Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Close Quarter Reworked
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Update: 31 Dec, 2024 @ 9:12am

Small fix made via f2 for cq18

Map in focus at present is cq19

Update. 31st December 2024@19:53pm
New sound fx added into mission files for cq17 cq18 cq19 are a bit messed up at the moment but should have all sound fx fixed soon, this including the necessary sound files added into recourse folder.

Update: 31 Dec, 2024 @ 7:25am

Some small fixes made via f2 for cq17 cq18 cq19

Update: 31 Dec, 2024 @ 5:51am

Reworked cq16 cq17 cq18 cq19 including tweaking mission files.
Added new sounds mainly for plane sound fx heard overhead when mission file begins. I edited the dev sound file, bomber_squadron_passover_edited as you can see in the title I put edited at the end. I am still testing this so you may encounter it stopping mid-game which is not what I want. This is done for cq17 cq18 cq19.
All mission files over time will have the planes sound fx added while also experimenting with other sound fx like at present time its been experimenting with detonation sound fx using the commands, switch and case. For the detonation sound fx script then it can be located via triggers/artillery/fx which is added in mission files for, cq17 cq18 (only plane sound fx added) and cq19. For cq19 then sound fx for detonation (or explosion sounds) and plane sounds are located at triggers/sound_fx.


Update: 25 Dec, 2024 @ 5:23am

More reworking done to cq16

Map in focus is cq17

Update: 24 Dec, 2024 @ 1:58pm

Some more tidying up to cq16 including tweaking mission file to

Update: 24 Dec, 2024 @ 12:58pm

For cq16 town design some fixing to buildings as windows weren't breaking in heart of battle so this has now been fixed.
Also reworked walls a little more on ally side.
Tidied up interior decor in some french buildings.

Interior Decor
Furniture added to buildings interiors will slowly be done to all maps over time. I would like to add in pictures to for interiors walls but they can remain floating after walls have been hit by shellfire, and even though pictures (Contact Mod) are tweaked to disabled in pictures properties.
Overall, furniture added to french buildings interiors will continue for all map work.

Update: 24 Dec, 2024 @ 11:33am

Small fix to cq16 with edifices

Update: 24 Dec, 2024 @ 11:20am

Reworked cq16 town design some more mainly on the german side

Map at present in focus is still cq16

Update: 23 Dec, 2024 @ 9:46am

Some small fixes to cq16

Updated workshop preview screen

Update: 23 Dec, 2024 @ 5:53am

Reworked cq16 including mission file

At present map in focus is cq16

Dear Devs..
In-game via f1. am seeing, a lot more than usual, both sides (usa, axis) when in close distance to each other, then by default, Ai automatically deciding (on both sides) to tossing grenades over at each other, can you make it so it happens a lot more, like for each time both sides are near each other in close distance, then see the grenades being tossed over until last man standing sort of thing. When in third person mode and seeing the Ai soldiers (on both sides) deciding for itselves to tossing grenades over at each other is just brilliant to see and it really works for Close Quarter idea to in fact its perfect..
Maybe tweaking Ai default behaviour (when close to each other) then nades aplenty begin to get tossed over, in-turn this can allow micromanaging to be a little easier on the player having do it themselves when in the very heart of intense close quarter fighting.
Or add a button in player options, so then once squad is selected, then say clicking on grenades frenzy button and then nades aplenty begin being tossed over the walls and fences, bushes, only the grenades don't stop, they just keep coming, and again this only happens when Ai soldiers from both sides get close to each other. I see from time to time people in the community complaining of too much micromanagement involved, so then I think maybe this can be considered, which in-turn it making it easier on the player hence to much micromanagement.
Of course, I have tried to script this in myself with adding commands on waypoints and in triggers to, using the inventory and action command, but well, it never really pans out how I want it to, so I keep testing.