Jay WE ARE RECRUITING apply Via message 1) Why do you want to be an admin? 2) Why would you be a good admin? 3) Previous Experiences? 4) What area do you want to admin? Ie, Facebook, Gametracker, Steam, Cherno Server, Lingor Server 5) Current ingame player name on our servers? -----------------------------OTHER INFO----------------------------- Servers have 200+ Vehicles Custom Buildings & Locations We are on a 200MB dedicated connection We have a player base of 300+ Weekly Events! Every Friday Regular players can request buildings from an online catalogue and have them placed anywhere in-game by an admin. Common Requests Cammo Nets Fuel Tank Water Pump Fire Barrel Bunker www.armatechsquad.com - Object Library!. NO MODS REQUIRED we run Vanilla servers anything added into the game is already a part of arma . Don't believe you can have Ur very own base?? Check out the battleship at the coast of Electro!. PS HACKERS ARE NOT WELCOME!. HACKERS 0 ADMINS 32 - Keep Trying!. -----------------------------RULES----------------------------- 1) DONOT HACK scripts,esp,teleporting will all get you perma banned no exceptions 2) DONOT RUN OVER TENTS IN ANY VEHICLE looting tents and players bases is totally fair but destroying tents that are not you're own is a BANNABLE offence. 3) DONOT GIVE ADMINS ABUSE the admins put alot of time and effort into the servers verbal abuse or constant nagging will get you a 24/Hour ban 4) DONOT KILL FRESH SPAWNS killing players is absolutely fine and a part of Dayz but constant killing of fresh spawns on the coast will get you banned (unless they of course try to shoot u). 5) Combat Logging Gets You A 24 Hour Ban And Ur Gear Removed. ==========RULES FOR ADMINS AND GENERAL INFO========== 1) No admin will ban a player for killing them fairly. 2) No admin will give out the locations of players, tents, vehicles, Ect. 3) All admins will have a base in-game which is NOT admin base and fair game to loot. 4) Admins will not engage in normal play when using any admin tools or logged is as Admin. 5) Removing, Moving, Destroying anything at admin base will get you a permanent ban no exceptions. 6) Admin base is identifiable by 3 American Flags flying next to the Buildings . ==========REPORTING PLAYERS OR ADMINS========== 1) You can report any player or admin by leaving a message hear or on our steam account DAYZSUPERHIVE comments or messages containing profanity will be deleted and ignored. 2) The host has the final say over all admins. ==========OTHER NOTES========== Events Are Advertised In-game, On The comments Section Of The Steam Profile And On Facebook Where You Can Also find Other Information For Whats Going On If The Server Is Down Or Locked http://steamcommunit...561198080959421 Lack of gramma spelling mistakes! IDK! -
Im Tired-Less Running Please
intensity replied to Rick the Survivor's topic in DayZ Mod General Discussion
Running shows that the mod isn't a push over. After playing on servers with 200+ vehicles, I went on to public hives and noticed how gimped it made me. The amount of cars in a zombie apocolypse would be very slim, and being as realistic as it can, that's how it needs to be. -
Not a bad idea by a long shot. I'm not sure about the ArmA 3 engine, or the modified engine that the Standalone is built on, but for the mod at least firing from inside vehicles is not supported by the ArmA 2 engine. It gets better with each iteration though. In OFP vehicles could only have one gun so helicopters would only have a door gun on one side and MBTs only had the main gun and a coaxle, no commander's coupola. Can't remember if this was adressed in ArmA or ArmA 2.