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Nov 18 2019
Nov 18 2019
Apr 18 2019
Apr 18 2019
Mar 9 2019
Mar 9 2019
Relic77 renamed T137491: Fire Barrel lightning disappear when looking at it. Also fire barrels can't be moved. Same with Large Tents and Medium tents from Fire Barrel lightning disappear when looking at it. Also fire barrels can't be moved. to Fire Barrel lightning disappear when looking at it. Also fire barrels can't be moved. Same with Large Tents and Medium tents.
Relic77 updated the task description for T137491: Fire Barrel lightning disappear when looking at it. Also fire barrels can't be moved. Same with Large Tents and Medium tents.
Feb 10 2019
Feb 10 2019
They need to make it so you can turn of Dismantle from inside/outside as an option. That way, noone can glitch in and then dismantle the base from inside. or dismantle the base from the outside. Very annoying and easy way to get in.
Dec 17 2018
Dec 17 2018
Dec 16 2018
Dec 16 2018
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Dec 15 2018
Dec 15 2018
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Relic77 added a comment to T134954: Discourage griefing of base structures by implementing AI detection risk and survival costs.
I agree. My player base are asking for the same. As it is now they are discouraged to build anything since the time they put into building a base (many hours) can be destroyed in matter of seconds. To attack a base should be hard but not impossible. And as TS stated. Someone with a axe/sledgehammer shouldn't be able to tear it down from a fresh spawn state.
Dec 14 2018
Dec 14 2018
Seems however a server restart solves the problem.
Same goes with the Large Tent
Dec 12 2018
Dec 12 2018
Relic77 added a comment to T135008: DayZ BE 5131992 (Experimental) - 35.187.35.187:2302 - Crashing upon entering server.
When I deleted C:\users\user\documents\dayz It works bery good now.
Relic77 added a comment to T135008: DayZ BE 5131992 (Experimental) - 35.187.35.187:2302 - Crashing upon entering server.
script.log4 KBDownload
Relic77 added a comment to T135008: DayZ BE 5131992 (Experimental) - 35.187.35.187:2302 - Crashing upon entering server.
I have the same Issue. I managed to get in. I lighted a flare and then my computer crashed. Not cause of DayZ. After everytime I join the game just crash to desktop. Second time I tried I actually could see the flare lighted and then the desktop. I have tried to remove the DayZ Folder and validated my file but same.
Nov 23 2018
Nov 23 2018
I can confirm this as well.
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