Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Endless Fight Map Bundle
Showing 21-30 of 47 entries
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Update: 15 Mar, 2022 @ 2:48am

endless.fight2 update only.
I would recommend you use previous version before Update 22: V 1.019.
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tweaked mission file.
updates are ongoing.

Update: 15 Mar, 2022 @ 1:41am

updates are ongoing for both map/mission templates.

Update: 15 Mar, 2022 @ 1:35am

endless.fight2 update only.
I would recommend you use previous version before Update 22: V 1.019.
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fixed triggers for artillery barrages.
updates are ongoing.

Update: 15 Mar, 2022 @ 12:04am

endless.fight2 update only.
I would recommend you use previous version before Update 22: V 1.019.
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added orange pointers showing german counter attack and barrage triggers shown as flashing on minimap, (orange in-game) The german counter attack trigger is found inside a building. only units seen atop of menu list (to the right of screen) can trigger the german counter attack and artillery barrages (seen flashing on map)
for the german counter attack trigger, I would recommend turning down view distance via options, as then the german counter attack looks a lot more realistic with the germans coming out of the mist.
updates are ongoing.

Update: 14 Mar, 2022 @ 11:16pm

endless.fight2 udate only.
I would recommend you use previous version before Update 22: V 1.019.
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map has been increased in size considerably.
added a german counter attack trigger shown flashing on map (inside building) So only units atop of menu buttons (to right of screen) can trigger the german counter attack and also, same units only for triggering the artillery barrages seen as showing on map.
added another artillery barrage.
updates are ongoing.

Update: 27 Feb, 2022 @ 8:29am

fixed borders

Update: 26 Feb, 2022 @ 9:49am

added a second map with a mission.file.
updates are ongoing.

Update: 30 Dec, 2021 @ 11:55pm

plans: add another terrain template but focusing more on close quarter fighting so a lot of long range viewing will be greatly obstructed. plans for adding paratroopers script and also, menu buttons seen on right side of UI (user interface) representing all weapons and soldiers. so one menu panel representing all light vehicles with the panel showing an image of vehicle and faction flag and each reinforcement panel inside the light vehicles panel are all light vehicles. same for medium and heavy vehicles like tanks. reinforcements panels for all light, medium and heavy machine guns, that sort of thing, so everything looks a lot tidier rather than all say russian reinforcements seen in one big line without their own corresponding menu panels.

tweaked: information files.

fixed: russian scout car (halftrack) in reinforcements not appearing when placed on ground via (f1) simulated play.

some issues still concerning the russian reinforcements being placed on the surface.
in time this will be fixed.

Update: 30 Dec, 2021 @ 11:29pm

updates are ongoing.

plans: adding in a paratrooper script and reinforcement menu buttons or panels script for both the german and russian army.

tweaked: all information files and these files now all in one folder called information.
tweaked: artillery barrage script with adding more waypoints, spawn and delay functions.
tweaked: sandbag formations.
tweaked: some heights measures.
corrected: zone name for german.counter.attack1.
added: environment preset 'tank5'.
installation setup details are included in the environment folder.
added: a second german mortar crew.
added: russian snipers as part of the reinforcments panel shown on right side of screen via (f1) simulated play
added: mission.file. (2.mi.) introducing infantry only gameplay. I have taken out all german vehicles, cannons, flak guns and left in only german mounted machine gunners and mortar crews. I may add in some experimental scripts for infantry only like when in (f1) simulated play then german trucks are seen coming into the town and they scripted to move to particular waypoints and stop and so, all german infantry get out of rear of trucks, scatter and then trucks move on. but only concentrating on infantry only scripting.

The russian reinforcments panels script has been altered to so only both carriers and scout car, and ground placed machine guns, as well as medics and soldiers are seen on right side of screen in the menu buttons. so I have altered the scripts with taking away some scripting itself so they are not seen as being 'switched off' in the panels via triggers/conditions/commands. so right clicking a function then scrolling down and clicking off.
so less scripting information makes for a smoother game play.

in triggers you will notice 'objective' with the text hill seen underneath. ignore that. I need to edit the recorded mission.files to get rid of this. so the objective trigger seen serves no purpose. in time this will be gone.

fixed: some foxholes.
floating models are being dealt with.

Update: 30 Dec, 2021 @ 8:47am

fixed a crash report belonging to one of the russian reinforcements.

updates are ongoing.