I'm having problems with mission 01 - Intro. I start next to some kind of house near the port and get absolutely no clue what to do next. I get no objective, no waypoint, nothing! Please help.
Hey I have used your map and creatures to create a survival mission, and I must say that with the fog effects and weather I put in I almost died when the Bloodsucker came out of nowhere in the dark.
Description:
Namalsk Crisis is a campaign for Arma II or Arma II Combined Operations with over 22 missions. You will be a part of the conflict on the island called Namalsk. Namalsk become as a target for an unknown corporation called NAC (Namalsk corporation). After several months of researches on an unknow alien object, which they found on Namalsk, with
a very dangerous experiments, armies of Russia and USA are trying to stop them. Unfortunately, they don't know with whom have honor.
You are able to see the whole conflict from different sides and different people, for example members of private scientist and military group called Nightstalkers, special forces team of USMC, with leader Ryan Goben or also Russian specnaz attack group with leader Yevgeniy Pecharov! You will face different situations, missions have a very strong atmosphere with wisely chosen music and various sound and graphic effects. Situation is described in ingame diary notes and task descriptions and also, you can find a lot of information on the main website - http://www.nightstalkers.cz
Campaign was created mostly under normal Arma II, anyway, you can play also under Combined Operations version (Arma II + Arma II OA). Campaign is fully depending on the content of the modification called [Nightstalkers] Shadow of Namalsk. So, campaign is released with this modification together in version v1.0, more informations about everything about this mod and its unique features, visit http://www.nightstalkers.cz/en_index_son.php?menu=en_son_popis or scroll down.
Along with campaign release is also included unique SP/MP mission (based on Benny's excellent warfare mission), set on Namalsk, with edited sides and additional functions.
This warfare mission featuring united forces of USA and Russian Federation, trying to stop NAC and their experiments and the NAC, which are trying to hold Namalsk and theirresearches with everything.
For more detailed information about this wafare mission, continue here: http://www.nightstalkers.cz/en_index_nc.php?menu=en_nc_warfare.
Tip!
Through whole campaign, you will have a task to find highly classified enemy intel about what NAC actually doing on Namalsk and what's going at all there.
Once you will found it, mission will print you access code into rpt file or you will just need to remember it / copy it from diary note (there will be all instructions forusing this access code + of course that intel).
But because of amount of information there, I have managed to create a special section on the official website called NAC HQ, you will be able to use your code from mission/ rpt log file and read all information without to be actually ingame, much better formatted.
NAC HQ > http://www.nightstalkers.cz/en_index_nc.php?menu=en_nc_nachq)
Campaign in few points
- Compatible with classic Arma II and also Arma II CO
- 4 prologue missions + 18 main missions
- Unique warfare mission focused on showing story from the campaign!
- Atmospheric missions with wisely chosen music and sounds
- Unique features, situations (such as escape from the A2 underground) and sound / gra
phics effects
- Including non-linear features
- Swift gameplay
- Full background of story provided on http://www.nightstalkers.cz and continuing also in-game with diary notes and task description
- Tremendous count of texts avaiable in English or Czech language
- Loading pictures for every mission (showed only in CO)
- Playing from different persons, you can see the conflict from different sides
- Unique factions, characters
Notes about gameplay
* It is recommended to have music turned on during gameplay
* It is also recommended to have post process effects at least on low
* Autosaves are placed where it is needed
* Campaign went through numerous of beta tests, missions should be without bugs
* I have tried to make mission friendly as possible (without problems with AI)
* Campaign have strings for all Arma II supported languages (if you have for example Polish version, you don't need to switch other language)
* Because of an amount of texts in this 22 mission campaign, only English and Czech translation is available
* It is recommended to not use much ESC key
* Altough campaign was partly developed in Arma II CO and also tested in CO, gameplay could be little different under Arma II classic or Arma II CO.
* I do not recommend playing the campaign and using mods, which can alter AI behavior!
Shadow of Namalsk
As you probably read about Namalsk Crisis campaign above, this modification is the key part of the Namalsk Crisis campaign. From the first ArmA 1 version, I have changed and added a lot of things to this modification. I have to admit, I never thought, that I will be able to create stuff like you can see in this modification. Because of its functions and content, this modification could also provide to Arma II S.T.A.L.K.E.R. fans basics for creating missions with S.T.A.L.K.E.R. atmosphere in Arma II. Modification was developed mainly in Arma II classic, so, some things are not changed - mainly because of not enough time and also because of compatibility in Arma II and Arma II CO.
Installation:
As we always recommend use modfolders to seperate the custom content from the official game content to prevent problems. For different ways to set up your modfolders and use them please visit our FAQ.
When you are using the Steam version you can find a Steam mod installation and activation FAQ here.
Credits & thanks:
Apo (testing Namalsk in A1/A2, testing beta version of Namalsk Crisis)
Benny (for his excellent warfare mission)
Campus (testing, translation, developer support)
Crytek (rifle texture)
Dokix2 (testing Namalsk in A2)
Edge (testing pre-release version)
Grub (testing pre-release version)
GSC Gameworld (some textures, models and sounds)
Kju (config optimalization, advices and bug report)
Mikebart (grass texture)
Pikus (some models of objects)
Rsa Viper (mp testing, developer support)
Saigos (photos for making Jalovisko village)
SenChi (grass texture)
TeaCup (excellent zombie animation)
To all music creators
Hans Zimmer
Sean Murray
Jesper Kyd
Rom Di Prisco
MoozE
Firelake
Harry Gregson-Williams
Norihiko Hibino
Clinton Shorter
Clint Mansell
Two Steps From Hell
Alexey Omelchuk
Jon Hallur
Don Davis
Graeme Revell
Groove Armada
ATB
Ondřej Matějka
Metro 2033
Massive Attack
Trevor Rabin
Peter Antovszki
To all, who helped create Namalsk better with reports
To guys on community forums and pages for support
YOU for playing!
and Bohemia Interactive for great game!
Last few words, all stuff here was created mainly by 1 person in his free time.
Changelog:
v1.1.5.4
Added: 4 COOP missions by JTS (Escape part 1,2,3,4)
Changed: "BrokenNVGoggles" no longer occupies NVG/Binoc slot
Changed: Improved init phase on client-part of Blowout module
Changed: "fn_dzn_breathfog" - speed of breathfog has been decreased (to prevent weird looking effect when wind is strong)
Changed: "fn_dzn_snowfall" - no longer requires is in building check pre-compiled
Changed: Lowered strength of ambient colour module effects (Effect: Namalsk cold color, Effect: Namalsk default gray color)
Changed: Finalized the way mutants work in MP (everything should be correctly visible and broadcasted now - but again, it requires a functions manager for MP)
Changed: Lowered zombie damage
Changed: Several other little things in ns_modules.pbo
Changed: Few minor details on sat texture for Namalsk
Changed: Few minor details on surface texture for Namalsk (Tara island and some other locations have more grass now)
Changed: Balance changes in different campaign missions
Fixed: Several objects positions on Namalsk
Fixed: A LOT of issues related to the custom models (geometries, shadows, textures), used by Namalsk, making them less exploitable, safer and better looking (Credits goes mainly to Vilas for help!)
Fixed: An issue at the start of Blowout module (client-part)
Fixed: An issue with "missing static object" for campaign mission 1,2,4,22a (SP and MP) (caused by waypoint attached to map object, which are constantly changed by map updates)
Fixed: An issue with mission 5 (MP) not being playable (only intro-scene previously)
Fixed: An issue with (not-game-breaking - appears only when ns_dayz present) mission dependency on ns_dayz addon in mission 6,7a,7b,8,10,22a (SP and MP)
Fixed: Minor script issue when entering Vorkuta in 10th mission (MP)
Fixed: Issues at the start of mission 12 and on Sabre point (MP)
Fixed: Part of 12 mission has been redone for MP version to be more logical and enjoyable from 2-player perspective (MP)
Fixed: Issues at the start of mission 13 (MP)
Fixed: Data download from mission objective laptop should always work now (MP)
Fixed: Issues at the start of mission 15, issue with AI often not following their waypoints and improved mission flow to support 2-player perspective (MP)
Fixed: Init of mission 17 (MP)
Fixed: False notification about player not following orders in mission 18 (MP)
Fixed: Minor sync issues in mission 18,20,21,22a,22b (MP)
Removed: Redundant data in ns_modules.pbo
v1.15.3
- Added: Players can now recognize EVR/Blowout by certain signals (post process effects, sound effects) even without the protection device (under 5 minutes before its begin, only module version!)
- Changed: EVR/Blowout module is now generating longer default periods between each EVR/Blowout sequences (not in dayz mode)
- Changed: Driving a car on grass surface should no longer be faster than on road
- Changed: Bloodsucker have now more health (health of bloodsucker was somehow compromised (lowered) during the last year of Arma II development)
- Fixed: Locality issues with 'dzn_fnc_breathfog' - breath fog script will now end properly when other unit (not player) is killed
v1.15.2
- Added: Several detailed objects
- Added: C130J wreck site on the western mountain ridge
- Added: snowfall function for Namalsk - 'dzn_fnc_snowfall' (requires function manager module)
- Added: breath fog function for Namalsk - 'dzn_fnc_breathfog' (requires function manager module)
- Improved: Mutant scripts for multiplayer (multiplayer requires functions manager)
- Improved: Blowout module behaviour and code (you can now take cover against blowout in buildings)
- Improved: Mutants should not have problems with hitting you (tweaked min attack range)
- Improved: Namalsk Crisis campaign, mission #12, mission now waits a bit longer for players to run take the cover in Sebjan mine
- Improved: Namalsk Crisis campaign, mission #07, task return to base radar can be now completed (had no impact on the gameplay)
- Changed: Lowered a bit volume of the ambient sounds on Namalsk (please note that there is still bug present in arma II, which changes the sound volume randomly when doing alt+tab)
- Changed: Object AII & Object AI names changed to Object A2 & Object A1 (so we dont hear people saying object everyone/everything)
- Changed: Several variable types, names and dependencies (find more about it on here)
- Fixed: Several objects collisions and terrain spikes on Namalsk
- contains changes from Update 2.1 (v1.15.1)
v1.15.1
- Fixed some spelling errors in the campaign texts
- Fixed 'bad link to a static object' in mission 01a,01b and 03
- Fixed issue in mission 15, where the mission flow was not properly started because of commented line of code
- Fixed issue in mission 16, where camera.sqs script appeared at the start of the mission
- Fixed issue in mission 16 and 18, when player was able to choose alternate identity
- Fixed & changed several objects positions on Namalsk island
v1.15
Please note that changelog probably does not contains everything as I had to make it smaller from the 400+ line bug feature fix list and also I definitely forgot on something too!
- Fixed some spelling errors in the campaign texts
- Improved behavior of some campaign scripts
- Changed respawn type in the coop version of campaign to BIRD
- In the coop version of campaign, some operations were moved only on server (previously was sometimes something twice)
- In the coop version of campaign, tasks & diary notes are now added and operational on the both sides (previsously was just on the main character)
- Some situations in the coop version of the campaign are scripted now a bit differently than in its SP version (to support better mission flow)
- Upgraded all mission objects and scripts for the newest version of Namalsk
- Changed the basic structure of AII underground laboratory module
- AII underground laboratory module now turn off ambient sounds when entering
- Firestation, supermarket and other smaller details added into Vorkuta
- WIP building in Vorkuta upgraded to Arma II WIP building
- Enhanced some locations from the logical point of view
- Added more holes in fences or normal fence models replaced with the broken ones
- Enhanced the transition to snow, added more variety
- Added new base around the Seraja transmitter
- Added new base under Nitija mountain
- Brensk village changed completely
- Brensk railway station area made a bit bigger with more details
- Added warehouse object near Alakit
- Added more details on the whole island
- Added sandpit model and used in Vorkuta
- Some objects on Namalsk were still in its Arma 1 version, this was changed and I can say that Namalsk is really the Arma II island
- The custom railway models replaced with Arma II models + railway track on the bridge model modified to fit the new railway models
- Fixed some flickering issues on the objects
- Fixed swimming issues above the ponds / lakes
- Fixed wrong or bad looking mapping on some objects
- White dots, partially seen on the distant lods (while AA on) of the vegetation models are finally gone
- Upgraded most of the used rvmat to the supershaders to support per pixel lights
- Default super shader material (nst\ns\default.rvmat) added to the faces without any material so lights are working there too
- Changed most of the normal maps to be fainter and better looking
- Removed most of the specular maps
- Some objects enhanced to be better looking
- A lot of geometries was redone with a lot of more details
- Fixed some player -> objects collisions (problems with walking through doors etc.)
- Added more penetration materials to the geometries
- Added paths for AI to the all possible objects and created positions for AI
- Changed brightness of the artifical ground objects above AII underground
- Added roadway textures (=sounds) on even more objects (sound of the surface you walking on)
- Fixed shadow lod issue on the hut_old02.p3d, moved into ns2 addon to arma1 folder under new name hut_old01.p3d (where converted arma 1 objects are located) and added super shader support (flashlight support)
- More of the Arma 1 objects, not included in Arma 2 and still used by Namalsk, added to the mod files and added super shader support
- Added interior for the seb_bouda_plech.p3d
- Added interior for the seb_bouda1.p3d + fuctional doors
- Added interior for the seb_bouda3.p3d
- Added interior for the seb_mine_maringotka.p3d + fuctional doors
- Added interior for the domek_podhradi_1.p3d
- Added interior for the vys_budova.p3d -> was 2 objects in one model, now didived into vys_budova_p1.p3d and vys_budova_p2.p3d + functional doors
- budova4.p3d changed to its arma 2 version (mil_barracks_i) - interior version
- budova4_winter.p3d changed to its arma 2 version (same as previous), but it was also retextured so it fits better to the winter setting
- Fixed shading issues on molovabud1.p3d
- Fixed - penetration material for glass was not penetrable - changed to glassPlate
- Fixed issues with some ladders
- plot_provizorni.p3d replaced with the custom model, which is lower and so possible to cross using 'v'
- plastic bollard had too high mass (10kg) making it pretty serious block for normal cars - transferred from arma data files to mod files and changed to 1 kg
- Some models renamed, so their name corresponds more with the actual model
- Added a lot of new classes for different objects
- Arma II model A_AdvertColumn.p3d without geometry was transferred to the mod files and added all needed things to be working properly now
- Upgraded the terrain grid of Namalsk, before - 50 meters between vertexes of the terrain, now 6.25 meters
- A lot of nice details to the terrain grid added
- Enhanced terrain detail on the coastline
- Fixed some objects collisions
- Too steep slopes modified to not be too steep or designed differently
- Changed clutter (=grass) object parameters and the use of them in CfgSurfaceCharacters
- Randomized sizes of the not randomized vegetation models (brings more variety)
- More small spruces added to the forests
- Spruce models upgraded, changed colors a bit (both winter and non winter version)
- Replaced all arma 1 versions of the rocks with arma 2 models and small boulders size was randomized
- Boulders field were cleaned a bit, looking more believable now
- Overlapping road models were removed from the Namalsk <-> Tara crossing
- Keypoints revamp, added more named locations
- Some locations were made more compatible for AI - removing objects or chaging objects positions
- Size of satellite texture and surface mask increased to 12800x12800
- Surface mask was completely redone, adding more variety to the surface on Namalsk with more details
- Minor fixes on the satellite texture + proper sea and coastline made
- More variety was added to the snow tranistion - both satellite and surface mask changes
- Added a bit of snow on the hill on Tara island
- Added "shadows" under vegetation models on the snow (fits better to the almost white terrain)
- Removed 2nd nonsense airfield (for AI)
- Namalsk terrain surfaces were renamed - added prefix 'nam_*' ('snih' changed completely, to 'nam_snow')
- Default time on Namalsk had wrong year, now changed to 2011
- Removed some redundant data files for the island
- Changed skybox textures for Namalsk
- Proper bumpmaps were generated for the each surface texture, used by Namalsk
- Added a faint midDetailTexture for Namalsk (previously without any midDetailTexture)
v1.10
* Added
- The all new multiplayer version of Namalsk Crisis campaign!
- Bloodsucker mutant have now red glowing eyes (always visible)
* Fixed & changed
- Missing strings in first playable mission for Russian version
- Bloodsuckers are now spawned after the cutscene in Vorkuta in mission 7
- ItemRadio will be properly added now in mission 8
- Mission 10 have now a better design
- Problems with mission 10 after calling support
- If you will fail to reach proper destination with HALO jump in mission 12, mission no longer ends as completed
- Killing Peter in mission 18 will now affect the mission objective
- Difficulty of mission 20 has been changed
- Few missing strings in second version of mission 22
- More "saveGame" were added into missions
- Several changes in difficulty in several missions
- Tuned volume of sounds or music in some missions
- Radio voices are now longer played
- Namalsk island config was optimalized (Thanks to Kju!)
- Problems with mutant's cannibalism
- Armour of bloodsucker is changed to lower value
- Damage given by bloodsucker attack is decreased
- Reduced size of campaign missions
- ...
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Incredible! Amazing! im going to test it right now! my congrats.!
Thanks :)
To all:
If you are having problems with contacting Michael in mission #10, check this link
http://forums.bistudio.com/showpost.php?p=1919660&postcount=28
I'm having problems with mission 01 - Intro. I start next to some kind of house near the port and get absolutely no clue what to do next. I get no objective, no waypoint, nothing! Please help.
Hey I have used your map and creatures to create a survival mission, and I must say that with the fog effects and weather I put in I almost died when the Bloodsucker came out of nowhere in the dark.
great job/skvela prace
The best campaign for ArmA 2
The bloodsucker looks like a Pewdiepie bro, the monster from Amnesia,... Lol
Coop doesn't working :(
10/10 Extremely fun campaign!!!
10/10 velmi zábavné kampaně! :)
I love the music and cinematic feel!
absolute BS. This doesnt work. The campaign is stuck at the introduction screen. very buggy.
I recommend not playing. If there are this much problems before the game starts, imagine the utter crap it is
i am running arma 2 updated to 1.10.
I am also using Arma 2 launcher to load the mod.
The error is: 'bad version 50 in p3d file.
Why release something that does not work with the most basic setup?? Is there something I am missing?
Also, I have installed namalsk crisis under steam version of OA
What happens next is i get to the intro screen and it doesn't move from there.
I have just about given up in frustration at this.
To hell with it.
Why is Naamalsk Crisis stuck on the 00 intro mission?
Has anyone else had this issue/ If so, how can I fix it?
Total comments : 25, displayed on page: 15