Author Topic: Day Z mod for ARMA II  (Read 160377 times)

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Offline Vibe

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Re: Day Z mod for ARMA II
« Reply #945 on: July 05, 2012, 11:36:19 am »
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lulz gamma/brightness cheater

Offline Herkkutatti666

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Re: Day Z mod for ARMA II
« Reply #946 on: July 05, 2012, 11:39:37 am »
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lulz gamma/brightness cheater
This game is Russian lang and i can't understand Russia too well i just change settings randomly. it's good as it is now.  :|
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Offline Butan

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Re: Day Z mod for ARMA II
« Reply #947 on: July 05, 2012, 09:58:32 pm »
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http://www.youtube.com/watch?v=suEj5dTEgDE&feature=player_embedded#!

Fucking awesome.


One of my mate had the idea to try some stupid sounds in direct comm, like cats meowing/attacking or just using your own voice to mimic zombies etc... But this is an even better trick.

Offline Teeth

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Re: Day Z mod for ARMA II
« Reply #948 on: July 06, 2012, 12:49:26 am »
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Offline Vibe

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Re: Day Z mod for ARMA II
« Reply #949 on: July 06, 2012, 07:51:26 am »
+1
Those voices would creep me the fuck out at night.

I know right, shit I even disabled the ingame music because it freaked me out.

Offline karasu

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Re: Day Z mod for ARMA II
« Reply #950 on: July 06, 2012, 01:24:38 pm »
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yeah, those stock musics a la Silent Hill were too much. Nature sounds only are enough.

Offline Butan

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Re: Day Z mod for ARMA II
« Reply #951 on: July 06, 2012, 01:35:57 pm »
+1
I know right, shit I even disabled the ingame music because it freaked me out.


And this way you hear people moving around / chewing up steaks easily.

Offline bosco

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Re: Day Z mod for ARMA II
« Reply #952 on: July 06, 2012, 07:04:13 pm »
+1
So, I finally gave in and installed the mod.

Some first impressions:

- First spawn ever: Located in the middle of some kind of industrial harbor, I was quickly spotted by a hopping zombie. Ran away and into a building, closed the door behind me. Didn't know zombies could teleport through doors. Dead.

- Second spawn: In the middle of nowhere, after crawling around for 15 minutes I reached a village, only to find out that you can actually only enter around 5% of all the buildings. Was spotted through a wall by yet another hopper, ran inside a barn where I found a hatchet that I couldn't use for self defense (thought those were melee weapons?)

- Third spawn: Slightly better, managed to reach an industrial building that looked promising. Found myself.... a part of a fuel tank. Awesome. Then crawled around a village and managed to avoid detection, found a crowbar which I quickly equipped. After being spotted by a zombie, I tried to hide in a house. Guess what, can't enter that one either. Tried to hit the zombie coming up with a crowbar, but my character refused to swing at him at all. Couldn't attack at all and got my bones broken. Committed suicide afterwards.

Probably Beginner's bad luck, but for now I'm feeling like going back to modded STALKER to get my monster survival fix.

Offline Muunilinst

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Re: Day Z mod for ARMA II
« Reply #953 on: July 06, 2012, 07:42:35 pm »
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that game is bugged but its also hard for beginners. if ure experienced u know which buildings are accesable also how to use stuff and where to loot. at start it kinda suxxx   :rolleyes:

Offline Molly

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Re: Day Z mod for ARMA II
« Reply #954 on: July 06, 2012, 08:11:41 pm »
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Reloading the crowbar could have helped. Yea, I know... why didn't you think of reloading the melee weapon, right?
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Offline bosco

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Re: Day Z mod for ARMA II
« Reply #955 on: July 06, 2012, 10:00:26 pm »
+1
^ I actually tried to because I read that somewhere, but it still didn't work.

Since the AI kicked me off the Strat roster, I gave DayZ another shot.

Spawned on the south-western coast, checked the first village on my way north - had a zombie train follow me afterwards, including some random guy with a hatchet. Luckily, all but one of the zombies decided to chase him instead. The one that kept chasing me got lost in the forest when I hid on top of a rock.

Then I remembered what /k/ always advises to do when SHTF: Go inna woods. So I did. Worked my way up north, checked deer stands and scavenged several small villages in the process. Got me a hatchet and a shitload of random stuff including a hand grenade, but had to use my bandage after getting attacked by an angry mod in a barn. After sticking through the forests to move around and filling up my water bottle at a well, I kept checking deer stands and eventually found an AK-74 with one full magazine.

At that point, I found a cozy spot and logged off. Wonder what will happen tomorrow, I plan on north via forests.

Offline Xant

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Re: Day Z mod for ARMA II
« Reply #956 on: July 06, 2012, 10:33:43 pm »
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Right click on the hatchet, click "use in weapon slot."
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Offline Nessaj

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Re: Day Z mod for ARMA II
« Reply #957 on: July 07, 2012, 12:48:19 am »
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http://www.youtube.com/watch?v=suEj5dTEgDE&feature=player_embedded#!

Trolling with sounds, ah, good old days.

Used to do it with the Kingpin soundboard :D
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Offline Darkkarma

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Re: Day Z mod for ARMA II
« Reply #958 on: July 07, 2012, 06:10:39 am »
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http://www.youtube.com/watch?v=CAXoWEOczJE&feature=related

I strongly suggest for anyone who hasn't done so already to play around in the armoury.


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Offline Malaclypse

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Re: Day Z mod for ARMA II
« Reply #959 on: July 07, 2012, 10:11:18 am »
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You think you're pretty smart with your dago mustache and your greasy hair.