DayZ. Zombie survival mod for Arma2: CO

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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby diamondd » 28 Jul 12, 10:16 am

FFFFUUUUUUUUUU!

remember earlier when I mentioned how chuffed I was with my M107? Logged in last night with an empty inventory :cry:
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby cdkit3 » 28 Jul 12, 10:29 am

Well... ran across the Chuck Norris of zombies last night :(



Was the early part of our shenanigans... also found a red GAZ a bit later.... until i blew it up about 30 seconds from where we were going to stash it :P
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby oriXon » 28 Jul 12, 10:52 am

Good times. You are now officially banned from driving. Damned drunken yobbo. :P
Man that 50cal sounds freakin awesome. Might head down to Cherno with it tonight.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Anon. E. Moose » 28 Jul 12, 11:31 am

Is anyone else getting the weird screen flickers and massive bars of colour covering the screen in Balota and surrounding areas? It never used to be this bad, just the occasional grey bar, now it's impossible to see.

I made it into a two story house in Cherno after finding and AKM, few rounds and alerting a shitload of zeds in the nearby firestation. Myself and a random I met in Balota got inside but he was quickly overrun, I on the other hand quickly went from 0 to 47 zed kills in the space of about 2 minutes. They just kept flooding through the door in hoards.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Brunius » 28 Jul 12, 2:58 pm

Just found a FN FAL and M14 AIM. Awww yeah. Dem bandits won't know what hit em.
I'm actually pretty surprised I found these. Someone had already been to the crash site (there was a pile of residential loot next to it) but hadn't taken them. Not enough pack space, I guess...
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Clontarf[X] » 28 Jul 12, 4:02 pm

Latest patch seems to have introduced the lower weapon damage. Myself and Nomicakes now find ourselves spending in some cases half a clip or more into zeds if we don't get headshots. Very tricky.

Also zeds seem to aggro easier by gunshots (was a note about this in the patch notes). Less picking off zeds around populated areas now it seems...
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Disco LT » 28 Jul 12, 4:09 pm

Just reinstalled ARMA and OA, downloaded the updater, updated, installed the latest beta.. ran the game:

you cannot play/edit this mission it is dependant on downloadable content that has been deleted .chernarus


What, the, hell. Any ideas anyone?

Ok, reupdated, now I can see American servers, but not AU servers, and still get the same error if I try to join them.

This game is getting very close to being put in the "too hard it's a peice of ****" bin.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Brunius » 28 Jul 12, 7:19 pm

Argh, what was the problem with that? I had that a while back.

I think I just fixed it by verifying game cache through steam. If not, try this.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Nekosan » 28 Jul 12, 7:25 pm

Sounds like your install directory is wrong, is it in arma 2 or OA?

If it's a fresh install you also want to make sure you run each game before you try and start Dayz, they need to complete the setup by launching.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby oriXon » 29 Jul 12, 10:22 am

Disco LT wrote:Just reinstalled ARMA and OA, downloaded the updater, updated, installed the latest beta.. ran the game:

you cannot play/edit this mission it is dependant on downloadable content that has been deleted .chernarus


What, the, hell. Any ideas anyone?

Ok, reupdated, now I can see American servers, but not AU servers, and still get the same error if I try to join them.

This game is getting very close to being put in the "too hard it's a peice of ****" bin.

Ahh I had this issue once..

Copy the Addons folder found under ArmA 2 Operation Arrowhead directory. Paste it in the Expansion folder.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Disco LT » 29 Jul 12, 10:47 am

I've kind of managed to fix it if I use the DayZ Commander to launch the game instead, but can only join like 2 NZ servers and the rest must have a different version. NFI. At least I can play!

Also, whenever I'm near Balota airfield, I get this:

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Also happens to Moose, anyone else suffer this? Is it an issue on my end or?
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Ball0fire » 29 Jul 12, 10:50 am

seems to be an arma patch issue everyone gets it i think, what happens if you use a later beta?
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Disco LT » 29 Jul 12, 10:58 am

Ball0fire wrote:seems to be an arma patch issue everyone gets it i think, what happens if you use a later beta?


It's happened with mutliple betas, and I'm using the latest at the moment. It's so bad that as I get closer to the airfield it turns into this:

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So I pretty much don't go there anymore, but everywhere else is fine :shock:
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Anon. E. Moose » 29 Jul 12, 11:04 am

I even get it in some sections of Cherno now...
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Disco LT » 29 Jul 12, 11:18 am

Anon. E. Moose wrote:I even get it in some sections of Cherno now...


Oh really? I haven't had any issues with Cherno yet.. it's a pain in the **** though. You going to be available for a game anytime this week? :D Now that mine is working again anyway.

Noticed two new things though, last time I used an Enfield the bolt cycled automatically, now I need to hit R each time to manually cycle the bolt - nice touch, but it got me killed wondering WTF was wrong with my Enfield, and they seem to have removed the suicide respawn button, forcing me to run into mobs of zombies to die to end up where I want.

And.. with the assistance of a jelly bean and a pot of ink, I have improvised an auto run:

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