Author Topic: Day Z mod for ARMA II  (Read 153114 times)

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Offline Overdriven

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Re: Day Z mod for ARMA II
« Reply #270 on: May 21, 2012, 07:22:06 pm »
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So do I just wait? Because I can't actually move or anything.

Offline LordBerenger

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Re: Day Z mod for ARMA II
« Reply #271 on: May 21, 2012, 07:27:31 pm »
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There are 3 types of zombies already, 1 fast, 1 medium, 1 slow.

Overdriven, you probably spawned in the debug forest, it's what happens often if you wait for server response.

Tbh if they're not slow i'd call them infected instead of zombies but anyhow...Would've been better with all slow zombies but then you would have to make it like 1000s of zombies at once and ammo scarce as hell and only headshots would bring em down perhaps or tons of bullets in body. As well as need for food and water which would be tough to find and take.
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Offline ulya

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Re: Day Z mod for ARMA II
« Reply #272 on: May 21, 2012, 07:32:58 pm »
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I think once you get in debug forest you just have to reconnect/try another server. I usually just leave a server and join another when Waiting for server response starts taking too long, the chances of getting in when you and others have it is extremely small(maybe even 0).

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I think I'm just going to sit in the lobby for a while, safe from everything and everybody.
« Last Edit: May 21, 2012, 10:10:35 pm by ulya »

Offline Goldor

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Re: Day Z mod for ARMA II
« Reply #273 on: May 22, 2012, 02:19:26 am »
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Bah, new patch screwed up the temperature, loosing it so fast while running about I can't actually play as I'm always in danger of becoming infected and having a 6000 blood max now. Need to wait till he fixes this before playing more.

Offline Overdriven

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Re: Day Z mod for ARMA II
« Reply #274 on: May 22, 2012, 02:26:18 am »
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Just installing new patch now. They were updating the servers so got kicked out just as I was killing zombies lol.

Offline Xant

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Re: Day Z mod for ARMA II
« Reply #275 on: May 22, 2012, 04:52:29 am »
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Temperature and infections implemented in newest patch. Awesome stuff. Antibiotics etc would be very important in a realistic zombie apocalypse, now they are. And hospitals will rightly become a very valuable raiding target.

And now you can't survive by just sitting in the wilderness on the edge of the map and killing an animal now and then.
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Offline Darkkarma

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Re: Day Z mod for ARMA II
« Reply #276 on: May 22, 2012, 07:19:05 am »
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Didn't see anything in the patch notes about them changing bandit skins. I am growing very tired of this insurgent skin.
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Offline Vibe

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Re: Day Z mod for ARMA II
« Reply #277 on: May 22, 2012, 07:22:09 am »
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Didn't see anything in the patch notes about them changing bandit skins. I am growing very tired of this insurgent skin.

Rocket said bandit skin removal won't be until thursday.

I can't believe how fast the updates are rolling out for this mod. Anyway:

Quote from: rocket
Build 1.5.8 rolling update

Changelog:

UPDATE : 21 MAY 2012
Affected addons:
* dayz_code 1.5.8
* dayz_equip 1.2.4
* dayz_sfx 1.1.2
* dayz 1.2.5
* dayz_weapons 1.1.2

Developer's Note:

* TO INTERACT WITH MOST ITEMS: YOU NOW NEED TO OPEN GEAR MENU (G) THEN RIGHT CLICK ON THE ITEM! SUCH AS BANDAGING AND EATING AND SHIT

* This is a pretty major update. I don't really know what affect the new sickness and temperature system will have on player behavior especially with antibiotics being so scarce.
* It is the genesis of an idea, so please remember this might cause havoc. You need to be careful.
* To light a fire, you need matches and wood in your inventory. Place more wood in the inventory of a fireplace to keep the fire going.
* A fire that does not have wood in it will go out when you try to light it.
* You can tell you have an infection, because your character will start coughing. The infection causes you to loose blood down to a minimum of 6000. This leaves you with reduced blood until you take antibiotics.


* [NEW] Server cleanup system replaced with a more agressive one
* [NEW] Inventory Interaction system (right-click on items in gear screen to bring up interactions)
* [NEW] Temperature System now implemented (effects are limited)
* [NEW] Chance of catching an infection the lower your temperature
* [NEW] Chance of catching an infection from already infected players
* [NEW] Water can be filled in ponds, all water pumps, wells, but not the sea
* [NEW] Forced disconnection saving for abort and alt+F4
* [NEW] Zombie's will investigate player deaths
* [NEW] Adrenaline rush from panicing causes greately increased hunger for a while
* [NEW] Bandaging Sound when bandaging yourself/someone
* [NEW] Coughing sound when you have an infection
* [NEW] Camera Shake when temperature drops extremely low
* [NEW] PROTIP: Use Global Chat/VOIP in populated areas
* [NEW] Fire requires wood to keep burning
* [NEW] Various Loot spawn balancing changes
* [FIXED] Should not be pellets for the Winny
* [FIXED] Whinny is way to powerful and quiet (mmmm your tears will be delicious)
* [FIXED] Helicopter loot despawning too fast
* [FIXED?] Too many zombies for the Carebears to be able to play
* [FIXED] Fog is way too thick
* [FIXED] Climbing a ladder with a pistol will cause you to fall
* [FIXED] Zombies not attracted to Flares and Chemlights
* [FIXED] Panic noises going apeshit all the time
* [FIXED] Zombie spotted alert far too quiet (increased slightly)

Quote from: rocket
Build 1.5.8.2 Hotfix
HOTFIX : 21 MAY 2012
Affected addons:
* dayz_code 1.5.8.2

Changelog:
* [FIXED] Loosing temperature way too fast
* [FIXED] Not enough wood available for spawn
* [FIXED] Matches way too rare
* [FIXED] Reduced impact of infection (coughing amount and blood loss, will only loose 2000 blood)


And as for temperature mechanics:

Quote from: rocket
Its a complex matrix:

Increase
- Moving (faster = more)
- Fire (very large increase)
- Inside Building
- Sunshine (midday = most)

Decrease
- Night (little)
- Raining (lots)
- Wind (some)
- Water (HEAPS)
« Last Edit: May 22, 2012, 07:40:01 am by Vibe »

Offline ulya

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Re: Day Z mod for ARMA II
« Reply #278 on: May 22, 2012, 10:13:38 am »
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Survived with 98 blood left! Had somebody walk all the way from NW airfield to Rog(north of kamyshovo) just to give me 6 cooked meat and his AKM.

Where will anti-biotics spawn? I planned to walk north  of NW airfield, all the way to Petrtovka and spend my days surviving there, rather than PvPing in cherno, but with the new anti-biotic system it might become pretty harsh.

Offline Xant

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Re: Day Z mod for ARMA II
« Reply #279 on: May 22, 2012, 12:05:50 pm »
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Hospitals, but they're super rare. And I love this thing!

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Offline Fluffy_Muffin

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Re: Day Z mod for ARMA II
« Reply #280 on: May 22, 2012, 12:06:42 pm »
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Gonna get arma today to play this mod  :D
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Offline Phyrex

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Re: Day Z mod for ARMA II
« Reply #281 on: May 22, 2012, 12:34:36 pm »
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Seems like you spawn at the fucking beach again...

Last time some asshole spammed 2 Makarov mags on me before I could even react. Had 6k blood left before I found him and shot him twice in the face with my DMR.

Hospitals, but they're super rare. And I love this thing!

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Offline Nessaj

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Re: Day Z mod for ARMA II
« Reply #282 on: May 22, 2012, 12:37:54 pm »
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You got the .50 cal Sniper Rifle? D:

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:D
« Last Edit: May 22, 2012, 01:00:33 pm by Nessaj »
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Offline Vibe

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Re: Day Z mod for ARMA II
« Reply #283 on: May 22, 2012, 12:44:00 pm »
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Where did you find that beauty  :cry:

Offline Phyrex

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Re: Day Z mod for ARMA II
« Reply #284 on: May 22, 2012, 12:46:50 pm »
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Can't see the pictures. :(

Also, 22nd Battalion - 'The Last Remnant of Civilisation', declares war upon the infamous 'Byzantium' terrorist organisation, who is widely known for their copulation with the undead and excessive Baked Bean misuse.
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