|About||THE STORY SO FAR...||Download & Server Information||Features||Forums||Credits|
UAC Dayz is a mod of the Arma 2 OA engine based on DayZ mod 188.8.131.52, 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 184.108.40.206 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 220.127.116.11, 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.
UAC Dayz can be played just like vanilla Dayz, but UAC Dayz has an available 'End Game' and many missions (and much more, see Features), and focuses on Players vs Enemies rather than strictly PvP.
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 skeptical.
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.
You can now run your own server to play single player locally, on a LAN, or for the internet. The full release 1.2 of the beta is available here: UACDayz Beta Release 1.2
If you already have Release 1 installed and/or applied Patch 1, you can just download the Release 1 Patch 2 archive.
There is still a server running at gameservers.com at 18.104.22.168 at least through till June 20th 2016, and with the .bat files in this archive you can connect to Chernarus on port 2302, and Chernarus Winter on port 2312 on that server.
Prerequisites, Installation & Connecting:
1. You need Steam, with both Arma 2 & Arma 2 Operation Arrowhead (Bohemia Interactive Studios) purchased and installed through Steam.
2. 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 UACDayz Beta release 1.2 archive. This archive contains the folders '@UACDayZ', '@Chernarus_Winter'. Move these folders to the 'Arma 2 Operation Arrowhead' directory.
Note: @UACDayz contains Dayz Mod 22.214.171.124, Namalsk Crisis 0.7.4.1, @rMod 2.1 and supporting pbos for ease of use and not to conflict with other mods. Please see Credits.
4. The archive also contains the beta launchers 'uacdayzbeta_chernarus.bat' and 'uacdayzbeta_chernarus_winter.bat' to connect to either instance. If your Arma 2 and/or Arma 2 OA directory are not under "C:\Program Files (x86)\Steam\SteamApps\common\", you will need to edit the .bat file to reflect your directories.
Server restarts every 8 hours.
Time zone is UTC - 11, so for east coast where server is hosted, its closer to daytime during the evening, on purpose.
Map is Chernarus Winter, which has an environment similar to Namalsk.
No teamspeak server, just in-game VOIP for now.
Please check out the 'Features' 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.
Will post some UACDayz specific tips in the forums, but its worth noting that the crafting menu can be accessed from burning barrels and camp fires.
Once you possess an entrenching tool, and can also build a fireplace, you can build a persistent stash spot from the fireplace. Like tents, placing a non-empty backpack in the stash will remove contents from the backpack on server restart.
Dogs like raw meat! They can be found at any dog house around Chernarus.
The 'Insert'/'Ins' button is used to toggle the stats monitor, in-game scoreboards and to turn them all off.
Currently AI enemies are on lowest difficulty and 'single player' mode to support low player counts.
Some of the additional enter-able buildings have issues with their shadows. Have shadow detail on high or above, or off to fix.
For download, installation and connecting to the server instructions, please see the 'Server Information' section!
Features (beyond standard DayZ 126.96.36.199):
--Atmosphere and gameplay of the original mod that made Dayz popular. More focus on PvE, but PvP is possible as well
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, and rewards, with an available successful end game, rather than base building. And more about Players vs Enemies, though PvP is fine as well.(credits: Karel Moricky, ebay)
--Tasteful map additions that add much more to be explored
Many new map additions to create more atmosphere and back story, and to allow potentially 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)
--More enterable and lootable buildings than Vanilla Dayz as well
Addition of more enterable buildings, thanks to DayZed & DayZero mods. (credits: cryq, ZacharyUK+Tansien)
--Bug fixes to original Dayz 188.8.131.52 code base
--Oldschool Dayz scoreboard HUD and actual game-time played displayed
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-184.108.40.206 Dayz scoreboard that shows player stats that are currently playing on the server.
--Single player/Low player count supported
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.
--Chernarus Winter as well as Chernarus maps supported
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)
--Run your own server/hive as well as dedicated server
Release of a slightly modified Crosire's Dayz Control Center 220.127.116.11 for supporting running your own UAC DayZ (or other Dayz 18.104.22.168) 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
A simple crafting system to make old and new survival items, including an explosive booby trap,ability to create stashes, and a 'zombie bait' placeable.(credits: Allen Kaganovsky, Freaking Fred, Matt L)
Beyond tents, players can also create and use stashes for persistent storage.
--Multi-modal in-game HUD and all time player scores viewable in web browser
In-Game player scoreboard ranking for alive players currently on the server (similar to pre-22.214.171.124 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. Dogs are working.(credits: PiXel). [Additional coding by me to fix some serious bugs and added some features.]
--Bandit enemies, with well over 60 missions to take on
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, Caveman's missions) [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.
--Not just about survival, many rewards. An available 'End Game' and back story to optionally pursue.
An 'End Game' scenario that is available that requires that survivors need to work together to achieve.
--A few more vehicle spawns, and vehicle types
A few more vehicle spawns (only a few!). Vehicles spawn undamaged, and a little more often, including some new vehicles like the Armored Hummvee, and gyrocopters. This is also to address balance with the bandit AI and mission system. Vehicles will still need to be fixed once they are damaged. (credits: CSJ)
--Bloodsuckers from Namalsk. Balanced, and improved
Bloodsuckers: Deadly apparition like entities that can suck down your life force. Bloodsuckers have been balanced to address gameplay. (credits: DayZ Namalsk)
Occasionally hordes of zombies may spawn, so keep on the lookup. You may encounter more zombies in the wild too.
--PSI Blowouts from Namalsk
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)
--Survivor camps to be explored in the wilderness
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
Crashing Helicopters & C130s will occasionally appear, and where they crash they can be looted. Survivors can expedient the crash if they have a firearm! Occasionally C130s will fly by dropping care packages. (credits: Graf Zahl, Gorsy)
Additional weapons and items not in DayZ 126.96.36.199. 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. Entrenching tool is used to create stashes. Trap is used to create explosive booby trap. Sandbag is used to create zombie bait siren.(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 configurable options
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 ,amount of enemies, enemy chance 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.
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 188.8.131.52 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.
Like tents, placing a non-empty backpack in the stash will remove contents from the backpack on server restart.
--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.
Some of the additional enter-able buildings have issues with their shadows. Have shadow detail on high or above, or off to fix.
--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..