DayZ. Zombie survival mod for Arma2: CO

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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby El_Funko » 10 Jul 12, 10:21 am

Or snipes the engine block with an AS50 and the whole bus explodes.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Scarecrow » 10 Jul 12, 10:27 am

I was at NE airstrip once just looking for fuel for my motorbike when I found a tractor in the forest. Then I went into Krasnowstav to look for petrol, found none. Back to airstrip. What's this I see? A car? A pretty little red car sitting on the airstrip. Some guy rides past on a bicycle and I'm like whatwhatwhat? I'll hold fire until he's still. Sit next to the hangar and wait quietly. Another appears! He's at the car, standing still. Start shooting, miss the head and he drops, then gets INTO the car. Well ****, I don't know how to shoot him now, so I just pound the wheels so he can't leave and then shoot under the car at his feet when he's out and crouching. Bicycle guy comes back round, bails off, and runs to the car. Same treatment. Run over, clear their bodies and inspect the car: "Replace all wheels" Oh goody. Back to Krasnostav, back to ACT looking everywhere. Find two wheels. Go find my tractor, drive that back. Find empty jerry cans and realise that you can refill them at airstrip. Do that. Driving the tractor out of the Hangar, I took the turn too tightly and hit the rim, it threw me through the window, broke bones, bleeding out, and I'm ****. Log instantly, call a mate for help, he turns up, and finds me exactly where I said and bandages me with 2000 to go lol. Blood bag, then we find some guns. He leaves again for dinner, and I decide to wait for him before moving the ****.

Less than 10minutes later, I hear some shots at me. ****!? Trying to hide and find a good vantage point, and I get oneshot and that's it. Mate logs on again and the car has disappeared, along with my body and the gear.

Was the best afternoon ever, that rapidly turned into the most disastrous.

RSOblivion wrote:Probably not with the 1.7.2 patch just deployed...


Bear traps!

Has anyone heard on whether they're going to do anything about the barbed wire or just leave it as is? Stuff gives me the ****.. deer stands, barns, shops, whole damned streets wired up in such a way that you cannot go over it.


Apparently you can go up to wire, right click the toolbox and remove it. Haven't tried.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Disco LT » 10 Jul 12, 10:41 am

Scarecrow wrote:
Apparently you can go up to wire, right click the toolbox and remove it. Haven't tried.


Which would be great, but I've never even seen a toolbox >.<

Patch notes:


Speaking about dogs, in a recent interview that Eurogamer did with Dean Hall, it was confirmed that dogs would be making an appearance in DayZ, though it wasn’t certain as to when.

“It’s just there’s a problem with the implementation and there’s been so much more that’s been more pressing,” he told Eurogamer. As to what type of dog, it’s the German Shepards as of right now. The role of these dogs haven’t been confirmed yet, though we do expect them to be both your companions and also possibly be infected wild beasts.

Here are the patch notes for the upcoming 1.7.2 update. There is still no release date set for this patch.

Changelog:

[FIXED] Infected hear perfectly through objects (noise reduced by 50% through an object)
[FIXED] Animal bodies despawn way too fast (now despawn automatically after 2 minutes)
[FIXED] Corrupted update data causes people to spawn in debug forest (now will not save corrupted position data)
[FIXED] States where animal might stop walking around (now should walk around more)
[FIXED] Animal AI routines consuming large amounts of FPS (now in line with Infected AI routines, reduced FPS usage)
[NEW] Player Syncing system replaced (increased performance and ammo quantity tracking)
[FIXED] Error reports are almost invisible (has now been fixed)
[FIXED] Daylight calculations causing slight FPS issue
[NEW] Visibility now smoothly alters based on sun, moon, cloud, rain, and fog state
[NEW] Aubility now dampened in rain and increased by fog
[FIXED] Object cleanup causing significant (huge) performance issue on servers (reduced by up to 50%, means more players + zombies possible)
[FIXED] Use of “allMissionObjects” causing performance issue on clients (new engine command “entities” used to improve FPS on clients)
[FIXED] Too easy to break legs due to infected (reduced probability of leg damage, reduced amount of leg damage)
[FIXED] Inspection of dead bodies does not work (fix only applies with ArmA2 Beta 94033 and above)
[NEW] Exponent driven probability introduced into visibility calculation
[FIXED] Hatchet/Crowbar requires reloading ( https://dev-heaven.net/issues/34903 )
[FIXED] Unlimited Wire fence/Sandbag/Tank Trap Bug ( https://dev-heaven.net/issues/34283 )
[FIXED] Duplication Exploit on object pickup ( https://dev-heaven.net/issues/34031 )
[FIXED] Not full magazines disappear when you reconnect ( https://dev-heaven.net/issues/33998 )
[NEW] Set Bear Traps that break player and infected legs, kills animals, when activated
[NEW] Authentication process streamlined with new ArmA2 Beta commands (publicVariableServer and publicVariableClient)
[NEW] Authentication for duplicate IDs supportive of the new beta patch (ArmAX users)


Source: http://mp1st.com/2012/07/09/dayz-mod-do ... 7-2-patch/

Bear traps wtf? .. bloody great, they'll become as big a nuisance as the wire, I can see it now, whole streets/buildings lined with bear traps :roll:
Last edited by Disco LT on 10 Jul 12, 10:44 am, edited 1 time in total.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Anon. E. Moose » 10 Jul 12, 10:44 am

Yeah, barbed wire can be taken down with a toolbox. (Which I have after killing that guy in Cherno)
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Disco LT » 10 Jul 12, 10:55 am

Anon. E. Moose wrote:Yeah, barbed wire can be taken down with a toolbox. (Which I have after killing that guy in Cherno)


Oh nice I didn't know you had one - I've never actually seen one in game.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby spynoob » 10 Jul 12, 11:10 am

i got one! i go on quiet stealthy missions taking down barbed wire, until i get bored, find an enfield and blast a couple of rounds and start target practice ;D
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Brunius » 10 Jul 12, 2:13 pm

>Logs into 1.7.2 server by mistake
>Wanders around for a bit not realising
>Finds coyote backpack (the big one)
>Finally realises he can't do anything because it's a 1.7.2 server
>Curses the gods
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Disco LT » 10 Jul 12, 2:34 pm

Brunius wrote:>Logs into 1.7.2 server by mistake
>Wanders around for a bit not realising
>Finds coyote backpack (the big one)
>Finally realises he can't do anything because it's a 1.7.2 server
>Curses the gods


I haven't come across a coyote pack, it's bigger than an Alice Pack?

Also does anyone know if I create a new profile in ARMA2 and then play DayZ, will it be as a new character? I'd like to play when Moose isn't around but don't want to risk my character with him dying and setting us back to day one. The other option is making a new steam and just buying a second copy of OA..
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby El_Funko » 10 Jul 12, 2:39 pm

Disco LT wrote:I haven't come across a coyote pack, it's bigger than an Alice Pack?

Yeah. An ALICE pack is 20 slots, while a Coyote Backpack is the biggest in the game at 24 slots.

Disco LT wrote:Also does anyone know if I create a new profile in ARMA2 and then play DayZ, will it be as a new character? I'd like to play when Moose isn't around but don't want to risk my character with him dying and setting us back to day one. The other option is making a new steam and just buying a second copy of OA..

Your Day Z character is tied to your Operation Arrowhead CD key. To have a second Day Z character, you would need to buy a second copy of OA and manually change the CD key stored in your registry as described in this video. On the plus side, you don't need two copies of Arma installed so it'll use the same settings/binds.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Disco LT » 10 Jul 12, 3:07 pm

Matt 'El_Funko' Long wrote:Your Day Z character is tied to your Operation Arrowhead CD key. To have a second Day Z character, you would need to buy a second copy of OA and manually change the CD key stored in your registry as described in this video. On the plus side, you don't need two copies of Arma installed so it'll use the same settings/binds.


Ahh, seems like a bit too much dicking around to me :( I'll check out the video and look after work though, I CBF if its going to take a lot of fiddling - I was just hoping if I ran a different steam with a different install it would work :(
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby El_Funko » 10 Jul 12, 3:23 pm

Well, you can export two registry entry files with the different keys, so switching between them becomes a case of double-clicking the registry file for the key you want.

I'm really tempted to do it, but I should probably just be less precious about my gear and play the game. I'm going to lose it eventually, so I might as well get used to gearing back up again.

Edit: Plus with all the tales I'm reading about people logging in after this morning's patch and losing all their gear, I'm starting to think I should just stop being cautious and have some fun with my equipment before I lose it to a random bug.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Scarecrow » 10 Jul 12, 3:53 pm

Having a Coyote 24 slot makes a HUGE difference. The extra 4 slots are invaluable once you're carrying two main guns, and even though I didn't think it would be that noticeable a change, it really is. That said, if you have an ALICE, you're doing just fine. It's good enough for all situations. The Coyote is a luxury.

I'm really tempted to do it, but I should probably just be less precious about my gear and play the game. I'm going to lose it eventually, so I might as well get used to gearing back up again.


You won't think this once you're rocking a Chopper Crash kit :D

Which would be great, but I've never even seen a toolbox >.<


I've had about 3 in different lives, found them all on corpses.

Bear traps wtf? .. bloody great, they'll become as big a nuisance as the wire, I can see it now, whole streets/buildings lined with bear traps


Sandbags across the door of Firestation --> bear trap on other side. I can't wait.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Disco LT » 10 Jul 12, 3:54 pm

Yeah I mean I know I'll die eventually, but if I'm going to die I'll do it with Moose.. Romeo and Romeo style.. >.>

This way I can still rock around town and just have some fun when he's busy. I might do it if it's as easy as you say!
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Clontarf[X] » 10 Jul 12, 8:41 pm

Reckon this thread should be sticky'd and renamed?

Something like The Chernarus Chronicles?
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby RSOblivion » 11 Jul 12, 8:29 am

Fark I hate it when peeps just DC in the middle of a good firefight. Dude DC'd then about 5 mins later RC'd and shot me in the face....

Damn cheating gits.
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