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Showing results for 'Vehicles'.
Found 41868 results
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Firstly i would like to mention that its great we are getting patches for this awesome mod even though the standalone is being pushed. Ive just signed up to this forum today to give a mention about my point of view. I usually jump on for a game every night after work and play along side my mate and girlfriend. Unfortunately there is not one evening that goes past that we dont fall victim to hackers which i know is to be expected with a script based mod. The three of us thoroughly enjoy sneaking around the map finding vehicles and helping other survivors out where we can. We all play as heros with myself nearly at 60,000 humanity points which hasnt come easy. With the latest patch being implemented, i feel a little discouraged about the fact that our tents arent respawning our gear after a server refresh. This normally wouldnt bother me other than the fact that these scripters can see exactly where we are and also our tents with our hard earned gear in it. Im totally against the duping of weapons and all the cheap exploits of the game, and much rather immerse myself and hunt down that illusive crash site. Now the regeneration is lost, this is going to mean the saturation of weapons and gear is going to become less and less over time, thats more than ok for low key and honest players like us, but im afraid this is going to lead to further scripting which im really pissed at already. cant wait for the standalone to arrive and everything to head server side.
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HOW-TO: Optimize Performance, Lock/change Time & Moon, and other mods!
Dmantro posted a topic in Mod Servers & Private Hives
Hi guys! Usually I'm busy running my own server (I've been running Private HIVES since may), but I figured I'd stop by and post a tutorial on how to keep your servers well-maintained and optimized, and show you how to apply some fixes, and how to create your own! I'll keep adding to this (with credits from the people whom make these scripts) as people send me more modifications. Some of the features I'll be going over are: Tuning & optimizing your server to run 110% Custom BattEye Extended Control Scripts to reboot a server at any interval (with warnings) Full moon, locking a server at any specific time, & where to modify each of these settings How to install server fixes, & how to create new fixes. Add image to server loading screen How to add ARMA 2 assets & buildings Adding additional vehicles or vehicle types to your map. First off, you need to determine if you have access to the following files from your provider. Admins who host on a dedicated server or elsewhere, you have access so don't worry about it. Just read to know what each file can do for you! -=What you need access to (and details)=- You need access to the following files from your host. I have put a description on what features are editable (from my knowledge) from each respective file. I have seen a few people overwrite data that was in dayz_server.pbo in their mission file, and it worked but I'm not positive without testing it. Access to..... DayZ_Server.pbo (Located in the addons folder of @hive, @bliss, @dayz_1.chernarus, @saintly, etc.) This file controls a large amount of the variables that can be edited. The ones we'll be editing (in this post) are the time values. Your mission file (located in Arma2|arma 2 operation arrowhead/MPMissions/ folder. It should be titled "DayZ_1.Chernarus.pbo, but differs.) This file controls spawn points, and can be used to implement zombie fixes, loot fixes, and player fixes. We'll be using it to add an image to the start of the server loading. Edits here are public (people can "share" them when they download your map file to their pc), so if you plan on doing a long investment of coding I'd suggest finding a way to do it server-side. You can add fixes by simply "calling" additional .sqf files within the init.sqf file. Server Startup File (Usually a .bat with the server link+some settings) database access (you really need this to add vehicles or buildings. It's 100% must. Get access from your host, and if they aren't willing to give you access quit and move to a real host.) Now that we've explained what each file can do, lets move on to optimization. NEXT: You need to know what system HIVE your host/provider is using. Dedicated server owners should know as they installed the software. Some are different than others, so let me know if you have one that is entirely different than mine or others. The current common providers are Conanhun, Pwn's, Bliss (do not want), and guruabdul/antirocket (much older). I'd suggest if starting fresh to use Pwnoz0r (-10 spelling) as he doesn't patch ti unless its worth aptching. Bliss crew is great but they seem to update WAY too often with so many bugs each time. I'd avoid it. -=Optimization=- I believe I learned most of these fixes from an older post on here by Vaquxine (http://dayzmod.com/f...um-performance/ Original Thread), and I saved the thread a while back. I'm not going to suggest ALL the fixes he suggested, simply because people really aren't sure on what is "the best" settings for basic.cfg. What I will suggest is you do the following: Download TCPOptimizer http://www.speedguid.../downloads.php/ Open open up TCPOptimizer on your server machine, and (assuming you have at least 100mbit connection) move the slider at the top all the way over to the right under "100+MBPS". Check the box "Modify All Network Adapters", then choose "Optimal" at the bottom and hit apply changes. Be sure to restart your dedicated machine right after doing this, as some programs revert many of the TCP settings back to their default values which will still be loaded into memory. http://i.imgur.com/ZGEZ8.png There are a few other settings that are not enabled by default with the 'optimal' profile that I feel should be for ARMA2 hosting. You can edit these advanced values after restarting on optimal settings by choosing the "custom" box on the lower right, which will allow you to edit all fields. You should change: General Settings -> TCP Window Auto-Tuning should be on 'experimental'. ** If you run a MySQL server on your dedicated machine, this can cause confliction and should be left as its default value. Advanced Settings -> NetworkThrottlingIndex should be on 'high: 70' TCPMaxDataRetransmissions should be 9 or 10. Network Memory Allocation Size should be on 'optimized: 3' TcpAskFrequency should be 'enabled'. TCPNoDelay should be 'enabled'. * Make sure you apply changes once finished and reboot your dedicated machine once again. After you do this, open up the .bat that you use to start the game with, and check if the following is in it: @echo off echo.....Killing task.......... taskkill /FI "WINDOWTITLE eq ArmA 2 OA Console version 1.62 : port numbergoeshere" /F start /high Expansion\beta\arma2oaserver.exe [all your other settings, etc] -noPause -noSound -cpuCount=2 -exThreads=1 -maxMem=2048 exit What is really important about the startup file is that running arma 2 on high or realtime can actually make a big difference. I personally think high is fine, but you can set it to realtime if you'd like. At high though if it crashes or has issues it most likely was going to have them on realtime regardless. You can also try -nocb, which turns off multicore drawing , possibly enabling a speed boost. I haven't tried it myself with the latest HIVE builds, though. -=Custom BEC Scripts=- I'll explain these files and how to edit them, but for simplicity I've uploaded my full configuration onto Github, and with a few edits to the config files they should work perfectly. you can see ALL the code on github, so no virus scares :) This will allow you to use one .bat click to start BEC and your server, and has multiple restart points. To get this to function, you need to edit the following lines in the described files in the config folder. To use BEC, download the files here: http://www.ibattle.o...wnloads/Bec.zip Take ONLY bec.exe from the above download, and place it within my setting files below: https://github.com/Rinaun/BEC1 Once you place the exe with the BEC1 folder, just leave them inside their folder and place the folder in any place you'd like. You need to edit inside the config folder the actual config.cfg, and if you'd like to change when the server is restarted or see how scheduling is done, open Scheduler.xml in notepad. You can add administrators by using the admins.xml and copypaste a new entry in. You get the GUID from ingame (logging in) or from server logs. The scheduler is currently set to restart every 6 hours, with warnings starting 10 minutes out from the reboot. The things you need to be careful about are adding more jobs (keep track of the job ID and make sure you don't overlap), and making sure you get BEC started with the server. How I did this was adding the following to the server startup .bat we made earlier: echo ........Starting BEC....... echo........................... echo........................... start "" "bec.lnk" exit (be sure to delete the previous "exit" before you add this!) after you add that to your .bat file, make sure you include a shortcut to wherever you keep your .bat file of the BEC link. To make the shortcut just put the bec folder where you want it, right click make shortcut, and drag that to the same folder as your server launcher bat. The reason I do it this way (through .bats and shortcuts) is because I use a custom launcher for multiple server instances. It also gets the job done quicker :P After you complete the above, now we're ready for the real meat and potatoes; modding! -=modifying files=- How do you do it? You can edit the files several ways, but the most common is calling new .sqf files within the mission file (such as the All-In-One fixes you've seen around) or editing the dayz_server.pbo and doing pretty much the same thing. Those two spots control most of the modification of DayZ. You want to avoid editing anything else or users will have issues connecting to your server. to unpack the files, you'll need to download PBOview so you can unpack and repack the files. You CANNOT edit .pbos packed with a text editor! You MUST undo them with Viewpbo or another application. Here is PBOview: http://www.google.co...vUm2L3x0jHSEKrQ What can I edit from these? almost everything to do with zombies, loot control, anti hax (yes, you can build anti hacks within a map file.), vehicle spawning, pretty much anything. you can make buy menus, team menus, etc. What will cause server issues if I edit it? How do I fix them? What will cause server issues is making changes that require new signature files or editing any of the base dayz files. If it's in DayZ folder, don't touch it. Period. Another thing that MIGHT cause issues is if you edit things that were or are banned. DayZ doesn't like that because it thinks you are a hacker. Most of the time it can be solved by editing your battleye scripts.txt and such, but sometimes modding in tanks and etc won't be possible without a mod (such as RMod). To test this, just simply unload all scripts.txt when doing heavy modifications. I just keep the beserver.dll and .cfg in there and nothing else when testing. How do I tell if I broke my server? You can tell if you broke the server from the map file if it hangs on loading or wait to respond. I typically get everything running, then slowly modify things as modding always breaks more than it fixes initially. Quick Explanation/tutorial on simple edits So what the typical edit/fix looks like is someone add a new .sqf files (lets call this one vehicflip) and places it within the mission file. So how does he use this file? Simple. you add a one-line call to the file within the init.sqf, right as the loading bar is happening to the user. the line looks like this: call compile preprocessFileLineNumbers "vehicflip.sqf"; and now his script is ran. time locking/adjusting & full-moon nights Time has as of 1.7.3 been added in to certain HIVE systems. I know bliss now has the ability to adjust time without editing the actual files anymore. I'll be adding a link here soon with a tool that allows you to run custom day-night scripts. image on loading This edit is located within the Description.ext in the mission file. To add an image, simply place the image inside the mission folder within another folder to keep things organized :) In this demo, I'll be using the folder img and the image name of img.jpg. Be VERY careful on size of the image! I'd use this loading picture to show rules at a low res, so as to not affect load times too much. You could also intentionally make it large so new people have to read the rules. To make the picture show up, you still need to edit description.ext. Add this line somewhere inside description.ext: loadScreen = "img\img.jpg"; replace the folder and image name with whatever you'd like to use. LAST BUT NOT LEAST -=Adding new vehicles and buildings=- This section is super tricky because now bliss and other private HIVE systems are completely different now. I'll suggest that the poor souls still using bliss either move onto a more stable system or follow their building instructions. They have a great building system, but they patch so much that anything they add doesn't help with what bugs it brings >.> If you are using anything else, you are in luck! To add a vehicle, you need database access. It's pretty simple. You go here: http://www.armatechs...5165f/index.php pick any assets within those two catalogues, and understand that a lot of the military items/buildings/stuff is banned. If it doesn't spawn, then it's banned. With an asset in mind (I'm going to use Land_A_BuildingWIP for this example), go find a spot with your character, then log out to lobby. Open your database, copy your position. Log in, move ten-100 feet, depending on item size. Log into database, go to your ACTIVE vehicle table (usually 2-3 tables, one has the list of vehicles, the other has the list of spawns, and the third has all the vehicles active on the map spawned). You can tell which one is the active table by looking at the inventory column. Active vehicles will have randomized gas, items, etc because people are using them. Once in this table, create a new row and input in the data much like you would adding a vehicle. Give it 0 gas, 0 damage, put your copy pasted position in, and when asked for the type/model, put in your model (for me, Land_A_BuildingWIP). After you are all done, save the database, log onto your server and restart it. Log in and tada! You should have WHATEVER asset you wanted from that webpage on the map. If I was a bit vague on the tabling its because there are SEVERAL different builds, all with different structures. you can post below if you are having issues and if I have time I'll be more than glad to help :) I'm going to clean this up and format it once I eat dinner and my hands get uncramped! I'll add more fixes as people send me them. If you are looking for a place to play or a community to help build, check out my site. I'm trying to find some like-minded individuals who want to keep making dayZ better! Our servers have over 300+ objects/scenery and vehicles added (no, we didn't spawn a ton hueys cars and barracks, only some bikes :P) -
War Machine Gaming Community | Multiple Servers | Website & Forums | TeamSpeak | Active Admins|220 Vehicles| 6 Choppers|
Insanity Stroke replied to ElPingu's topic in Mod Servers & Private Hives
150+ vehicles, 3-6 choppers at all times, great admins, rare for hackers to be on the server long and overall a great server. -
Looking for a private hive server with many admin options
chrisreynolds743 posted a topic in Mod Servers & Private Hives
I have a private hive currently but it is a newer company and doesnt have many tools for me as an admin to swiftly ban hackers and or watch other players that are suspicious. Im looking for a server that provides many options and is easy to use to have access to my databases. One that will allow me to watch players, teleport to them, add vehicles, edit tables/maps ect. I have seen a few videos of people hosting the "hunger games" and like these kinds of ideas. I dont know if the programs they are using are custom scripts that the admins have or services the host provides. Any help or suggestions would be great. Thx -
SurviveDayZ Mod - More Difficult & Extensive DayZ | v1.2
Powell (DayZ) replied to ryahn's topic in Mod Servers & Private Hives
Few more suggestions: 1. One of my BIGGEST peeves in Day Z since the beginning of time is how common your character bleeds. It seems the chance per hit is like 50%, give or take (not really sure if true, but seems like it). I'd seriously suggest dropping the bleeding chance, and as a counter of it, buff the zombie damage (something you planned to do anyways). 2. I'd halve the spawn rate of makarov magazines. They have always been far, far too common. They seem practically unlimited, and once I have a makarov, I never have needed to use another gun against zombies 3. More vehicles would be awesome, although it isn't that important. I played on a server with 600+ vehicles and it was just...awesome looking. Maybe not that many, but yeah. 4. Integrate 1.7.3 as soon as you can. Those insta-zombie deaths are a really nice breath of fresh air, along with the new combat timer mechanism -
Sup? self explanatory - we're looking for a good, hopefully passworded private hive on Cherno. Doesn't have to be flashy, just standard...active, maybe daylight 24/7, or gmt -8, maybe a couple extra vehicles, but we're not bothered as long as the hacking is cut completely (i've been on some hives for a week and spotted no hacks) leave a reply here or pm me about signing up cheers :)
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How to add helicopters on HFB private plus server? Please help
mindspike posted a topic in Mod Servers & Private Hives
I'm wondering how to add a helicopter to my server. I use this script to spawn other vehicles, but there's no helicopter #!/usr/bin/perl -w use warnings; use POSIX; use DBI; use DBD::mysql; use Getopt::Long; use List::Util qw(min max); my %args = (); GetOptions( \%args, 'instance|index|i=s', 'hostname|host|dbhost|h=s', 'username|user|dbuser|u=s', 'password|pass|dbpass|p=s', 'database|name|dbname|d=s', 'port|dbport=s', 'limit|l=s', 'cleanup=s', 'help' ); my %db = ( 'host' => $args{'hostname'} ? $args{'hostname'} : '216.244.80.242', 'instance' => $args{'instance'} ? $args{'instance'} : '1', 'limit' => $args{'limit'} ? $args{'limit'} : '500', 'user' => $args{'username'} ? $args{'username'} : 'user-83', 'pass' => $args{'password'} ? $args{'password'} : 'Vzy6rS', 'name' => $args{'database'} ? $args{'database'} : 'user-83', 'port' => $args{'port'} ? $args{'port'} : '3306', ); if ($args{'help'}) { print "usage: db_spawn_vehicles.pl [--instance <id>] [--limit <limit>] [--host <hostname>] [--user <username>] [--pass <password>] [--name <dbname>] [--port <port>] [--cleanup tents|bounds|all]\n"; exit; } print "INFO: Connecting to $db{'host'}:$db{'name'} as user $db{'user'}\n"; # Connect to MySQL my $dbh = DBI->connect( "dbi:mysql:$db{'name'}:$db{'host'}:$db{'port'}", $db{'user'}, $db{'pass'} ) or die "FATAL: Could not connect to MySQL - " . DBI->errstr . "\n"; my ($world_id, $world_name) = $dbh->selectrow_array("select w.id, w.name from instance i join world w on i.world_id = w.id where i.id = ?", undef, ($db{'instance'})); die "FATAL: Invalid instance ID\n" unless (defined $world_id && defined $world_name); print "INFO: Instance name dayz_$db{'instance'}.$world_name\n"; my $cleanup = ($args{'cleanup'}) ? $args{'cleanup'} : 'none'; if ($cleanup ne 'none') { print "INFO: Cleaning up damaged vehicles\n"; my $sth = $dbh->prepare(<<EndSQL delete from iv using instance_vehicle iv inner join vehicle v on iv.vehicle_id = v.id where iv.damage = 1 EndSQL ) or die "FATAL: SQL Error - " . DBI->errstr . "\n"; $sth->execute() or die "FATAL: Could not clean up destroyed vehicles - " . $sth->errstr . "\n"; print "INFO: Cleaning up old deployables\n"; $sth = $dbh->prepare(<<EndSQL delete from id using instance_deployable id inner join deployable d on id.deployable_id = d.id where (d.class_name = 'Wire_cat1' and id.last_updated < now() - interval 3 day) or (d.class_name = 'Hedgehog_DZ' and id.last_updated < now() - interval 4 day) or (d.class_name = 'TrapBear' and id.last_updated < now() - interval 5 day) or (d.class_name = 'Sandbag1_DZ' and id.last_updated < now() - interval 8 day) EndSQL ) or die "FATAL: SQL Error - " . DBI->errstr . "\n"; $sth->execute() or die "FATAL: Could not clean up old deployables - " . $sth->errstr . "\n"; } if ($cleanup eq 'tents' || $cleanup eq 'all') { print "INFO: Cleaning up tents with dead owners older than four days\n"; $sth = $dbh->prepare(<<EndSQL delete from id using instance_deployable id inner join deployable d on id.deployable_id = d.id inner join survivor s on id.owner_id = s.id and s.is_dead = 1 where d.class_name = 'TentStorage' and id.last_updated < now() - interval 4 day EndSQL ) or die "FATAL: SQL Error - " . DBI->errstr . "\n"; $sth->execute() or die "FATAL: Could not clean up orphaned tents - " . $sth->errstr . "\n"; } if ($cleanup eq 'bounds' || $cleanup eq 'all') { print "INFO: Starting boundary check for objects\n"; $sth = $dbh->prepare(<<EndSQL select id.id dep_id, 0 veh_id, id.worldspace, w.max_x, w.max_y from instance_deployable id inner join instance i on id.instance_id = i.id inner join world w on i.world_id = w.id union select 0 dep_id, iv.id veh_id, iv.worldspace, w.max_x, w.max_y from instance_vehicle iv inner join instance i on iv.instance_id = i.id inner join world w on i.world_id = w.id EndSQL ); $sth->execute() or die "FATAL: Couldn't get list of object positions\n"; my $depDelSth = $dbh->prepare("delete from instance_deployable where id = ?"); my $vehDelSth = $dbh->prepare("delete from instance_vehicle where id = ?"); while (my $row = $sth->fetchrow_hashref()) { $row->{worldspace} =~ s/[\[\]\s]//g; $row->{worldspace} =~ s/\|/,/g; my @pos = split(',', $row->{worldspace}); # Skip valid positions next unless ($pos[1] < 0 || $pos[2] < 0 || $pos[1] > $row->{max_x} || $pos[2] > $row->{max_y}); if ($row->{veh_id} == 0) { $depDelSth->execute($row->{dep_id}) or die "FATAL: Error deleting out-of-bounds deployable\n"; } else { $vehDelSth->execute($row->{veh_id}) or die "FATAL: Error deleting out-of-bounds vehicle\n"; } print "INFO: Object at $pos[1], $pos[2] was OUT OF BOUNDS and was deleted\n"; } $depDelSth->finish(); $vehDelSth->finish(); } # Determine if we are over the vehicle limit my $vehicleCount = $dbh->selectrow_array("select count(*) from instance_vehicle where instance_id = ?", undef, $db{'instance'}); die "FATAL: Count of $vehicleCount is greater than limit of $db{'limit'}\n" if ($vehicleCount > $db{'limit'}); print "INFO: Fetching spawn information\n"; my $spawns = $dbh->prepare(<<EndSQL select wv.vehicle_id, wv.worldspace, v.inventory, coalesce(v.parts, '') parts, v.limit_max, round(least(greatest(rand(), v.damage_min), v.damage_max), 3) damage, round(least(greatest(rand(), v.fuel_min), v.fuel_max), 3) fuel from world_vehicle wv inner join vehicle v on wv.vehicle_id = v.id left join instance_vehicle iv on wv.worldspace = iv.worldspace and iv.instance_id = ? left join ( select count(*) as count, vehicle_id from instance_vehicle where instance_id = ? group by vehicle_id ) vc on vc.vehicle_id = v.id where wv.world_id = ? and iv.id is null and (rand() < wv.chance) and (vc.count is null or vc.count between v.limit_min and v.limit_max) EndSQL ) or die "FATAL: SQL Error - " . DBI->errstr . "\n"; $spawns->execute($db{'instance'}, $db{'instance'}, $world_id); my $insert = $dbh->prepare(<<EndSQL insert into instance_vehicle (vehicle_id, worldspace, inventory, parts, damage, fuel, instance_id, created) values (?, ?, ?, ?, ?, ?, ?, current_timestamp()) EndSQL ) or die "FATAL: SQL Error - " . DBI->errstr . "\n"; print "INFO: Fetched " . $spawns->rows . " vehicle spawns\n"; my $spawnCount = 0; # Loop through each spawn while (my $vehicle = $spawns->fetchrow_hashref) { # If over the global limit, end prematurely if (($vehicleCount + $spawnCount) > $db{'limit'}) { print "INFO: Exiting because global limit has been reached\n"; last; } # If over the per-type limit, skip this spawn my $count = $dbh->selectrow_array("select count(*) from instance_vehicle where instance_id = ? and vehicle_id = ?", undef, ($db{'instance'}, $vehicle->{vehicle_id})); next unless ($count < $vehicle->{limit_max}); # Generate parts damage my $health = "[" . join(',', map { (sprintf(rand(), "%.3f") > 0.85) ? "[\"$_\",1]" : () } split(/,/, $vehicle->{parts})) . "]"; # Execute insert $spawnCount++; $insert->execute($vehicle->{vehicle_id}, $vehicle->{worldspace}, $vehicle->{inventory}, $health, $vehicle->{damage}, $vehicle->{fuel}, $db{'instance'}); print "INFO: Called insert with ($vehicle->{vehicle_id}, $vehicle->{worldspace}, $vehicle->{inventory}, $health, $vehicle->{damage}, $vehicle->{fuel}, $db{'instance'})\n"; } print "INFO: Spawned $spawnCount vehicles\n"; $spawns->finish(); $insert->finish(); $dbh->disconnect(); -
Why no single player option rocket?
sausagekingofchicago replied to Michaelvoodoo25's topic in DayZ Mod General Discussion
I really want to experience that feeling again but the map hacks and hackers have really ruined that part of the game for many of us. Even on private whitelisted hives you'll catch people using map hacks so there isn't really a safe place to play with legit players to experience the game as intended. It's really a question of when someone will bee line their way to you rather than if you'll stumble into someone. It's now guaranteed rather than a potentiality. In that encounter, the odds are stacked against you as they already know where you are, what direction you're going, and in some cases what guns you have, what vehicle you're in, and if you have any friends nearby. Got a bit off track, singleplayer wouldn't be bad if there was more to do than collect guns and vehicles and if the zombies were about 20 times tougher than they are now. Not much point to it right now unless we can create custom scenarios for DayZ with the mission editor. -
Tent movement is driving me insane
shadowjack replied to Dayzo's topic in DayZ Mod General Discussion
What i don't understand about tents is how does my newly created character know where the previous dead characters tent(s) were? :P They should either die with the character or be relocated to a random spot on a random server. Same with vehicles. -
Survival Grounds [75+ vehicles, 24/7 daytime, GMT-4, Active Admins & More]
Hobs (DayZ) posted a topic in Mod Servers & Private Hives
Heres the IP address again, for an easy copy and paste: 209.222.102.10:7802. Currently still on 1.7.2.6, will be updating shortly. -
"You Have been Kicked from Server" - Relaunch
sgtsnug replied to sgtsnug's topic in DayZ Mod Troubleshooting
Still need a solution guys. I can play this 1 server and I do keep trying others, but this server seems buggy, people losing loot, spawning on coast not prior spot, vehicles can't be entered etc. I'd rather not settle on it. -
Hi, I just built a gaming computer and when I play DayZ. The textures of buildings and vehicles shift when I am running toward them. It doesn't happen with everything. But it's almost like the textures are being rendered as I run toward something (and they change constantly) Has anyone had this problem before?
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New Private Hive - AXE-Team Vehicle Server
ventzer0 replied to ventzer0's topic in Mod Servers & Private Hives
apparently people crash vehicles on purpose and advertisement attracts hackers and griefers ... so server shut down for today ... what a fucking shame almost 40 ppl on it, but some are ruining the fun for others. *cleans up the shitstorm* -
Operation Dogfight -- Private Servers
Torndeco (DayZ) replied to Torndeco (DayZ)'s topic in Mod Servers & Private Hives
Nice to hear... Currently set @ 60 vehicles per server, i am planning on starting up another panthera server.... Am liking the map for ablilty of players to setup a camp, as it is v.hard todo it on lingor... As for admin access so keep that to people i know i am afraid. But i have a new tool been working on a python parsing program with whitelisting / blacklisting with Regular Expressions ability. Which will automatic the banning / kicking of players.... Should be test runs of it tomorrow on the server tomorrow... -
1/9 WDU Server - Hacker free | Active Admin | 50 vehicles | 24 hour Daylight | And a message to survivors, a warning to bandits.
madmaxusmc replied to madmaxusmc's topic in Mod Servers & Private Hives
Admins restart the server manually every 3-4 hours. We always give a warning ahead of time to allow people to save tents/vehicles etc. The server is usually only down for less than a minute during restarts. -
Actually was just posting to say we added the ability to type custom classnames in the map tool: As for which classes are banned on which map, the bans are in the client files - so all versions of panthera would be the same - they are all the vilayer-signed 1.5 version I believe. Vilayer uses their own default spawns and we use the ones on bliss, so the defaults will be different. Class list: http://www.armatechsquad.com/ArmA2Class151656165165341654165165165165f/A2/vehicles/air/ (most vehicles are banned without rMod, if you add a vehicle ingame it will not show up if it is banned - don't use custom classes unless you know what you're doing)
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A couple questions: - Is it possible to add in more ARMA 2 vehicles to the map tool? I'd like to be able to easily add things like the Antonov An-2. - One of the guys who I play with quite a bit noticed that some of the vehicles commonly seen on Panthera on other servers(I think mainly ViLayer servers) aren't part of the spawns on my server (Things like the Antonov, and MH-6 Little Bird). Are there separate versions of Panthera out there, or different default setups for the vehicles spawns? Just really curious more than anything. Thanks for all your hard work and fast replies!
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Looking for 3 more players to complete a clan/group of 4 (16+)
Hamzah posted a topic in Clan / Group Recruitment
Hello. I am currently looking for 3 mature players, preferably located in Canada/United States who are 16 years old or older and within Eastern Standard Timezone.. The current objective is to find a safe private hive/whitelisted server which has active admins. We will start fresh characters and eventually find each other and team up. I am looking for a dedicated group who can survive and eventually, make a base and get vehicles etc. Im looking for mature players who have experience with dayz (at least 1 month) and have skype. Please respond to this post with the following application, i will be accepting 3 people who can play as soon as possible. I will PM my skype name to you once you are accepted. Name: Ingame Name: Skype: Age: How long have you been playing Dayz? How much can you play per day? What timezone are you in? How can YOU help this group? Do you know any active Privatehives/Whitelisted Servers? -
Sup? we're looking for a pretty active EU/UK private hive, preferably passworded with active admins who come down hard on any potential hacking and a decent, mature player base. doesn't have to be anything flashy with 150 vehicles and 5 helis, just a decent, hack free server. Send me a p.m or reply to this thread for me + them to sign up! Thanks.
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Hey void_false. Been a while. Glad to see you're still the same old... well.. void_false, that you always were (no other way I could say that without resorting to unkind words). The tent creep issue is a interesting situation to fix, simply because ARMA's engine isn't designed around precisely placed persistent "vehicles" (tents are considered vehicles, as are players). It's important to understand "why" this happens in the first place. [1] you throw a tent down at an x/y point 100,100. [2] It gets registered in the hive as existing at 100,100, and all is well. [3] Each time you "save" your tent, it saves to 100,100. All is still well. [4] *The server restarts at some point* [5] During restart, the server must poll the hive and place down all those tents again that people had put down. When it does this, it certainly does call the proper ARMA2 function to say "place a tent at 100,100" However, ARMA2's engine doesn't enforce a strict position on "vehicles", only "objects". This means the vehicle may shift ever so slightly on placement (you'll notice this happens with cars/helis/bikes/etc, too). As you've noticed, it's basically the "gravity" in the game that causes it to slightly pull down a bit in whatever direction the land it's being placed on is sloped. [6] It's at this point, the tent is now no longer at precisely 100,100. It may be at 100,99. [7] If nobody saves the tent, it would continually end up at 100,99 each restart. This is because the server would read 100,100 from the DB, and the engine would slide it slightly to 100,99 each time consistently. But, no doubt, people USE their tents. So, they end up saving the tent at its new location of 100,99. [8] *Restart* [9] Rinse repeat, the same problem happens here and now the tent moves to 100,98. This keeps happening until the tent nestles itself on flat ground. The easiest fix here (as far as I can discern) is simply to prevent tents from saving their location each time that they're saved, and only save their inventories on each save. If this is done, your tent will still experience that first "shift" from 100,100 to 100,99, but since you'd never "re-save" the 100,99 location, it'd never shift again beyond that initial "shift" location. I'll be experimenting with this, but that seems like the best compromise at the moment. To ensure tents were enforced at 100,100 guaranteed, you would need to write some complex algorithm that took into account the slope of the ground the tent was on and attempt to compensate for whatever "shift" the ARMA2 engine would effect on the tent and therefore spawn a tent saved at 100,100 at 100,101 or something (although the calculation wouldn't be that brain dead simple). That's way too much effort/calculation for what it's worth and I think the "just never update the tent's new location" compromise would be reasonable. Since void_false seems to really love tent shift, I'll be sure to personally look into this to eliminate it. I *think* this is fixed in 1.7.3 if you don't use the "Save Tent" action menu item ever, but I'll need to go perusing through every server_updateObject call to verify this. Basically, the "Save Vehicle/Tent" action menu item is superfluous as of 1.7.3 and no longer required. Tents/vehicles are autosaved in situations where a save is appropriate (which prevents duping through them). In fact, the "Save" menu item is already being removed for the next DayZ official patch simply because it is superfluous at this point. But, the call to server_updateObject from the "Save" menu WOULD update the position of the tent and therefore contribute to tent shift as described. TLDR: Never use the manual save option to save your tent in 1.7.3, just let the auto-save that naturally happens occur, and you should no longer experience tent shift. But since you can't stop OTHERS from saving your tent in 1.7.3 that way, you may just have to wait until the next patch for tent shift to be gone forever ;) <3 you void_false
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New rMod Server Going Live! Vehicles Galore & 20+ Air Vehicles
coryjac0b replied to byrdman's topic in Mod Servers & Private Hives
Yeah i was in the C-130. Was a sweet barrel roll before that though. Server is great, fair amount of helicopters and vehicles. Can't wait to see all the other Arma Guns in there! -
My Clan is searching for groups and single players who want to play the DayZ Rmod. Server IP: 128.65.214.52:2302 (PVP Server!) PW: on Facebook (http://www.facebook....448891995157184) or add me in skype: mario,87 or via PM We offer: Fairplay, the ability to use new Weapons and Vehicles!!! Special Events !!! the ability to lift cars with helicopters costum buildings and bases comming soon! We expect: u have to play fair
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I just don't understand at all why you guys want to prevent the 'rearming process'. I mean, so you just shot a guy - what difference does it make to you if he is back in the game in 30 minutes because he already put dozens of hours into finding, filling and maintaining a couple of tents? The fact that someone has to spend 30 minutes running back to their camp, and then spend another half-dozen hours over the next few days replacing the gear they take from it, is as close to 'dead is dead' as you're going to get. That's quite enough penalty already, considering this is a GAME and you're supposed to be having FUN. Seriously, if you lost all your hard-earned gear from tents and vehicles when you died, who would bother scavenging anything? Most people would just grab a Winchester from the nearest barn and go death-match in Cherno. They'd make no effort to stay alive at all - your suggestion would have the opposite effect to the one intended.
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My Clan is searching for groups and single players who want to play the DayZ Rmod. Server IP: 128.65.214.52:2302 (PVP Server!) PW: on Facebook (http://www.facebook....448891995157184) or add me in skype: mario,87 or via PM We offer: Fairplay, the ability to use new Weapons and Vehicles!!! Special Events !!! the ability to lift cars with helicopters costum buildings and bases comming soon! We expect: u have to play fair