|About||THE STORY SO FAR...||UAC DayZ HI SCORE TABLES||Guide||Credits|
ScoreDoom Dayz (UAC Dayz) is a mod of the Arma 2 OA engine based on DayZ mod 18.104.22.168, Namalsk Crisis 0.741 mod, and many other community contributions to Dayz mod. Being a fan of vanilla Dayz mod, I decided to develop my own version that I wanted to play. Similar to ScoreDoom for Doom, UAC DayZ is meant to be a fun and polished remix of the Vanilla Dayz mod leveraging community contributions as well as my own contributions. Of course there are Hi Score tables as well!
It is also an ode to the old school Dayz Mod, which many feel 22.214.171.124 was the most fun and atmospheric. So if you haven't played anything DayZ related before, or want to go back to the 'old days' and versions that made DayZ popular, this mod is for you.
With the inclusion of Crosire's Dayz Control Center package for DayZ 126.96.36.199, you can play by yourself on a single computer, on a LAN with friends, or have it run as an internet server for many players.
Its worth noting that UAC DayZ is not technically it's own Arma 2 OA mod, as it uses the unchanged resources in DayZ mod 188.8.131.52 & Namalsk Crisis 0.741 mods, and anything that can be added/changed at the mission file level (scripts, and whatever new content can be added there), as well as content added server level. This was deliberate, in order to keep the spirit of the underlying mods, also, a whole new mod was not the scope of this project.
EDIT: After seeing cryq's now discontinued DayZed mod, and Tansien's DayZero mod, specifically their great work on making more buildings enterable, I decided to add a mod folder to include this feature. All credit goes to cryq & Tansien's work.
You're a survivor, one of humanity's last hope. One year ago a cataclysm spread across the globe wroughting worldwide death and destruction of civilization. During that day weather patterns changed and strange energetic emissions and discharges erupted, which blasted through the air, originating from an area near Russia. Gradually, the strange weather and radiation spread across the globe, carried by the wind, causing most of humanity to go utterly insane, attacking and eating anyone left on sight. You are one of the remaining 5-10% of humans who, for some reason, are unaffected by the emissions.
A vast majority of the affected humans have been mutated by the strange radiation, which many survivors call 'PSI emissions', into grotesque mindless creatures which constantly seek to eat. Survivors refer to these as Zombies or Zeds. No one really knows if they are alive or dead. Some argue whether they are possessed or not. The remaining humans affected by the PSI emissions appear much more human and intelligent, about 20-25% of humans, are much less physically mutated, but have become pscyhopathic murderous cannibals as well, that many survivors call Bandits, Crazies or Ravagers. They are potentially the most dangerous threat to the survivors, as they are well armed, equipped and organized into gangs, or 'hives'. Bandit hives will not only attack survivors, but will also attack Zeds, and other bandit hives over spoils. They are not as mindless as the Zeds, but generally do not seem to have the overall intelligence or rationality of unaffected healthy survivors. This does not stop them from driving or flying vehicles or using weapons!
The most deadly adversaries are hideous apparition like entities that appeared right after the first emissions. Survivors give them various names, like Bloodsuckers, Mutants, Terminators or Demons. They stealthily hunt relentlessly for survivors (and bandits) and then suddenly materialize to attack and suck down their lifeforce.
Other dangers and anomalies exist in the post cataclysmic world, including PSI emission 'blow outs' that can drain, or even kill an unprotected survivor if they are out in the open. Concentrated PSI energy emissions called anomalies appeared that are rumored to be able teleport those who touch the emissions to far away destinations. Many survivors have come to believe that there is an intelligent force that is behind the PSI emissions and events. Why dont Zeds attack each other? Why do they not attack Crazies after hearing and running to their gunshots? There seems to be an assault on humanity itself.
Survivors around the world have miraculously established a loose collaboration network, communicating over shortwave radio and other remaining means and sharing information. Rumors have spread that a survivor in the know claimed that the source of the worldwide calamity was related to experiments being done by Namalsk Corporation, a subsidiary of the Union Aerospace Corporation (UAC). These experiments, whatever they were, rumor has it, opened up a portal to another reality or type of energy that flooded the earth and caused the PSI emissions. These experiments were conducted at a secret location in a small region south of Russia, called Chernarus, near the Caspian Sea. Some desperate and brave survivors have started journeying to Chernarus to hopefully find the lab facility and perhaps find a solution to the PSI emissions. Most survivors remain sceptical.
Survivors reportedly communicate the existence of a Monolithic structure deep in the wilderness of Chernarus, before they disappear. Chernarus reportedly has more anomaly activity and PSI emissions than anywhere else on earth. Survivors start locating other Namalsk and UAC headquarters and facilties around the world and search for information.
From information gathered and shared from brave survivors, a UAC & Namalsk lab (a.k.a. 'The Monolith' to survivors), is verified to exist somewhere in Chernarus, and was conducting experiments in top secret 'exotic energy physics' when the cataclysm happened. A survivor claiming to have entered the Monolith and escaped alive with a schematic data disk, reports that it is a gigantic structure with a huge active energy source or portal-like globe at its core. Many survivors believe it all to be a myth or fairy tale.
Many brave survivors travel to Chernarus in hope of locating The Monolith and perhaps shutting down the energy source or blowing up the facility in vain attempts to stop the PSI emissions. The 'intelligence' that many survivors believe is behind the PSI emissions, many survivors also believe is protecting itself.
A survivor and hacker who has examined the schematic data disk of The Monolith, reportedly taken from it, claims to have created a data disk with a virus on it called 'Cobalt' that would cause the active computers in the lab to fail and shut down the energy source.... and hopefully the PSI emissions.
Survivors worldwide have continually been fighting a losing battle against the Zeds, Ravagers and Bloodsuckers. A last hope for humanity, any brave survivor that can make it to Chernarus is asked to travel there to find the elusive lab and to try and shut the PSI emissions down. Most survivors remain sceptical, that it is all myth. You decide that you will be dead soon anyway, and give your support to the mission.
You are on a plane flying to an airstrip in Chernarus secured by fellow survivors.
Please email "admin 'at' scoredoom.com" to request a password to join the server. We reserve the right to ban players for cheating etc... The Password may change, and players will be emailed the new password when it does.
1. You need Steam, with both Arma 2 & Arma 2 OA (Bohemia Interactive Studios) purchased and installed through Steam.
2. Copy the AddOns folder from the Arma 2 directory into the Arma 2 OA directory (it will be at '<your_path_to_steam>\Steam\SteamApps\common\Arma 2 Operation Arrowhead'). Open up Arma 2 at least once all the way to the main screen and exit. Then open up Arma 2 OA to main screen, and create a player profile and name. You can also adjust graphics and other settings which will be applied to the mod as well
3. Download the ScoreDoom Dayz archive. This archive contains folders '@DayZ' (Dayz 184.108.40.206), '@Namalsk_DayZ' (Namalsk 0.741) and '@rMod' (rMod 2.1). Move these folders to the Arma 2 OA directory.
4. Download and install Dayz Commander. You will need to point Dayz Commander to the Arma2, Arma 2 OA & Dayz folders. DO NOT have Dayz Commander install/update the Dayz & Namalask mods, as it will overwrite with the incorrect versions for the server.
1. Open up Dayz Commander. Open up the settings tab, then in the 'Additional Launch Parameters' add the following: -mod=@dayz;@rMod;@DayZ_Namalsk; -password=<password you were emailed> to the text box. Click 'Done'.
2. In Dayz Commander, click on 'favorites'. Then add 220.127.116.11:2302. Click on the added server address, and you will be launched into the game.
Server restarts every few hours. Please check out the 'Guide' section for UAC DayZ specific information & features. Check out sites like Dayz Mod Wiki forums to learn more about DayZ itself. UAC DayZ is based more on 'vanilla' DayZ gameplay mechanics.
*RECOMMENDED, but not necessary*: Due to limitations with the 32 bit Arma 2 OA engine and how it streams content from the Hard drive, moving game directory content onto a ramdisk will remove game stuttering. Simple tutorial: http://www.22ndsas.info/forums/viewtopic.php?f=76&t=9205
For download, installation and connecting to the server instructions, please see the 'Server Information' section!
Features (beyond standard DayZ 18.104.22.168):
--Gameplay is similar to Vanilla Dayz Mod, in that when you die you start over with just a bandage and painkillers, but UAC DayZ adds some mechanics to allow players to get back into the action a little quicker, but at greater risk. This is more about survival (with an available successful end game), rather than base building. (credits: Karel Moricky, ebay)
-- Many new map additions to create more atmosphere and back story, and to allow quicker access to loot.. but at a risk to players. These include anomalies that players can use.(credits: Karel Moricky, PiXel, Poncho, hexxar, Mamu1234, Jeff, allavett, Excelsior)
-- Addition of more enterable buildings, thanks to DayZed & DayZero mods. (credits: cryq, Tansien)
-- Bug fixes to base dayz 22.214.171.124 code base. Also the actual gameplay time is available to the game & HUD (server<->hive modification) to reward points for actual time played in-game, instead of the default real world days where the player can be logged off and not playing! Also a multi-modal HUD monitor, similar to the pre-126.96.36.199 Dayz scoreboard that shows player stats that are currently playing on the server.
-- A 'single player' setting, that, when turned on will decrease the amount of bandits spawned in missions, to make them more manageable. It will make the End Game more possible for one player too.
--Support for Chernarus Winter map by ArmanIII. Re-play Chernarus in harsher conditions. Utilizes Namalsk-like weather (harsher than Namalsk even) and skins/models. (credits: ArmanIII, DayZ Namalsk, modifications by me)
--Release of a slightly modified Crosire's Dayz Control Center 188.8.131.52 for supporting running your own UAC DayZ (or other Dayz 184.108.40.206) Servers. Modifications include an easy to use script for unattended dedicated servers that will cycle a stop and restart of the server every defined amount of time, and support for Chenarus Winter map as well.
-- A simple crafting system to make old and new survival items, including an explosive booby trap, and a 'zombie bait' placeable.(credits: Allen Kaganovsky, Freaking Fred, Matt L)
-- Beyond tents, players can also create and use stashes for persistent storage.
-- In-Game player scoreboard ranking for alive players currently on the server (similar to pre-220.127.116.11 Dayz Mod versions). Overall all-time player scores viewable in a web browser.
-- Players may obtain dogs. Dogs are powerful allies, but must be fed. Dogs can persist with players through a custom 'dogtags' inventory item. (credits: PiXel). [Additional coding by me to fix some serious bugs and added some features.]
-- Bandits are a constant threat, and survivors can choose to take missions to clean up Chernarus for valuable loot if they have a map and/or radio. (credits: DZAI, DZMS, WAI, DZMSHotSpots) [additional coding by me to adjust bandit AI and other settings for gameplay balance]
--Play orientated towards survivors, and survivor cooperation. Players are free to join the bandits, but depending on the server setting, may be at a disadvantage.
--An 'End Game' scenario that is available that requires that survivors need to work together to achieve.
-- A few more vehicle spawns. Vehicles spawn undamaged, and a little more often, including some new vehicles like the Armored Hummvee, and gyrocopters. This is to address balance with the bandit AI and mission system. Vehicles will still need to be fixed once they are damaged. (credits: CSJ)
-- Bloodsuckers: Deadly apparition like entities that can suck down your life force. Bloodsuckers have been balanced to address gameplay. (credits: DayZ Namalsk)
-- Hordes: Occasionally hordes of zombies may spawn, so keep on the lookup. You may encounter more zombies in the wild too.
--Blowouts: Every 3 hours or so there is an energetic blowout world wide where players need to get inside a building, or find protection. (credits: DayZ Namalsk)
--Infected survivor camps with loot can be found throughout the wilderness along with the standard lootable wrecks, crashes and care packages (credits: jOoPs) [additional coding by me to fix client server issues]
-- Crashing Helicopters & C130s will occasionally appear, and where they crash they can be looted. Survivors can expedient the crash if they have a firearm! (credits: Graf Zahl, Gorsy)
-- Occasionally C130s will fly by dropping care packages. (credits: Graf Zahl, Gorsy)
-- Additional weapons and items not in DayZ 18.104.22.168. Radios are used to help to receive communications and intercept bandits. APSI mask is used to protect against blowouts and not need to be in buildings and more. CDF Dogtags used to keep a pet dog. (credits: DayZ Namalsk)
--Self Bloodbag and Self Refuel at petrol stations (credits: Krixes)
--At night road flares can be used like smoke grenades to distract zombies.
--Full moon nights. Some of the stronger bandit AI will have night vision goggles, so this can help players without night vision.
--Tons of these settings can be turned on/off and changed to be even more like vanilla DayZ Mod, or to change stuff like different difficulty levels for enemies etc...
--ScoreDoom DayZ Hi Score Tables: Beyond regular DayZ Stats, ScoreDoom DayZ has its own points system, based on zombies killed, bandits killed, bloodsuckers killed, headshots and hours survived. 1 point for a zombie kill, 5 for a bloodsucker kill, 5 for a bandit, 0.5 points for a headshot and 1 point per hour of actual gameplay survived.
Gameplay & Tips for survival:
ScoreDoom DayZ (UAC DayZ) is a world dominated by zombies and murderous gangs of well armed bandits. You are a survivor, a hope for humanity. The world is BRUTAL, if you go into a town or city by yourself, with guns ablazing, you will die, either from a bandit's firearm or a horde of zombies...or worse.
-Survivor Cooperation is the key. Helping each other coordinate defense/attacks on bandits, or raiding missions in towns and cities for provisions is essential. Bandits loosely control cities, checkpoints and towns most of the time, and need to be cleared out before safely looting the area. Bandits are well armed and typically have 2-3 covering each other, which makes it difficult for one survivor to take on, unless very well equipped. Once a town or city is cleared out of bandits, you will have anywhere from 10 minutes to an hour before a new band of bandits try to reclaim the city.
-Identifying Bandits. Bandits always have a covered face, even player bandits. You will 'hear' when bandits are near, depending on server config. Fellow survivors may be near too, but they will will look different. The exception are bandit leaders which will not have their face covered but are clearly identifiable from survivors.-Bandit Infighting. Different groups of bandits can attack each other. Wait until the carnage is over, and pick off the remaining bandits.
-PATIENCE. Newly re-spawned, with just a bandage and pain killers. Avoid cities and towns and instead find barns in the countryside until you link up with fellow survivors, or gain a firearm. Barns can provide food, hatchets and firearms if you are fortunate. Hatchets are a powerful means of disposing of small groups of zombies. If you already played a survivor that had died, you can pick a drop location that is nearest to the corpse, so you can loot it and get your equipment back.
-Live off the land. If you can gain a hunting knife, a box of matches from a home or a supermarket and a hatchet, you can live off the land by hunting game and cooking it with harvested wood. Soda and water containers can be found in barns. Pools and drinking wells can be found throughout Chernarus. You can also feed your dog and have it help you hunt for game.
-Get a dog. Dogs are extremely powerful allies that can take down zombies, and even bandits that are trying to attack you. Dogs need to be fed raw meat from game animals to tame, and regularly over time to stay with you. Dogs can make hunting game very easy. There are at least 8 locations, maybe more, around chernarus where you can find dogs.
- Loot your corpse, loot bandit corpses. If you are killed, you will have about 1/2 hour to respawn and find the corpse of the previous survivor you played to loot it of the items it carries. Other survivors or bandits may have already looted it before you got there. Bandit corpses can be looted too which can provide a lot of equipment.
- Zombies get confused and slow down inside buildings, use this to your advantage.
-Explore the Countryside. Instead of risking the attention of rampaging bandits in towns and cities where some of the best equipment is, you can find some of the best, in actuality, the best, provisions and equipment tucked away in the countryside, if you are diligent. Wrecks, helicopter crash sites, care packages and abandoned survivor camps dot the landscape and can provide the best equipment in the game..
-Keep your eye out for damaged helicopters & C130s flying around that can crash at anytime. You can even help them crash by shooting at them. These crash sites can provide the best equipment in the game.
-Occasionally a survivor C130 will parachute-drop care packages.
-Bandits and fellow survivors have parked and hidden undamaged vehicles all over Chernarus. There are about 115 locations around Chernarus where these vehicles can spawn. Some vehicles provide armor and heavy firepower useful against powerful bandits.
-Driving around Chernarus can be dangerous, not just through towns and cities, but all around Chernarus. Bandits have been known to patrol with helicopters and even armored vehicles. Occasionally bandits will have anti-armor and anti-aircraft missile launchers. Make sure that you have a toolbox and vehicle parts (engines and wheels especially) spare on the vehicles to make repairs in case it gets shot up.
-Vehicles, especially large capacity vehicles like Urals are great places to store your provisions and equipment. Tents are also a great place for strorage.
-Missions. Once bands of survivors get powerful enough they can take on missions together to clean up Chernarus. The reward is great, including saving the world!
-Anti Armor and Anti-Aircraft launchers can be found on bandits.
--Blowouts. Take advantage of blowouts if you have an APSI mask. Bandits that do not have APSI masks, which is most of them, will remained incapacitated for a short time as well as receive damage.
Some of the glitches are due to the engine itself. Others I am planning to fix eventually.
--UAC DayZ has fixed many script bugs in the orginal Dayz 22.214.171.124 code base, but there are some glitches, like sometimes, when after climbing a ladder, a weapon will lose its iron sights aim ability. To fix this, just drop the gun from your inventory, then pick back up.
--When armed with a machete, and you change clothing, you will need to log out and back in, to be able to swing the machete. Other weapons will work fine.
--AI Bots (Bandits) will sometimes come through building walls. This is only an issue on a very few of the custom placed buildings that exist near road sides. The military barracks at the check point near Kamenka this can happen for instance. AI can't see or shoot through walls, but occasionally if the building is a custom placed building (not hardcoded into the map data), that is near a road side, and the bot is seeking you, Arma 2's bot AI code can act flakey and instead of coming through the front door, they can come through a wall. Something to be aware of when playing. More information here: http://openDayZ.net/threads/ai-goes-through-walls.18407/ (see bottom of thread)
--Dogs. The original code by PiXel required some workarounds to stop dogs breaking the server when the player changed their clothes. This workaround revolves logging out then back into the server, changing clothes, then whistling for the dog via the dogtags item added to their inventory. Getting the dog back after logging back in requires the dogtags item to be inventory, as well as piece of raw meat. Not perfect, but better than before. Ideally the dogs would be implemented like tents are.
--Dogs. The original code was alpha, and occasionally their movement and path finding inside buildings can be glitchy. So the dogs may require some extra whistling & attention to help them through building interiors.
--Aircraft Carrier. During restarts any deployables or vehicles like landed helicopters, *may* fall through. This is due to the ship being created by the server just after the deployables & vehicles are created by the server from the hive.
--Pobeda Dam & Chernogorsk river bridge. Motorcycles and ATV's may encounter problems when riding over these structures. Best to drive around them to be safe.
--Typical DayZ Glitches: Zombies can sometimes reach through walls, they sometimes zig zag erratically due to their reliance on default Arma 2 engine path finding. The hatchet that makes ricochet noises etc.. etc..