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Invisible "Rifle"(Mk. 17)

 Post subject: Invisible "Rifle"(Mk. 17)
PostPosted: Thu May 09, 2013 7:37 am 
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Posts: 256

IGN: AdjustedJunk
Current Life: 0.0 hrs
Time Alive: 514.3 hrs
Humanity: 16,565
Rank: Hero

Murders: 11
Bandit Kills: 4
Deaths: 122
Zombies Killed: 2,550

I'm a hero!
So I finally get my very own Mk. 17!!

Image

Notice the gun name on the top-right.

Image

I can "hold" it, but the gun model is invisible. I can also re-load it and even fire it.


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 Post subject: Re: Invisible "Rifle"(Mk. 17)
PostPosted: Thu May 09, 2013 7:43 am 
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Posts: 1840

IGN: Seaweed
Current Life: 11.8 hrs
Time Alive: 1242.5 hrs
Humanity: -193,116
Rank: Satan Himself

Murders: 162
Bandit Kills: 69
Deaths: 122
Zombies Killed: 7,911

I'm a bandit!
Do you not remember what happened after the LRR was removed.

This is what dayz does when you have a banned class in your inventory, apparently one of the mk17 variants isn't working.

I will remove it when I remove the nights again tonight.


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 Post subject: Re: Invisible "Rifle"(Mk. 17)
PostPosted: Thu May 09, 2013 8:35 am 
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Posts: 250

IGN: eberteby
Current Life: 9.8 hrs
Time Alive: 860.1 hrs
Humanity: -235,384
Rank: Satan Himself

Murders: 152
Bandit Kills: 159
Deaths: 352
Zombies Killed: 4,720

I'm a bandit!
Remove the nights? :o


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 Post subject: Re: Invisible "Rifle"(Mk. 17)
PostPosted: Thu May 09, 2013 9:04 am 
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Posts: 1840

IGN: Seaweed
Current Life: 11.8 hrs
Time Alive: 1242.5 hrs
Humanity: -193,116
Rank: Satan Himself

Murders: 162
Bandit Kills: 69
Deaths: 122
Zombies Killed: 7,911

I'm a bandit!
Eberteby wrote:
Remove the nights? :o


Apparently they are too dark, no idea what the issue is only time I ever saw it dark was when it was cloudy in my hours of testing and was still bright enough for no nvgs :(


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 Post subject: Re: Invisible "Rifle"(Mk. 17)
PostPosted: Thu May 09, 2013 9:14 am 
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Posts: 44

IGN: Rousch
Current Life: 14.0 hrs
Time Alive: 228.2 hrs
Humanity: 2,875
Rank: Neutral

Murders: 10
Bandit Kills: 3
Deaths: 51
Zombies Killed: 1,834

Wearing a ghillie suit!
I'm not a bandit!
Seaweed wrote:
Apparently they are too dark, no idea what the issue is only time I ever saw it dark was when it was cloudy in my hours of testing and was still bright enough for no nvgs :(


I normally play at about 6am (UK time) every morning, I logged in this morning and could not see a thing apart from stars and black (my mighty torch must have had a dud battery as it was shit!). It was certainly incredibly dark and impossible to see, however after I died to zombies that I couldn't see (woo! :( , how did they see me do zeds get NVG's?), I went and read up and if I turn up the gamma and the brightness I could see OKish on the coast. Along with other tips and tricks I guess it could be playable, but without NVG's it's tough.


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 Post subject: Re: Invisible "Rifle"(Mk. 17)
PostPosted: Thu May 09, 2013 9:47 am 
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Posts: 1840

IGN: Seaweed
Current Life: 11.8 hrs
Time Alive: 1242.5 hrs
Humanity: -193,116
Rank: Satan Himself

Murders: 162
Bandit Kills: 69
Deaths: 122
Zombies Killed: 7,911

I'm a bandit!
Rousch wrote:
Seaweed wrote:
Apparently they are too dark, no idea what the issue is only time I ever saw it dark was when it was cloudy in my hours of testing and was still bright enough for no nvgs :(


I normally play at about 6am (UK time) every morning, I logged in this morning and could not see a thing apart from stars and black (my mighty torch must have had a dud battery as it was shit!). It was certainly incredibly dark and impossible to see, however after I died to zombies that I couldn't see (woo! :( , how did they see me do zeds get NVG's?), I went and read up and if I turn up the gamma and the brightness I could see OKish on the coast. Along with other tips and tricks I guess it could be playable, but without NVG's it's tough.


Yeah I like full moon nights because you don't need NVG's, if its really cloudy you might need the gamma and brightness up to see. Me and MrZ played like 2-3 hours when I first put the full moons in. I had a set of NVGs on me but didn't use them because I don't like losing peripheral vision and it was light enough to navigate as well as daytime albeit in black and white without them.

I wish I could get to the bottom of what the problem was with this DayZ patch and full moons was sure I'd fixed it seeing as the problem we were seeing before (a flash to non full moon date resulting in darkness for everyone until they relogged) was gone. Apparently not though :cry:


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 Post subject: Re: Invisible "Rifle"(Mk. 17)
PostPosted: Thu May 09, 2013 6:34 pm 
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Posts: 250

IGN: eberteby
Current Life: 9.8 hrs
Time Alive: 860.1 hrs
Humanity: -235,384
Rank: Satan Himself

Murders: 152
Bandit Kills: 159
Deaths: 352
Zombies Killed: 4,720

I'm a bandit!
Something very interesting on the first picture :)


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 Post subject: Re: Invisible "Rifle"(Mk. 17)
PostPosted: Thu May 09, 2013 7:07 pm 
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Posts: 256

IGN: AdjustedJunk
Current Life: 0.0 hrs
Time Alive: 514.3 hrs
Humanity: 16,565
Rank: Hero

Murders: 11
Bandit Kills: 4
Deaths: 122
Zombies Killed: 2,550

I'm a hero!
Eberteby wrote:
Something very interesting on the first picture :)


Yeah, didn't mind putting it up since I crashed it last night lol.


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 Post subject: Re: Invisible "Rifle"(Mk. 17)
PostPosted: Thu May 09, 2013 7:48 pm 
Offline

Posts: 250

IGN: eberteby
Current Life: 9.8 hrs
Time Alive: 860.1 hrs
Humanity: -235,384
Rank: Satan Himself

Murders: 152
Bandit Kills: 159
Deaths: 352
Zombies Killed: 4,720

I'm a bandit!
I see :p


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 Post subject: Re: Invisible "Rifle"(Mk. 17)
PostPosted: Thu May 09, 2013 8:06 pm 
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Site Admin
User avatar

Posts: 1840

IGN: Seaweed
Current Life: 11.8 hrs
Time Alive: 1242.5 hrs
Humanity: -193,116
Rank: Satan Himself

Murders: 162
Bandit Kills: 69
Deaths: 122
Zombies Killed: 7,911

I'm a bandit!
Eberteby wrote:
I see :p


:lol:


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 Post subject: Re: Invisible "Rifle"(Mk. 17)
PostPosted: Thu May 09, 2013 9:18 pm 
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Posts: 256

IGN: AdjustedJunk
Current Life: 0.0 hrs
Time Alive: 514.3 hrs
Humanity: 16,565
Rank: Hero

Murders: 11
Bandit Kills: 4
Deaths: 122
Zombies Killed: 2,550

I'm a hero!
It was funny though, Keanesta (or w/e his name is)was making fun of me then a bit later he died to zombies :lol:


Seaweed wrote:
Do you not remember what happened after the LRR was removed.

This is what dayz does when you have a banned class in your inventory, apparently one of the mk17 variants isn't working.

I will remove it when I remove the nights again tonight.


I had forgotten about that... Kinda sux though. Been wanting a Mk. 17 for the longest time then this. Guess I'll have to hunt down some more crash-sites for one. At least I'll have some extra clips for it when I finally find another one. Found another clip in the Kras market, along with an FN FAL mag in a different loot pile in that same market as well.


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 Post subject: Re: Invisible "Rifle"(Mk. 17)
PostPosted: Fri May 10, 2013 2:14 pm 
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Posts: 250

IGN: eberteby
Current Life: 9.8 hrs
Time Alive: 860.1 hrs
Humanity: -235,384
Rank: Satan Himself

Murders: 152
Bandit Kills: 159
Deaths: 352
Zombies Killed: 4,720

I'm a bandit!
Or you can hunt me :p Found an MK17 sniper this miday :)


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 Post subject: Re: Invisible "Rifle"(Mk. 17)
PostPosted: Fri May 10, 2013 3:43 pm 


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Eberteby wrote:
Or you can hunt me :p Found an MK17 sniper this miday :)


waaaaaaaaa? i will be looking for you tonight!!!

i found 2 mk17 mags last night while farming the polana factory lol i dont have one yet, but i hung on to them

oh yeah. its great to see the FN FAL mags in loot piles too.


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 Post subject: Re: Invisible "Rifle"(Mk. 17)
PostPosted: Fri May 10, 2013 4:41 pm 
Offline

Posts: 250

IGN: eberteby
Current Life: 9.8 hrs
Time Alive: 860.1 hrs
Humanity: -235,384
Rank: Satan Himself

Murders: 152
Bandit Kills: 159
Deaths: 352
Zombies Killed: 4,720

I'm a bandit!
Allright, might not have been my best idea to post this here then :D


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