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S.t.a.l.k.e.r. mod

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Hi Marc! That's all I can, I know that much, but work is now very much not enough time...

New screenshots as usual on Flickr Mr_Docpet photostream

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Im making MP mission with this addon but I need to know the class name of blind dogs, I cant see it here (http://download.nightstalkers.cz/ns2/ns_classnames.pdf), can someone help?, Im not using the modules 'cuz Im very bad at scripting (actually I'm modifying other ppls scripts) and 'cuz I pretend to spawn monster in different parts of the map but I want some places to be safer, as I do not want the monsters to attack some civilian characters (specially the trader I'm working on, where ppl can buy weapons and ask for missions).

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Im making MP mission with this addon but I need to know the class name of blind dogs, I cant see it here (http://download.nightstalkers.cz/ns2/ns_classnames.pdf), can someone help?, Im not using the modules 'cuz Im very bad at scripting (actually I'm modifying other ppls scripts) and 'cuz I pretend to spawn monster in different parts of the map but I want some places to be safer, as I do not want the monsters to attack some civilian characters (specially the trader I'm working on, where ppl can buy weapons and ask for missions).

I think blind dog classnames can be found in DAP stalker mod documentation.

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DAP, docpet, or anyone else who knows; are these STALKER assets importable into ARMA3 alpha?

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Yes of course it is possible, but needs a lot of optimization.

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Thanks docpet.

Do you &/or DAP or others, plan on making an ARMA3 version?

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@Grimwald, In our plans to realize a dream, like I am now...

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@DOCPET - thanks for the update. Coming along well. :cool:

EDIT:

Need some help, please?

Is there a way to check that a unit has an artifact in their gear?

I'm using this test on a trigger without success:

player hasWeapon "DAP_CRYSTALL";

Edited by Grimwald

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@Grimwald, Not very good in writing your scripts, but you may need to edit the config file(cfgMagazines\CfgWeapons), the class name {class DAP_CRYSTALL : DAP_ARTEFACT}

because artifact creates anomaly (activation of a player)

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Hi Docpet,

Thanks for the response. I'm not 100% sure what you mean. Are you saying that I need to add the DAP_CRYSTALL (and all other artifacts) into the cfgWeapons file?

Are you also saying that I could write some code in a better way to detect artifacts on a player (or other unit)? If so I'd like to see a sample so I can do better.

Thanks.

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Perhaps we do not understand each other what it was about(A2orA3), if the test trigger need for sale?

#start
~1
?{player hasWeapon _x} count ["AK_74", "G36C", "M9SD"] > 0 : goto "end"
goto "start"

About the same and with the

{_x in magazines Player} count ["DAP_CRYSTALL"] > 0

check functions

hint format ["%1",magazines namesoldier]

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Hi Docpet.

I'm doing the scripting in ARMA2.

Using a trigger to check if the player (or unit) has a DAP_CRYSTALL or other artifact.

That way I can check for certain artifacts.

If the right type of artifact is detected then I can make the player immune to certain anomalies - by setting the trigger condition for unit not having the artifact.

Eg. in the trigger condition

!(unit hasWeapon "DAP_FIREBALL")

When testing if I can detect the artifact with hasWeapon it fails - so wondering what is best way to detect the artifact.

You said:

{_x in magazines Player} count ["DAP_CRYSTALL"] > 0
check functions
hint format ["%1",magazines namesoldier] 

Does that mean the artifacts are magazines?

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Does that mean the artifacts are magazines?

Yes, they are "magazines" :)

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Yes, they are "magazines" :)

Awesome; with that info I've got it working and it makes the unit immune to the anomaly.

Thank you!

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So, I've downloaded the original stalker mod by DAP however it is not working. At the main menu I get the error "no entry 'bin\config.bin/cfgVehicles/Man.scope'". I just click okay, but when I try to play the mission, or play a stalker in the editor, everything is wonky, and the stalker is disfigured . . . it's all messed up.

Has there been another Stalker mod since? I really want to enjoy STALKER with Arma gameplay. I've watched videos, and it looks even better than the original game, the way it was mean to be!

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@BBenjamin -- if the stalker models are all messed up there's something not installed correctly. The solution is in this thread, page 6 or 7. Are you running other mods alongside it?

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I have the same problem as many other people.

I have done what docpet said, I pasted East Europe Weapons Pack 06-02-2011, and used Namalsk_v1.10 + v1.10_hotfix. I tried other fixes too. I tried deleting dapstalker.pbo, but that mad it so nothing worked. I'm also making sure that this is the only mod running.

I want this to work so bad. I've watched youtube videos, but that's only driven me to spend 9 hours today, just trying to fix this! Why won't DAP help fix his original product? There are so many people asking for a fix.

Example of others with problem

colosso page 19 of this thread: http://forums.bistudio.com/showthread.php?115605-S-t-a-l-k-e-r-mod/page19

strader page 20: http://forums.bistudio.com/showthread.php?115605-S-t-a-l-k-e-r-mod/page20

strelnikoff page 27: http://forums.bistudio.com/showthread.php?115605-S-t-a-l-k-e-r-mod/page27

Joiner on Armaholic: http://www.armaholic.com/forums.php?m=posts&q=20424

the Priest on arma2.ru: http://www.arma2.ru/forums/showthread.php?p=1240804

Edited by BBenjamin

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@BBenjamin, If all the recommended versions are installed correctly, no problems with the models. Tested on version A2CO 1.62.95.248 (BAF+PMC)

S.t.a.l.k.e.r. Mod für CO von DAP (17.03.2011) http://www.arma2base.de/include.php?path=download&contentid=3241&catid=65&themeid=0 
East Europe Weapons Pack von Vilas (06.02.11) http://www.arma2base.de/include.php?path=download&contentid=1530
Insel Namalsk von Sumrak (v1.10) http://www.arma2base.de/include.php?path=download&contentid=904
G3 Projekt von Christian.1987 (v1.0) http://www.arma2base.de/include.php?path=download&contentid=1558
Stalker Units von Icewindo already installed in the S.t.a.l.k.e.r. Mod für CO von DAP

EDIT: docpet said docpet made

you need to use vilas_aks.pbo size 210 977KB

Edited by docpet

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Is there any possibility this could be used in MP similar to DayZ or Wasteland? I realize it can't in its current state but is anything like this in the works by the original creator or anyone else. I'm a huge STALKER fan and I believe this would blow away DayZ and Wasteland in MP. Hell I would pay for a server!

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Good to hear people so enthused about STALKER in these forums..!

Wax, I've PM'd you mate so I don't hijack Docpets thread! ;)

Btw Docpet, are there ANY screenies you could share to keep us fans sane please..!

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Just downloaded all the mods and am running into a problem. It says "ns_ui, ns_fraction" has been deleted. Anyone have a clue what this is? Thanks.

Nevermind. Looks like an issue with Namalsk!!!

Edited by Wax

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Excellent Docpet..!

Sorry mate, I didn't think to check your flickr acc..! My apologies...

Looking mighty damn fine..! :)

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Just downloaded all the mods and am running into a problem. It says "ns_ui, ns_fraction" has been deleted. Anyone have a clue what this is? Thanks.

Nevermind. Looks like an issue with Namalsk!!!

I found it worthwhile removing the Namalsk content from the @Stalker stuff and adding @NC to the launch path.

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Everything as usual or is it a joke...?

http://www.flickr.com/photos/mrdocpet/

Looks great!!!! Is there any way the current version could be converted to MP like DayZ on Namalsk? Would it be extremely difficult? Unfortunately I not a modder at all. I've played ARMA all the way back to the Operation Flashpoint days and have just started playing DayZ recently, its ok but a STALKER version in MP would be the best mod ever!!!

I would think in a STALKER MP mod instead of perma death you would just lose the contents of your backpack or something. I don't know if quests would really work in ARMA but it could have missions similar to the Wasteland mod also with trading posts/safe zones etc.

I'm curious what everyone else would want or suggest.

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