Day Z Epoch - neue Mod - Mix aus Wasteland und Day Z

  • MUSS MAN GEZOCKT HABEN !!

    Einfach nur hammer die Mod ! Respekt an die Entwickler, was die sich da so alles eingefallen haben.
    Man startet ganz normal wie in DayZ auch. Ne Bandage, Taschenlampe und n stink normales
    Backpack.

    Und da gehts auch schon los, man findet schnell eine klapprige Kiste irgendwo im nirgendwo
    ( Küsten, auf Wiesen/Feldern etc. ) wenn man Glück hat kannse schon direkt losfahren ( engine eventuell
    orange, tank halb leer ) wenn man pech hat muss man sich noch andere Dinge besorgen doch das
    ist schnell getan !! einfach von ner anderen kack karre benzin abzapfen, gläser rausmontieren, reifen einfach so gut wie alles mögliche um die eigene karre in form zu bringen ! das is sowas von geilo meilo.............

    naja mehr will ich jetzt auch nicht verraten, is ja auch eig. nix neues aber testet mal die mod dies übergeil jungs ! ich würd sagen sogar noch vor origins meine lieblingsmod :)

    MfG

  • Jetzt noch JSRS auf den Epoch ans laufen bringen und bitte diese driss Wegpunkte ausmachen , so ist ein GPS wieder nur 6 Leere Dosen wert ;) .
    Dann haben wir wieder einen neuen geilen Dayz Mod Server ;D

    " Wenn es blutet , können wir es töten ! "

  • Vergiss die Chinooks nicht ! Die müssen unbedingt weg -.- Aber hier sind wir im falschem
    Forum :D Ich schreib mal einen Zuständigen von denen an, das geht so garnicht mehr
    wie die Tschechen mit den Dingern umgehen

    MfG

  • DayZ Epoch is nun auch im DayZ Commander :)
    Viel Spaß beim zocken :)

    Gruß Boidor

    Es hilft nichts, das Recht auf seiner Seite zu haben. Man muss auch mit der Justiz rechnen.

  • Nach ein paar Stunden antesten, muss ich sagen: geiler Mod.
    Was mich ein wenig stört ist, dass ich nur Chernarusserver joinen kann, andere Maps sind nicht betretbar, fliege nach "warte auf Hoster" wieder raus. Jemand Ahnung wie das geht? würde nämlich gerne mal Taviana/Lingor ausprobieren.

    Edit: Schon erledigt, hatte das falsche Startparameter im DayZcommander eingefügt.
    "-mod=@Tavi_DayZ_Epoch" ist korrekt, dann klappt es auch mit Taviana. ;)

    Einmal editiert, zuletzt von Friendly_dude (4. April 2013 um 18:02)


  • Kann mir jemand sagen, wie man die Zombie Parts essen kann?

    Die kannst du garnicht essen. Du kannst sie in einer Tradercity beim "Mad Scientist" gegen Bio Fleisch eintauschen und dieses dann essen.

    Wenn du dieses "Bio" Fleisch dann isst, so ist die Chance ziemlich hoch infiziert zu werden.

    I will knock down the Gates of the Netherworld,<br />I will smash the door posts, and leave the doors flat down,and will let the dead go up to eat the living!<br />And the dead will outnumber the living!<br /><br />Epic of Gilgamesh

  • Kein Problem.

    Würde dir aber nicht raten das anzustreben (Zombie werden) ist noch extrem verbuggt und als Zombie nen Spieler töten schier unmöglich.

    I will knock down the Gates of the Netherworld,<br />I will smash the door posts, and leave the doors flat down,and will let the dead go up to eat the living!<br />And the dead will outnumber the living!<br /><br />Epic of Gilgamesh

  • Patch 1.0.1 ist da!!! Mein Lieblingsmod sprengt alles weg. >:D


    http://dayzepoch.com/forum/index.ph…-101-is-live%2F

    Spoiler anzeigen

    [FIXED] Major code cleanup, updated private arrays, several fixes to coding.
    [FIXED] Issues with Arma 2 free and ArmA 2 X users when purchasing vehicles and placing vaults have now been resolved.
    [FIXED] dayz_maxGlobalZombies was not incrementing when other players are within 400m. Also, variable was overwritten in player_spawncheck code so a init variable was added dayz_maxGlobalZombiesInit (default=40) as well as dayz_maxGlobalZombiesIncrease (default=10) to control the amount of increase for each additional player within range.
    [FIXED] Added 5 second sleep to swimming in ground fix, now it should actually work without glitching. fixes #326
    [FIXED] Battleye kick when calling dog. Thanks to kikyou2
    [FIXED] Moved vehicle event handler to server side with a call to all connected clients. Before it was just set on only the owner and the server. This should fix issues with damage/repair handling of just purchased vehicles.
    [FIXED] Fixed case sensitivity in building loot generation. This was only a problem on new maps that share the same buildings as others yet have differing case in the classnames.
    [FIXED] Remove incorrect wholesaler marker in electro as trader was moved to Skalisty Island.
    [FIXED] Can now refuel and siphon while swimming again. Must stay atsame position for 6 seconds.
    [FIXED] Machete now spawns correctly, it was missing WeaponHolder_ItemMachete config.
    [FIXED] Player position was saved to [] in certain areas of Taviana forcing random spawn. Override variables added dayz_minpos (default: -20000) and dayz_maxpos (default: 20000). To better support Taviana use dayz_minpos = -26000; dayz_maxpos = 26000; Thanks to dayzforever.com admin for the heads up.
    [ADDED] Have your pen and paper handy for this one... When placing a personal safe you will now get a 4 digit pin code that you will need to use gain access to your safe.
    [ADDED] Fishing requires casting and waiting to catch a fish on the ocean. (ItemTrout 70%, ItemSeaBass %20, ItemTuna 10%).
    [ADDED] New vehicle ownership is now tied to vehicle keys. When you purchase a new vehicle you will get a key added to your toolbelt. Do not drop on the ground as they are easy to loose.
    [ADDED] Added generator as build-able and now can be started with one 20 liter Jerrycan and runs until server restart. Can be used to power a gas station.
    [ADDED] 30m_plot_kit as a trader only item so that server admins can control how many and the cost.
    [ADDED] Building now requires a plot pole within 30 meters and be the owner of a plot or a friend of an owner to build.
    [ADDED] Added (KamazRefuel_DZ, UralRefuel_TK_EP1_DZ,MtvrRefuel_DES_EP1_DZ,V3S_Refuel_TK_GUE_EP1_DZ) variants of the fuel trucks to remove auto refuel and increase siphon-able fuel capacity to 10000.
    [ADDED] New sniper rifle SCAR_H_LNG_Sniper_SD (ammo: 20Rnd_762x51_SB_SCAR) added to MassGrave loot tables.
    [ADDED] New Machine Gun Pecheneg_DZ to MilitarySpecial loot tables and to traders. (ammo:100Rnd_762x54_PK)
    [ADDED] New SMG: Sa61_EP1 (ammo: 20Rnd_B_765x17_Ball), UZI_SD_EP1 (ammo: 30Rnd_9x19_UZI_SD) added to traders and Military loot tables.
    [ADDED] New Pistol added to traders and loot tables DynamicDebrisMilitary, and Residential : MakarovSD (ammo: 8Rnd_9x18_MakarovSD)
    [ADDED] More models! Cooked fish models, textures, and icons.
    [ADDED] New build-ables: SandNest_DZ, StickFence_DZ, Fence_corrugated_DZ, CanvasHut_DZ, MetalGate_DZ, OutHouse_DZ, Wooden_shed_DZ, WoodShack_DZ, StorageShed_DZ.
    [ADDED] New crafting items: ItemCanvas, PartWoodLumber, PartWoodPlywood, ItemCorrugated, ItemPole
    [ADDED] Keymakers Kit including the tools required to smelt, mold and shape keys, as rare drop on industrial and supermarket.
    [ADDED] New Heavy Duty SUV with camo skin (Armor: 50) +25 increase in armor and holds 100 magazines, 10 weapons, 5 backpacks. Camo skin from here:http://www.404games....skin-code-here/
    [ADDED] Taming dogs now has a 50% chance to fail and consume meat, Chance to tame without failure increases with number of days alive (dayz_skilllevel).
    [ADDED] Added old bandit skin back in as Skin_Bandit2_DZ as a drop on Residential.
    [ADDED] Experiment with player zombie night vision.
    [ADDED] 55 gallon (210 liter) Fuel Barrel that can only be used on helicopters or fuel trucks. Spawn on Farm and Industrial loot tables at 0.005
    [ADDED] New vehicle spawns now have a chance to spawn 0-3 loot randomly from all cfgloots.
    [ADDED] Added desert domed camping tent (ItemTentDomed) that holds 75 mags, 12 weapons, and 7 backpacks - thanks to vRNemesis for model and texture.
    [ADDED] Added green domed tent ItemTentDomed2 - TentStorageDomed2 added to Residential loot table at 0.01.
    [ADDED] Added server side ability to enabled taming dogs and can be enabled by setting dayz_tameDogs = true; within mission init.sqf. (default: false)
    [ADDED] Added parachute spawning players as a server side option enable server side with the variable dayz_paraSpawn = true; within mission init.sqf. (default: false)
    [ADDED] Mass Grave Randomly spawning (like helicopter crashes) with 8-16 zombies and 2x more loot.
    [ADDED] TEST Gain 1 humanity for each zed you gut. only after body is cleared and the body disappears.
    [ADDED] New larger backpack: DZ_LargeGunBag_EP1 (Weapons = 10;Magazines = 45) added to MilitarySpecial loot table.
    [ADDED] New backpack: DZ_GunBag_EP1 (Weapons = 6; Magazines = 8) added to Militaryloot table.
    [ADDED] New backpack: DZ_CompactPack_EP1 (Weapons = 1; Magazines = 18) added to Supermarket loot table.
    [ADDED] New backpack: DZ_TerminalPack_EP1 (Weapons = 1; Magazines = 12) added to Supermarket loot table.
    [ADDED] When removing road debris you will now get one random car part in return.
    [ADDED] New way of chopping down trees within 5m that actually takes into account the size of the tree for number of chops/output. For example medium sized tree will typically require 3 animations and will yield 3 wood piles.
    [ADDED] Added 4 more new military skins as rare drops on militaryclothes:(FR_OHara_DZ,FR_Rodriguez_DZ,CZ_Soldier_Sniper_EP1_DZ,Graves_Light_DZ) Picture. Left to right. http://i.imgur.com/HlE4o2R.jpg
    [ADDED] more clothes: Rocker1_DZ, Rocker3_DZ, Rocker4_DZ, GUE_Soldier_2_DZ,GUE_Soldier_CO_DZ, GUE_Soldier_Crew_DZ, GUE_Soldier_Sniper_DZ, GUE_Soldier_MG_DZ
    [ADDED] Bikeys Added for playwith versions of taviana, namalsk, celle, lingor.
    [ADDED] Added spawnMarkerCount variable override to use more spawn marker locations. (default=4)
    [ADDED] added override variable for to change the distance for selling vehicles. dayz_sellDistance = 20; in the missions init.sqf
    [ADDED] dayz_zedsAttackVehicles variable override to mission init.sqf to allow disabling of zeds attacking vehicles.
    [ADDED] Server admins can now change default fresh spawn loadout within mission init.sqf. DefaultMagazines = ["ItemBandage","ItemPainkiller"]; DefaultWeapons = ["ItemFlashlight"]; DefaultBackpack = ""; DefaultBackpackWeapon = "";
    [CHANGED] Totally reworked player building system. Preview and placement accuracy has been significantly improved. Building now requires X number of stages to complete. Players cannot build while in-combat.
    [CHANGED] workshop is now required for most crafting. Currently a Nice Wood Shed or a Wooden Shack will work.
    [CHANGED] All DayZ specific magazine items now only take one slot, this also makes it easier to become over burdened so be careful about blacking out.
    [CHANGED] changed out ItemSodaRbull with ItemSodaR4z0r due to glitching with rbull model.
    [CHANGED] When selling multiple magazine items traders should now always give highest denomination back.
    [CHANGED] Updated camo female texture thanks to http://www.twitch.tv/miss_alejandria
    [CHANGED] Can no longer drop "MeleeHatchet","MeleeCrowbar","MeleeMachete","MeleeFishingPole" from primary slot, you must add it to your toolbelt first.
    [CHANGED] Disabled radar on UH1Y with UH1Y_DZ
    [CHANGED] Disabled radar on MV22 with MV22_DZ
    [CHANGED] Disabled radar on UH60M_EP1 with UH60M_EP1_DZ
    [CHANGED] To prevent lost primary weapons in backpacks, all backpacks have been Upgraded. This requires that backpacks weapon to magazines ratio be within 1:10. http://dayzepoch.com...x.php/Backpacks
    [CHANGED] Any backpack placed on the ground will with gear will now disappear to all other players.
    [CHANGED] You can now only sell vehicles to the trader if the wheels are not under 75% average damgage.
    [CHANGED] Updated batttleye scripts.
    [CHANGED] traders updated to have more types of items.
    [CHANGED] Binarized all new custom models.
    [CHANGED] Build-ables now get deleted from database when object has been killed.
    [CHANGED] New vehicle spawns now have a new damage system using a random percent between min and max variables. Defaults: (DynamicVehicleDamageLow = 0; DynamicVehicleDamageHigh = 100;)
    [CHANGED] New vehicle spawns now have a new fuel system using a random percent between min and max variables. Defaults: (DynamicVehicleFuelLow = 0; DynamicVehicleFuelHigh = 100;)
    [CHANGED] Disabled simulation server side of all road debris and crashes, this should help server FPS.

  • kikyou2 wie funny,er ist Admin des Epoch Servers gewesen auf dem wir zuerst Epoch gezockt haben.
    6 Mann auf dem Server und wir alle starben in Stary bei Händler.

    Und nun ist es möglich Gebäude aus Arma2 selbst zu craften,weshalb es mehr ein Mix aus DayZ und Minecraft ist.

    Zudem ist es nun möglich Fische mit der Angel zu fangen.

    Hier die Craftingliste:

    http://dayzepoch.com/wiki/index.php…Crafting_System

    Einmal editiert, zuletzt von Adebar (29. Mai 2013 um 18:13)