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Showing results for 'Vehicles'.
Found 41868 results
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can we please stop donations for gear servers !
floogy (DayZ) replied to dgeesio's topic in DayZ Mod General Discussion
I just totally avoid private hives that say 9999+ vehicles, starting loot, etc. anyway. Why would I pay money to ruin the game for myself? Gear in dayz is meaningless if not found, it has no value. Unless you shoot a hacker in the back and take his gun. Then it's pretty well earned. I learned a long time ago that cheating in games totally ruins the fun. The last game I used cheats in single player was Quake II (1997). Donor perks are just a semi legit way of cheating, but if that's what floats yer boat then sure, but you won't catch me on your server. -
I find vehicles and keep them fixed if I can, only thing to do tbh. Though it makes looting a bit harder because I don't know if it's fixed now and im just retarded but it seems like whenever I drive to buildings theres no loot so I have to get out 150/200m early and run
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For some people getting from A to B faster is more important that being stealthy to loot and to avoid zombies or bandits. In my opinion I like to be stealthy and avoid bandits and zombies as much as possible, but sometimes I feel like getting from A to B is more important while I'm playing with a squad, so based on whether I am with a squad or not can change my opinion. However, if the vehicle is a helicopter I would choose that over a car or on foot, simply because I enjoy flying and it's a rare occurance. He is asking what game style do you prefer? Being stealthy and on foot, or using vehicles and going through the pain of hiding your vehicles.
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Vehicles vs foot. I use vehicles when I find or steal them but consider them kinda disposable. I don't bother fixing them up myself. As a solo player I don't usually need to be anywhere in particular so I don't really care if I have a car or not. Just makes you a bigger target for the most part.
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how to handle property - the issue when being offline
ollox replied to joe_mcentire's topic in Suggestions
I don't want to sound rude but your English isn't great. However, I like your ideas and you've obviously put a lot of time into them. So I've put some time into them too! I have re-written an edited version of your OP with a few of my own suggestions in square brackets: Reading through the recent suggestion threads I've noticed a few recurring issues regarding persistence and ownership. Whether the subject is vehicles, tents, or the as yet unimplemented team mechanics (building a base, running a powerstation, etc.) the same question is always asked: What happens when you and your team log out? As it currently stands, items remain in the world, completely unprotected and available to any passer by. But is this mechanic viable for the future? Is this as good as it gets? Here are my thoughts on possible solutions: Vehicles and Tents Since they are objects it should be easy to attach some data to them such as last operator/owner, time owned by this owner, etc. and based on this information the objects could simply "log-off" along with the owner's character, provided they are in the vicinity of the objects. However, would this be too safe for Day Z? Team Bases (hypothetical) Let's assume that groups will be able to maintain bases, and we'll also assume that these bases can be assigned an owner. Every person within the vicinity of a base becomes a candidate owner of it until they move out of the vicinity, which results in them losing candidate status. After "X" hours of being a candidate, the player becomes the owner of the base. For teams, the entire team would stake ownership as a collective and only one member would have to remain near the base for the entire team's candidacy timer to keep counting down. [Ollox says: how about greater numbers near the base making the timer count faster?] But what happens when we log out? It's not possible to keep one member logged-in at all times. The base could simply be abandoned, but that seems unfair since the team had to put in time to secure it in the first place. The base could be "locked", preventing anyone from taking over the base; but this locks up the map, and who knows how long the owner will be logged out for? It's far too safe for Day Z. The base could be instanced, meaning that there would be many copies of the same base that could be used by different teams at different times. The base could have an "abandonment" timer that protects the base for a day or so after which it is "abandoned" and free again for anyone to grab. [Ollox says: The base could remain owned by the logged out team indefinitely until a rival team tried to break in. It would take several attempts to break in and there would be a cool-down period between attempts, to give the owners a chance to log back in and repair the damage. The base could also have a security level, which could be upgraded by the owners, that would determine how many break-in attempts the base could withstand before it is overrun.] Other possibly ownable locations such as factories and powerstations would be acquired in a similar fashion, but these are operating facilities so we must talk about how they would function. Once activated, the facility would run automatically with the exception of occasional malfunctions that a member of the owning team would have to remedy. [Ollox: I really don't like the idea of NPC's so I removed that! :P] [Ollox: Perhaps some repairs, and the initial activation of the system, would require spare parts that would have to be scavenged for?] So what do you think about that, or better, what do you suggest? You might also like to check this thread out: http://dayzmod.com/f...ge__hl__regular -
Who needs a runway to land a plane?
Mountainhigh (DayZ) replied to Charb's topic in DayZ Mod Gallery
I would like to fly the hercules in Dayz. And transport some of my buddy's vehicles! Fast drop offs with stop and go landings. Cool pictures btw -
Looking for a small group of people the run with. Been playing since August 2012. I've played solo and in small groups before and have had loads of fun being serious, and just goofing around. After playing solo for the last little while, I miss being in a group. I do record a number of my sessions, so hopefully you don't mind that. Desired specifics: People who play 3+ days a week. (Not required, just desired.) Skype or Teamspeak 3 needed. I want communication. (We can decide which one to choose when grouped up.) No experience required, but it would be nice if you had some. No hacking. That stuff ruins my videos and greatly degrades the entertainment value of the game. I'm good to play on any server, but please note that I am in Mountain Standard Time (MST) aka (GMT -7:00) and I work until 5:30pm MST Monday - Friday. I think you will find that I am easy to get along with, so please don't hesitate to join up or have me join up if this criteria fits. Also: I can run with bandits or heros. Can operate heli/jet/plane proficiently. (Not 'Elite pro,' mind you. But I can manage them without damaging vehicles/players while maintaining a decent speed/pace.) Proficient with snipers and rifles as well. Age: 24 If you are interested, send me a message and we can get things sorted out.
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Base Building DayZ 1.0 w/ Gates + MUCH MORE!
Daimyo21 (DayZ) posted a topic in Mod Servers & Private Hives
I was in the process of setting up a proper release of my Base Building script/hook to DayZ community with a github/tutorial etc but with work/school and managing/developing for US023, this release kept being pushed until winter break. Unfortunately others are releasing my code on their own without credit and making accusations that I Daimyo, am stealing others code within my code which is outrageous and helps justify the fact that they downloaded my code off my server WITHOUT PERMISSION. It has come to my attention by Humbleuk that him and KillZone Kid were the original authors of the gates operation function (I personally modified the keypad access panel from Igneous01 but apparently they were in the process of doing that as well). Proper credits at the bottom have been given as they should! Regardless, people shouldnt be justifying the release of other peoples code with false accusations. Message me next time in the US023 SERVER or on Tunngle or on Youtube instead of downloading files off the server and releasing here (tunngle). Tunngle release with guy trying to justify his actions when blatantly acting like he was developing scripts on his own forums Here is my official RUSHED release of Base Building DayZ 1.0: Base Building DayZ 1.0 (I use Bliss, but can work with other server packages as well if tweaked) v1.1 Changelog: -player_build.sqf _dir variable works properly when factoring keypanel _uid/gate code. -small minor fixes to code. By: Daimyo Contact me at [email protected] NEW VIDEO COMING SOON! Finally after weeks of testing and tweaking, I am doing a rushed release of my work to the DayZ community. We will call it Base Building DayZ 1.0 and as I improve it I will release later version. It requires NO mods and simply overrides the building mechanics in DayZ with added custom scripts by me and others(see credits below). Can be used for other server packages but I will provide no support for those until I test myself. I was setting up a github but did not plan on this early release, so when I get time (no promises), I will try and set that up! Also, I am including an optional anti-wall/anti-disconnect wall script for players using vehicles to get out into a wall, bypassing base defenses all together. Also other scripts are included (some are hooks, some are made/modified by me), see features below! I am also including operational gates by Mr Jay with keypad access scripted by me with some code and interface used from Igneous01’s Simple bomb script (credits at bottom) These New Features/Mechanics include: Building up to 30+ Arma 2 unique objects with 30+ unique recipe’s Custom removal feature which gives a chance to fail and OR lose tool box depending on how difficult the object is to create. Booby Traps! The booby trap I created is a simple improvised explosion device that a player can create and is set off within a 10 meter radius with a 1 to 1 ½ second delay and look like a small dirt pile. They trigger from vehicles too and carry over on restarts. Current Recipe for Booby Trap: 1 Sand bag, 1 Scrap Metal, 1 Grenade (Etool and Tool box required) The only way to remove a Booby trap is by crawling up to it and disarming it. You initially get a: 50% chance of success without Entrenching tool or tool box Entrenching tool increases this by 10% Tool box increases your chance by 30% Having both = 90% success rate Recipe Book!: A simple action menu that allows you to see the various recipes to create each class name (They can be renamed manually from there default class names). KeyPanel Access that opens gates: This is a simple hook that adds an action to info_stands object. Once built, a long code is given, (longer than what you can enter on keypad but still works). Once placed, this code is permanent until object is removed by server host. It opens nearby gates, also in the recipes. Optional Features: Anti-Wall scripts prevents players from exiting vehicle to get into a player made base and or “closing game” while driving vehicle straight into a wall from passenger to then logon glitch into base. Take Item Fix: This is an anti-dupe script. When servers are under heavy load, you can pick up tires, scrap metal, etc mutilple times and have tons layered in your backpack. This fix opens players gear menu whenever player performs these animations to pick up only those objects, making it harder to grab those objects over and over. Modified Chopwood function: This is simply a basic hook using original DayZ code that makes chopping wood play a repair noise and adds a delay, since part of the recipes in the base building script uses wood, and this makes it harder to acquire. AntiHeli: We had hackers spawning Ka60’s and having unlimited rockets, this simply makes them exit their Ka60 or whatever vehicle you specify in the script. Requirements: No mods required. Tested with 1.7.4.4 . (REMOVAL FUNCTION IS PARTIAL, CHECK INSTRUCTIONS FOR MORE ON THIS) Theoretically building features should work on any map as it overrides the DayZ building mechanics. Installation for server owners (follow all instructions): Download: REDIRECTS TO YOUTUBE CHANNEL, LINK IS IN DESCRIPTION Follow instructions in the Word Document or Text Readme or PDF I do not mind if people reference or use code of mine or change functions all together (its a great way to learn SQF). Please just give credit where credit is due if you do so! KNOWN ISSUE: Removing objects does not remove from Database: Since I am always changing my server files and or mission files to correct this problem on my own, I am leaving you my server files from my Namalsk server THAT ONLY DEAL WITH CREATING/REMOVAL of objects to reference off of how I add/remove objects properly. This is different from the latest 1.7.4.4 as I was getting errors so I reverted back to some older code and modified that. In server_functions.sqf under the function that creates a UNIQUE ID from objects position “dayz_objectUID2 = {“ I remove the _p3 position to make the UID smaller (this also prevented an error where a negative Z position in getposATL would corrupt the UID number in the DB but this is corrected in 1.7.4.4). I recommend reading the instructions on how to deal with this as I left two player_remove.sqf's in the tweaks folder that were modified to work (without testing) with 1.7.4.4 original DayZ code that removes tank traps, wire fence, and sandbag in Original DayZ SCRIPTS/HOOKS SPECIFICALLY BY DAIMYO (some use modified DayZ Code): player_addActions.sqf player_bomb.sqf player_build.sqf player_chopWood.sqf player_disarmBomb.sqf player_recipeBook.sqf player_remove.sqf initWall.sqf antiWall.sqf anti_discWall.sqf antiHeli.sqf take_itemFix.sqf Since I was practically forced to release this in fear of others modifying and eventually claiming my work as their own(not saying they did yet), I will not have the time to provide proper support until at least a week or so. Please message me at [email protected] for any specific questions. I apologize for this and I'll try my best to answer any problems/concerns on the forums as well as my email. Thank you CREDITS: Simple bomb script by Igneous01 http://www.armaholic...ge.php?id=15033 Operational Gates by Humbleuk and Killzone Kid DayZ Code from “Rocket” Dean Hall and DayZ community team Code conversion algorithm for keypanel access by Xeno Killzone Kid and Ashfor for all their work/inspiration and any code utilized in this release. And of course Ayan4m1 Bliss Server Package, though sometimes frustrating to work in custom code with, they still are a great group of guys that do great work. Entire DayZ community that help with coding and custom hooks/scripts/server support If I missed anyone please message me! -
I own a dayZ server. Vehicles aren't spawning. Where can I make them spawn or set spawn locations? I'm using hfbservers.com Also where can I change the loading screen menu, I have my own done.
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Addressing the two biggest complaints regarding First Person
sp86 replied to guyver1's topic in DayZ Mod Suggestions
Yeh, okay. You didn't scout. You didn't maneuver. I don't mind it at all because I understand the the avatar through which I'm acting is far more limited in its ability to move and observe than I am. Third person allows you to compensate for that loss. So what? There's hundreds of 500 vehicles, custom load-out, 24 hour daylight servers. I don't like them, so I don't play on them. The plural of anecdote is not data. And I haven't insulted you yet. -
This is just the starter to some of the ideas i have come up with over the past few months. I love DayZ and think the standalone has some amazing potential. I'm not sure if any of these have been suggested before (though some probably already have) but I want to get my ideas out there. Please don't get angry because of some "repeat" ideas. I will explain some of the more complicated ideas at the end of each subsection so don't worry. :) CUSTOMIZE VEHICLES (extensively) -Upgrades for armor, more space, a better engine, better tires, straight pipe the exhaust/ quietening the exhaust, bigger fuel tank, mounted guns, better axial, and able to paint cars. Ok most of these are self explanatory but, for those of you who don't know what straight pipe is; it is where you cut out some pipes from your car that makes the car louder. This could be used to distract zombies or to distract people from a incoming sniper shot that your teammate is about to pull off. Quieter exhaust would make your car more stealthy and make you able to travel without being noticed as much. A better engine would get better gas mileage. Better tires could have better traction offroad therefore making you move faster offroad. With making more space for items you could take out some seats in your car allowing you to put more things in it but taking away how many people you can carry. With armor the more heavy duty armor you put on would slow your car down. With better axial your car would be steadier while driving so people who were shooting a mounted gun or out the window could have better aim. I will add more of the stuff I have written down later. I don't have enough time to put everything now. But more coming soon :)
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I'll always make time to check in and respawn any destroyed vehicles this weekend I will have some "real" time to sit down and work on some stuff thanks milan
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Addressing the two biggest complaints regarding First Person
Clumzy (DayZ) replied to guyver1's topic in DayZ Mod Suggestions
That doesn't make any sense, what you just said. First, why would removing a popular feature be a bad idea specifically in a zombie survival game? Also, I don't see why you think that people who want third person removed are focusing on the PvP aspect of the game. Do you think there would be more PvP if bandits were unable to sit on a high roof and see any target within a thousand meters without being in any danger? Because if 3rd person is removed or balanced, then there's no more of that crowd, you'll have a lot more face-to-face encounters, where people have an option besides murder. And just because a feature is popular, doesn't mean it belongs in the game. Do you think that all of the "Start with silenced M4 5000 vehicles" servers are a good thing? If there's an easy mode in the game, a lot of people will play it. But DayZ isn't supposed to be easy. -
I'm ashamed to admit that I know nothing about switching databases as HFB set the thing up in the first place. Chernarus, Lingor, Namalsk and Takistan and Panthera work as they should so far as spawning vehicles. It's Taviana, Celle, and the rest that have no vehicle spawn locations in the world_vehicle section of the database. I appreciate your answer, and would also appreciate the values to input.
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Not sure if these have been mentioned before, but here are suggestions in regard to vehicles. 1) Car Keys. This could be a way to keep your vehicle moderately safe as the vehicle would require the keys to steal it, or a rare hotwire kit. 2) Car Alarm . If a car is being hotwired or griefed, the alarm will go off alerting any nearby zombies, putting the thief in danger. 3) Dead battery and jumper cables. After a car has been sitting dormant for a while, the battery will die. Jumper cables and another vehicle would be required, or a fresh battery 4) Headlight repair,ignition, etc. These would be items that are crucial to a vehicle and the vehicles operation would depend on these systems functioning.
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Free DayZ StandAlone TeamSpeak @ 37.187.195.75 - ZombieWorld.eu -- SA Server is up !!!
U.G.N - Jedi Panda replied to U.G.N - Jedi Panda's topic in Mod Servers & Private Hives
We are working on getting a non profit licence from teamspeak so we can expand past 32 slots :) Possible bug with the latest update. I've checked the databases and everything looks OK.... server 1 tents save as instance 1, tents from server 2 save as instance 2..... same with vehicles... -
Tired of KoS? Do something about it!
rn_max replied to plrsniper's topic in DayZ Mod General Discussion
If buffoons want to stumble around ringing the dinner bell, I'll gladly observe, follow, profit, laugh and move on unnoticed. Far more challenging and entertaining for far longer than fleeting moments gunning down sitting ducks in delusions of achievement. Dead players aren't particularly useful either ... they don't decoy infected, risk their necks scavenging loot and pile it up for the taking, repair vehicles for you or any of that other great stuff. Why waste a game so full of opportunity on simpleton deathmatch? The world is ruled by manipulators, not killers, but hey ... as long as that lesson isn't learned, eh? Art imitates life. -
There are friendly/no-PvP servers around but I'd imagine you'd get bored quite quickly as it's a big part of the game and they tend to give you ridiculous amounts of 'starter gear', night-vision and all, and there isn't a whole lot left to do. I'd recommend using our Clan / Group Recruitment sub-forum to seek out some like minded players to play with instead. You can find it here... http://dayzmod.com/forum/index.php?/forum/69-clan-group-recruitment/ As said above - your progress is saved automatically, if you're playing on the main hive then your character will carry across to any other main hive servers, tents and vehicles will only be stored on the one server though. If you're playing on a private hive then your character will most likely exist only on that particular server. You'll learn where to find food etc. as you become more familiar with the game. Good luck!
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Need a new server like "Gb wireworld"
Lt.dantaylor replied to Lt.dantaylor's topic in Mod Servers & Private Hives
My entire group (7) got banned because of False accusations, a player on that server "captainamerica" bought hacks and hacked against us, got globally banned and said while he was only hacking because he was "suspicious" of us, when none of us hack, hence the reason we want a server with the proper anti-hacks. Because of the fact that my group was better at the game then he was, and we kept killing groups of people, and we were banned on accusations, None of us hack so the only "proof" the hacker and the admins have is that he "talked to one of our members and he freely admitted it to him". Still looking for that good white-listed private hive out there, that doesn't have 100's of vehicles, has a night/day cycle, admins that understand how to use rcon, and that have anti-hacks so the real "hackers" and "scripters" are dealt with not the legit players who just want a good server. -
PvP or not, my few cents. I was sure DayZ is multiplayer game over the net, so if not PvP, maybe it should be Single player, offline game or just coop? PvP was always in dayz, and it's why DayZ is that popular (not only because PvP but also). Bandits just adding to this game some spices, without them, game will be boring. removing weapon like a AS50 is not good idea too imo. How I can fight with bandits in vehicles? Or with server lot cleaners in helis?
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1. There is a large "screen tear" coming from the corner of the docs in the industrial area of berenzino. Is this just on the server where I play, has anyone else noticed it? It definitely showed up after 1.7.6. 2. Zeds now spawn around me when I'm in the far north away from any buildings or vehicles. I like it, but is this normal?
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i like the general idea. its simple. what i suggest is to not only allow it in certain areas, instead let us decide where we wanna make a base. the most well known example is probably the factory between polana and orlovets. but there are other places already ingame that i thought of "this would be an awesome base" most of the time this thought was killed by the zombies and the inability to really fortify it and having a open/close entrance. so yeah, vehicles to block the door, kill all zombies so they dont respawn. great!
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Taviana [1.7.6.1][Always Day][VET][50 slot][Active Admins][200 vehicles, 20 Air, AI, Auto Refuel, Siphon Fuel, Strip Vehicles,Self Bloodbag] [Mumble]
dirtysnipe replied to dirtysnipe's topic in Mod Servers & Private Hives
We have added the following:- Hourly backups so we can minamize loss from hackers / scripters. Server reboots every six hours to clean up destroyed vehicles and respawn new ones. -
Bug with HMMWV having too small an inventory, the ATV has an inventory the size of a UAZ so it seems that these two vehicles might have had their inventory sizes switched around at some point by accident.