changed this issue from bug --> feature request
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May 11 2016
i can agree with needing a sharp object to destroy clothes such as sweaters, jeans and the like but shirts?
imo opinion shirts should _ALWAYS_ be instantly useable as a bandage or armband or whatever _WITHOUT_ the use of a sharp object.
this doesn't make much sense imo.
edit: also, i was specifically talking about shirts not any other type of clothing
is really only me having this issue. i think it's one of the most consistent bugs since day one. but might also be desync related for all i know
pumpkin seed oil is a styrian specialty:
http://herz.steiermark.com/wp-content/uploads/2012/03/Steirisches-K%C3%BCrbiskern%C3%B6l-1.jpg
related to #24155
there are even other sceneries like this with seemingly senseless objects. any plans regarding this?
were you ever able to recreate that issue?
hej short update: this seems to be also the case with several (if not all) kinds of seed-packages. same thing: you see them "standing" on or slightly floating above the ground
So these might be evem two separate issues then
are you 100% positive that you don't "hold breath" while zooming? is it related with zooming/scoping in on targets?
because i hate unnecessary environmental bottlenecks and you should too!
just tried and checked out the hospital in cherno. no way you can "simply" walk behind that desk.
is it possible to manage these objects universally somehow or is it only possible manually, by moving each instance on its own? Would be interesting to hear an explanation regarding this minor "issue"
relation to #0001729
relation to #0001729
relation to #0001729
any chance to get an explanation how these random displacements from one build to an other can happen?
relation to #0001729
relation to #0001729
see also #19658, #10515 and #9063
resolved
can you provide coordinates, areas or building types? anything?
report #29025 is imo not entirely the same bug, however might be related. didn't try to reload the gun so this really might be a duplicate.
still an issue? already fixed?
especially with the new player controller coming up it would be a very nice addition.
can confirm:
https://i.imgur.com/k7NqAMx.jpg
relation to #1729
related to #0025450
#24383 is back
any chance to see anything changed in these apartment buildings? or have they been abandoned by the devs completely?
won't fix?
relation #0024459
#24532
still present?
#0024603
can confirm, they are hilariously fast. straight out of an anaconda movie :D
i've seen the latest trello updates. any chance to get infos about these buildings?
please consider, if time
relation: #24605
still present?
i'd have to agree. it's an aspect how to "game" the DayZ. i also used it regularly, but it shouldn't be possible to use it.
fixed? would someone verify, please?
would someone maybe be so kind and check if other chimneys are affected as well?
might be related to #24384 and #24401!! i tried to verify bug #24401 at that time and didn't check the vests inside of the vests for the loot! will try to verify this, so it might actually be not a bug..
edit: as expected https://i.imgur.com/FDlAS6j.jpg
building (105 129) in Elektro is also affected
is it possible to manage these boxes universally somehow or is it only possible manually, be moving each instance on its own?
building in (127 055): near the lumber mill in Berezino and the fire department.
any more of these?
i thought that it would be a general issue with this type of building. i have trouble in at least more than one (speaking from my experience i would have said all of them i had entered). so unfortunately i have no specific building.
but i will try the next best i see and report back.
so first one after respawn:
building in question is according to dayzdb "houseblock_b4" (http://i.imgur.com/aSH6qhS.jpg) at location (069, 128) (http://i.imgur.com/lznzTCc.jpg)
this is literally the first building i've come across. the last time, when i reported that bug, was a different one.
however what i noticed is, that if you run/sprint you pass this obstacle almost wthout noticing anything most of the time. if you walk you will not be able to get across, unless you keep pressing the cursor key and are facing a somewhat "right" direction. (however in the building from my last experience, the obstacle seemed to be more pronounced, so it really seems as if it's more or less dependent on the specific location)
i'd suggest to move these boxes maybe only just slightly.
i wonder if something similar might be possible for the future. in the same way as with bushes, being able to tear down cardboard boxes
i think this is a bit a different though. it's more a design issue than a bug per se. you can drag a vest into pouches and then drag these pouches again into a vest etc.
what you mean is this bug where you simply click 2xLMB and the object is placed in the next available slot. i would say it's not exactly the same. you still can't manually drag a vest holding items into pouches for example.
could you be a bit more "descriptive"? is it this #24400, by any chance? i can't open your image and it leaves the rest of the bug reporters completely in the dark.
https://www.reddit.com/r/dayz/comments/35ddot/cloths_inception_on_exp_56/
this also happens when you simply drag and drop it somewhere in your inventory!
ahhh...might be related to #24406. can someone verify this on experimental please? EDIT: IRRELEVANT
could you be a bit more "descriptive"? is it this #24400, by any chance? i can't open your image and it leaves the rest of the bug reporters completely in the dark.
please set this bug to "private"
shi...you can't actually. however you can initially upon creating your report
can confirm
related to #27906
i wonder if it gets acknowledged at some point. i tried to recreate the "stuck zoom" issue but from my pov it happens really quite randomly and at this point i am inclined to blame server lag/issues.
it is maybe _THE_ most persistent bug in dayz
still an issue on exp. 0.56.127666
Will there be slight adjustments in the zed ai? will we hear some new infos regarding zeds?
copy-paste from CarefulBeef:
The problem is more that they always know the open/closed state of every door. It is knowledge above and beyond what a non-infected human has. The instant that an out of sight door is opened on the otherside of the building, they make a perfect bee line for that door. The instant that door closes, they stop.
The AI in this respect is really rather unconvincing, but we all know that is is an early implementation so it's not unexpected, and I am pretty much certain that the devs know this and will work on it. As we have seen in Wobo's recent video, the zombies have a few different states, IIRC: passive, searching, alert and aggro. The searching is actually very nicely done, they wander towards sounds, and line of sight is important.
The changes that could be made to make the AI seem much more convincing when dealing with buildings and doors, could be to have the aggro state be transferred to the door once a player locks a zombie outside. The zombie will then beat on the door for a slightly varied amount of time (if you play project Zomboid, I hope you would agree that this is a really nice feature!).
At this point the zombie would enter another state, like an aggro'd seach. When in this state the zombie starts looking for other entrances, the motion could be somewhat more random and interupted than the current sprinting bee line to the next door, but given enough time should eventually find another entrance. After a certain amount of time without line of sight on any player, the zombies become passive again and start wandering.
All of these states could be probability based, and adjusted based on the horder behaviour (they did say horde AI was coming). e.g. 90% chance of a single zombie following the above AI states, but a second zombie might have a 75% chance of beating on the door or reaching through windows (I wish!) and 25% chance of immediately going into the search phase. Each additional zombie being more likely to enter a search phase when it arrives at the building with other zombies already beating on the door etc..
this seems to be more of a feature request, than anything. but i'd highly endorse this sentiment.
unless we have snow-covered terrain this idea is not necessarily realistic. as long as there is plenty of food to be found on meadows and forests, no deer will ever come to eat hay
you surely can use the player's bubbles to prevent such things as suddenly imprisoned players.
also like the idea with spawning zeds inside of buildings. imagine to find a way to open a locked door only to find a swarm of zeds.
please consider :D