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Found 41868 results

  1. merropa93

    Console Update 1.28

    Console Stable 1.28 Update 1 - Version 1.28.159992 (Release on 03.06.2025) NOTES In case of problems, please check the Bohemia Interactive support F.A.Q. or DayZ F.A.Q. You can help us to further improve the game by posting your feedback on the Feedback Tracker. FROSTLINE EXPANSION ADDED Heli crash event Crashed patrol boat event Crashed Fishing boat event Medical event Geysers added to hot springs Ambient sounds added to caves CHANGED Improved D-Pad navigation in character creation FIXED Sometimes food cans would not open when combined with a knife in the inventory (T189714, T189784, T190046) Dead fallen trees would rustle like bushes when walked over Missing sound on submarine tower GENERAL GAME ADDED RAK-37 R12 shotgun PSO-6 scope Leupold Mark 4 scope Sportpoint Sights New music track added to the in-game credits Updated weapon obstruction system New crafting animation for: wooden planks, splitting broom, long wooden stick and firewood, firewood from logs CHANGED Updated tail sounds for hunting and sniper rifles Tweaked tail sounds for SMGs Upgraded the networking for Cars, improving most situations when driving at higher ping Automatic gearbox simulation has been improved, affecting M1025 offroad Rebalanced firearm damage against infected Tweaked bandaging animations Reduced optic edge distortion on hunting optics Added damage visuals for 2D optics Reworked range finder optic view Adjusted teeth clattering sound Decrease weapon sway in the prone position Global weapon sway speed decrease Slightly increased weapon recoil for most rifles Dispersion of most weapons increased by moderate amount Adjusted sway and recoil values for several weapons to improve consistency across categories Reduced muzzle flash size to improve visibility while shooting Slightly reduced player footstep volume and restored infected footstep range Improvised clothing can no longer be repaired with rags Reduced probability of certain footstep sounds to play - i.e. stones and branches cracking Repairing with leather sewing kit, sewing kit, tire kit and duct tape does not show items in hand and plays the new animations only while the repair kit is in hands Cleaning weapons while the weapon in hand shows the weapon and plays the new animation. If the kit is in hands, it plays default animation and hides the cleaning kit Items used in certain crafting actions are now visible in hands Mitigated the Camera twitching when walking on rails FIXED PlayStation color output was slightly changed to align it with other platforms Removed snowfall from main menu The "Back" button in the online menu could not be clicked with mouse and keyboard on Xbox (T189301) Weapon and magazine could desync when picked up near distant players Base building kit folding produced no sound Mini sight reticle was visible without battery Reload through the dedicated reload key could occasionally be non-functional after relog (T158378, T164601, T173603, T177030, T179279) Jumping sound in deforested areas was too loud Various clipping issues Incorrect wood grain on house pillars Splint action shown on seated player with broken leg Night vision reticle still worked visually after battery was removed Unable to throw items when another player was checking pulse Vehicles could become partially stuck in terrain after falling Infected could clip through floors Visual issues with some bushes Explosives couldn't be disarmed right after arming Missing collision on lockers in power generator room Flash of white screen when falling unconscious from shock Shock effect not visible when regaining consciousness until standing animation finished Various duplication exploit mitigations Mitigated item teleportation exploits Freeze when spamming filters in server browser Server browser sort by map caused freeze during server load Some indoor sounds were incorrectly played as outdoor Some glasses invisible in 1st person Player could see through walls in 3rd person Knife could fail to open food can in inventory (T189714, T189784, T190046) Plants in garden plots seeded before a server restart could not grow after the restart (T189434) Stones with trail markers were unusable for crafting Missing windowsill in Tisy barracks Ruined suppressors could still partially mute gunshots, making distant shots inaudible even when the suppressor was destroyed (T188571) Exiting a boat as a driver could teleport the player to an unintended location (T189750) The ChemGas grenade could sometimes fail to explode on impact or detonate mid-air immediately after being thrown (T189998, T190002) Players could move while exiting the server under specific input conditions Damaged glass on pistol optic attachments could appear overly bright during nighttime The Steyr AUG scope reticle changed color depending on what it was aimed at Leaning before using binoculars causes rotated mouse movement (T174629) Visual damage states now appear correctly on various weapons including AKM Assault Rifle, CZ 75 Pistol, FNX-45 Pistol, Flare Gun, Izh 18 Rifle, Makarov IJ70 Pistol, P1 Pistol, VSS Vintorez, Winchester Model 70 Rifle (T174894) The map category label in the server browser was not properly localized across all supported languages Game could crash after reassigning an emote key following a keybinding reset without applying changes first (T186108) Damage on reflex optics was not visible when aiming through them Grey background behind inventory and vicinity tabs was misaligned with the rest of the UI The sound of washing hands continued after canceling the action Failed engine start due to missing battery did not play the correct sound Heat buffer icon could flash and show the breathing animation incorrectly Light melee attack chains could randomly break and not continue as expected Item held in hands would levitate when the player became unconscious while seated in a boat Players could swim while holding heavy items, enabling unintended transport across water Dragging and dropping items into the vicinity bar failed unless dropped on a specific area Vehicles no longer get partially stuck inside the terrain after falling from a height Opening/closing car door would sound like it was coming from the center of the vehicle instead of the door Split items incorrectly went to player inventory instead of the expected container or vicinity Vegetables harvested from garden plots would duplicate after a server restart (T187757) Lighting a kindling item near a wall could allow to see through the wall Weapon was placed into inventory instead of returning to the shoulder slot when using the quick bar It was not possible to change stance when an action/weapon action was performed Aiming Vertical and Horizontal sliders displayed incorrect value (0.999999) instead of 1 at the second lowest setting The water action was incorrectly available on garden plots already fully watered Extinguished and moved fire barrels left behind invisible damage areas (T190698) Fertilizer application times were inconsistent across platforms (T190020) Stat icons incorrectly refreshed to full when using custom respawn during unconsciousness It was possible to wall clip by leaning and changing stance next to the wall in 3rd person perspective Visual issue where the FAL rifle appeared incomplete in first-person view Players could intentionally freeze others nearby by exploiting a client/server desync (T190904, T191957, T191969) 3D scopes would stop showing the “Looking through” prompt after being viewed in hand Repairing certain car parts with a blowtorch would require restarting the action multiple times Some tooltips titles were not consistently capitalized Restored the on-screen "Get off" message when climbing ladders (T189151) Garden plots were sometimes getting watered even when its only cloudy and not raining Garden plots remained fertilized or watered after removing a plant, causing incorrect slot behavior The plant prompt was still visible even if the gardening slot was already occupied Players were not be able to drink from or fill bottle at Dambog's water tank or when aiming at trees/players SERVER Added: spawnabletypes.xml now supports quantmin and quantmax like types.xml (0-100%) (T178206) Added: spawnabletypes.xml now supports nested item cargo and attachments Added: spawnabletypes.xml now supports nested damage min max Added: spawnabletypes.xml now supports nested presets through equip="true" Added: weapons spawned through spawnabletypes.xml and randompresets.xml can now have a chambered bullet Added: weapons spawned through spawnabletypes.xml and randompresets.xml can now have bullets in internal magazine Added: randompresets.xml can now be appended to with cfgeconomycore.xml Added: "allow_in_water" bool to "generator_params" in "cfgplayerspawnpoints.xml" defaulting to "false" Fixed: Random damage from spawnabletypes.xml had more chance to be the maximum or minimum value than a value in between Fixed: "[CE] :: WARNING :: Preset "..." is EMPTY." message now correctly reports empty presets instead of always the first attachment and cargo presets even if they were not empty Fixed: Possible server freeze when player character was aligning to position while moving Removed: "Flags reset for type:" redundant message which was being wrongly displayed KNOWN ISSUES Incorrect collisions placement on some walls and fences Bullet crack sounds may not be played when the shooter is prone Cars may stutter while driving on concrete panels Engine start sound playing when leaving or switching seats in a running vehicle Occasional gear skipping when shifting to any gears while having less than 40fps Dead bodies decaying and flies appearing on Sakhal despite cold conditions Unnatural behavior when two cars collide Inconsistency of gunshot audibility at long distances when fired from indoor locations Players could not be able to drink when aiming at trees/ players above Dambog bunker Visual issue with the CZ75 weapon texture when in pristine state
  2. (PC SERVER) Locked and Loaded chernarusplus |PVP| |VEHICLES| |TRADER| |BASEBUILDING| 193.25.252.66:2302 --------------------------------- JOIN DISCORD FOR RULES AND GUIDES [https://discord.com/invite/ytBwD4hfjH
  3. Xbox Experimental 1.28 Update 1 - Version 1.28.159768 (Release on 15.04.2025) NOTES In case of problems, please check the Bohemia Interactive support F.A.Q. or DayZ F.A.Q. You can help us to further improve the game by posting your feedback on the Feedback Tracker. FROSTLINE EXPANSION ADDED Heli crash event Crashed Patrol boat event Crashed Fishing boat event Medical event Geysers added to hot springs Ambient sounds added to caves CHANGED Improved D-Pad navigation in character creation FIXED Sometimes food cans would not open when combined with a knife in the inventory (T189714, T189784, T190046) Dead fallen trees would rustle like bushes when walked over Missing sound on submarine tower GENERAL GAME ADDED RAK-37 PSO-6 scope Leupold Mark 4 scope Sportpoint Sights New music track added to the in-game credits Updated weapon obstruction system CHANGED Updated weapon obstruction system Updated tail sounds for hunting and sniper rifles Tweaked tail sounds for SMGs Upgraded the networking for Cars, improving most situations when driving at higher ping Automatic gearbox simulation has been improved, affecting Humvee Rebalanced firearm damage against infected Tweaked bandaging animations Reduced optic edge distortion on hunting optics Added damage visuals for 2D optics Reworked range finder optic view Adjusted teeth clattering sound Decrease weapon sway in the prone position Global weapon sway speed decrease Slightly increased weapon recoil for most rifles Dispersion increased weapons by moderate amount Adjusted sway and recoil values for several weapons to improve consistency across categories Reduced muzzle flash size to improve visibility while shooting Slightly reduced player footstep volume and restored infected footstep range Improvised clothing could be repaired with rags The fire geometry of the static road barricade was reduced to better match the actual shape of the object FIXED PlayStation color output was slightly changed to align it with other platforms Removed snowfall from main menu Weapon and magazine could desync when picked up near distant players Base building kit folding produced no sound Mini sight reticle visible without battery Reload through the dedicated reload key could occasionally be non-functional after relog (T158378, T164601, T173603, T177030, T179279) Jumping sound in deforested areas was too loud Various clipping issues Incorrect wood grain on house pillars Splint action shown on seated player with broken leg Night vision reticle still worked visually after battery was removed Unable to throw items when another player was checking pulse Vehicles could become partially stuck in terrain after falling Infected could clip through floors Visual issues with some bushes Explosives couldn't be disarmed right after arming Missing collision on lockers in power generator room Flash of white screen when falling unconscious from shock Shock effect not visible when regaining consciousness until standing animation finished Various duplication exploit mitigations Mitigated item teleportation exploits Freeze when spamming filters in server browser Server browser sort by map caused freeze during server load Some indoor sounds were incorrectly played as outdoor Some glasses invisible in 1st person Player could see through walls in 3rd person Camera twitching when walking on rails Knife could fail to open food can in inventory (T189714, T189784, T190046) Plants in garden plots seeded before a server restart could not grow after the restart (T189434) Sones with trail markers were unusable for crafting Missing windowsill in Tisy barracks Ruined suppressors could still partially mute gunshots, making distant shots inaudible even when the suppressor was destroyed (T188571 - private) Exiting a boat as a driver could teleport the player to an unintended location (T189750) The ChemGas grenade could sometimes fail to explode on impact or detonate mid-air immediately after being thrown (T189998, T190002 - private) The contaminated area created by ChemGas grenades was invisible from a distance, while still cause a disease and produce bleeding cuts on a player Players could move while exiting the server under specific input conditions Damaged glass on pistol optic attachments could appear overly bright during nighttime The Steyr AUG scope reticle changed color depending on what it was aimed at The "Back" button in the online menu could not be clicked with mouse and keyboard on Xbox (T189301) Leaning before using binoculars causes rotated mouse movement (T174629) Visual damage states now appear correctly on various weapons including AKM Assault Rifle, CZ 75 Pistol, FNX-45 Pistol, Flare Gun, Izh 18 Rifle, Makarov IJ70 Pistol, P1 Pistol, VSS Vintorez, Winchester Model 70 Rifle (T174894) The map category label in the server browser was not properly localized across all supported languages Game could crash after reassigning an emote key following a keybinding reset without applying changes first (T186108) Damage on reflex optics was not visible when aiming through them Grey background behind inventory and vicinity tabs was misaligned with the rest of the UI The sound of washing hands continued after canceling the action Failed engine start due to missing battery did not play the correct sound Heat buffer icon could flash and show the breathing animation incorrectly Light melee attack chains could randomly break and not continue as expected Item held in hands would levitate when the player became unconscious while seated in a boat Players could swim while holding heavy items, enabling unintended transport across water Dragging and dropping items into the vicinity bar failed unless dropped on a specific area Vehicles no longer get partially stuck inside the terrain after falling from a height SERVER Added: spawnabletypes.xml now supports quantmin and quantmax like types.xml (0-100%) (T178206) Added: spawnabletypes.xml now supports nested item cargo and attachments Added: spawnabletypes.xml now supports nested damage min max Added: spawnabletypes.xml now supports nested presets through equip="true" Added: weapons spawned through spawnabletypes.xml and randompresets.xml can now have a chambered bullet Added: weapons spawned through spawnabletypes.xml and randompresets.xml can now have bullets in internal magazine Added: randompresets.xml can now be appended to with cfgeconomycore.xml Fixed: Random damage from spawnabletypes.xml had more chance to be the maximum or minimum value than a value in between Fixed: "[CE] :: WARNING :: Preset "..." is EMPTY." message now correctly reports empty presets instead of always the first attachment and cargo presets even if they were not empty Removed: "Flags reset for type:" redundant message which was being wrongly displayed KNOWN ISSUES Updated firearm sounds are not as audible as they should be on long range, will be tackled in a future experimental release _________________________________________________________________________________________________________________________________________________________________________________________________________ Xbox Experimental 1.28 Update 2 - Version 1.28.159876 (Release on 13.05.2025) NOTES In case of problems, please check the Bohemia Interactive support F.A.Q. or DayZ F.A.Q. You can help us to further improve the game by posting your feedback on the Feedback Tracker. GENERAL GAME ADDED R12 shotgun New crafting animation for: wooden planks, splitting broom, long wooden stick and firewood, firewood from logs CHANGED Reduced probability of certain footstep sounds to play - i.e. stones and branches cracking Repairing with leather sewing kit, sewing kit, tire kit and duct tape does not show items in hand and plays the new animations only while the repair kit is in hands Cleaning weapons while the weapon in hand shows the weapon and plays the new animation. If the kit is in hands, it plays default animation and hides the cleaning kit Items used in certain crafting actions are now visible in hands FIXED Split items incorrectly went to player inventory instead of the expected container or vicinity Vegetables harvested from garden plots would duplicate after a server restart (T187757) Lighting a kindling item near a wall could allow to see through the wall Weapon was placed into inventory instead of returning to the shoulder slot when using the quick bar It was not possible to change stance when an action/weapon action was performed Players could only drop items into the vicinity box area and were unable to drop them freely outside it. (T191054, T191037, T191036, T191136) Aiming Vertical and Horizontal sliders displayed incorrect value (0.999999) instead of 1 at the second lowest setting The water action was incorrectly available on garden plots already fully watered Extinguished and moved fire barrels left behind invisible damage areas (T190698) Fertilizer application times were inconsistent across platforms (T190020) Stat icons incorrectly refreshed to full when using custom respawn during unconsciousness Reverse lights would not turn on/off when the gear was changed Player would not make water footstep sounds while in the sea - (T191105) KNOWN ISSUES Players could collide with invisible map objects Some crafting interactions still play the default crafting animation Character could make a confusing grunting sound when the thermometer was blue, despite not being injured or infected Horticulture issues (to be fixed in 1.28): not possible to complete fertilizing a garden plot slot with a different fertilizer if the process had been started with another type garden plot slots could get watered even when it wasn’t raining, such as during cloudy weather or with very low rain values the action widget for planting seeds could still appear even when the garden plot slot was already occupied by a seed or plant After harvesting crops, garden slots could not be re-fertilized until the player reconnected to the server
  4. Hello, a weird issue, after wiping our DB by deleting the storage_1 content and booting everything up all seemed fine until our users including myself noticed that the vehicles we have didn't spawn anymore. They can of course be spawned in by admins. Any ideas what can cause this? All worked fine before the "wipe" and no config changes have been done to any of the event files. The vehicles are all set to active. I noticed a couple of Vehicle.bin files under storage_1 could a possible fix be to delete those files and see what happens? Side-note; forgot to mention that we have DayZ-Dogs enabled and their spawn is fine, its just vehicles. //Br
  5. merropa93

    Experimental Update 1.29 (Change log)

    Xbox Experimental 1.29 Update 3 - Version 1.29.161281 (Release on 18.11.2025) GENERAL GAME FIXED Some textures were not freed after being used, causing a memory leak Leg pain indicators were not showing up properly Persistent contaminated areas only became visible after a player entered them Base building objects could have broken collisions (T195674) Cars displayed glitched into the ground while driving Players sitting in vehicles could be invisible to other players The reloading action of some firearms could glitch (T195663) KNOWN ISSUES Sound sources of some doors are misplaced (a fix is being tested internally - T195614) Spawn points can be offset from the previous logout spot (T195627) Clicking the respawn button after death can result in a freeze of up to two minutes The moon is displayed as a square (supposed to be round) Moving back and forth can result in an animation glitch Exhaust smoke of vehicles doesn't stop after exiting them (T195665) Loading screens are displaying too brightly MPK5 is missing suppressed shot sounds (a fix is being tested internally - T195313)
  6. Xbox Experimental 1.29 Update 1 - Version 1.29.160466 (Release on 14.08.2025) NOTES In case of problems, please check the Bohemia Interactive support F.A.Q. or DayZ F.A.Q. You can help us to further improve the game by posting your feedback on the Feedback Tracker. FROSTLINE EXPANSION ADDED New section of the underground bunker on Burukan island Sakhal flag and armband Pilot jacket Winter Military Coat FIXED Bodies on Sakhal could decay and attract flies despite the cold environment GENERAL GAME ADDED Bear headdress Heavy labor jacket Military sweater Fox headdress Military winter boots Fur boots Long haul backpack New promo carousel implemented for the main menu CHANGED Nights on the official Chernarus and Livonia first person perspective servers were switched to the bright ones Assault rifle gunshot sound reworked Pistol gunshot sounds reworked The Server Browser now opens the "Official" tab by default if the player has no favorite servers; otherwise, it opens the "Favorites" tab FIXED Character could glitch and clip through objects when taking vaultable items in hands (T192558, T193315, T193320, T193316) Inventory could be accessed in Surrender pose Issues with displaying items in Vicinity tab and being able to access them through objects Reconnecting removed blinding effect of Burlap sack on head Vehicles twitched when driving on concrete panels (T191309) AIs could clip through closed door of specific garage building Specific boat wreck model became invisible at too short view distance Unpacking a headlight had no audio (T192384) Plums disappeared at too short view distance Aiming with M79 removed night vision (T193230) Part of bear attacking audio sample was incorrect (T192086) Fixed multiple locations allowing to look through structures (T191053) Windows in specific garage building were missing collisions Humvee was Missing Getting In/Out Sound (T167764) AP Items deployed through activate widget were missing sound Illness symptom sounds (e.g., coughing or laughing) continued to play even after the player has fallen unconscious Various clipping issues Cars could crash without apparent reason due to unexpected collisions with terrain (T191200, T192926) Under unstable or low FPS, the selected gear could be skipped over unintentionally Players could see moving cars and boats glitch after reconnecting Players reconnecting above the ground could be teleported outside the world (T191843, T191945, T191215, T191664, T192504) Deployed tripwire was not functional (T193431) Start engine sound is played when player leaves started vehicle Incorrect sound could be played when loading the crossbow (T191119) Incorrect sound could be played when disarming Explosive with a different detonator Items dropped near some specific assets could be inaccessible afterwards (T189382) Certain assets would have incorrect collisions Cars could crash on even roads and launch players into near-death situations (T191200, T192926) Exploit where players were able to duplicate items Exploit allowing players to enter vehicles while holding heavy items RAK now spawns chambered when equipped with a magazine Players could spawn random items in their inventory (T192644, T192643) Players could see dynamic contaminated zones become invisible over time (T192492) Players could launch themselves into the air by going prone on a car roof edge (T192699) Players could freeze the client by some cargo operations (T192460) Players could hit invisible barriers on some fence and wall objects Item swapping functionality wasn't working in some cases CHERNARUS Player could see through specific wall by squeezing between it and a container (T191053) Specific trees were floating in air (T190606, T191125) Fallen tree was clipping through other trees (T190606) LIVONIA Some items and widgets could be inaccessible in swampy locations with reeds Incorrect sizing of contaminated zones in Pavlovo and Radunin KNOWN ISSUES Performance and functionality issues may occur when damaging vehicle parts, some cannot be replaced when ruined Indoor shots can sound silenced to the shooter We are temporarily reducing capacity on official Experimental servers to stress-test full pop performance. This will cause some strain, and stability will be affected, but it’s intentional for data collection.
  7. merropa93

    Experimental Update 1.29 (Change log)

    Xbox Experimental 1.29 Update 2 - Version 1.29.161229 (Release on 11.11.2025) NOTES In case of problems, please check the Bohemia Interactive support F.A.Q. or DayZ F.A.Q. You can help us to further improve the game by posting your feedback on the Feedback Tracker. GENERAL GAME CHANGED General server performance optimizations FIXED Fixed a server crash exploited by users (T195100 - private) Animation of taking items from the shoulder and belt could glitch (T188349, T188469, T188454, T188536, T189283, T188523, T191268) Vehicles were missing attach/detach sounds for battery, spark plug and radiator Manipulating a fire barrel could result in desync for other players Indoor shots could sound silenced to the shooter Chelating Tablets could cure wound infection and influenza (T194353) Rain will no longer fall upwards when you run in the direction of the rain Bug where items that are very wide would not scale up properly when inspected Players could get teleported when exiting vehicles Infected movement was stuttering at low server FPS Splitting animation was not working for long wooden sticks Airfield bunkers had badly placed loot spawns (T193452) A ladder at the Rify ship wreck was not functional (T193170) When driving with a car, the passengers could experience severe desync in their view SERVER Added: Player location to connection and disconnection logs (T176899) Fixed: Items in the ignore list would still spawn when they were part of cfgspawnabletypes.xml Fixed: Items that were part of the ignore list would still spawn if they were in the player inventory (T190555) Fixed: Some weapons had chance to spawn with incompatible attachments, resulting in errors (T192338, T192311 - private) Changed: Enabled multithreading support for Bullet Physics library KNOWN ISSUES Spawn points can be offset from the previous logout spot (T195627) Sound source of some doors can be misplaced (T195614) Cars can display glitched into the ground while driving Players sitting in vehicles can be invisible to other players (a fix is being tested internally) Clicking the respawn button after death can result in a freeze of up to two minutes The reloading action of some firearms can glitch (T195663) Base building objects might have broken collisions (T195674) The moon is displayed as a square (supposed to be round) Moving back and forth can result in an animation glitch Exhaust smoke of vehicles doesn't stop after exiting them (T195665) Persistent contaminated areas only become visible after a player enters them Loading screens are displaying too brightly
  8. Join us on CplxServers! we are a growing community with currently 140 members in our discord. We appreciate newcomers and welcome them with open arms and our great admin and staff team will be willing to help those who follow the rules We do giveaways and we have a variety of custom bases made by our builders to purchase for our server. We have an easy to use economy system to gain zruble which can be used to purchase in game items such as Guns, ammo, food, plank spawns and much more! We hope to see you on our server and good luck… https://discord.gg/k8ddZubN
  9. Welcome to: 100X | Vulgar - Display - Of - Power | PvP | Discord | Full Vehicles | Trader | ❎ X Box 🗺️ Chernarus 🎮 Controller ⌨️ M&K Enabled ⏰ 24/7 - RAID & PVP 🔥 Weekend base damage enabled 💀 KOS 🪖 FACTIONS ⭐ 50X LOOT 👩‍👩‍👧‍👧 Active members 👌 32 slot 📈 Tiered loot 🗾 NO online heat map 🚙 Full cars 🚚 Build Trucks & Bags 🏪 Trader at Radio Zenit 👮 Active Admins 🥔 Food on Zombies 🚗 Car reset once a month 🛡️ 1 Safe Zone (Radio Zenit) ⛰️ BUNKERS(Tisy/NEAF) 🏰 Custom Bases for factions over 6 members Main Playstyle | PVP/Factions Server Capacity| 32 Slot Main server mods: • BUILD ANYWHERE MOD • Improved Stamina • Custom Loot Economy • Fully Built Cars! • Increased Base Building Materials • Zombies reduced by 50%! • Active Trader with working shop! • Radio Zenit trader Safezone • keycards bunkers and other events Other essential info: • Relaxed Rules • 4 Hour Day | 30 Minute Night • Active & Fair Admins Server is ready for new factions, groups and players with a strong player base as it stands. https://discord.gg/dfJEsdq6Xn
  10. Welcome to: 100X | Vulgar - Display - Of - Power | PvP | Discord | Full Vehicles | Trader | ❎ X Box 🗺️ Chernarus 🎮 Controller ⌨️ M&K Enabled ⏰ 24/7 - RAID & PVP 🔥 Weekend base damage enabled 💀 KOS 🪖 FACTIONS ⭐ 50X LOOT 👩‍👩‍👧‍👧 Active members 👌 32 slot 📈 Tiered loot 🗾 NO online heat map 🚙 Full cars 🚚 Build Trucks & Bags 🏪 Trader at Radio Zenit 👮 Active Admins 🥔 Food on Zombies 🚗 Car reset once a month 🛡️ 1 Safe Zone (Radio Zenit) ⛰️ BUNKERS(Tisy/NEAF) 🏰 Custom Bases for factions over 6 members Main Playstyle | PVP/Factions Server Capacity| 32 Slot Main server mods: • BUILD ANYWHERE MOD • Improved Stamina • Custom Loot Economy • Fully Built Cars! • Increased Base Building Materials • Zombies reduced by 50%! • Active Trader with working shop! • Radio Zenit trader Safezone • keycards bunkers and other events Other essential info: • Relaxed Rules • 4 Hour Day | 30 Minute Night • Active & Fair Admins Server is ready for new factions, groups and players with a strong player base as it stands. https://discord.gg/dfJEsdq6Xn
  11. We need it
  12. Hello everyone ! Here is my problem : in all types of events, I have vehicles that spawn as items (stuck in wagons for example). - I checked the types.xml X times and for all vehicles : Nominal 0 / min-max 0. - I deleted my types.xml, re-injected the original one, re-modified the original one without touching the vehicles. So that you can view the types.xml, an exemple with Hummer : <type name="Offroad_02"> <nominal>0</nominal> <lifetime>3</lifetime> <restock>0</restock> <min>0</min> <quantmin>-1</quantmin> <quantmax>-1</quantmax> <cost>100</cost> <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0"/> </type> And here an example of events.xml : <event name="VehicleOffroad02"> <nominal>15</nominal> <min>15</min> <max>15</max> <lifetime>300</lifetime> <restock>0</restock> <saferadius>20</saferadius> <distanceradius>50</distanceradius> <cleanupradius>200</cleanupradius> <flags deletable="0" init_random="0" remove_damaged="1"/> <position>fixed</position> <limit>mixed</limit> <active>1</active> <children> <child lootmax="0" lootmin="0" max="30" min="30" type="Offroad_02"/> </children> </event> If you have a solution I'm interested, thank you very much !
  13. • The UAZ 469Wrecks of these are fairly common at military installations; the vehicle was featured in ArmA 2 • The Ural 375/4320Wrecks of these trucks are also fairly common at military installations and convoys, and they were also featured in ArmA 2. • The Skoda S1203Wrecks of these can most commonly be found at the southwest traffic jam, and on the road north from Tisy. They were featured in ArmA 2 • The M3S/V3S Transport Variant These can be found at pretty much any town in Chernarus, and were featured in ArmA 2
  14. Welcome to the frosty world of "Irrenhaus"! On this primarily targeted at Europe - German speaking but open for all PVE server, nestled in the icy expanses of Namalsk, where the cold seeps into your bones and the wind howls like an unforgiving specter, you are sent on a journey of survival and discovery that only the bravest dare to undertake. In this abandoned, snow-covered landscape, you will encounter not only the challenges of nature, but also the threat of wandering hordes of the undead. However, for those willing to take the risk, "Irrenhaus" offers a variety of opportunities to thrive in this relentless world. With mods like AirRaid and RaG_Vehicle_Pack, you will be presented with new ways to challenge yourself and secure your means of transportation. Building underground bases with the Underground Bases Mod allows you to conceal yourself from the eyes of enemies while strengthening your defenses and safeguarding your resources. But beware, as the creatures that roam this icy wasteland are not the only enemies you will face. Other survivors also roam the land, searching for resources and using their advantages over their fellow humans. Be vigilant and ready to defend yourself against any threat, especially in PVP zones where the rules of survival are often forgotten. Despite the dangers, "Irrenhaus" also offers the opportunity to forge new alliances and build a community strong enough to withstand the toughest trials. With mods like BaseBuildingPlus, you can create your own bastion of survival and hope. Server Stats: Slots: 100 Restarts: Every 4 Hours Ip: dayz.irrenhaus.tech:27016 Discord: discord.irrenhaus.tech Mod highlights: DayZ-Expansion AirRaid RaG_Vehicle_Pack RUSForma_vehicles Underground Bases RaG_BaseItems CannabisPlus BaseBuildingPlus SNAFU Weapons RevGuns RedFalcon Flight System Heliz Forward Operator Gear Cl0ud's Military Gear Armored Vehicle Pack Arma 2 Helicopters Remastered PvZmoD_CustomisableZombies KOTH So take the plunge into the cold and step into "Irrenhaus" - where survival is an art and every day brings a new adventure.
  15. Hey guys! We are a new server that just started up here recently within the last two weeks. We are trying to expand our playerbase! We offer 100k to start your life off in the ATM We have plenty of weapons in the loot table We use RedFalcon Helisystem and even have our own vehicles mod with exceptional vehicles to use. We offer basebuilding plus to build your humble abode within Chernarus. Our discord is https://discord.gg/Tp8fPSgW Our server IP: 66.165.249.10:2602 If you join in and say you seen the server from this forum, we may give you a little special something!
  16. FullBoddyYawn

    add camo net slot for vehicles

    EDIT: just realized @Misnomera made this post, though i went into a bit more detail. what is this game all about? survival. but what can you do if you need to hide your vehicles in the forest, but its a bright yellow sarka? nothing i believe adding a menu slot for a camo tent for all vehicle would be beneficial for the true Day Z survivor. With the M3S, add a front half and a back half. in this fantasy ive concocted, the camo net active would deem the vehicle inaccessible and inoperable unless removed. the only exception is the M3S - add a front and back section for two separate netting. you cannot drive with the front half active. with the back half active, the truck can be driven while losing access to inventory or even battery. this would also help in situations as to when mischievous players steal your truck inventory due to no access motion like the trunks provide the camo net would work the same way as it does on the tents. covers most of the surface area, but leave some exposed. This way you could easily leave your car or truck on the edge of town in the shallow treeline, instead of deeper in the forest and risking damage to your vehicle youve worked so hard to repair *it would also make hunting other players' vehicles more fun and challenging. Thoughts? Questions? Concerns?
  17. - Server IP & Port: 148.251.53.104:2302 - Map: Chernarus - PVP - Discord: https://discord.gg/yqS6x7MHNu - Mods: BaseBuildingPlus, CF, Cl0uds military gear, Code Lock, Mortys Weapons, VanillaPlusPlusMap, VPPAdminTolls
  18. merropa93

    Console Update 1.28

    Console Stable 1.28 Update 2 - Version 1.28.160123 (Release on 01.07.2025) GENERAL GAME FIXED Some user actions were displayed in unintended situations (T192380) Fixed a glitch that allowed to take unintended items into hands (T192645 - private) Fixed a glitch that allowed to spawn random items Fixed a position glitch related to vehicles (T192399 - private, T192730 - private) The character was not properly detected to be inside of a structure, resulting in multiple problems Fixed an exploit that allowed to freeze other players (T192480 - private) KNOWN ISSUES It is not possible to drink from the Dambog underground water tank
  19. Chernarus Hellscape| Brutal HC server is created for experienced players - a perfect balance of risk and reward. Think you've mastered DayZ? Prove it! Survive or face extinction IN A NUTSHELL Brutal HC Chernarus – a challenge for seasoned survivors! sGunplay rebalances Tactical Flava & Morty’s weapons. sVisual enhances gameplay immersion. Seasonal climate impacts survival. Progressive RU/NATO lore with Namalsk-inspired loot economy. Remastered infected and loot rewards. Adaptive player-like AI factions. Exclusive, immersive locations & thousands more items than vanilla. Ready for a brutal DayZ experience? Join the global Discord! Battlemetrics link HELLSCAPE GAME LOOP 1. Spawning & Scavenging Zen's Immersive Login ensures an atmospheric entry into the world. The day cycle is slowed, offering extended daylight. For every seven days, only one will be a night, making nighttime a rarer event. Survival starts tough. Food, medicine, and supplies are rare. The coast is your best chance to find essentials; remastered infected loot often holds what you need. Player food and water values are higher than those in vanilla, making hunger and thirst less of an immediate concern; however, Zen's Repairable Wells limit water only when they are fixed. 2. Early Survival Your next steps depend on experience or luck. Finding a sharp tool determines your fate. Crafting rags, rope, and a bag is essential. The coast is your best chance to find essentials for moving inland, and remastered infected loot often holds what you need. The PvZmoD Customizable Zombies and Spawn System ensures that no two encounters are identical. There are far fewer infected at night. Be prepared for dynamic infected behaviours, varied threats, and unpredictable challenges. 3. Moving Inland Food grows scarcer away from the coast, so you must hunt. As danger increases, so does the quality of loot: better clothing, medicine, and gear. Civilian areas rarely have weapons, but police and military zones and exclusive locations hold your best chances. RUSForma Vehicles are scattered throughout the region, providing transportation options for those who wish to travel quickly. However, CJ187-RandomFuelStations randomises fuel amounts in gas stations. A map, GPS device, and pen will aid your navigation. 4. Combat & Defence Most players are friendly, but adaptive AI from DayZ-Dynamic-AI-Addon roams the land. Their response depends on your actions and the lore of their faction. Be wary; not all survivors have two legs. Tactical Flava, Morty's & sGunplay overhauls weapon attachment perks and handling for a true combat experience. Better-Snap-Sounds and GoreZ enhance immersion, making every firefight feel more intense. 5. Gearing Up TF: Truenames changes all items to their IRL names. Chernarus remains a former Soviet republic, so expect Eastern clothing, gear, and weaponry over Western. However, Western lore unfolds at coastal checkpoints, dynamic events, and exclusive lore locations. Item rarity is carefully balanced, making every piece of gear a strategic choice. Survival is a moment-by-moment decision-making process. Carry what you need, adapt to what you find, scavenge from the infected, and be prepared to fight for better equipment. 6. Building a Base Survivors can carefully select locations to build underground bases. Set up shelters along your favourite routes or camp in the woods. All containers and stashes persist for 45 days. Storage hubs become meeting spots for survivors, and notes leave behind valuable intel. 7. Player Interaction Use global chat, radios, or notes to connect. Hellscape encourages the organic player-driven experience. Team up, arrange a trade, or lure them into a trap. How you communicate shapes your survival. 8. High-Risk, High-Reward Exclusive locations, some only accessible by boat, hold rare loot and greater dangers. Locked shipping container keys are rare, and their contents cannot be found elsewhere. AI defenders may carry unique weapons, making every encounter a potentially high-value fight.
  20. TrojanWarriorFTQ

    Hellscape| Brutal HC| No Mercy| 1PP PvEvP| Adaptive AI

    BITE-SIZED GAMELOOP 1/8 🧭 Spawning & Scavenging ⏳ 1 real week = 1 in-game day 🍎 Food, meds, and supplies are scarce 🧟 Infected loot holds key gear 💧Wells only work when fixed 2/8 🪓 Early Survival 🪓 A blade decides your fate 🪢 Craft rope, a bag, and push inland 🧟‍♂️ PvZmoD AI keeps encounters fresh 🌑 Fewer infected at night, but still dangerous 3/8 🗺️ Moving Inland 🥩 Hunt or starve 🧥 Gear improves, danger rises 🚔 Check police & military zones 🚙 RUSForma vehicles help—but fuel is random 🖊️ Map, GPS & pen = survival 4/8 🔫 Combat & Defence 🤖 Adaptive AI reacts to your choices 👣 Not all threats are human 🔧 Weapon perks by sGunplay + Morty’s 🔊 GoreZ & Snap Sounds = immersive firefights 5/8 🧰 Gearing Up 📛 TF:Truenames = IRL item names 🔧 Item rarity = smart choices 🧟 Scavenge, adapt, and upgrade 🧭 Every decision matters 6/8 🏕️ Building a Base 🔩 Choose your base spot wisely ⛺ Underground & woodland shelters 📦 45-day stash persistence 📮 Notes & storage create survivor hubs 7/8 📻 Player Interaction 💬 Use chat, radio, or notes 🤝 Trade, team up—or betray 🧠 How you communicate shapes your survival 🎭 Organic player stories unfold 8/8 ⚠️ High-Risk, High-Reward 🚢 Some POIs only reachable by boat 🔐 Rare keys unlock exclusive loot 💼 Contents not found elsewhere 👤 AI defenders may carry unique gear
  21. Are you tired of hopping servers - and just want to *finally* find the *best* modded server, with professional modding/optimization, admins who dont make 100 pages of rules and let you play, awesome content, best community, and it will scratch both your PVE and PVP itch??? Well lucky you! https://www.youtube.com/watch?v=v9GXlRtgyLM # GAMERSFORGE is BACK! *Since 2011 we've hosted multiplayer gaming servers in over a dozen games. We are professional modders and gamedevs - come experience the best modded DayZ servers you'll find! (Thats what our players say about it)* ## Discord :: http://discord.gamersforge.com ## Deer Isle :: https://dayzsalauncher.com/#/servercheck/213.238.214.22:27021 ## Livonia :: https://dayzsalauncher.com/#/servercheck/213.238.214.22:27016 ## Banov :: TBA ## PLAY INFO - Player max: 80 // Group max: 5 - Restarts: 4hr // Wipes: 60 days - Playstyle: PVE world + PVP Zones + PVE&PVP Events. - Weekend Raiding for the PVP Raiders + Safe Build Zone for the PVE Non-Raiders! - Vanilla-like Survival with progression, stronger zombies, hunting/fishing, quests, AI, drug-growing and all the best Quality-of-Life (QOL)! ## ACTIVITIES - King of the Hill (KOTH) - Dynamic AI Missions + Patrols + Factions - Airdrops - PVE + PVPZones - ATM Heists - Drugs - Custom scripted quests and missions - Progression System ## CUSTOM - Trader Complex - Drug Cartel - Black Market - Smuggler Exports - Military Outpost + Additional Military Buildings - Custom Loot Tiers & Zones ## VEHICLES - Expansion Cars, Helis & Boats - 4KBOSS Pack - DBN Ford Raptor - RFFS Helis - RFWC Boats ## BEST MODS - Full Expansion Bundle - Paragon - everything - Cannabis Plus - PvZMod - Customized zombie tiers and difficulties - Base Building Plus ## QOL - Full Expansion Features - Unlimited Stamina - Gun Sway -90% - Smooth Movement - Vehicle Traction - Pristine Repair - No Vehicle Damage
  22. dannyboyle

    Dayz's Flawed Foundations: Movement and Gunplay

    No one has said that 100% realism is necessary in a game, that would be a mistake and impossible in many ways, but not in others. For example, when we talk about impact physics in realistic games, I don't think anyone will deny that we all want realistic physics with vehicles when we hit a human body or a wall, breaking it, or we want to see realistic explosions, realistic dismemberment, realistic graphics, realistic falls, realistic water, realistic animals, etc... But nobody wants to have to pee often. In fact, the funny thing is that DayZ is very realistic in those tedious aspects of life. It takes it very seriously even though it's adapted to a game: eating, cooking, dressing, having to stay warm, drinking, etc. The only thing missing is sleeping, something that's difficult to implement and that I once I tried to think of a design. In a single-player game it's easier because you just go to sleep and can speed up the time and wake up with your energy recharged, but in a multiplayer game you can't do that because there are more people playing; you can't speed up their time. The only solution I found is for everyone to go to sleep at that time, for everyone to agree to sleep, but that would be very difficult. Another way would be to force players to sleep for 5 or 10 minutes every few hours when they see they can take a break. It's always good to take a break, go get some water, eat something, stretch your legs, but of course, you would force them to do that, it's a difficult thing. Another way could be to control different characters, switch between them, and when one falls asleep you can choose another who isn't asleep. In fact, the design wouldn't be bad like that, but it would be different from being a single character. As you can see, in this case, realism is difficult, and even looking for a semi-realistic adaptation that might work is also hard. In the end, these games in their world do have to be realistic because a large part of their grace is in the simulation, in making that world feel real, the problem is what affects the player, a player does not want to play DayZ in a faction of a settlement as a guard of a wall and spend a large part of the hours of the game watching that same point and waiting, that's what NPCs are for, you want adventure, moving over the map, manage things, survive, discover, experiment, have fun, you do not want to do the work of an NPC. I say this because there are people who believe that these games should not have NPCs, I mean humans, and I think it is necessary because NPCs, in addition to enriching the world of these games, can be part of the automation of aspects that players do not want to do as we progress in the game, for example, automating crops, or automating livestock, automating surveillance, etc. Now, back to the topic, in other aspects, adapted realism is always welcome, for example, the physics I mentioned: animals that move and attack in a very realistic way, rain that floods areas, fire that spreads, realistic birds moving and resting in posts or street wires, drowning if you spend too much time in the water and run out of stamina—it's an interesting kind of realism that works in this game. Your clothes get wet if you fall into the water, a shot to the head kills you if you're not wearing a helmet, a shot to the heart kills you, all of that is realistic and acceptable in DayZ, I don't think it's crazy to look for realistic touches in a game like this, but obviously a game is never going to be reality and things have to be adapted to make the experience fun and satisfying. In fact, I haven't said anything that is far from satisfying, stealth in a game is satisfying, being able to regulate the speed to regulate stealth is not something that makes the game feel bad, or for example, improving the jumping mechanics and making it satisfactory doesn't seem bad to me either, in fact I think that in a game one of the most important things is character movement, making it feel organic and natural and not robotic and square, and currently DayZ has pretty bad controls, especially jumping. Just like adding stamina to the grip when climbing places and things like that, if you're tired the character refuses to climb and that conditions you, but obviously there are things like the ones I mentioned before that are difficult to implement, like going to the bathroom or sleeping, I'm not saying it's impossible, I said that it is complex to make it satisfactory, while other realistic things are easier to implement while being faithful to reality, or trying it. For example, in a multiplayer game, permanent death can be handled much more satisfactorily than in a linear narrative story-based game. Even in multiplayer, losing characters is actually quite satisfying. However, in single-player, it's more complex because you generally have a story with a narrative line, and if you eliminate the main characters it doesn't make as much sense. It can be done, but at very key moments in the story and with one character, you can't do it constantly.
  23. (PC SERVER) Locked and Loaded chernarusplus |PVP| |VEHICLES| |TRADER| |BASEBUILDING| 193.25.252.66:2302 --------------------------------- Locked and Loaded Deathmatch 193.25.252.30:3102 JOIN DISCORD FOR RULES AND GUIDES [https://discord.com/invite/ytBwD4hfjH]
  24. ABOUT US SupremaZ is a new server dedicated for every types of players, both PVE/PVP With many features and opportunities for all players to enjoy whilst playing at SupremaZ, Our server runs on the latest Ryzen 7 7000 Series Processor, alongside super fast NVME SSD and completely Dedicated to us to ensure you get the best performance when playing with us. We have a friendly community where you will always be welcome to talk, trade and discuss ideas and help the server grow to its best capabilities. Below are a list of our UNIQUE Features you will find across our server. Our Features Base Building Plus 2. Custom Keycard Rooms around the map DayZ Expansion Traders Player to Player trading system Custom in game map edits, including a all new Airfield design to ensure best PVP Action Drugs and Cannabis Mining system with ores and gems Red falcon Helicopters and Boats Garage parking system Raiding on Friday evening (8PM CEST) until Sunday 23:59PM Custom Car Packages Simplistic trader design ensuring every item is easy obtainable and sold. Custom black market area Custom Clothing packages available! Vehicles that you can shoot from whilst driving Simple zombie setup, very close to vanilla Full PvP on raid schedule PVP Zones scattered around the map with forced 1st Person Perspective Join our server now to enjoy all whats available. You will not regret it. To join our server either use DZSA and Search SupremaZ, or use the default launcher and add this server IP and port to your favorites VIA Steam client > view > servers > add server > enter ip 148.251.77.25:27016 and add to favorites. This will allow the server to show as favorites on the DayZ Client Launcher. JOIN OUR DISCORD - DISCORD Some ingame images are as follows
  25. "Roll the Dice" introduces hidden probability-driven systems into the game engine, making the world simulation feel more organic, less scripted, and increasing emergent unpredictability. It emulates the dice-roll mechanics of tabletop RPGs, but without visible UI or stats, keeping the simulation immersive and grounded. -Core Mechanism: Hidden Probability Engine -Each object, action, and environmental factor has probabilities attached. -These probabilities can be modified by contextual variables: weather, terrain, time, proximity, behavior, etc. -The dice roll (probability calculation) occurs silently in the engine and decides outcomes. -These events don't break realism—they're believable, rare or common depending on situation, and organically affect gameplay. ROLL THE DICE SYSTEM INTRODUCTION Roll the dice is a probability-based system. This system aims to improve the organicity of the situations within the open world DayZ videogame by adding randomness to the elements of the game, giving a perception of more realism and imperfection in the world simulation. The system basically works with a mathematical probability algorithm and several detection systems determined for each situation, like the thunder system of RDR2 but expanded to many more areas and enhanced. The system affects objects, NPCs, weather and other elements that you want to incorporate. Is like rolling a dice to calculate consequences, each surface, object, character, or perseverance over time can have a probability that may end in an outcome. It is about adding unpredictability, not knowing what can happen, based on a dice probability system that the player does not see, all that probability happens in the game engine, as if it were a classic role-playing game where you roll dice to see if something happens or not. This system can be taken as far as the engine allows, and obviously the players are not going to see dices like in Disco Elysium, the dice is not visible, the probabilities are not visible to the players, nor are there any dice. RESUME: The game engine introduces a system of variables that makes world situations more likely to occur or not, something natural that happens in life, but not in many games that are mathematical and fixed, everything is square and not organic, this introduces organicity. Several examples to make it easier to understand: SURFACES: surfaces could be conditioned with probabilities such as falling or breaking, these probabilities could increase other data elements, with rain or how many times a player has stepped on an area. -Each surface in the game could have a probability based on the real probability of slipping and falling to the ground. Cement, mud, dirt, ice, each surface will have different probabilities of slipping and these probabilities can be affected by other elements like acceleration, how much we run, if there are holes or stones on the ground, we are close to them. The random NPC fall, together with the physics engine and collision detection could also cause the NPC to take a hit and get hurt. Whether or not harm is done could also be assessed by the probability system, taking into account the type of surface and the body area. In this RDR2 gif you can see an enemy NPC running towards us and slipping, this isn't in the vanilla game, this is a game modification that makes that happen. It must be said that the probability of slipping on concrete is very low, and we may hardly see it. This could affect the infected, to generate more realistic situations, although it could also be implemented in the player. It would be very funny to see how an enemy goes for you to hit you, it's a mud surface and the algorithm determines that the fall is triggered. These falls of two-legged characters could be simply triggered if the physics engine was good at handling raggdolls, this generates a much more real dynamic feeling. -A cracked wooden floor in a house could break if players pass over that spot multiple times, this value will be random and once delivered it will be fixed, it could also break if several players are in the same spot in that place due to the weight, although this would not require any probability. -Ice in a season when it's no longer cold could break if we step on it. OBJECTS: the probability system can also affect objects, -Weapons can explode when used based on wear + usage. -A pine cone can fall on us from a pine tree if we walk through a forest where there are many pine trees, the probability could be triggered if a player or NPC enters a detection area, wind increases the probability. -A tree in poor condition can fall. Different asset trees in poor condition would be crafted and these would have the possibility of falling without the players knowing.The probability could be triggered if a player or NPC enters a detection area. -If you are carrying a physical map or radio, falling into the water could mean that the map may break, or part of it, or the phone may stop working, depending on the time spent in the water and the depth. -Wooden ladders could break when climbing and fall due to poor condition, or a metal ladder on a high antenna could also come loose in part. NO PLAYABLE CHARACTERS: npcs could have a wide variety of probabilities, from having a heart attack, spraining an ankle, tripping, endless possibilities. HUMAN NPCs: DIALOGUE NPCs: This can also affect dialogue. If you have NPCs with interactive dialogue, what you say could sometimes be determined by probability. For example, an NPC might forgive you for losing an item you were supposed to return, or he might simply attack you for losing it, which would create a sense of real unpredictability. INFECTED NPCs: -Infected become distracted randomly and attack other infected briefly (AI confusion). -If you have been infected by scratches from being hit by an infected person it would also be a probability. -They can die and collapse, have a heart attack, a blood clot, organ malfunction, not having eaten, or having an infection. ANIMAL NPCs: The same thing with NPCs would happen to animals, they could have more realistic randomness systems where they have unpredictable behaviors. -A dead bird could fall from the sky onto someone's head/car. -An animal may appear dead or die when you see it due to natural causes. -A bear might attack you or run away. -Bee swarm near a hive (can be triggered by player proximity or a change in weather). CLIMATE: the climate would also be influenced by this probability system -Weather such as a storm could cause an object to become detached, a sign could come off and could hurt someone. -The wind could make you drop your cap and have to fetch it. -Rain could flood an area, or not. -Lightning in a storm could strike a player, especially on high mountains or under trees, It could also fall if you are on a metal antenna. VEHICLES: vehicles can also have variables like these. -Randomly catching fire. -Engine stalling. -Steering breaking -Flat tire. -The car horn might stop working, or the radio. Door gets jammed and takes longer to open, we can exit through the passenger seat. I'm not saying DayZ has to have all of these things, but I think some of them could be implemented and over the years the system could be improved and made better. The system would not be constantly calculating probabilities because that would cost a lot of resources, probabilities could be activated by entering the interactive elements area or by the random activation of the probability system, always with random timings based on data from the objects. Additionally, a probability system creates a better impression of AI in animated elements since they have unpredictability, and unpredictability is the key to making a player feel that a game seems real, without abusing it. It would make players feel that random things can happen to them or their environment, unplanned by surprise as happens in life. Not everything would depend on your control with the controller, there would be things that you could not control and that would happen sporadically. I could go on because the creativity with a probability system is infinite and would give a lot of organicity to the games, I know that games use probability for some elements, but not in this way, and if they do it is in very specific elements.
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