> DayZ: Namalsk > Changelog >
DayZ: Namalsk compatible with DayZ mod, version 1.7.7.1
Do you want to track changes in better details? Check the official repository of DayZ Namalsk project on https://github.com/SumrakDZN/DayZNamalsk.
Release [v0.75]
Client-side
<< General >>
Changed: All of the needed files were updated to be compatible with DayZMod 1.7.7.1
Changed: Hitsounds for infected (you will no longer hear default arma2 hitsound when shooting infected)
Changed: All infected are using (zombieLoot) Namalsk cfgLoot classes now (to counter the amount of loot the infected can spawn using classic DayZMod cfgLoot classes)
Changed: Although you will meet the new 1.7.7.1 infected (viral) during your survival attempts on Namalsk, it uses different (new) classes
Changed: Loot is now more scarce on Namalsk
Changed: Bloodsucker spawn should be more rare again (+spawn density parameter extended, see init.sqf file in mission pbo)
Fixed: Travelling over Tara bridge should be safe again
<< Loot tables >>
Added: "ItemNails" to "genericNamalskNoFood", "genericNamalsk"
Added: "ItemWaterbottleUnfilled" to "militaryNAC"
Added: New types of food into "foodNamalsk"
Changed: All custom "CfgLoot" classes to match the new DayZMod's format
Changed: All custom "CfgBuildingLootNamalsk" classes to match the new DayZMod's format
Changed: Increased the basic infected count in "CfgBuildingLootNamalsk" classes
Changed: Several infected parameters (count, chance,..) in Namalsk loot tables
Changed: The golden mine aka "Land_dlouhy1" building with 53 possible residential loot spots was "relooted" to 25 loot spots
Changed: "BAF_AssaultPack_DZN" changed to "DZ_British_ACU"
Fixed: Few loot positions on some objects to prevent script errors when using this spot to spawn
Removed: "10Rnd_127x99_m107" from "militaryNAC" and "militaryNamalsk"
ResidentialNamalsk
- Lowered spawn chance of "ItemWatch", "Makarov", "MakarovSD", "Colt1911", "Binocular", "LeeEnfield" and "WeaponHolder_ItemCrowbar"
- "WeaponHolder_MeleeCrowbar" changed to "WeaponHolder_ItemCrowbar"
- Added "MeleeBaseBallBat", "WeaponHolder_ItemHatchet"
IndustrialNamalsk
- Lowered spawn chance of "WeaponHolder_ItemHatchet", "WeaponHolder_PartEngine", "ItemKnife"
- Increased spawn chance of "trash"
- Added "WeaponHolder_ItemCrowbar"
FarmNamalsk
- "WeaponHolder_ItemMachete" changed to "MeleeMachete"
- Lowered spawn chance of "WeaponHolder_ItemHatchet", "PartWoodPile"
- Increased spawn chance of "trash"
SuperMarketNamalsk
- Increased spawn chance of "trash", "Binocular"
- Lowered spawn chance of "ItemWatch", "Crossbow_DZ"
HospitalNamalsk
- Increased spawn chance of "trash"
- Lowered spawn chance of "MedBox0_DZN"
HelicrashNamalsk
- Lowered spawn chance of "MedBox0_DZN", "AmmoBoxSmall_556" and "AmmoBoxSmall_762"
- Removed spawn of "M107_DZ" and "BAF_AS50_scoped"
MilitaryNamalsk
- Added spawn of "trash"
MilitaryNamalskWinter
- Added spawn of "trash"
MilitarySpecialNamalsk
- Added spawn of "trash", "Sa58P_EP1" and "Sa58V_EP1"
- Lowered spawn chance of "AmmoBoxSmall_556" and "AmmoBoxSmall_76"
MilitarySpecialNamalskWinter
- Added spawn of "trash", Sa58P_EP1 and Sa58V_EP1
- Lowered spawn chance of "AmmoBoxSmall_556" and "AmmoBoxSmall_762"
- Removed spawn of "M107_DZ"
MilitarySpecialNAC, MilitarySpecialNACER7
- Added spawn of "trash", "Sa58P_EP1" and "Sa58V_EP1"
- Lowered spawn chance of "AmmoBoxSmall_556" and "AmmoBoxSmall_762"
- Removed spawn of "M107_DZ"
Server-side
Added: New loot scheme "CfgBuildingLootNamalskNO50s", which removes er7 variants and KSVK_DZN (check init.sqf file in mission pbo for more info)
Added: New picture for mission loading screen
Changed: All of the needed files were updated to be compatible with DayZMod 1.7.7.1
Changed: Battleye filters to support newest DayZMod release and DayZ Namalsk / Namalsk Crisis changes
Changed: Functions for spawning static helicrashes and medical care packages were completely redone to support 1.7.7.1
Changed: Starting location of "Ka60_GL_NAC" helicopter (to prevent weird bumping on helipad)
Release [v0.741]
Client-side
Changed: Needed files were updated for DayZMod 1.7.6.1
Changed: G36K -> G36K_camo and G36a -> G36A_camo in loot tables to support multiple sights feature, which are only available in OA variants (*_camo), thanks to Dr.Zed for this suggestion!
Changed: Minor changes / additions to the loot tables of Namalsk to reflect DayZMod's changes (Added machete, changed crossbow, added new types of food, trash, FoodMRE & FoodNutmix to some military loot tables (rare occurence))
Fixed: Loot table loading, no-sniper or no-er7 schemes should once again work now
Server-side
Changed: BE filters to counter spam/kicks (scripts.txt), created by newest changes in DayZMod & DayZ Namalsk
Changed: Updated dayz_server.pbo and its files for DayZMod 1.7.6.1
Release [v0.74]
Client-side
Added: A portable solder to 'IndustrialNamalsk' loot table (low spawn chance)
Added: Ability to repair broken NVG, radios and GPS (you need toolbox + solder + 2 pieces of broken equipment)
Added: Models for broken GPS, radio and NVG (so you can recognize them lying on the ground - exemplary picture > here)
Added: New weapon VSS Vintorez (class name 'VSS_vintorez_DZN') into 'MilitarySpecialNamalsk', 'MilitarySpecialNamalskWinter', 'MilitarySpecialNAC', 'MilitarySpecialNACER7' loot tables + correct ammo into 'militaryNamalsk' and 'militaryNAC' (note: this weapon is not available in no-sniper rifle loot scheme)
Changed: Some weapon classes to counter DayZMod's newest banning ('MakarovSD' -> 'MakarovSD_DZN';'AKS_GOLD' -> 'AKS_GOLD_DZN';'AK_107_GL_pso' -> 'AK_107_GL_pso_DZN';'AKS_74_UN_kobra' -> 'AKS_74_UN_kobra_DZN';'RPK_74' -> 'RPK_74_DZN';'Saiga12K' -> 'Saiga12K_DZN';'G36_C_SD_eotech' -> 'G36_C_SD_eotech_DZN';'MG36' -> 'MG36_DZN';'BAF_L85A2_UGL_ACOG' -> 'BAF_L85A2_UGL_ACOG_DZN')
Changed: Lowered count of items in 'MedBox0' (5-2-2-2-5), medical box is now represented on Namalsk by the new class called 'MedBox0_DZN'
Changed: Increased chance for dropping 'ItemBloodbag' from killing a bloodsucker
Changed: Tweaked (once again) spawning mechanism of bloodsuckers (because 1.7.5.1 changed somehow spawns of the infected), they should be once again a bit rarer than they used to be (this is of course still configurable using mission parameters)
Changed: Existing files in ns_dayz\code to support newest DayZMod's update changes (1.7.5.1)
Changed: Working GPS and NVGs are no longer lootable (only broken ones are, working pieces removed from existing loot tables)
Changed: Temperature script change - flying in a helicopter above water, riding a boat, etc. no longer affects negatively your temperature with water factor (only swimming does)
Fixed: 'BrokenNVGoggles' no longer has binoculars model
Removed: 'huntingrifle' (CZ550) from the no-sniper rifles loot scheme
Removed: 'ItemWire' from 'IndustrialNamalsk' loot table
Server-side
Added: New parameter in mission init.sqf, which can affect times between each EVR (more info in the mission file > init.sqf)
Release [v0.73]
Please keep in mind, that this changelog is only for DayZ: Namalsk, if you want to read more about Namalsk Crisis Update 2.3, which was released with DayZ: Namalsk v0.73, continue here!
Client-side
Added: Few bloodsucker and infected spawn points
Added: Bloodsuckers have now a chance to drop 1 blood pack (thanks to guys from DayZ nyx.cz for this suggestion!)
Added: Custom zombie spawn point for c130j wreck
Changed: Less (more rare) bloodsuckers (please note, that you can configure this value using server side configuration, again in init.sqf in the mission file)
Changed: Some animals now give you more meat (was lowered before) to compensate the overall bigger blood losses
Changed: EVR/Blowout main sequence now triggers combat mode (EVR/Blowout also contains new preparation phase, refer for more info to release texts or here)
Changed: White ghillie suit now adds more to the temperature than the woodland ghillie suit
Server-side
Added: New configuration parameter for changing spawn chance of bloodsuckers
Release [v0.72]
Please keep in mind, that this changelog is only for DayZ: Namalsk, if you want to read more about Namalsk Crisis Update 2.2, which was released with DayZ: Namalsk v0.72, continue here!
New loot classes are mainly used currently for weapon removing from loot tables, that means, magazines could still spawn for not available weapons (excluding ER7 magazines), this is not an error, this is just the way it is currently done. This server defined loot class mode is still in wip state, there will be more classes over time and even the current ones can be improved. I would recommend to use custom BE publicvariableval.txt which will be able to catch not available weapons in different loot class schemas. Differences against the default loot class (CfgBuildingLootNamalsk)
CfgBuildingLootNamalskNOER7 - not available nsw_er7s (weapon), nsw_er7a (weapon), nsw_er7mm (mag)
CfgBuildingLootNamalskNOSniper - not available nsw_er7s (weapon), nsw_er7a (weapon), nsw_er7mm (mag), M24 (weapon), SVD_CAMO (weapon), DMR (weapon), M107_DZ (weapon), BAF_AS50_scoped (weapon), KSVK_DZN (weapon)
Client-side
New: Snow can fall on Namalsk when the temperature is appropriate for it
New: Breath fog script implemented
New: White version of ghillie suit and warm clothes (but won't know which version you got, you just have to wear it :D)
New: The way of distributing 'HeliCrashNamalsk' loot - clients are no longer spawning it - everything is happening on the server
New: Loot tables were invaded by some new weapons and other new stuff (new backpack)!
New: Initial support for server-defined loot table configuration, new 'CfgBuildingLootNamalskNOER7' and 'CfgBuildingLootNamalskNOSniper' CfgBuildingLoot classes added, more to come!
New: Survival aspect added - so called "EVR sequence" - A1 device is out of control and there is no way to stop it, prepare yourself, take cover & get protection device!
New: New PVE challenge - introducing 'bloodsucker' - fast, mostly invisible & deadly still a bit human-like creature (I heard, they like helicrashes and barracks, be prepared to be hunted down!)
Added: More infected custom spawn points on map
Added: More infected spawn positions on some objects (to prevent weird behaviour of infected at some places)
Added: Loot positions and other params for 'Land_wreck_c130j_ep1'
Added: Control measures on client-side, preventing login on servers with incorrect server pbo
Added: 'DynamicWeatherEffects.sqf' to \nst\ns_dayz\code\external\ to support the snowfall addition
Added: Code to accept new DayZ: Namalsk server configurations (mainly \nst\ns_dayz\code\systen\player_monitor.fsm)
Changed: Scripts, included in ns_dayz.pbo, were adapted for DayZ v1.7.4.4
Changed: Loot chance for 'Land_mi8_crashed' set to zero
Changed: Temperature script - added new negative factor for the snowfall event
Changed: Temperature script - dynamic variables 'snow' and 'rain' now affects the strength of its appropriate negative factors
Changed: Temperature script - wearing green camo clothing (dayz original) now affects negatively (only a bit) your temperature (because, well, tshirt on Namalsk..?)
Changed: Temperature script - added support for new winter themed skins
Changed: Temperature script - removed redundant code around the building check
Changed: 'player_wearClothes.sqf' to support new player skins
Changed: Nameplate of warm clothing (class CamoWinter_DZN, CamoWinterW_DZN) to "Survivor"
Improved: Aiming while using warm clothes
Fixed: !_isHiveOK script warning upon login
Fixed: Loot positions on 'Land_molovabud2'
Fixed: 'Land_jzd_silo_tes' was "relooted" to remove issues with lootspots being on un-wanted positions
Please note that I made probably more changes to the loot chances for the several items, but it is not listed here. The overall results should be - less rare stuff (mainly helicrash changes helped to realize this), less spawned weapons (but more variety).
Loot type 'civilianNamalsk', 'genericNamalsk', 'genericNamalskNoFood'
Added: Loot chance and spawn of '8Rnd_9x18_MakarovSD'
Loot type 'militaryNamalsk'
Added: Loot chance and spawn of '8Rnd_B_Saiga12_74Slug', '30Rnd_545x39_AKSD', '30Rnd_556x45_G36', '30Rnd_556x45_G36SD', '75Rnd_545x39_RPK', '100Rnd_762x54_PK' and '1Rnd_HE_GP25'
Loot type 'militaryNAC'
Added: Loot chance and spawn of '8Rnd_B_Saiga12_74Slug', '30Rnd_545x39_AKSD', '30Rnd_556x45_G36', '30Rnd_556x45_G36SD', '75Rnd_545x39_RPK', '100Rnd_762x54_PK' and '1Rnd_HE_GP25'
Loot type 'hospitalNamalsk':
Changed: Lowered loot chance for 'ItemAntibiotic'
Loot table 'ResidentialNamalsk', 'SuperMarketNamalsk'
Added: Loot chance and spawn of 'MakarovSD'
Added: Loot chance and spawn of 'Skin_Sniper1W_DZN' (only for 'ResidentialNamalsk')
Loot table 'MilitaryNamalsk', 'MilitaryNamalskWinter'
Added: Loot chance and spawn of 'Saiga12K', 'G36C', 'G36K', 'RPK_74', 'AK_47_S', 'AKS_74_UN_kobra', 'AK_74_GL', 'AK_107_kobra' and 'AK_107_GL_kobra'
Added: Loot chance and spawn of 'BAF_AssaultPack_DZN'
Added: Loot chance and spawn of 'Skin_CamoWinterW_DZN' (only for 'MilitaryNamalskWinter')
Changed: Increased loot chance for 'militaryNamalsk', 'genericNamalskNoFood' to counter weapon additions
Removed: Loot chance and spawn of 'DZ_Backpack_EP1'
Loot table 'MilitarySpecialNACER7', 'MilitarySpecialNAC', 'MilitarySpecialNamalskWinter', 'MilitarySpecialNamalsk'
Added: Loot chance and spawn of 'M4A1_RCO_GL', 'Saiga12K', 'G36C', 'G36K', 'G36_C_SD_eotech', 'G36a', 'MG36', 'RPK_74', 'PK_DZN', 'AK_47_S', 'AKS_74_UN_kobra', 'AKS_74_pso', 'AK_74_GL', 'AK_107_kobra', 'AK_107_pso', 'AK_107_GL_kobra' and 'AK_107_GL_pso'
Added: Loot chance and spawn of 'BAF_AssaultPack_DZN'
Added: Loot chance and spawn of 'Skin_CamoWinterW_DZN' and 'Skin_Sniper1W_DZN' (only for 'MilitarySpecialNamalskWinter')
Added: Loot chance and spawn of 'APSI' (only for 'MilitarySpecialNamalskWinter', 'MilitarySpecialNACER7', 'MilitarySpecialNAC' and 'MilitaryNamalskWinter')
Changed: Increased loot chance for 'militaryNamalsk', 'genericNamalskNoFood' to counter weapon additions
Removed: Loot chance and spawn of 'M136'
Loot table 'HeliCrashNamalsk'
Added: Loot chance and spawn of 'PK_DZN', 'Pecheneg_DZN', 'AKS_GOLD', 'Bizon' and 'KSVK_DZN'
Added: Loot chance and spawn of 'Skin_CamoWinterW_DZN' and 'Skin_Sniper1W_DZN'
Added: Loot chance and spawn of 'APSI'
Changed: Lowered loot chance of 'AmmoBoxSmall_556' and 'AmmoBoxSmall_762'
Server-side
Added: New function 'heliCrash_dzn', which spawns HeliCrashNamalsk loot (permaloot) on the predefined locations on Namalsk (Land_mi8_crashed and Land_wreck_c130j_ep1 objects)
Added: New server settings allows you to configure DayZ: Namalsk server, for more information, take a look into 'init.sqf' in the mission file or to update decription
Changed: Needed sqf files to support DayZ 1.7.4.4
Changed: 'server_playerLogin.sqf' to support new skins
Release [v0.60]
New: You can see infected now roaming in the forest areas, this has been done to enhance player's cautious while travelling or hiding in the forests on Namalsk
New: Necessary steps has been done to make sniper rifles more rare including the experimental gauss rifle
Added: CfgBuildingLoot changed to CfgBuildingLootNamalsk, this class now contains not only the custom loot tables and loot spots, but also redefined Chernarus buildings, used by Namalsk
Added: 'building_spawnLoot.sqf', 'building_spawnZombies.sqf', 'zombie_generate.sqf' and 'player_spawnCheck.sqf' moved to nst\ns_dayz\code\compile to support the CfgBuildingLoot -> CfgBuildingLootNamalsk change
Added: 'gather_meat.sqf' to nst\ns_dayz\code\actions to support the animal change
Added: 'player_animalCheck.sqf' to nst\ns_dayz\code\compile to support the animal change
Added: Small addition to the mission file to prevent players with any older version of DayZ: Namalsk to connect on 0.60 servers
Added: 'player_monitor.fsm', 'player_monitor.sqf' added and modified so the clients are able to receive version info of DayZ: Namalsk from the server and compare it with their own (+ string added, in case of the wrong version)
Improved: Roaming infected script now spawns on the predefined position/s (hangPos[] in CfgBuildingLoot), if this position is not defined, it spawns infected on the default model position (dayz default behaviour)
Improved: Roaming infected should find a bit more possible locations for walking than before
Changed: nst\ns_dayz\code\init\variables.sqf to support the CfgBuildingLoot -> CfgBuildingLootNamalsk changes
Changed: ALL CHERNARUS BUILDINGS WERE MOVED UNDER CUSTOM NAMALSK LOOT TABLES (hospital, supermarket, offices, deerstands,..) => I have now 100% control of the loot tables of Namalsk
Changed: used sqf files in ns_dayz.pbo from dayz_code.pbo were updated for DayZ 1.7.3 code version
Changed: Animal spawn made a bit higher (more low & mid class animals), but the yield lowered
Changed: Disabled infected spawn on 'Land_most_blok'
Changed: 'Land_mi8_crashed' (only helicrash loot type object on Namalsk - with custom loot table HeliCrashNamalsk) now contains only 2 lootspots (previously 4)
Changed: 'Land_st_vez' relooted due to possible broken loot spot coordinates
Changed: 'Land_molovabud1' was relooted (broken z coordinate of loot spots) and changed its count of the loot spots to 9
Changed: 'Land_ind_expedice_1' was relooted due to broken lootspot coordinates and changed its count of the loot spots to 13
Fixed: Wrong loot positions on Land_ind_quarry, Land_ind_sawmill and Land_psi_bouda
Fixed: Player, wearing warm clothes, blocked access to the vehicle for the people without warm clothes (the player, wearing warm clothes was on different side)
Tried: To improve behaviour after model change, to prevent swimming in the ground or on the objects (probably not 100% fix)
Added: Loot type 'medicalNamalsk', based on 'medical'
Added: Added spawn and spawn chance of 'ItemAntibiotic'
Added: Loot type 'hospitalNamalsk', based on 'hospital'
Changed: Higher chance for spawn of 'ItemAntibiotic'
Added: Loot type 'militaryNamalsk', based on 'military'
Changed: lowered chances for the spawning of mid class ammo (STANAG, AK,..)
Changed: added spawn and spawn chance of 'ItemWaterbottleUnfilled'
Added: Loot table HospitalNamalsk
Changed: 'hospital' loot type to 'hospitalNamalsk' loot type
Changed: Lowered chance for finding the 'MedBox0'
Added: Loot table SuperMarketNamalsk
Changed: 'generic' loot type to 'genericNamalsk' loot type
Changed: 'food' loot type to 'foodNamalsk' loot type
Loot table FarmNamalsk
Added: loot chance and spawn of 'ItemMatchbox' (box of matches)
Changed: Increased a bit chance for getting 'foodNamalsk'
Loot table ResidentialNamalsk
Changed: loot type 'military' changed to 'militaryNamalsk'
Loot table IndustrialNamalsk
Changed: loot type 'military' changed to 'militaryNamalsk'
Loot table HeliCrashNamalsk
Changed: loot type 'military' changed to 'militaryNamalsk'
Changed: loot type 'medical' changed to 'medicalNamalsk'
Changed: lowered chance for looting 'M107_DZ', 'BAF_AS50_scoped' and 'DMR'
Changed: increased chance for looting 'FN_FAL', 'FN_FAL_ANPVS4' and 'BAF_L85A2_UGL_ACOG'
Loot table MilitaryNamalsk
Changed: loot type 'military' changed to 'militaryNamalsk'
Removed: Spawn and spawn chance for looting 'M24' and 'DMR'
Loot table MilitaryNamalskWinter
Changed: loot type 'military' changed to 'militaryNamalsk'
Removed: Spawn and spawn chance for looting 'M24' and 'DMR'
Loot table MilitarySpecialNamalsk
Changed: loot type 'military' changed to 'militaryNamalsk'
Changed: loot type 'medical' changed to 'medicalNamalsk'
Removed: Spawn and spawn chance for looting 'DMR', 'M24', 'M107_DZ' and 'SVD_CAMO'
Loot table MilitarySpecialNamalskWinter
Changed: loot type 'military' changed to 'militaryNamalsk'
Changed: loot type 'medical' changed to 'medicalNamalsk'
Changed: lowered chance for looting 'DMR'
Loot table MilitarySpecialNAC
Changed: loot type 'military' changed to 'militaryNamalsk'
Changed: lowered chance for looting 'DMR'
Removed: Spawn and spawn chance of the experimental gauss rifle - 'nsw_er7s', 'nsw_er7a' (ammo for it stays)
Added: Loot table MilitarySpecialNACER7, derived from MilitarySpecialNAC (please note, that there are 2 objects on the map, which does have assigned this loot table, they have lootChance 25% and 1 lootspot)
Added: Spawn and spawn chance of the experimental gauss rifle - 'nsw_er7s', 'nsw_er7a'
Changed: lowered chance for looting 'DMR'
Temperature system changes
New: Wearing the ghillie suit now gives you a partial ability against the cold environment
Changed: More balancing has been done in the temperature script - some positive and negative factors changed, affecting the player's temperature
Changed: Heat pack item can now add 5 degrees to the current player's temperature
Changed: With DayZ 1.7.3 isinbuilding function got fixed and so the detection and building factor is working correctly
(few highlights of the new temp script changes)
Make sure you move enough
Do not try to swim
Buildings are good, but you are not 100% cover at nights (half efect of the negative night factor while in buildings)
Heatpacks are now better
Wearing ghillie suit will help you a bit, but it does not have effect like warm clothes have
Server-side changes
Added: Care package event - server spawns small package of the medical supplies with higher chance for getting antibiotics
Added: DayZ: Namalsk version check, server now knows about the used version of DayZ: Namalsk and it sends this version to all clients for comparing
Initial release [v0.55]
The current version (v0.55) is the first initial release of DayZ: Namalsk (hopefully not the last too). I would like to update DayZ: Namalsk with every new DayZ mod version and of course, fix, improve or even add more functions with these updates (I do have some ideas how to make a life on Namalsk even worse).
Added: Lootspots for the unique Namalsk models (over 90 new models with over 1500 new lootspots total, does not corresponds with the actual count of the every unique object on Namalsk, the overall count of possible lootspots is really crazy)
Added: New lootspots for the original Arma II buildings:
Land_nasypka,
Land_misc_waterstation,
Land_mil_guardhouse,
Land_misc_gcontainer_big,
Land_rail_semafor,
Land_repair_center,
Land_ind_quarry,
Land_ind_sawmill,
Land_ind_expedice_1
(The following loot types are based on the original DayZ loot types)
Added: Loot type [civilianNamalsk] with lowered chances for drinks and food
Added: Loot type [foodNamalsk] with lowered chances for drinks and food
Added: Loot type [genericNamalsk] with lowered chances for drinks and food
Added: Loot type [genericNamalskNoFood] without drinks and food
Added: Loot type [militaryNAC] with lowered chances for drinks and added a chance for dropping ammo type 'nsw_er7mm'
(The following lootables are based on the original DayZ loot tables)
Added: Loot table [ResidentialNamalsk] of all residential types of buildings on Namalsk
Changed: 'generic' loot type changed to 'genericNamalsk' loot type
Changed: Reduced chance for genericNamalsk creation
Added: Loot table [OfficeNamalsk] of all residential types of buildings on Namalsk (based on ResidentialNamalsk)
Added: Loot table [IndustrialNamalsk] of all residential types of buildings on Namalsk
Changed: 'generic' loot type changed to 'genericNamalskNoFood' loot type
Changed: Reduced chance for the 'genericNamalskNoFood' loot type creation
Changed: Increased chance of the trash loot type
Added: Loot table [FarmNamalsk] of all farm types of buildings on Namalsk
Added: 'foodNamalsk' loot type spawn and its spawn chance
Changed: Decreased chance for the jerry can object creation
Changed: Reduced chance for the 'genericNamalsk' loot type creation
Changed: Increased chance of the 'trash' loot type
Added: Loot table [MilitaryNamalsk] of all standart military buildings on Namalsk
Added: [MilitaryNamalsk] spawn and spawn chance of 'BrokenItemGPS' and 'BrokenNVGoggles' items
Changed: [MilitaryNamalsk] 'generic' loot type changed to 'genericNamalskNoFood'
Changed: [MilitaryNamalsk] classes of the infected to "z_ru_soldier","z_ru_soldier_light","z_us_soldier","z_us_soldier_light"
Added: Loot table [MilitaryNamalskWinter] of all standart winter military buildings on Namalsk
Added: [MilitaryNamalskWinter] spawn and spawn chance of 'Skin_CamoWinter_DZN'
Added: [MilitaryNamalskWinter] spawn and spawn chance of 'BrokenItemGPS' and 'BrokenNVGoggles' items
Changed: [MilitaryNamalskWinter] classes of the infected to "z_ru_soldier","z_ru_soldier_light","z_us_soldier","z_us_soldier_light"
Changed: [MilitaryNamalskWinter] 'generic' loot type changed to 'genericNamalskNoFood'
Added: Loot table [MilitarySpecialNamalsk] of all special military buildings on Namalsk
Added: [MilitarySpecialNamalsk] spawn and spawn chance of 'BrokenItemGPS' and 'BrokenNVGoggles' items
Changed: [MilitarySpecialNamalsk] classes of the infected to "z_ru_soldier","z_ru_soldier_light","z_us_soldier","z_us_soldier_light"
Changed: [MilitarySpecialNamalsk] 'generic' loot type changed to 'genericNamalskNoFood'
Added: Loot table [MilitarySpecialNamalskWinter] of all special military winter buildings on Namalsk
Added: [MilitarySpecialNamalskWinter] spawn and spawn chance of 'Skin_CamoWinter_DZN'
Changed: [MilitarySpecialNamalskWinter] classes of the infected to "z_ru_soldier","z_ru_soldier_light","z_us_soldier","z_us_soldier_light"
Changed: [MilitarySpecialNamalskWinter] 'generic' loot type changed to 'genericNamalskNoFood'
Added: Loot table [MilitarySpecialNAC] of all NAC buildings on Namalsk
Added: [MilitarySpecialNAC] spawn and spawn chance of 'Skin_CamoWinter_DZN'
Added: [MilitarySpecialNAC] spawn and spawn chance of the NAC's experimental weapon 'nsw_er7s','nsw_er7a'
Added: [MilitarySpecialNAC] spawn and spawn chance of loot type 'militaryNAC' with ammo for the 'nsw_er7s','nsw_er7a'
Added: [MilitarySpecialNAC] spawn and spawn chance of 'BrokenItemGPS', 'BrokenNVGoggles' and 'BrokenItemRadio' items
Changed: [MilitarySpecialNAC] classes of the infected to "z_nac_soldier","z_nac_soldier_heavy"
Changed: [MilitarySpecialNAC] 'generic' loot type changed to 'genericNamalskNoFood'
Added: Loot table [HeliCrashNamalsk] of a "helicrash" event
Added: [HeliCrashNamalsk] spawn and spawn chance of 'Skin_CamoWinter_DZN'
Added: [HeliCrashNamalsk] spawn and spawn chance of 'BrokenItemGPS', 'BrokenNVGoggles' and 'BrokenItemRadio' items
Changed: [HeliCrashNamalsk] spawn of 'BAF_L85A2_RIS_CWS' replaced with 'BAF_L85A2_UGL_ACOG' (no thermal scope)
Changed: [HeliCrashNamalsk] classes of the infected to "z_ru_soldier_pilot","z_ru_soldier_light"
Added: Increased activity (min and max spawn) of the infected for the certain objects
Added: New player skin, which does have a real impact (not only the visual) on player's temperature (soldier model class - 'CamoWinter_DZN', skin - magazine class itself - 'Skin_CamoWinter_DZN')
Added: New classes of the infected: "z_ru_soldier","z_ru_soldier_light","z_us_soldier","z_us_soldier_light", "z_ru_soldier_pilot","z_nac_soldier","z_nac_soldier_heavy"
Added: New fully working helicopters Mi17_Civilian_Nam, Ka60_GL_NAC (currently used by sql file, but can be changed to non GL version) and Ka60_NAC
Added: 35 vehicle spawn points (sql file is the part of server files download)
Added: AII laboratory module into multiplayer mission file dayz_1.namalsk.pbo (may require a simple BE script restriction changes, see the section for server owners)
Changed: Heat pack item can now add only 2.5 to the current temperature
Changed: Paths in dayz_1.namalsk.pbo multiplayer mission file to support custom dayz code (see below)
Changed: Location of some official DayZ scripts to \nst\ns_dayz\code\
Changed: compiles.sqf - changed paths to the individual files, which needed modifications
Changed: variables.sqf - to support new model variable (CamoWinter_DZN = "CamoWinter_DZN";)
Changed: player_useMeds.sqf - to support lower effects of the heat pack item
Changed: player_wearClothes.sqf - to support switching of the new skin 'Skin_CamoWinter_DZN' to soldier class 'CamoWinter_DZN'
Changed: fn_selfActions.sqf - to support additional models of the fuel tanks on Namalsk
Changed: player_music.sqf - to support additional ambient tracks
Changed: fn_temperatur.sqf - to support temperature script changes
Changed: stream_locationCheck.sqf - to support spawn of the custom debris, defined in CfgTownGeneratorNamalsk (currently empty)
Changed: Temperature script changes: changed original factors, added new factors ([negative] height - tracks the player's height and changing the factor, the higher player is, the higher factor is,[negative] surface snow - applying when player walk on snow,[positive] warm clothes - if weared, player getting positive factor of warm clothes)
Changed: serverside - dayz_server.pbo - server_playerLogin.sqf to support logging with the custom skin 'CamoWinter_DZN'
Changed: serverside - dayz_server.pbo - server_monitor.sqf to remove dynamic "helicrash" events (replaced by static "helicrash" events on map - object class 'Land_mi8_crashed')
Removed: Spawn of random debris, class CfgTownGeneratorNamalsk currently empty
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