Psychopathus 10 Posted November 5, 2009 what is the Bat file for and where should it go if running MOD folder system ? AFAIK you don't need the bat file (it's just a way to startup Arma2 without a shortcut. Open it in notepad and you'll see it). If you're using the traditional shortcut method, just add your namalsk folder to it: -mod=@mod1;mod2;namalsk (or whatever name your folder is called) Share this post Link to post Share on other sites
RUDOLF 9 Posted November 6, 2009 Awesome as ever. Seems very nice for autumn or early winter scenario. Share this post Link to post Share on other sites
amadieus 0 Posted November 6, 2009 How can i install this Map? I have putted the map with the .Pbo files in my Arma2 map and then tryd to start it with my Arma 2 launcher but i get a error. Im sure i have missed something? thanks Share this post Link to post Share on other sites
Bobster 10 Posted November 6, 2009 Great island ,love it Share this post Link to post Share on other sites
Psychopathus 10 Posted November 6, 2009 How can i install this Map?I have putted the map with the .Pbo files in my Arma2 map and then tryd to start it with my Arma 2 launcher but i get a error. Im sure i have missed something? thanks To install this map, you extract the Nightstalker (or whatever name it's called) folder (I believe there's a "addons" folder inside) to your arma2 directory, then you'd load it as a regular addon. To update the map, you simply extract all pbo files into your nightstalker/addons folder. I've never used a launcher, but don't you have to tick it (if it shows namalsk/nightstalkers as an addon)? Share this post Link to post Share on other sites
CombatComm 10 Posted November 11, 2009 Holy crap did anyone else know that if i set fog all the way on Namalsk snow covers the groudn!!? That is awseome. Share this post Link to post Share on other sites
Master gamawa 0 Posted November 11, 2009 What? There is snow on the map no matter what the fog setting is. Share this post Link to post Share on other sites
CombatComm 10 Posted November 11, 2009 Yah on the mountains, but not on the lower ground. But I think I was a bit premature in my excitment. I mean it LOOKS like snow on the ground everywhere but its probably just the way it looks cuz of the fog. However, the roads to have a sort of slushy outline that makes me think sumrack meant to have this look. Share this post Link to post Share on other sites
Alex72 1 Posted November 11, 2009 Look in my signature for addon installation (youtube video). Share this post Link to post Share on other sites
.kju 3232 Posted November 11, 2009 Can you please binarize the ns and ns2.pbo to hide these warnings: Strange convex component nst\ns\build\fact_b\part1.p3d in component24:geometry Strange convex component nst\ns\build\fact_b\part1.p3d in component28:geometry Strange convex component nst\ns\build\fact_b\part1.p3d in component32:geometryFire Strange convex component nst\ns\build\fact_b\part1.p3d in component36:geometryFire Strange convex component nst\ns\build\fact_b\part1.p3d in component70:geometry Strange convex component nst\ns\build\fact_b\part1.p3d in component78:geometryFire Strange convex component nst\ns\build\fact_d\trubice.p3d in component34:geometry Strange convex component nst\ns\build\hala\cast1.p3d in component32:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component101:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component102:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component103:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component104:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component105:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component106:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component107:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component108:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component117:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component118:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component124:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component125:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component131:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component132:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component138:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component139:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component145:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component146:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component152:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component153:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component159:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component160:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component166:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component167:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component173:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component287:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component288:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component294:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component295:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component301:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component302:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component308:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component309:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component315:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component316:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component322:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component323:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component329:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component330:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component336:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component337:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component343:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component344:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component350:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component351:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component357:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component358:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component364:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component365:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component50:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component51:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component52:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component53:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component555:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component556:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component557:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component558:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component559:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component560:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component608:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component609:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component610:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component611:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component612:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component613:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component614:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component615:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component617:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component618:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component619:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component620:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component621:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component622:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component623:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component624:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component625:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component626:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component627:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component628:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component629:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component630:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component631:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component632:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component633:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component634:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component635:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component636:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component73:geometry Strange convex component nst\ns\build\panelaky\dlouhy1.p3d in component74:geometry Strange convex component nst\ns\build\ves\molo.p3d in component31:geometry Strange convex component nst\ns\build\ves\molo2.p3d in component31:geometry Strange convex component nst\ns\build\ves\zd_1.p3d in component38:geometry Strange convex component nst\ns\build\zed1\zed.p3d in component02:geometry Strange convex component nst\ns\build\zed1\zed.p3d in component02:geometryFire Strange convex component nst\ns\build\zed2\zed.p3d in component02:geometry Strange convex component nst\ns\build\zed2\zed.p3d in component02:geometryFire Strange convex component nst\ns2\build\seb\d_near_barak.p3d in component04:geometry Thank you. :) Share this post Link to post Share on other sites
Sumrak 6 Posted November 11, 2009 Holy crap did anyone else know that if i set fog all the way on Namalsk snow covers the groudn!!? That is awseome. :D maybe, little, but on highest fog settings.. but, it is still fog :D Can you please binarize the ns and ns2.pbo to hide these warnings:.. Thank you. :) All my addons are packed with BinPBO and binarized, i don't know, why have these models these warnings :rolleyes: You know, how to fix these warnings? i mean, in Oxygen directly in model, what i'm doing wrong? Thanks, Sumrak Share this post Link to post Share on other sites
.kju 3232 Posted November 11, 2009 Yup. You are right. They are binarized. Normally this hides warnings. You did use the a2 tools suite, right? I am a noob in models, yet here are answers I got to fix it: Strange convex component ... Share this post Link to post Share on other sites
Sumrak 6 Posted November 12, 2009 (edited) Yup. You are right. They are binarized. Normally this hides warnings.You did use the a2 tools suite, right? I am a noob in models, yet here are answers I got to fix it: Strange convex component ... Yep, i have ArmA II tools. Thanks Kju ;) I will try to fix it before next release :) Edited November 12, 2009 by Sumrak Share this post Link to post Share on other sites
CombatComm 10 Posted November 15, 2009 Greatest map on Arma2 hands down. I dunno why so many people play chernarus. I wish I could find more domination and warefare servers with namalsk. ---------- Post added at 10:50 PM ---------- Previous post was at 10:13 PM ---------- Hey sumrack only one prob with your warfare port. It takes like 30 minutes to respawn. It will count 30 seconds till respawn but each second is like litterally 3 minutes. Imposible to play. Share this post Link to post Share on other sites
eenter 0 Posted November 15, 2009 Greatest map on Arma2 hands down. I dunno why so many people play chernarus. Because it runs better. Share this post Link to post Share on other sites
Potatomasher 0 Posted November 15, 2009 Because it runs better. I think Namalsk runs better than Chernarus now after Sumrak released patch 1.01. Share this post Link to post Share on other sites
CombatComm 10 Posted November 15, 2009 yah uhh no. Chernarus runs worse still than namalsk. Share this post Link to post Share on other sites
Drew 10 Posted November 15, 2009 ... thats kinda what he meant. Share this post Link to post Share on other sites
.kju 3232 Posted November 15, 2009 Please fix this too: Updating base class HouseBase->NonStrategic, by nst\ns2\config.bin/CfgVehicles/House/ Here is a working config; fixed a couple of more issues: class CfgPatches { class NS2 { units[] = {"Land_AII_vrsek","Land_D_near_barak","Land_fuelstation_w","Land_hlaska","Land_most_blok","Land_nadrazi_nastupiste","Land_nam_container","Land_posed_ns","Land_seb_main_fac","Land_seb_mine_main_opt","Land_seb_mine_near","Land_seb_near_fac","Land_seb_vod_vez","Land_Tovarna1","Land_vys_antena","Land_vys_budova","Land_x_nadrz","Land_x_skladiste_low_tex","Land_x_vetraci_komin","Land_x_vez_tex","Land_x_x18_text_upravuji","sad_target"}; weapons[] = {}; requiredVersion = 1.04; requiredAddons[] = {"CAData"}; }; }; class CfgVehicleClasses { class Nightstalkers_obj { displayName = "$STR_NSO"; }; }; class CfgVehicles { class House; class Strategic; class Thing; class sad_target: Thing { scope = 2; model = "\nst\ns2\mp\obj\sd_target.p3d"; icon = "\ca\data\data\Unknown_object.paa"; displayName = "$STR_sd_target"; vehicleClass = "Nightstalkers_obj"; simulation = "thing"; animated = 0; mapSize = 0.7; destrType = "DestructEngine"; }; class Land_nam_container: House { scope = 2; vehicleClass = "Nightstalkers_obj"; displayName = "$STR_NAC_CARGO"; model = "\nst\ns2\misc\containers\nam_container.p3d"; icon = "\Ca\buildings2\data\Icons\icon_container_ca.paa"; mapSize = 7; }; class Land_fuelstation_w: Strategic { icon = "\Ca\buildings\Icons\i_fuel_CA.paa"; model = "\nst\ns2\build\bar\fuelstation_w.p3d"; scope = 1; animated = 0; armor = 20; displayName = "$STR_DN_FUEL_STATION"; accuracy = 0.5; transportFuel = 50000; class DestructionEffects { class FuelStationExp { simulation = "particles"; type = "FuelStationExp"; position = ""; intensity = 0.15; interval = 1; lifeTime = 0.001; }; class FuelStationSmk1 { simulation = "particles"; type = "FuelStationSmk1"; position = ""; intensity = 0.15; interval = 1; lifeTime = 0.001; }; class Light1 { simulation = "light"; type = "ObjectDestructionLight"; position = "DestructionFire"; intensity = 0.001; interval = 1; lifeTime = 0.5; }; class FuelFire1 { simulation = "particles"; type = "FuelFire1"; position = "DestructionFire"; intensity = 0.15; interval = 1; lifeTime = 0.5; }; class FuelSmoke1 { simulation = "particles"; type = "FuelSmoke1"; position = "DestructionFire"; intensity = 0.15; interval = 1; lifeTime = 0.5; }; class FuelSmoke2 { simulation = "particles"; type = "FuelSmoke2"; position = "DestructionFire"; intensity = 0.15; interval = 1; lifeTime = 0.5; }; class FuelDestr { simulation = "destroy"; type = "FuelStationDestr"; position = ""; intensity = 1; interval = 1; lifeTime = 1; }; }; }; class Land_most_blok: House { access = 2; scope = 1; displayName = "$STR_most"; model = "\nst\NS2\build\brensk\most_blok.p3d"; }; class Land_nadrazi_nastupiste: House { access = 2; scope = 1; displayName = "$STR_nastupiste"; model = "\nst\NS2\build\brensk\nadrazi_nastupiste.p3d"; }; class Land_AII_vrsek: House { access = 2; scope = 1; displayName = "$STR_hala1"; model = "\nst\NS2\build\labs\AII_vrsek.p3d"; }; class Land_x_x18_text_upravuji: House { access = 2; scope = 1; displayName = "$STR_hala1"; model = "\nst\NS2\build\x\x_x18_text_upravuji.p3d"; ladders[] = { { "start1", "end1" } }; }; class Land_vys_budova: House { access = 2; scope = 1; displayName = "$STR_hala1"; model = "\nst\ns2\build\mount\vys_budova.p3d"; ladders[] = { { "start1", "end1" } }; }; class Land_seb_vod_vez: House { access = 2; scope = 1; displayName = "$STR_hala1"; model = "\nst\ns2\build\seb\seb_vod_vez.p3d"; ladders[] = { { "start1", "end1" }, { "start2", "end2" } }; }; class Land_seb_mine_main_opt: House { access = 2; scope = 1; displayName = "$STR_dul"; model = "\nst\ns2\build\seb\seb_mine_main_opt.p3d"; ladders[] = { { "start1", "end1" }, { "start2", "end2" }, { "start3", "end3" } }; }; class Land_x_vetraci_komin: House { access = 2; scope = 1; displayName = "$STR_hala1"; model = "\nst\NS2\build\x\x_vetraci_komin.p3d"; ladders[] = { { "start1", "end1" }, { "start2", "end2" } }; }; class Land_D_near_barak: House { access = 2; scope = 1; displayName = "$STR_hala1"; model = "\nst\NS2\build\seb\D_near_barak.p3d"; ladders[] = { { "start1", "end1" }, { "start2", "end2" } }; }; class Land_x_vez_tex: House { access = 2; scope = 1; displayName = "$STR_hala1"; model = "\nst\NS2\build\x\x_vez_tex.p3d"; }; class Land_x_nadrz: House { access = 2; scope = 1; displayName = "$STR_nadrzka"; model = "\nst\NS2\build\x\x_nadrz.p3d"; ladders[] = { { "start1", "end1" } }; }; class Land_x_skladiste_low_tex: House { access = 2; scope = 1; displayName = "$STR_hala1"; model = "\nst\NS2\build\x\x_skladiste_low_tex.p3d"; ladders[] = { { "start1", "end1" } }; }; class Land_seb_near_fac: House { access = 2; scope = 1; displayName = "$STR_hala1"; model = "\nst\ns2\build\seb\seb_near_fac.p3d"; ladders[] = { { "start1", "end1" } }; }; class Land_seb_main_fac: House { access = 2; scope = 1; displayName = "$STR_hala1"; model = "\nst\ns2\build\seb\seb_main_fac.p3d"; ladders[] = { { "start1", "end1" }, { "start2", "end2" }, { "start3", "end3" }, { "start4", "end4" } }; }; class Land_seb_mine_near: House { access = 2; scope = 1; displayName = "$STR_hala1"; model = "\nst\ns2\build\seb\seb_mine_near.p3d"; ladders[] = { { "start1", "end1" } }; }; class Land_Tovarna1: House { access = 2; scope = 1; displayName = "$STR_hala1"; model = "\nst\ns2\build\arma1\Tovarna1.p3d"; ladders[] = { { "start", "end" } }; }; class Land_hlaska: House { access = 2; scope = 1; nameSound = "guardtower"; displayName = "$STR_hlaska"; model = "\nst\ns2\build\arma1\hlaska.p3d"; ladders[] = { { "start", "end" } }; }; class Land_posed_ns: House { access = 2; scope = 1; nameSound = "guardtower"; displayName = "$STR_hlaska"; model = "\nst\ns2\build\arma1\posed_ns.p3d"; ladders[] = { { "start", "end" } }; }; class Land_vys_antena: House { access = 2; scope = 1; animated = 1; irTarget = 0; displayName = "$STR_vys_antena"; model = "\nst\NS2\build\mount\vys_antena.p3d"; class MarkerLights { class WhiteBlinking { name = "bily pozicni blik"; color[] = {1,1,1,1}; ambient[] = {0.1,0.1,0.1,1}; brightness = 0.02; blinking = 1; }; class RedBlinking { name = "cerveny pozicni blik"; color[] = {1,0.1,0.1,1}; ambient[] = {0.1,0.01,0.01,1}; brightness = 0.02; blinking = 1; }; }; ladders[] = { { "start1", "end1" }, { "start2", "end2" }, { "start3", "end3" }, { "start4", "end4" }, { "start5", "end5" }, { "start6", "end6" } }; class AnimationSources { class dvere_dole { animPeriod = 2; }; class dvere_prvni: dvere_dole {}; class dvere_druhe: dvere_dole {}; class dvere_treti: dvere_dole {}; class dvere_ctvrte: dvere_dole {}; class dvere_pate: dvere_dole {}; class poklop: dvere_dole {}; }; class UserActions { class OpenDoors1 { displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_O_DOOR"; position = "osa_dvere_dole"; radius = 2.5; onlyForPlayer = 1; condition = "this animationPhase 'dvere_dole' < 0.5"; statement = "this animate ['dvere_dole',1]"; }; class CloseDoors1 { displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_C_DOOR"; position = "osa_dvere_dole"; radius = 2.5; onlyForPlayer = 1; condition = "this animationPhase 'dvere_dole' >= 0.5"; statement = "this animate ['dvere_dole',0]"; }; class OpenDoors2 { displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_O_DOOR"; position = "osa_dvere_prvni"; radius = 2.5; onlyForPlayer = 1; condition = "this animationPhase 'dvere_prvni' < 0.5"; statement = "this animate ['dvere_prvni',1]"; }; class CloseDoors2 { displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_C_DOOR"; position = "osa_dvere_prvni"; radius = 2.5; onlyForPlayer = 1; condition = "this animationPhase 'dvere_prvni' >= 0.5"; statement = "this animate ['dvere_prvni',0]"; }; class OpenDoors3 { displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_O_DOOR"; position = "osa_dvere_druhe"; radius = 2.5; onlyForPlayer = 1; condition = "this animationPhase 'dvere_druhe' < 0.5"; statement = "this animate ['dvere_druhe',1]"; }; class CloseDoors3 { displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_C_DOOR"; position = "osa_dvere_druhe"; radius = 2.5; onlyForPlayer = 1; condition = "this animationPhase 'dvere_druhe' >= 0.5"; statement = "this animate ['dvere_druhe',0]"; }; class OpenDoors4 { displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_O_DOOR"; position = "osa_dvere_treti"; radius = 2.5; onlyForPlayer = 1; condition = "this animationPhase 'dvere_treti' < 0.5"; statement = "this animate ['dvere_treti',1]"; }; class CloseDoors4 { displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_C_DOOR"; position = "osa_dvere_treti"; radius = 2.5; onlyForPlayer = 1; condition = "this animationPhase 'dvere_treti' >= 0.5"; statement = "this animate ['dvere_treti',0]"; }; class OpenDoors5 { displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_O_DOOR"; position = "osa_dvere_ctvrte"; radius = 2.5; onlyForPlayer = 1; condition = "this animationPhase 'dvere_ctvrte' < 0.5"; statement = "this animate ['dvere_ctvrte',1]"; }; class CloseDoors5 { displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_C_DOOR"; position = "osa_dvere_ctvrte"; radius = 2.5; onlyForPlayer = 1; condition = "this animationPhase 'dvere_ctvrte' >= 0.5"; statement = "this animate ['dvere_ctvrte',0]"; }; class OpenDoors6 { displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_O_DOOR"; position = "osa_dvere_pate"; radius = 2.5; onlyForPlayer = 1; condition = "this animationPhase 'dvere_pate' < 0.5"; statement = "this animate ['dvere_pate',1]"; }; class CloseDoors6 { displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT"; displayName = "$STR_DN_OUT_C_DOOR"; position = "osa_dvere_pate"; radius = 2.5; onlyForPlayer = 1; condition = "this animationPhase 'dvere_pate' >= 0.5"; statement = "this animate ['dvere_pate',0]"; }; class OpenDoors7 { displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT"; displayName = "$STR_poklop_o"; position = "osa_poklop"; radius = 2.5; onlyForPlayer = 1; condition = "this animationPhase 'poklop' < 0.5"; statement = "this animate ['poklop',1]"; }; class CloseDoors7 { displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT"; displayName = "$STR_poklop_z"; position = "osa_poklop"; radius = 2.5; onlyForPlayer = 1; condition = "this animationPhase 'poklop' >= 0.5"; statement = "this animate ['poklop',0]"; }; }; }; }; ---------- Post added at 20:16 ---------- Previous post was at 18:53 ---------- Here is the other config of ns.pbo fixed: class CfgPatches { class NS { units[] = {"Land_1","Land_2","Land_antena_vetsi","Land_b_small1","Land_cast1","Land_cast2","Land_dlouhy1","Land_dlouhy2","Land_dr_1","Land_dr_2","Land_f_b1","Land_f_b2","Land_garaze","Land_heliport","Land_horici_barel","Land_horici_barel_sta","Land_hotel_p1","Land_hotel_p2","Land_jerabb","Land_jzd_4silka","Land_jzd_bezstrechy","Land_jzd_kr1","Land_jzd_kr2","Land_jzd_silo_tes","Land_jzd_stodola1","Land_jzd_stodola2","Land_jzd_vodojem","Land_kominaa","Land_kostelik_final_2122","Land_kravin","Land_lodenice","Land_maly","Land_marsh1","Land_marsh2","Land_megaa","Land_mol_cr","Land_molo","Land_molovabud1","Land_panelova2","Land_panelova3","Land_part1","Land_part2","Land_plynom","Land_pozorovatelna","Land_rozvodna","Land_senik","Land_st_vez","Land_syp_r","Land_trubice","Land_velkyjerab","Land_vetr_ele","Land_vstup","Land_vysoky1","Land_vysoky2","Land_zd_1"}; weapons[] = {}; requiredVersion = 1.04; requiredAddons[] = {"CAData"}; }; }; class CfgMusic { class tr_1 { name = "Nightstalkers ShoN - Old Yard"; sound[] = { "\nst\NS\music\Song15.ogg", 1, 1 }; }; class tr_8 { name = "Nightstalkers ShoN - Exchange"; sound[] = { "\nst\NS\music\song2.ogg", 1, 1 }; }; class tr_10 { name = "Nightstalkers ShoN - Defense"; sound[] = { "\nst\NS\music\song4.ogg", 1, 1 }; }; class tr_11 { name = "Nightstalkers ShoN - Victory"; sound[] = { "\nst\NS\music\song5.ogg", 1, 1 }; }; class smrt1 { name = "Nightstalkers ShoN - smrt"; sound[] = { "\nst\NS\music\smrt.ogg", 1, 1 }; }; class mp_amb { name = "Nightstalkers ShoN - Mp ambients"; sound[] = { "\nst\NS\sounds\new_atmos\amb_town_01_fx_mc.ogg", 1, 1 }; }; class mp_song1 { name = "Nightstalkers ShoN - Mp song 1"; sound[] = { "\nst\NS\music\mp_song1.ogg", 1, 1 }; }; class mp_song2 { name = "Nightstalkers ShoN - Mp song 2"; sound[] = { "\nst\NS\music\mp_song2.ogg", 1, 1 }; }; class mp_song3 { name = "Nightstalkers ShoN - Mp song 3"; sound[] = { "\nst\NS\music\mp_song3.ogg", 1, 1 }; }; class stand { name = "Nightstalkers ShoN - Namalsk"; sound[] = { "\nst\NS\music\stand.ogg", 1, 1 }; }; class Hunters_intro { name = "Nightstalkers ShoN - Hunters"; sound[] = { "\nst\NS\music\final_offer.ogg", 1, 1 }; }; class Hunters_nightime { name = "Nightstalkers ShoN - Hunters night"; sound[] = { "\nst\NS\music\nightime.ogg", 1, 1 }; }; class Hunters_daylight { name = "Nightstalkers ShoN - Hunters first daylight"; sound[] = { "\nst\NS\music\daylight.ogg", 1, 1 }; }; }; class CfgVehicleClasses { class Nightstalkers_obj { displayName = "$STR_NSO"; }; }; class CfgVehicles { class House; class Land_f_b1: House { access = 2; scope = 2; displayName = "$STR_hala1"; model = "\nst\NS\build\fact1\f_b1.p3d"; }; class Land_f_b2: House { access = 2; scope = 2; displayName = "$STR_hala1"; model = "\nst\NS\build\fact2\f_b2.p3d"; }; class Land_part1: House { access = 2; scope = 2; displayName = "$STR_tovarnap1"; model = "\nst\NS\build\fact_b\part1.p3d"; ladders[] = { { "start1", "end1" }, { "start2", "end2" }, { "start3", "end3" } }; }; class Land_part2: House { access = 2; scope = 1; displayName = "$STR_tovarnap2"; model = "\nst\NS\build\fact_b\part2.p3d"; ladders[] = { { "start1", "end1" } }; }; class Land_garaze: House { access = 2; scope = 1; displayName = "$STR_garage"; model = "\nst\NS\build\fact_b\garaze.p3d"; }; class Land_b_small1: House { access = 2; scope = 1; displayName = "$STR_tovarnas1"; model = "\nst\NS\build\fact_b\b_small1.p3d"; ladders[] = { { "start1", "end1" } }; }; class Land_pozorovatelna: House { access = 2; scope = 1; displayName = "$STR_pozorovatelna"; model = "\nst\NS\build\fact_b\pozorovatelna.p3d"; ladders[] = { { "start1", "end1" }, { "start2", "end2" } }; }; class Land_1: House { access = 2; scope = 1; displayName = "$STR_tovarnabud2"; model = "\nst\NS\build\fact_budv\1.p3d"; }; class Land_2: House { access = 2; scope = 1; displayName = "$STR_tovarnabud2"; model = "\nst\NS\build\fact_budv\2.p3d"; ladders[] = { { "start1", "end1" } }; }; class Land_kominaa: House { access = 2; scope = 1; displayName = "$STR_komin"; model = "\nst\NS\build\fact_b\kominaa.p3d"; ladders[] = { { "start1", "end1" }, { "start2", "end2" } }; }; class Land_vstup: House { access = 2; scope = 1; displayName = "$STR_vstup"; model = "\nst\NS\build\vstup\vstup.p3d"; ladders[] = { { "start2", "end2" } }; }; class Land_trubice: House { access = 2; scope = 1; displayName = "$STR_trubky"; model = "\nst\NS\build\fact_d\trubice.p3d"; ladders[] = { { "start1", "end1" } }; }; class Land_cast1: House { access = 2; scope = 1; displayName = "$STR_hala1"; model = "\nst\NS\build\hala\cast1.p3d"; ladders[] = { { "start2", "end2" } }; }; class Land_cast2: House { access = 2; scope = 1; displayName = "$STR_hala2"; model = "\nst\NS\build\hala\cast2.p3d"; ladders[] = { { "start2", "end2" } }; }; class Land_velkyjerab: House { access = 2; scope = 1; displayName = "$STR_jerab"; model = "\nst\NS\misc\jerab\velkyjerab.p3d"; ladders[] = { { "start1", "end1" } }; }; class Land_syp_r: House { access = 2; scope = 1; displayName = "$STR_sypka"; model = "\nst\NS\build\ves\syp_r.p3d"; }; class Land_mol_cr: House { access = 2; scope = 1; displayName = "$STR_molocr"; model = "\nst\NS\build\ves\mol_cr.p3d"; }; class Land_molo: House { access = 2; scope = 1; displayName = "$STR_moloo"; model = "\nst\NS\build\ves\molo.p3d"; }; class Land_plynom: House { access = 2; scope = 1; displayName = "$STR_plynom"; model = "\nst\NS\build\plech\plynom.p3d"; ladders[] = { { "start1", "end1" }, { "start2", "end2" }, { "start3", "end3" } }; }; class Land_molovabud1: House { access = 2; scope = 1; displayName = "$STR_sklad"; model = "\nst\NS\build\pristav\molovabud1.p3d"; ladders[] = { { "start1", "end1" } }; }; class Land_kostelik_final_2122: House { access = 2; scope = 1; displayName = "$STR_church"; model = "\nst\NS\build\ves\kostelik_final_2122.p3d"; ladders[] = { { "start1", "end1" } }; }; class Land_jerabb: House { access = 2; scope = 1; displayName = "$STR_jerabpr"; model = "\nst\NS\build\pristav\jerabb.p3d"; ladders[] = { { "start1", "end1" } }; }; class Land_kravin: House { access = 2; scope = 1; displayName = "$STR_kravinst"; model = "\nst\NS\build\ves\kravin.p3d"; ladders[] = { { "start1", "end1" } }; }; class Land_st_vez: House { access = 2; scope = 1; displayName = "$STR_vez_st"; model = "\nst\NS\build\plech\st_vez.p3d"; }; class Land_marsh1: House { access = 2; scope = 1; displayName = "$STR_marsh1"; model = "\nst\NS\build\ves\marsh1.p3d"; }; class Land_senik: House { access = 2; scope = 1; displayName = "$STR_marsh1"; model = "\nst\NS\build\ves\senik.p3d"; }; class Land_marsh2: House { access = 2; scope = 1; displayName = "$STR_marsh2"; model = "\nst\NS\build\ves\marsh2.p3d"; }; class Land_lodenice: House { access = 2; scope = 1; displayName = "$STR_lodenice"; model = "\nst\NS\build\ves\lodenice.p3d"; }; class Land_heliport: House { access = 2; scope = 1; class MarkerLights { class RedBlinking { name = "cerveny pozicni"; color[] = {1,0.1,0.1,1}; ambient[] = {0.1,0.01,0.01,1}; brightness = 0.01; blinking = 1; }; }; displayName = "$STR_heliportpr"; model = "\nst\NS\build\pristav\heliport.p3d"; animated = 0; nameSound = "helipad"; typicalCargo[] = {}; transportAmmo = 0; transportRepair = 0; transportFuel = 0; }; class Land_antena_vetsi: House { access = 2; scope = 1; displayName = "$STR_panelova2"; model = "\nst\NS\build\plech\antena_vetsi.p3d"; class MarkerLights { class RedBlinking { name = "pozicni blik"; color[] = {1,0.1,0.1,1}; ambient[] = {0.1,0.01,0.01,1}; brightness = 0.01; blinking = 1; }; }; }; class Land_vetr_ele: House { access = 2; scope = 1; displayName = "$STR_ele"; model = "\nst\NS\build\pristav\vetr_ele.p3d"; class MarkerLights { class RedBlinking { name = "pozicni blik"; color[] = {1,0.1,0.1,1}; ambient[] = {0.1,0.01,0.01,1}; brightness = 0.01; blinking = 0; }; }; }; class Land_zd_1: House { access = 2; scope = 1; displayName = "$STR_domek1"; model = "\nst\NS\build\ves\zd_1.p3d"; }; class Land_dr_1: House { access = 2; scope = 1; displayName = "$STR_stodola"; model = "\nst\NS\build\ves\dr_1.p3d"; }; class Land_dr_2: House { access = 2; scope = 1; displayName = "$STR_stodola2"; model = "\nst\NS\build\ves\dr_2.p3d"; }; class Land_dlouhy1: House { access = 2; scope = 1; displayName = "$STR_panelak"; model = "\nst\NS\build\panelaky\dlouhy1.p3d"; }; class Land_dlouhy2: House { access = 2; scope = 1; displayName = "$STR_panelak"; model = "\nst\NS\build\panelaky\dlouhy2.p3d"; }; class Land_hotel_p1: House { access = 2; scope = 1; displayName = "$STR_hotelp1"; model = "\nst\NS\build\panelaky\hotel_p1.p3d"; }; class Land_hotel_p2: House { access = 2; scope = 1; displayName = "$STR_hotelp2"; model = "\nst\NS\build\panelaky\hotel_p2.p3d"; ladders[] = { { "start2", "end2" }, { "start1", "end1" } }; }; class Land_panelova2: House { access = 2; scope = 1; displayName = "$STR_panelova2"; model = "\nst\NS\build\panelaky\panelova2.p3d"; ladders[] = { { "start2", "end2" }, { "start1", "end1" } }; }; class Land_panelova3: House { access = 2; scope = 1; displayName = "$STR_panelova3"; model = "\nst\NS\build\panelaky\panelova3.p3d"; ladders[] = { { "start1", "end1" } }; }; class Land_maly: House { access = 2; scope = 1; displayName = "$STR_maly"; model = "\nst\NS\misc\zebriky\maly.p3d"; ladders[] = { { "start1", "end1" } }; }; class Land_megaa: House { access = 2; scope = 1; displayName = "$STR_mega"; model = "\nst\NS\misc\zebriky\megaa.p3d"; ladders[] = { { "start1", "end1" } }; }; class Land_vysoky2: House { access = 2; scope = 1; displayName = "$STR_vysoky2"; model = "\nst\NS\build\panelaky\vysoky2.p3d"; ladders[] = { { "start1", "end1" }, { "start2", "end2" }, { "start3", "end3" } }; }; class Land_vysoky1: House { access = 2; scope = 1; displayName = "$STR_vysoky2"; model = "\nst\NS\build\panelaky\vysoky1.p3d"; }; class Land_rozvodna: House { access = 2; scope = 1; displayName = "$STR_rozvodna"; model = "\nst\NS\build\jzd\rozvodna.p3d"; ladders[] = { { "start1", "end1" } }; }; class Land_jzd_4silka: House { access = 2; scope = 1; displayName = "$STR_budova"; model = "\nst\NS\build\jzd\jzd_4silka.p3d"; ladders[] = { { "start1", "end1" }, { "start2", "end2" }, { "start3", "end3" }, { "start4", "end4" }, { "start5", "end5" } }; }; class Land_jzd_kr1: House { access = 2; scope = 1; displayName = "$STR_budova"; model = "\nst\NS\build\jzd\jzd_kr1.p3d"; ladders[] = { { "start3", "end3" }, { "start4", "end4" }, { "start6", "end6" } }; }; class Land_jzd_kr2: House { access = 2; scope = 1; displayName = "$STR_budova"; model = "\nst\NS\build\jzd\jzd_kr2.p3d"; ladders[] = { { "start1", "end1" }, { "start2", "end2" }, { "start5", "end5" } }; }; class Land_jzd_silo_tes: House { access = 2; scope = 1; displayName = "$STR_budova"; model = "\nst\NS\build\jzd\jzd_silo_tes.p3d"; ladders[] = { { "start1", "end1" }, { "start2", "end2" }, { "start3", "end3" }, { "start4", "end4" }, { "start5", "end5" }, { "start6", "end6" } }; }; class Land_jzd_stodola1: House { access = 2; scope = 1; displayName = "$STR_budova"; model = "\nst\NS\build\jzd\jzd_stodola1.p3d"; }; class Land_jzd_stodola2: House { access = 2; scope = 1; displayName = "$STR_budova"; model = "\nst\NS\build\jzd\jzd_stodola2.p3d"; ladders[] = { { "start1", "end1" } }; }; class Land_jzd_bezstrechy: House { access = 2; scope = 1; displayName = "$STR_budova"; model = "\nst\NS\build\jzd\jzd_bezstrechy.p3d"; }; class Land_jzd_vodojem: House { access = 2; scope = 1; displayName = "$STR_budova"; model = "\nst\NS\build\jzd\jzd_vodojem.p3d"; }; class Land_Fire; class Land_horici_barel: Land_Fire { model = "\nst\NS\misc\barely\barel_horici_new.p3d"; vehicleClass = "Nightstalkers_obj"; displayName = "$STR_bf1"; }; class Land_horici_barel_sta: Land_Fire { model = "\nst\NS\misc\barely\barel_horici_sta.p3d"; vehicleClass = "Nightstalkers_obj"; displayName = "$STR_bf2"; }; }; class CfgSounds { class pipnuti { name = "PÃpnutÃ"; sound[] = { "\nst\NS\sounds\pip.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class pda { name = "PÃpnutà - pda"; sound[] = { "\nst\NS\sounds\pda.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class dosimetr1 { name = "Dosimetr - mensi"; sound[] = { "\nst\NS\sounds\dos1.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class dosimetr2 { name = "Dosimetr - mensi"; sound[] = { "\nst\NS\sounds\dos2.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class cvak { name = "Cvaknuti"; sound[] = { "\nst\NS\sounds\cvak.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_Forest { name = "NS_Forest"; sound[] = { "\nst\NS\sounds\Forest.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_Rain { name = "NS_Rain"; sound[] = { "\nst\NS\sounds\Rain.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_Blizz { name = "NS_Blizz"; sound[] = { "\nst\NS\sounds\blizzard.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_Thunder { name = "NS_Thunder"; sound[] = { "\nst\NS\sounds\Thunder.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_wind1 { name = "NS_wind1"; sound[] = { "\nst\NS\sounds\wind1.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_wind2 { name = "NS_wind2"; sound[] = { "\nst\NS\sounds\wind2.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_wind3 { name = "NS_wind3"; sound[] = { "\nst\NS\sounds\wind3.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_wind4 { name = "NS_wind4"; sound[] = { "\nst\NS\sounds\wind4.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_thunder1 { name = "NS_thunder1"; sound[] = { "\nst\NS\sounds\thunder-0.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_thunder2 { name = "NS_thunder2"; sound[] = { "\nst\NS\sounds\thunder-1.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_thunder3 { name = "NS_thunder3"; sound[] = { "\nst\NS\sounds\thunder-2.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_thunder4 { name = "NS_thunder4"; sound[] = { "\nst\NS\sounds\thunder-3.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_swamp { name = "NS_swamp"; sound[] = { "\nst\NS\sounds\rt_swamp_thing1.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_bcksound1 { name = "NS_bcksound1"; sound[] = { "\nst\NS\sounds\rt_sickened2.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_bcksound2 { name = "NS_bcksound2"; sound[] = { "\nst\NS\sounds\rt_sickened1.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_bcksound3 { name = "NS_bcksound3_wind"; sound[] = { "\nst\NS\sounds\rt_eerie_wind1.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_bcksound4 { name = "NS_bcksound4_wind"; sound[] = { "\nst\NS\sounds\rt_dark_indoor_amb1.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_coo1 { name = "NS_coo1_sova"; sound[] = { "\nst\NS\sounds\rt_coo1-m.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_ambient1 { name = "NS_ambient1"; sound[] = { "\nst\NS\sounds\rt_ambient2.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_ambient2 { name = "NS_ambient2"; sound[] = { "\nst\NS\sounds\rt_ambient1.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_mouchy1 { name = "NS_mouchy1"; sound[] = { "\nst\NS\sounds\random_flies2.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_mouchy2 { name = "NS_mouchy2"; sound[] = { "\nst\NS\sounds\random_flies1.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_wind1n1 { name = "NS_wind1n1"; sound[] = { "\nst\NS\sounds\new_wind2b.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_wind1n2 { name = "NS_wind1n2"; sound[] = { "\nst\NS\sounds\new_wind2a.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_wind2n1 { name = "NS_wind2n1"; sound[] = { "\nst\NS\sounds\new_wind1b.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_wind2n1_r { name = "NS_wind2n1_r"; sound[] = { "\nst\NS\sounds\new_wind1b_l.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_wind2n2 { name = "NS_wind2n2"; sound[] = { "\nst\NS\sounds\new_wind1a.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_thunder1n { name = "NS_thunder1n"; sound[] = { "\nst\NS\sounds\new_thunder3.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_thunder2n { name = "NS_thunder2n"; sound[] = { "\nst\NS\sounds\new_thunder2.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_thunder3n { name = "NS_thunder3n"; sound[] = { "\nst\NS\sounds\new_thunder1.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_rain1n { name = "NS_rain1n"; sound[] = { "\nst\NS\sounds\new_rain3.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_rain2n { name = "NS_rain2n"; sound[] = { "\nst\NS\sounds\new_rain2.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_rain3n { name = "NS_rain3n"; sound[] = { "\nst\NS\sounds\new_rain1.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_rain4n { name = "NS_rain4ndrops"; sound[] = { "\nst\NS\sounds\Sound\new_rain_and_drops3.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_rain5n { name = "NS_rain5ndrops"; sound[] = { "\nst\NS\sounds\new_rain_and_drops2.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_rain6n { name = "NS_rain6ndrops"; sound[] = { "\nst\NS\sounds\new_rain_and_drops1.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_forestbird1 { name = "NS_forestbird1"; sound[] = { "\nst\NS\sounds\new_forest_bird5.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_forestbird2 { name = "NS_forestbird2"; sound[] = { "\nst\NS\sounds\new_forest_bird4.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_forestbird3 { name = "NS_forestbird3"; sound[] = { "\nst\NS\sounds\new_forest_bird3.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_forestbird4 { name = "NS_forestbird4"; sound[] = { "\nst\NS\sounds\new_forest_bird2.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_forestbird5 { name = "NS_forestbird5"; sound[] = { "\nst\NS\sounds\new_forest_bird1.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_mouchy1n { name = "NS_mouchy1n"; sound[] = { "\nst\NS\sounds\new_flies1.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_mouchy2n { name = "NS_mouchy2n"; sound[] = { "\nst\NS\sounds\new_flies2.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_bckdrone1 { name = "NS_bckdrone1"; sound[] = { "\nst\NS\sounds\new_drone2.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_bckdrone1_l { name = "NS_bckdrone1_repeat"; sound[] = { "\nst\NS\sounds\new_drone2_l.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_bckdrone2 { name = "NS_bckdrone2"; sound[] = { "\nst\NS\sounds\new_drone1.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_bckdrone2_l { name = "NS_bckdrone2_repeat"; sound[] = { "\nst\NS\sounds\new_drone1_l.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_havran1 { name = "NS_havran1"; sound[] = { "\nst\NS\sounds\new_crow3.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_havran2 { name = "NS_havran2"; sound[] = { "\nst\NS\sounds\new_crow2.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_havran3 { name = "NS_havran3"; sound[] = { "\nst\NS\sounds\new_crow1.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_ptak1 { name = "NS_ptak1"; sound[] = { "\nst\NS\sounds\new_bird3.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_ptak2 { name = "NS_ptak2"; sound[] = { "\nst\NS\sounds\new_bird2.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_ptak3 { name = "NS_ptak3"; sound[] = { "\nst\NS\sounds\new_bird1.ogg", 1, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_town_01 { name = "Nightstalkers - Vorkuta amb 01"; sound[] = { "\nst\NS\sounds\new_atmos\amb_town_01.ogg", 1.58489, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_town_02 { name = "Nightstalkers - Vorkuta amb 02 - playground"; sound[] = { "\nst\NS\sounds\new_atmos\playground.ogg", 1.58489, 1 }; titles[] = { 0, "$STRM_" }; }; class NS_town_03 { name = "Nightstalkers - Vorkuta amb 03"; sound[] = { "\nst\NS\sounds\new_atmos\amb_namalsk_2.ogg", 1.58489, 1 }; titles[] = { 0, "$STRM_" }; }; }; And please move your env sounds to your world only: Individual cfgEnvSounds per terrain class CfgEnvSounds { class Hills { name = "$STR_DN_WIND"; sound[] = { "nst\ns\sounds\new_atmos\amb_town_02.ogg", 0.2, 1 }; volume = "hills"; }; }; Share this post Link to post Share on other sites
katdogfizzow 13 Posted November 15, 2009 Awesome work dude, having tons of fun on this map. the atmosphere is is great . amazing... One issue to report: The two 3 story buildings on the Tara port entry road allow ai players to walk through walls and even the nearby containers ...scratches head .... south side of port close to water Share this post Link to post Share on other sites
sir fragalot 0 Posted November 16, 2009 Awesome work dude, having tons of fun on this map. the atmosphere is is great . amazing...One issue to report: The two 3 story buildings on the Tara port entry road allow ai players to walk through walls and even the nearby containers ...scratches head .... south side of port close to water it seems this is an overall problem of some buildings. i love the underground complex, but when i place ai's (with rte) down there some tend to wander off through the walls where they fall down to the ground. they don't recognize the wall unfortunately... Share this post Link to post Share on other sites
Sumrak 6 Posted November 16, 2009 kju: Thank you very much, this very helps :) ;) Sir Fragalot: Yes, i know, whole underground object is still in development phase there will be next floor and then i can make paths for AI ;) This and more improvements will be contained in Nightstalkers: Shadow of Namalsk modification (release January, February 2010- i hope :D) katdogfizzow: Thanks :) .. AI players sometimes still walking through some objects.. i'm not sure, if this is really my fault.. maybe just bigger count of objects there.. Share this post Link to post Share on other sites
Simon C 0 Posted November 16, 2009 Will we see a fix for the map grid soon? Currently, you only get 2 digits showing up at any one time, where it should be 1 at fully zoomed out, 2 for mid-range zoom, and 3 for full zoom, giving a 6 digit grid-ref. :) Share this post Link to post Share on other sites
Sumrak 6 Posted November 16, 2009 Will we see a fix for the map grid soon? Currently, you only get 2 digits showing up at any one time, where it should be 1 at fully zoomed out, 2 for mid-range zoom, and 3 for full zoom, giving a 6 digit grid-ref. :) I know, working on it :) Patch will be soon, with some other tweaks ;) Sumrak Share this post Link to post Share on other sites