Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Close Quarter.Updated.26th.July..25
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Update: 25 Jul @ 4:08pm

bonus_maps
In a few maps/mission files I came across the blue men. This has now been fixed.

western_theatre seems to be ok.

The blue men is what the Russian soldiers can end up looking like as a result of textures missing.

Update: 5 May @ 3:24pm

Tidied up map for cq25 (and mission file 0.) this tidy up including areas around cannons and machine guns mainly. Machine guns placed in craters may appear upside down or on side during game play. If this happens, then micromanaging two ally guys to board machine gun will immediately readjust machine gun to its correct default position.

All weapons scripted with crew onboard are invulnerable to enemy fire. Only ally soldiers not aboard weapons and ally spawn waves are vulnerable to enemy.

To turn off invulnerability for scripted weapons then its selecting all cannons, mortar weapon and machines gun and in right pane see game_properties so then its scrolling down to impregnability and in settings list its clicking on disabled. Now all scripted weapons are vulnerable to enemy fire.

To turn off artillery then its switching to f3 mode then pressing keypad 6 and in triggers top right see artillery/big_guns so then while holding down shift key its left clicking once only on big_guns trigger and red stop sign appear signalling trigger is now turned off.

Same method for switching off the smoke trigger where most parts on map floor will be overwhelmed by lots of smoke cover.

Update: 3 May @ 7:33pm

western_theatre
For mission file 0. I have set all cannons, mortar and machine guns to have crew already onboard while (not ally waves) only weapons with crew onboard are invulnerable to enemy fire. All remount triggers are turned off for now as I fix them up. Some are working while others are not. In the meantime I will leave all weapons with crew onboard as they are. Overall, the mission file is a real rig tester so I recommend you turn down video settings before hitting play.

The machine guns, mortar and cannons are all scripted meaning when ally soldiers is knocked off say machine guns then nearby ally soldiers will automatically board or remount machine guns and continue firing but its how the script works. In-game when the remounts script is working sweet then what that means is when ally soldiers are knocked off machine gun then nearby ally soldiers will immediately without issue then remounting machine guns and continue firing.

When I see ally soldiers nearby taking time to remount empty machine gun and eventually what can seem like ages then ally remount empty weapons then I know something is not right and this was the thing for machine guns and mortar and cannon to but not all cannons. A few machine guns and two cannons and mortar weapon (scripted) was not working properly.

But then again maybe where machine guns and cannon are placed then maybe ground or map floor needs to be redesigned as even something like ground especially not flat, can prevent say a helicopter script to not working right when landing. Entity models nearby scripted weapons again can prevent that smooth remount as the ally soldiers are seeking paths to take in order to remount empty weapons.

In cq25 you will see most weapons that are scripted is quite tight in with not much space around the weapon itself, so less space is not good for weapons with script, especially for cannons, and helicopters to, its the ground that needs to be properly right for the script or weapon to properly work without issue.

But back to empty cannons or field guns that can a lot of the time in-play only attract (via script) no more than say 2 ally soldiers, and one at most even and this can be the same for a good length of game time, when in fact, most cannons can have 4 crewmen, tops 5.

Lots of times in game then no more than two ally soldiers will automatically remount empty cannon and then again only one will remount empty cannon and its the script that is doing this. So in the meantime this is something I am working with.

Update: 3 May @ 12:03pm

For western_theatre more changes and fixes to cq25/mission file 0.

Also for cq25/mission file 0. some remount scripts for allies are not working properly so this will be fixed soon.

Update: 3 May @ 11:19am

For western_theatre some changes and fixes to cq25 map design and mission file 0.

Update: 3 May @ 9:33am

Western_Theatre

Added new map called cq25 with mission file 0.
Its not really close quarter like a lot of the other maps but I thought I would add it in all the same.

All remounts and overall scripting will be tidied up over time.

Both Ally and German squads have 50 waves each. While in-game you can keep an eye on both factions waves in Mission state by pressing f3 then f8 then scrolling down and see ally_waves & german_waves in Vars.

I would recommend you turn down video settings as mission file in cq25 can get extremely intense at times due to artillery bombardment.

Overall map count now for Close Quarter stands at 25 maps.

Update: 7 Mar @ 3:36pm

eastern_front
map3, map4 and map5 have been reworked while tweaking mission files

For map3/mission file, I re positioned ally machine guns with script, because when game begins, then after a bit some of the machine guns frames would appear upside down in craters where they are originally placed and this is something really I have never encountered before, so in the meantime I will leave the machine guns where they are, until I figure out what is causing the machine guns to behave this way.

Update: 6 Mar @ 5:53pm

Another small fix to map3 in eastern_front

Information for New Modders
When placing Ai soldiers in buildings for sniping, then before doing so I suggest selecting Ai soldier and pressing keypads u-7 and deleting all grenades in Ai inventory system, just double click on all grenades inc smoke grenades, so only rifle and bullets remain in Ai inventory.
Then sniper won't change stance in-game like they can do and so instead be seen just stood there in windows without pointing their rifles.
When experimenting with Ai for sniping from inside buildings, then taking away all grenades in Ai inventory can fix any annoying issues concerning Ai by default switching to grenade throwing stance when in midst of game.

This fix also is great for when designing objectives involving the Ai German officers as when they are placed in map and depending on its idea role, so for killing German officer as part of objective, then when entering a building where German officer is, then it can look weird to see the German officer looking through its binoculars, because by default in-game, then Ai German officer has changed its stance and switched from holding mp40 to holding and looking through binoculars inside the building. As a rule of thumb then removing binoculars from German officer Ai inventory via u-7. so then always the German officer be holding the mp40 at all times.

Another important note to remember, is when already subscribed to your own work, so instead of saving work in map folder, via recourse folder, in base game directory, (wherever you installed Gates of Hell), then instead when working in the editor, and each time you save work, then its saved in the content folder, as you are working from single (not multi) and so, when you copy work from steamappss/workshop/content (where your mod or subscription is including mod subscription owning last editor save), and then paste (your mod) into map folder via recourse folder in Goh directory, then you could experience texture loss in your map design work, and it is why its very important to remember to make a backup copy of your work, as without any backup files for what is gone, then is gone forever.
So always make a backup file of your work to save on any unnecessary headaches in the long run. As a rule of thumb for peace of mind, then I would advise each time editor work is updated (saved) in the editor, then its updated in map folder, via recourse folder, in base game directory.

To save in real-time when working in the editor then its pressing cntrl-S.
This works for both f2 & f3 modes

Update: 6 Mar @ 5:25pm

In map3 for eastern_front, another fix this time with edifices

Update: 6 Mar @ 2:27pm

eastern_front
Some small fixes to map3 concerning f2 town design & f3 mission design