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Showing results for 'Vehicles'.
Found 41868 results
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Who Else Thinks 1.7.5.1 Pushes Annoyance and Survival Too Far?
janus0104 replied to Diz (DayZ)'s topic in DayZ Mod General Discussion
You want realistic and fun changes? Here's a list, off the top of my head, keep in mind I did not consider what is impossible with the engine: Controls: - When holding shift, i.e. slow-walk mode, especially when crouched or prone, it shouldn't be possible to fall off a ledge/roof/similar. Pin the player to his current surface unless running. - Getting stuck in narrow doorways / between two objects, and similar obstructions (that apparently arent such for zombies). This is either poor implementation or poor map design, but the way movement feels should give a clear indication of whether something is traversable or not. - Add quick-assignments for weapons. When it's a weapon carried on the body (firearm / sidearm) change the weapon quickly, even when running, if it is in your backpack / the current firearm has to be switched out for a melee weapon, have the character stand still for a second. So many weapons / extra items are nigh useless because you can't get to them quickly enough when you'd need them. - Give us the ability to cancel actions that require time, such as applying first aid or taking in nutrient, if necessary (zombie approaching) - with a random chance of whether the item is "lost" depending on how far you got (harder to stash away that open dose of coke). Currently it's glitchy behavior, not a real feature. - The time it takes to do certain actions, like bandaging yourself, should be shorter when combat locked because of the adrenaline rush, but you pay for it, e.g. some blood lost because of your hectic bandaging. - Add a key so, while pressed, the character will not fire his weapon while pointing at another player. Add some risk to it by having auto/burst weapons ignore that past the first round, turning semi into "safe firing mode". This would also aid in helping others get out of a zombie's hold (see below for zombie's grab&hold ability). Interface: - When opening the backpack, show the same interface as when doing it with a vehicle's gear selected, actually show the slots. - Proper indication of how much will fit into a container (vehicle/tent/backpack/...) and stop the interaction rather than glitch all over the place. - When an item has a special key assigned to work, e.g. flashlight / nightvision goggles / maps, have the mouseover description show the key assigned for it. - When looking at a backpack you can switch out to, show the number of slots and whether it has more or less slots. - Move max 1 flare/chemlight to toolbelt, they're easily carried alongside. Vehicle: - Player-held weapon firing from non-driver seat. Yes, it should be nigh impossible to hit anything while the car is moving, but it should be an option. Especially for quads and such. - More realistic car damage. This isn't hollywood, driving into a wall may kill the engine, but it doesnt blow the entire car up. When damage CAN occur through risky maneuvering (running over a fence, making a jump), give it a random chance affected by what kind of car it is. A good pick-up can withstand a lot more bumps without requiring more than a car wash than what blows them up now. - Newly spawned vehicles should have a far lower chance of being damaged than having the tank be empty. Windows broken? Yes. Everything totally broken? Unlikely. - Give the option to salvage cars for parts / remaining fuel. Even a half-broken engine might have just the right parts to fix your other half-broken engine. - Categorize parts. A bus engine works for a quad? - If a spawned car IS entirely broken, spawn it in a place that makes sense, i.e. it was ran straight into a wall. - Why no randomly spawned police cars / ambulances / fire trucks? So many opportunities to provide an obvious reason as to why a group of items may be spawned inside it. - Motorhomes / Campers. - Using a hose to fill up a vehicle near a fuel tank, running to the tank and back 50 times with a jerrycan to fill up a helicopter is fine, but if you take away the safety net provided by rotor diameter, it's impossible. Items: - Give the option to take clothes off dead zombies / dead players and wear them. Instantly you have so many more clothing options. - New loot: Backpack attachment/toolbar item to carry 1 extra weapon "on you", carry your hatchet hanging off your belt etc, making it selectable without opening the inventory aswell (still takes the same inventory space, but it enables the quick-draw) - Have the option to carry an empty backpack in your backpack/inventory. If I can carry a helicopter's main rotor assembly, I can carry an empty, folded up backpack. - Performance enhancement drugs. Clearer aim / scoping with binoculars and such, resistent against exhaustion and sleep deprivation, but dehydrates faster and over-usage may incapacitate the character (give a message as to why he fell down and the timer comes up). - Weapon/Gear degradation: 1.) Weapons don't just stop working after firing 100 rounds. They jam, but they rarely just fall apart. Add repair/cleaning kits to fight degradation that dont just get used up, but the process of cleaning a weapon should take a certain time determined by the weapon, a sniper rifle takes more than a few seconds for an amateur to break up, clean properly and put together into a working piece again. Also, precision weapons such as the mentioned sniper rifles need to be tuned in after reassembly to fire accurately / match the scope again. 2.) Either do it right, or don't do it at all. Just giving any usable item a 10.000 uses meter like with hatchets is not a fun feature 3.) Any item with degradation needs to be spawned in random condition. 4.) Silencers DO turn useless after a while. - Ability to recycle emptied ammo magazines, allowing the use of ammo across a larger group of weapons, determined by caliber. Moving the bullets should take reasonable time. - Ability to merge non-full magazines into a combined one (or a full one and an almost empty one if going over the capacity of that weapon's ammo magazine) - (At a later point) Item attachments. What makes modern weapons great is the ability to add a multitude of attachments, from slings to silencers, muzzle flash suppressors, folding stocks, bipod / tripods, different scopes, bayonettes, under-barrel breaching shotguns and grenade launchers, even caliber conversion kits to have e.g. an AK-74 use STANAG magazines. - Sub-sonic ammunition should be a beneficial kind of ammo, not the exclusive ammo, for silencer-mounted firearms. - The crossbow. So many problems with the crossbow. A quiver is a nice addition, but so would be being able to easily get your bolts back. You have so many key combinations, add one where the character focuses on finding his bolts when stationary, and they light up for the player to see. Either move the bolts to a corpse's inventory or let us roll them over to get the bolt / have a mousewheel option to retrieve it when targetting the corpse. - Booby-traps for doors / vehicles / containers. - Claymores / mines / wiretraps. - Improvised weapons. Hit a zombie with a sturdy tree branch / metal pipe / the back of your gun. - Molotov cocktail. Turn that empty whiskey bottle + piece of cloth + fuel from a jerrycan = burn up those zombies. - Ability to carry a bag alongside your sidearm / stash even your sidearm to carry two bags for temporarily increased carrying capacity. Bags ranging from grocery bags over duffle bags to weapon cases. By carry I mean in the physical world, not in the inventory. Persistent world: - When logging out in a vehicle, whether deliberately or because the server went down / your internet connection broke off, spawn them in a sensible position on login. If it's a helicopter, it will crash down, spawn the player in the air with the parachute open. For vehicles... NEVER spawn a player inside one. So many unwarranted broken legs. - Sensible spawning. Simply having them spawn when you get near an interactive intangible, and respawn until the player moves away, is not a fun nor realistic approach. It works, but it could be so much better. Cities should be literally flooded with zombies whose pathing would be far easier if they always move in walking speed, even when aggroed, and their sheer number would be the hindrance to get to loot, not their speed. Smaller towns should have fewer numbers that move a bit faster. Military sites should have reasonable numbers, after all this is AFTER the outbreak, but run as quick as they currently do. The type of zombie, i.e. their appearance, should decide on how fast they can move. When a set amount of zombies are killed in a certain location, it should take a reasonable time, not seconds, for new ones to appear. How long it takes could be determined by whether players died there (attracting supposed roamers by smell) and how loud players went about killing the zombies (attracting supposed roamers by hearing). - Allow more resilient fortifications than tents and bundles of vehicles. Locked containers/vehicles that require a lockpick to get open. Gameplay behavior: - Exhaustion. Running straight for 4 hours isn't possible for the characters we currently play (jump off a container, always break your leg). Taking a short break from running to catch one's break would replenish it. - Sleep deprivation. Humans have to sleep at least 4 hours a day, or they start to deteriorate mentally and physically, to the point of simply falling asleep on the spot. Sleeping in a tent / shelter is beneficial to replenish it. - Active grouping with group members being shown on the map if both sides have a map or GPS and carry a radio. Group chat only when carrying a radio. Frequency scrambler so other people with a radio cant listen in on the frequency. Setting up traps that group members automatically avoid (the characters know it's there and refuse to open that door / automatically step over that wire). - Infection. Being bitten/hit by a zombie has a small chance of infecting even the living, with no immediate indicator. When symptoms start to show, there is only a small window of opportunity to apply antibiotics (giving them more value) before the player loses control over the character and he turns into a zombie with a running speed even greater than that of a normal zombie, adding the "kill group member before he turns into a zombie" factor into the turmoil that is social behavior in DayZ. - Differentiate between food/drink sources. Soda cans and such may fill up your drink meter, but it dehydrates far quicker afterwards. Only eating canned foods is unhealthy, there are plenty of vegetable gardens in the game and trees that could just be apple trees. Make them lootable, might even allow planting vegetables. - Disguise yourself as a zombie by killing one and smearing it's blood all over your clothes. It will stink, attract flies, your character walks as slow as unaggroed zombies do, but they wont aggro you until you start running again. - Every few minutes or so, if a player is close to a stationary vehicle or a tent, there's a chance for a zombie to spawn within a distance of 100-200m. There is no such thing as a safe place. - Give the character skills (that reset on death) with varying fields: medical, firearms, vehicle repair, gutting/cooking, ... Everytime you perform an action in that field with a result (no free medical points for munching painkillers when you dont need em) the skill increases, improving your performance and lowering the chance for a mishap. Spawn books on various topics that you can read to slowly improve your skill to a certain degree, but it takes reasonable time to read (like 1 skill point per minute reading). - Glasses / Contacts. When you spawn with a new character, there is a chance he is shortsighted and needs glasses or contact lenses to have proper vision on ranges of 100m+. They can get broken, then you have to find a new set. - Add a bolt-cutter tool with which fences can be cut to create an open just like the ones occassionally placed already - Add a fishing pole to go fishing. - GPS / Flashlight / NVG / Rangefinder are electronic tools, so they need batteries. Batteries spawn with varying charges, and in two versions: non-rechargeable and rechargeable. Rechargeable ones can be reloaded at a slow rate if you find a handheld solar panel (you can attach them to your wrist, those exist in real life, but you're as likely to run into one as a range finder). - The ghillie suit is just a wearable net, you have to attach trees and bushes to make it look good. Add 3 or so different models for the varying states. - Different camo clothes and camouflage makeup (wood/urban/desert) to be found mostly at barracks, also a few uniforms to be found there. - Civilian clothing variety - That other tent type. - Add a medic box, character can only carry either toolbox or medic box at one time. Medic box will hold up to 6 bandages, 6 out of morphine/pain killers/epi-pen/antibiotics and 2 blood bags (random example numbers) - Hallucination: PTSD, or shell-shock, can set in randomly after certain bad things have happened to a character (he has passed out once, lost blood, broken his leg, been within 100m of a survivor getting killed). When it hits, he may see zombies where none are, he may perceive other survivors as zombies. Haloperidol or such could be a remedy for this, albeit rare. Chance of getting hit with this is weighted by distance from the default humanity (heroes and bandits are less likely to get affected, as they have deviated from normal response to the point of being adapted to the new state of the world) NPCs: - Give a max amount of zombies a client will calc for the server as to AI/pathing, then keep track of that stack of zombies even when moving out of range (>500m), having them stroll around, into the woods and whatnot. When new zombies have to be spawned due to location change, drop the oldest ones unless they can be taken over by another client. - Slow down them zombies! Seriously, on times they run faster than player characters, they don't suffer any movement penalties. It's fine you don't want walkers because you'd need ridiculous amounts for them to be a serious danger, but the way pathing/ai glitches around, especially when another client handles the pathing, firearms turn into against-bandits-only items. See above for ideas on how to break it down, other than that, 50%-75% their current speed is enough. - Instead of having zombies run at survivors' speeds and stopping to hit the dead air, have them grab and hold back the character, who has to struggle free. This may take some engine changes, but it's a game changer, too. It makes zombies more dangerous without having to give them the super speed / strength they currently possess. - Have dead players rise as zombies after a random amount of time, with their appearance and gear (ghillie suit zombies!). - Add living NPCs, from the hobo survivor to the sole remaining military checkpoint. Have them respond differently to player survivors depending on whether he's a bandit / survivor / hero and whether he's armed / lowering his weapon / actively firing / trying to take their resources. -
Hello My suggestion is pretty straight forward. I haven't been playing for that long, but when I started, I just went after gear playing pretty friendly, only shooting bandits on sight, asking everyone else if they were friendly before shooting them if they had a visible gun. I ended up being told friendly then shot, or they started shooting wildly until I killed them, only to be shot by their friend 5 seconds later. Playing the game like this gave me a need for a camp, since I found plenty of doubles laying around. I thought I was insanely wealthy with items, even If I thought I'd collected alot more... which I had Turns out a few people had found my camp in a forrest under a pine tree, and after having all my stuff taken, I just assumed they got lucky and found it and started to camp 2... Same story... This happened to everyone, and it was a group of people that played together with 4 choppers on the server, that went around looking for crash sites, and when they were done they looked for camps. So people started placing those small 4 wheelers in between trees which worked fine, and still does, but with a very limited supply. After I finally found their camp, went bananas on their choppers and items, I took their final chopper and did the same thing myself, only to realize that it was quite easy to spot camps, even the fairly well-hidden ones. Now, to the idea, to get more advantages from having a camp site. We could put this is a few stages of a camp. First step is just a tent like you can now, but add more camo for tents and vehicles. Camo for tents might sound redundant, but they're quite/too easy to spot IMO. After having 4-5 tents, and if you filled it up with like 50 (Just an example) blood bags, 30 Morphine, 20 Epi pens and 100 bandage, you'd be able to make it in to a medical tent. In the medical tent, you'd be able to give yourself blood, but also it would slowly "produce" medical supplies. Im not sure how to make the "production" sound more realistic, but maybe throught supply drops or something. It could also be possible to make a military tent, again "producing" ammo and possibly weapons even if I think weapons would be abit too much. A garage tent, possibly needed to repair vehicles, or vehicles placed inside would slowly get repaired. What do you think? Would it be too overpowered? Or would it take away too many aspects of the looting part of the game? Or is it a interesting idea?
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it was parked in the cherno firehouse. didn't have anything in it but I've since filled it with vehicle parts and even an m4 from nw airfield how lucky am I? I hid it in some woods where I hope no one can see it. Normally when I find vehicles I just ride em around until they get trashed, but I like this one. It's nice and quiet and makes me feel like an MIB who's killing off survivors of the zombie apocolypse so they can't tell people that the government is responsible for the virus B)
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New Update Makes DayZ Extremely Difficult
DubPlate replied to GrassyKnoll's topic in DayZ Mod General Discussion
1. Of course they should spawn in vehicles! Are you really serious with all this? 2. No they should not keep re spawning that ruins immersion, but stopping you from loot cycling barracks? Excellent! 3. Good, zombies should be more of a threat. 4. Have not tested this patch enough. 5. More threat. 6. Best you carry antibiotics on you then. 7. If it stops loggers... 8. Why would you want these in, they clearly don't belong in dayz? I'm glad this patch is harsh it will weed and all the people that can't handle the jandle that be douche bags in game. -
Camper, Mobile home, R.V. (Recreational Vehicle)What everyone else seems to be thinking of, I'd call a procession, convoy or wagon train probably. I'd like to see them, but you wouldn't be able to live in the back when it's in motion, because the collision detection doesn't allow players standing on vehicles (entities) to move with them, unfortunately. It would be badass to sit in the back, with the doors open, firing your LMG at the bandits that thought it was a good idea to chase you.
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You can already do caravans... Just have your squad grab a few vehicles and follow one-another. When mine was moving bases we had 4 cars all in a line.
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no, if it takes up a weapon slot its separate from inventory space. like vehicles.
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1. Loot is sparse, there are cans every where! 2. Your gear is actually precious. 3. Living off the land is a must. 4. Can only trust people if they don't have gear. this is how you make friends. 5. Canteens are your life. 6. Easier to play as a group, then lone Wolf. 7. Love the No military loot. 8. Cities are actually dangerous, more zombies, easier to aggro. People want your precious gear. Almost no food in the cities. 9. Camping tents are easier to find. 10. Love the rugged clothing, backpacks, vehicles.
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Who Else Thinks 1.7.5.1 Pushes Annoyance and Survival Too Far?
St. Jimmy replied to Diz (DayZ)'s topic in DayZ Mod General Discussion
You sum it up why I love this patch. About that "byaah zombies killing me through the vehicles, they are not smart enough to hit me through the glass/door", clear the zombies first and don't drive like a maniac in towns. What if these zombies are smarter than "normal" zombies and they can open the doors, smash your windows etc. What I've heard these are infected so you can let some imagination flow and not getting restricted to basic zombies. -
Problem with this is that people will just blow up spare helicopters(or of they decide not to use it) and loot it. It would end up making them too scarce than they already are. Plus, server restarts can sometimes respawn vehicles where they were destroyed, which causes a lot of people camping a heli, blowing it up, etc.
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Who Else Thinks 1.7.5.1 Pushes Annoyance and Survival Too Far?
KattSavage replied to Diz (DayZ)'s topic in DayZ Mod General Discussion
Zombies hitting you through vehicles should be removed for now. it is WAY too buggy to be kept in at the moment. when it gets to the point where zombies walk through the entire back of a SUV and hit me, it's ridiculous. -
Totally agree with you... I am still waiting a response to my previous post/problem... where are the vehicles on my server?
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Evil Gamers is recruiting!
vSATANv (DayZ) replied to Evil Gamers's topic in Clan / Group Recruitment
server has been updated to 1.7.5 dayz with 500 vehicles, 50 choppers, custom buildings amd loadout come check us out boiiiiiiiiii! -
DayZ Mod 1.7.5.1 Update
[email protected] replied to mattlightfoot's topic in Mod Announcements & Info
This can be done with a joystick. Simply bind the 'forward' command to the throttle up on the joystick. Then when you push throttle up, character will auto run. Can be bound for vehicles too. -
Opinions with the 1.7.5.1 Update?
tmwalpha22 replied to Helson's topic in DayZ Mod General Discussion
The one thing I hate is the fact zombies can hit you inside vehicles but you cant kill them from the inside so vehicles have REALLY become a liability... -
BMRF: Chernarus / Namalsk / Active Admins / Automatic Whitelist
CliffTheCorrupt replied to Ravenfoul's topic in Mod Servers & Private Hives
I've been playing this server for a little while now (a few weeks). The whitelist, coupled with the active admins who use a variety of ways to communicate with players, makes the server very enjoyable. The amount of chatter in sidechat is extremely small because of the quick response by the admins, which is actually surprising. It's actually very nice to find that the servers prevent ghosting, and are also very diverse (ranging from #1 being easiest and #3 being "hardest"). The extra buildings and vehicles also make the game a bit more enjoyable (a firehouse and store in Kamenka, an extra barracks at NEAF, about 150 vehicles or so). I would definitely recommend this server to anyone. -
Something like the vehicles in the Aftermath dlc for BF3? I'm kind of undecided about that, although, passengers being able to shoot out of the moving car with a small arms weapon would be kind of cool.
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Help enriching the swamp experience!
m.w. vindicator replied to joe_mcentire's topic in DayZ Mod Suggestions
The swamp should be named "Area where careless people get there car stuck while searching for slaves/n00bs. I can't wait to find vehicles stuck in the quagmire. Personally I thin there should be more tall reeds. To conceal movement through the area. Reeds like this http://atmosfear.cro...n-noahs-ark.jpg or http://media.moddb.com/images/articles/1/112/111092/auto/swamp_3.jpg Right it is just a large deadzone (pun intended). The decision players will face is: Go through the dangerous swamp and be exposed or go around it and take more time. -
It's been stated, but I will post my findings: Loot icons have different (Or new?) graphics. Magazines and Shells have swapped icons now. Zombies are now hitting you through vehicles, without breaking the glass. (intended?) Heli crashes do not spawn at all More Zombies in towns Zombies keeping you in combat from over 1km away. Abort being disabled even though you are not in combat It is just my opinion, but I think the code should be more open to us server admins and operators. Let us decide what we want on our servers. Open up more weapons and vehicles and allow us to customize our own servers to our own liking. Mods like DayZ need to be more customization friendly and not just with a new map, or a new addon. Let us make our own servers totally unique with new weapon combos, vehicles, buildings, etc...
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If you guys are looking for an exciting new EU server then look no further! there is something for everyone as there is a healthy amount of PvP aswell for the hardcore out there. The server is properly policed by admins most of the time so we can keep a keen eye our for hackers/exploiters. Come join our community Today! ++Venom++ 50 slots available Map: Chernarus / IP: 5.63.147.180:3255 ( Venom if that doesn't work) Active admins/200+ vehicles Help us become big!
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Hello guys! i have added a script so players can load vehicles into airplanes and have little trouble that when i click load cargo, i get kicked by script restriction #20! can anyone help me out?
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DayZ Mod 1.7.5.1 Update
Derpy_Hooves (DayZ) replied to mattlightfoot's topic in Mod Announcements & Info
Got to say alot of our player base are very unhappy with the patch, Zombies glitching right left and centre, players getting stuck in debug and then losing all their gear. The zombies attacking the vehicles and hurting players yeah i like that and it makes things a hell of alot tougher but the amount of problems we have received makes it a tough decision to keep this patch or roll back.... tl;dr, Far too many glitches and a wealth of unhappy players on our database.... -
Let's get in a Tiger I tank in DayZ why don't we? Isn't the game military enough as it is. Why the sudden need for armored vehicles?
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Home made vehicles first, I want my bus with mounted 50 cals out every window so my team can roll through cherno
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Release - DayzTaviana by DayzLand.eu
norsk2277 replied to xela's topic in Mod Servers & Private Hives
guys! i have a major problem! i have added in the init script so i can load vehicles into airplanes but now nothing vehicles spawn! help!