DayZ: Namalsk changelog

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


DayZ: Namalsk

Type >

Official Namalsk island support for DayZ mod

Game >

Arma 2: Combined Operations

Release >

[v0.75] 2013


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