blu commented on issue starred/DayZ-DayZMod-5#550 2026-02-06 17:31:57 -08:00
Mosin Issues/Possible Remove

@R4Z0R49 commented on GitHub (Dec 5, 2015):

recoil fixed, sound falloff fixed, ammo belt reduces the reload time by 2.8 (ie the reload time of the magazine) .

Not sure whats wrong with the…

blu commented on issue starred/DayZ-DayZMod-5#550 2026-02-06 17:31:57 -08:00
Mosin Issues/Possible Remove

@Lukethero commented on GitHub (Dec 8, 2015):

I assume being able to hear the bolt being cycled will always be a problem unless the sound is redone? And the current PU scope is not horrible, just…

blu commented on issue starred/DayZ-DayZMod-5#552 2026-02-06 17:31:49 -08:00
FN FAL fire rate

@AsFoxy commented on GitHub (Nov 24, 2015):

Yes i know what you meant. Thanks.

blu commented on issue starred/DayZ-DayZMod-5#550 2026-02-06 17:31:49 -08:00
Mosin Issues/Possible Remove

@Lukethero commented on GitHub (Dec 5, 2015):

The sound having to be redone is the biggest issue. I can do the scope though, bulldozer hates my PC for some reason, so I have to wait for new PC…

blu commented on issue starred/DayZ-DayZMod-5#552 2026-02-06 17:31:44 -08:00
FN FAL fire rate

@Comanche6 commented on GitHub (Nov 24, 2015):

Thanks. Sorry if I was unclear in OP:

FN FAL is SEMI and AUTO (not BURST) L1A1/C1A1 etc. are SEMI only.

blu opened issue starred/DayZ-DayZMod-5#550 2026-02-06 17:31:40 -08:00
Mosin Issues/Possible Remove
blu opened issue starred/DayZ-DayZMod-5#551 2026-02-06 17:31:40 -08:00
Post processing effects when severely hurt is a bit excessive in 1pp
blu opened issue starred/DayZ-DayZMod-5#552 2026-02-06 17:31:40 -08:00
FN FAL fire rate
blu closed issue starred/DayZ-DayZMod-5#550 2026-02-06 17:31:40 -08:00
Mosin Issues/Possible Remove
blu closed issue starred/DayZ-DayZMod-5#552 2026-02-06 17:31:40 -08:00
FN FAL fire rate
blu closed issue starred/DayZ-DayZMod-5#551 2026-02-06 17:31:40 -08:00
Post processing effects when severely hurt is a bit excessive in 1pp
blu commented on issue starred/DayZ-DayZMod-5#551 2026-02-06 17:31:40 -08:00
Post processing effects when severely hurt is a bit excessive in 1pp

@vinyljunkie commented on GitHub (Nov 20, 2015):

Agreed, this is how it looks: https://youtu.be/46dDCdo8vBw?t=42s

blu commented on issue starred/DayZ-DayZMod-5#552 2026-02-06 17:31:40 -08:00
FN FAL fire rate

@AsFoxy commented on GitHub (Nov 24, 2015):

Sure thing. 06248e3

blu commented on issue starred/DayZ-DayZMod-5#550 2026-02-06 17:31:40 -08:00
Mosin Issues/Possible Remove

@AsFoxy commented on GitHub (Dec 4, 2015):

None of these issues seems particularly difficult to fix. You were talking about doing models before, how would you like to contribute by modeling a [PU…

blu commented on issue starred/DayZ-DayZMod-5#550 2026-02-06 17:31:40 -08:00
Mosin Issues/Possible Remove

@R4Z0R49 commented on GitHub (Dec 4, 2015):

If we remove everything because of a bug the mod would have stopped years ago. Its an alpha and will remain an alpha report issues if we can fix we…

blu commented on issue starred/DayZ-DayZMod-5#548 2026-02-06 17:31:39 -08:00
Hiding bodies is not realistic

@KPanicEKS commented on GitHub (Dec 23, 2015):

Or maybe you can only hide zombies or players if you have a shovel or entrenching tool and the bodies disappear after a few minutes instead…

blu commented on issue starred/DayZ-DayZMod-5#547 2026-02-06 17:31:39 -08:00
Zombies around dead bodies not attacking

@R4Z0R49 commented on GitHub (Jan 27, 2016):

Hopefully fixed

blu commented on issue starred/DayZ-DayZMod-5#547 2026-02-06 17:31:35 -08:00
Zombies around dead bodies not attacking

@ghost commented on GitHub (Nov 19, 2015):

sweet

blu commented on issue starred/DayZ-DayZMod-5#548 2026-02-06 17:31:33 -08:00
Hiding bodies is not realistic

@rvett commented on GitHub (Dec 23, 2015):

I realize that this has been commented on by R4Z0R49, but I'd love to see the "hide body" option replaced by "drag body" as well. So this is an attempt…

blu commented on issue starred/DayZ-DayZMod-5#547 2026-02-06 17:31:30 -08:00
Zombies around dead bodies not attacking

@R4Z0R49 commented on GitHub (Nov 17, 2015):

ok it looks like the reset to loiter state is broken ill take a look.