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[Release] Namalsk Redux Traders + Spawn Zones
noelite posted a topic in Exilemod (Unofficial)'s Maps - Mission Files
These files published include: 2 Trader Cities Boat Traders Aircraft Traders Map Markers Concrete Mixer Radiation Zone https://anonymousfiles.io/nCrUoUBq/ Installation Go To A3Launcher and Download S.T.A.L.K.E.R .: Live Zone ExileMod CUP Terrains - Core if you want add DS Houses for more loot spwans -
I m having an error message using the Namalsk Map. First, I tried without any addon or patch and i had this: No Entry for 'bin\config.bin/cfgWorlds/namalsk/WaterExPars.FogColorLightInfluence'. Then i applied the Namalsk Light Patch V2, this solved the previous problem, but created another one: Embedded skeleton building in 'nsts_structures\seb_mine_maringotka.p3d' has different [bones count ] in different p3d files. Skeleton/model 'nsts_a2\hlidac_budka.p3d' will probably not work correctly im creating a mission in Single Player and the doubt is : ¿this error will affect something and someone knows how to fix it?
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Namalsk for Arma III Situation After a few moths of Work we proudly present you Namalsk ported over to Arma 3 with a very nice face lift. Me and the Exile Mod Team worked closely together with Sumrak the Original author of Namalsk to bring the island to Arma 3 and upgrade it on a lot of levels. Currently the download only includes the Map itself, modules and other things included into Namalsk will follow later, maybe even the campaign. Namalsk Background Story Namalsk history dates back approximately to the 50s of the last century. In these times, began colonizing islands in the Bering Sea. The former Soviet Union saw clear benefits from use of these islands by intensified tensions of the Cold War. On Namalsk were built military facilities, such as Brensk, Norinsk, Northern and Southern military base, or a spy transmitter on the highest mountain of Namalsk - Seraja. These buildings also came with the inhabitants, who settled mainly in the north, where today stands the capital city - Vorkuta. Residents began to live on Namalsk with mainly fishing, the construction of 2 ports - Lubjansk - small port in the north and Tara, a large port on the island just near Namalsk. The southern region later found other than a military use and began to mine coal here. Coal mining has caused the construction of the railway line from the coal mine Sebjan port on the island, called by the port there, Tara. They also built the northern grasslands of the collective farm Jalovisko. On Namalsk lived in 2008 approximately 1,100 people. With the coming financial Crisis nations around the world began to think more about investments and savings. In 2010 the Russian government has decided to leave some localities, especially in the Bering Sea, among them the island Namalsk. But when after few more months, when government more and more openly talked about moving people, Namalsk stopped responding, there was, after unsuccessful attempts to survey, in May 2011 sent the Russian army. Encountered here, at first glance a deserted island, at second, not so .. What happened next? You can download the Arma 2 Version of Namalsk including the awesome campaign "Namalsk:Crisis" to find out more about the mysterious place. Authors - Sumrak the Original Author of Namalsk (www.nightstalkers.cz) - Lappihuan - Exile Mod Team (www.exilemod.com) Special thanks - Sumrak for creating this awesome map - Aggro and Spire for project coordination - M1lkm8n and Smokedog for the outstanding JBAD buildings - Bohemia Interactive for the Arma series This work uses the JBAD Buildings with kind permission of M1lkm8n and Smokedog: www.armaholic.com/page.php?id=26806 Changelog not available yet Download Armaholic http://www.exilemod.com/downloads/ gdrive If you have any questions or issues or suggestions, feel free to post in here.
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Hey there. I have a question about the Blowout script that comes with the Namalsk map. What I want to do is to create a script that a certain Player can activate the Blowout sequence, most likely with the scroll menu. But, the problem is that I have no experience with scripting in Arma. It would be damn awesome if somebody could help me out with this one.
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Namalsk island A part of Nightstalkers: Shadow of Namalsk modification.. http://download.nightstalkers.cz/arma2/namalsk_v1.10.jpg (127 kB) What is Namalsk? Namalsk is a fictional island located in Bering Sea in Russian Federation. It is island with very complicated conditions for living. Island is covered mainly by coniferous forests and mountains on the south part are covered by permanent snow cover. Namalsk is hiding a lot of industrial objects., for example there is high transmitter Seraja in mountains, underground in object AII, big town Vorkuta and two harbors Tara and Lubjansk. You can read more about Namalsk history here and also here. What is Nightstalkers: Shadow of Namalsk? Namalsk is only the part of this modification, full modification, with campaign on Namalsk island and more features (more info here or here) will be released probably in Q1-Q2 2011. Namalsk is using models of buildings from this mod and probably these models will be in this period more tune-up (added for more objects paths for AI, etc.). I tried to minimize size of this release, so, don't await full versions of all pbo's, there are only things, which are needed for playing on Namalsk. Detailed description of Namalsk: Very detailed island Covered almost by new objects (buildings and smaller misc objects from Nightstalkers: Shadow of Namalsk modification) You can found on Namalsk big town Vorkuta, old hospital, small factories and villages, yard,2 harbors, mountains covered by snow, big agricultural object Jalovisko, UNDEGROUND object AII (since 1.10 patch new part!!), train tracks, deep forests and more and more .. SEE Screenshots below they tells more than words Since ArmA II, new island is near Namalsk, called Tara Since ArmA II, Completely NEW painted satellite mask with higher resolution. Since ArmA II, Enhaced quality of ground textures Since ArmA II, Enhaced performance on whole island Tweaked ArmA II trees for better performance on Namalsk You can see map here Here are screenshots from Namalsk in ArmA II Main menu with Namalsk Gray forest on north North army base In Jalovisko area, agricultural part In Jalovisko area #2, village part Swamp on north, near Vorkuta Afternoon sun in Vorkuta town Old yard on northen part Road from west point to Brensk, Seraja above West point From Nitija Mountains in clouds From Norinsk, Seraja (see container for NAC) View from Norinsk factory to Seraja and Ledjanajana Sun above Norinsk Namalsk mountains with Seraja peak and transmitter Sebjan coal mine with rail track Near Sebjan coal mine Sebjan factory Old hospital In object of old hospital NAC observation point on Tara island Underground of AII Underground of AII Underground of AII Underground of AII AI object Nitija AII object AII object AII object Details about 1.10 update.. New big patch for Namalsk island. Finally, after months of working on my mod (http://forums.bistudio.com/showthread.php?t=87625) i get some time also for island. Included couple of changes (particullary based on reports by community). For more details, please, see changelog below.. New patch also changing appearance of underground, which have now also next floor. Mission makers are able to use module, which can spawn approximately 100 misc objects into underground. New section on official website of the mod was also added - MODULES. Check http://www.nightstalkers.cz for more information about modules and their functions. What is AII Laboratory? AII object is a experimental object in ArmA II. It seems to be normal ground factory, but, under this factory is a 4 floor undeground. This object exist since ArmA 1, 0.45 version, but, in this patch (Namalsk ArmA II 1.10) is object upgraded and got his final apperance. Added new floor, which is also particullary flooded with water. (see screenshots) There are still problems, that underground isnt too dark in daylight, but, i tried to do with this something, so, underground is now darker and if you have turned shadows on, you get even better results. (Screenshots - at night with AII Module, underground lights turned on) AII Laboratory module Because was underground quite empty, i created module, which can spawn approximately 100 misc objects. With these objects are spawned lights also. (this is not a abandoned laboratory (according to Namalsk Crisis story)) Default state - lights off, but.. you can control lights with variables: * control variable ns_aii_l_status (0 = lights off, 1 = lights on) * lights intensity variable ns_aii_l_intensity (i recommend very small values = 0.01 - 0.05, 0 = off (dark), 1 = fully on (not recommended)) You don't have to put init of these variables into some inicialization. You can control them during mission. Maybe you will have problems with very strength glow, if you have postprocess details on maximum, try to set lower setting for postprocess. Small example, how to try this module: 1 2 3 Color schemes modules You can use them for changing color scheme in your mission. The only thing, which you need to get these modules working, is inserting module into your mission. From the last version, modules was improved and they are now with priority (def, defgray, cold <=> 1501, 1502, 1503) This release contains: Namalsk island, v1.10 Updated Nightstalkers data files (ns.pbo, ns2.pbo, ns_plants.pbo, ns_rocks.pbo,..) Part of ns_modules addon, improved color schemes and module for controlling uderground. All pbos signed with NST.bikey for safety use in MP This release needs: ArmA II (patches are optional, i think, it must work with all versions) (But, i recommend to you newest patch or beta patch.) Changelog: *Added: AII underground spawn module (spawns misc objects into undeground, you are also able to control lights there) *Added: Extended underground of AII object, now with other floors (see details with release) *Added: Added some objects to some locations, entrance to the AI and vehicle entrance to the AII object,.. *Added: New entrace in AII object into underground *Added: Destruction animation for railroad bridge *Added: Ambient sounds for Namalsk *Added: More penetration materials added onto parts of objects (glass, wood, iron..) *Changed: Changed to a better structure of Nightstalkers: Shadow of Namalsk mod, which is used by Namalsk *Changed: Walking on objects have now a proper sound based on type of material (wood, plates, etc..) *Changed: Namalsk is no longer default island *Changed: Namalsk config adapted for further ArmA II patches (new cloads parametres) *Changed: Rail-tunnels models reworked *Changed: AI object have now geometry and better roadway lod *Changed: Changed color of snow on satellite map (little) *Changed: Improved color filters for Namalsk, now also with priority (def, defgray, cold <=> 1501, 1502, 1503) *Fixed: Better bump maps for ground textures (particullary removes strange effect with old textures) *Fixed: Issues with not working property "damage = no" in models, fixed by destrType="DestructNo"; in cfg *Fixed: Tall grass model issue *Fixed: Strange white artifact in lowres lod in small spruce model *Fixed: AII underground is now darker and with shadows you get even better result *Fixed: Improved configs (Thanks to Kju) *Fixed: ArmA2.rpt related warnings to the Strange convex component *Fixed: ArmA2.rpt related warnings to (class=house) missing object class *Fixed: ArmA2.rpt related warnings to the updating base class *Fixed: ArmA2.rpt should be now without any other warnings *Fixed: Some object positions related issues (barrels in AII object, etc..) *Fixed: Some issues related to the roadways on some objects *Fixed: A lot of another tweaks in models (based on reports, thanks to reporters) *Issue: There is unfor. still triangular poly bug on low terrain detail, only solution is set to bigger terrain detail (normal settings is enough) Bugs: If you found bug (except triangular poly bug), please, PM me or contact me via email (sumrak@nightstalkers.cz)! Thanks. Thanks to: GSC Gameworld - some sounds, textures and objects (like Sebjan factory and mine) from S.T.A.L.K.E.R. game mikebart - texture for grass SenChi - Skybox textures and edited grass texture by mikebart Pikus - author of Chemical plant objects and wind powerplant Saigos - for making a photos as data for Jalovisko buildings models Apo - for testing Namalsk v1.0 Dokix2 - for testing version 1.10 ..and Bohemia Interactive for great game List of files included in namalsk_v1.10.7z @Namalsk.bat Keys\NST.bikey Nightstalkers\Addons\namalsk.pbo Nightstalkers\Addons\namalsk.pbo.NST.bisign Nightstalkers\Addons\ns.pbo Nightstalkers\Addons\ns.pbo.NST.bisign Nightstalkers\Addons\ns2.pbo Nightstalkers\Addons\ns2.pbo.NST.bisign Nightstalkers\Addons\ns_modules.pbo Nightstalkers\Addons\ns_modules.pbo.NST.bisign Nightstalkers\Addons\ns_music.pbo Nightstalkers\Addons\ns_music.pbo.NST.bisign Nightstalkers\Addons\ns_plants.pbo Nightstalkers\Addons\ns_plants.pbo.NST.bisign Nightstalkers\Addons\ns_rocks.pbo Nightstalkers\Addons\ns_rocks.pbo.NST.bisign Nightstalkers\Addons\ns_sounds.pbo Nightstalkers\Addons\ns_sounds.pbo.NST.bisign Installation: YOU DON'T NEED ANY PREVIOUS VERSION, PLEASE, DO CLEAN INSTALL (DELETE OLD INSTALLATION AND THEN EXTRACT THIS NEW VERSON) You can run ArmA II with Namalsk using @Namalsk.bat. Pbo's are located in Nightstalkers folder. Download: The current version of Namalsk is 1.55, released for Arma II: Combined Operations and it is available to download with Namalsk Crisis Update 2 aka "Pathfinder", please check this topic: http://forums.bistudio.com/showthread.php?t=118731! Hotfix for 1.10 version, 10MB, 7z *Fixed: Namalsk ambients sounds are now played only on Namalsk (local settings) http://www.nightstalkers.cz/down/index.php?soubor=namalsk_hotfix 1.10 version, 304MB, 7z (links for 1.10 & hotfix) Armaholic.com Namalsk v1.10 Armaholic.com hotfix Thanks to Foxhound (links for 1.10 & hotfix) Armedassault.info Thanks to Old Bear (links for 1.10 & hotfix) ePrison.de Namalsk v1.10 Thanks to Stavanger (links for 1.10 & hotfix) arma2base.de Namalsk v1.10 arma2base.de hotfix Thanks to Miller (hotfix included) Six Updater Network Thanks to Sickboy (hotfix included) nightstalkers.cz I hope, that you will enjoy Namalsk ;) Sumrak, mod leader and creator of Nightstalkers: Shadow of Namalsk mod sumrak@nightstalkers.cz http://www.nightstalkers.cz http://www.xfire.com/profile/sumr4k/
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Is it possible to FORCE teamswitch by trigger activation?
CombatComm posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you in advance!