Jump to content

grimwald

Member
  • Content Count

    155
  • Joined

  • Last visited

  • Medals

Everything posted by grimwald

  1. Here's Alpha 0.1 for download. Requirements as in OP. All credit to the creators of the various add-ons I used is freely and thankfully given for their hard work. A couple of limitations I haven't overcome yet: getting meat with RSP (everything else seems to work), and the RSP "meters" make the various hints disappear very quickly. (so check your map & tasks). Edit: Check the readme NSMSB.txt inside the archive. D/L is about 17mb.
  2. Mission with RSP has a couple of issues: --Getting meat from animals isn't working in mine. --RSP dialog for water, hunger, speed, overwrites the normal hint space so it "drowns" out any hint messages. Haven't had any haters, yet.
  3. I found it worthwhile removing the Namalsk content from the @Stalker stuff and adding @NC to the launch path.
  4. grimwald

    Arma 2: Namalsk Crisis

    We had a bug that stopped us advancing - I died in a trigger and then spawned "dead" in the next mission. So we had to restart but it was worth it because we still made it past that part and on further. I guess that's the trouble with being "late to the party" when a dev has shelved the game as "end of life" - kind of like Windows XP hold outs. Ultimately Sumrak has left the ARMA community with great content in Namalsk + NC + Namalsk DayZ, so I can understand that he feels ready to move on to new things in the exciting ARMA3 environment. In fact I hope he gets to become a full time game-dev for a while. Such a great eye for detail and ear for atmosphere. Best of luck, Sumrak.
  5. Having trouble getting the meat from animals. I've got the percentages and the speed meter showing up. Interaction buttons are definitely configured correctly - I can take water from rain barrels, for instance, and interact with buildings. Some fixes required: Instead of using constant hintSilent for the meters, make a resource to display the same information. This interferes with mission updates and the like that also use hint, hint format, or hintSilent. Might as well tie such a resource in to display ace_stamina, too. IV Bag. readme.txt needs to be a bit more accurate, or more clear. Set it to be able to take water from the "village well" object, and the "hand water pump" object. Also the wood pile with axe object ought to be usable in some fashion by this mod/scripts. Great work Tong. Hope you're able to progress it further and polish it up.
  6. If you configure the sounds as CfgMusic classes then they can show up in the Environmental Effects of Triggers. http://community.bistudio.com/wiki/description.ext#cfgMusic
  7. Hey stalker fans. I will be releasing an alpha of a Namalsk mini stalker sandbox in a few days. Not trying to steer anyone away from meanmachines work but give you something to fill the time with until it is done. :-) Stay tuned.
  8. grimwald

    Arma 2: Namalsk Crisis

    Disagree: do bother. It's fun and shows what can be done by one person with a vision and the intent to make something. It is also a fantastic benchmark for sound-design that professional game production studios could learn a thing or two from. I've made it through 6 missions in MP and the only reason we stopped was RL commitments. Sure it has some game-breaking bug but so does Skyrim.
  9. Love this add-on. Agree with the amounts being too large (unless they spoil quickly if left uncooked). Doesn't seem to work on boars from my testing. So should be getting meat of a boar, or goat, or any other animal - even a dog if you want to make a desperate "The Road" kind of scenario.
  10. ARMA2 won't support that (AFAIK), although ARMA3 will.
  11. Hi everyone. I'm looking for some voice actors. The parts are small. Ideally with Eastern European accents. Sound quality can be low as long as the words are intelligible. If you are able to put FX on the finished file to make it sound like a 2-way radio that's great, too. Especially if you can add some of those digital "chirps" like from a trunking radio system. Contact me for scripts. 4 parts/characters. EDIT: Only one part is available.
  12. @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?
  13. Awesome; with that info I've got it working and it makes the unit immune to the anomaly. Thank you!
  14. 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: Does that mean the artifacts are magazines?
  15. 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.
  16. @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";
  17. Nice progress. Couple of crit's: No bearers in the house to hold up the floorboards of the first level. The houses look like they never had electricity - no fuse box, power points, etc. Floorboards need broken edges and sagging boards. Maybe some moss or black-mold for the corners that never see sun. If there's modified containers and improvised fortifications perhaps some props like MIG welders, tin snips, stacks of bricks, compressors, nail-guns, entrenching tools, and such could be made to litter about. Further ideas: Sites nearby would be stripped of candidate materials. Improvised fortifications: reclaimed materials, beams staked into the ground, bricks as a retaining wall for soil, chicken wire or mesh fencing as grenade screens. It's very "Mad Max" but I imagine these forts will be limited to faction headquarters and smaller ones for holding the tactical points.
  18. Thought this would make a good location (if it's not in your scrapbook already): http://www.panoramio.com/photo/68080330
  19. The Knock idea is great. Very simple way to build suspense! Especially if there's a way to randomize events that occur after the knock. Stalker is pretty hard to secure a mechanism of market-protection for since the word has common-usage to mean hunter (implies stealth). Eg. Deer-stalker. The universe of the Stalker games is likewise hard to protect with copyright since its cross-genre and essentially "wasteland with some magic items". IMO there's no cause to worry. If a project was so sensitive that a non-commercial fan mod is a threat to its success it'll probably fail anyway.
  20. Sumrak last posted on 15th March in his Namalsk thread saying he's not going to port it to A3.
  21. Thanks for the update, Old Bear. @Sled88 - would you be willing to release the terrain, or let me use it for one project? Plan is to make a small co-op STALKER-themed "sandbox" exploring the narrative behind the Bloodsuckers.
  22. @OldBear, I'd love to use it. If you have any updates to the map please contact me (Have sent PM and email). Hope you're okay after hospital.
  23. Yes, big fan from way back (Oblivion Lost alpha builds). Sandbox game idea is to have series of "missions" around the narrative of how Bloodsuckers came into being. The Sandbox part is supported by the inclusion of random "missions" that have no effect on the game if taken, failed, or otherwise. My biggest challenges are testing, finding out how to make artifacts do something, and implementing a trader (although there's someone posting with a trader in their sig that I have to investigate those scripts). I'm guessing it'll be about 10hours of gameplay to follow the core "missions". Hopefully I can get it co-op friendly. If anyone's interested in helping PM, or email, me and let me know how you could help - even if it's just to run through what's done so far.
  24. Thanks docpet. Do you &/or DAP or others, plan on making an ARMA3 version?
  25. @meanmachine1 Long way off, for sure. I'm hoping there will be a lot more community-made assets by that time which are up to your standard and can be included. The apparent modular outfitting (gear and uniform) I've seen in Alpha footage is very impressive. It looks like a great base for modding. Imagining vast libraries of outfits, accessories, clothes, backpacks, body armor, etc. got me a bit excited. LOL@me. Glad you're clarifying your setting with those extra influences. It's pretty easy to think STALKER-themed means that STALKER is the only theme. I look forward to it. Exploring a quasi-magical post-apocalyptic setting of industrial wasteland is so much fun and there's a very strong appeal that a large group of players indulge in. You've inspired me to get back to my STALKER-themed short duration sandbox. F**K it's a lot of work and with ARMA3 apparently close it feels a little less than worth it making it at all. But it must be done.
×