Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Close Quarter Reworked
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Update: 13 Dec, 2024 @ 3:28am

Reworked cq12 and cq14 including tweaking mission files

Update: 10 Dec, 2024 @ 10:38pm

Some fixes in cq11 town design concerning the entities > walls/wooden fences, then in properties (for both entities) now tweaked to disabled so now vehicles can drive through.

Map in focus now is cq12

Mission state is your Best Friend
You need to be "in-game via f1" to use Mission state located by pressing f3 then f8
In cq11 mission file 0.mi and when allies reinforcement tabs has been used up (tabs disappear from right side of screen) then pressing (f3) then (f8), and the Mission state window pops up on screen, and in Mission state/triggers/reinforcements and scrolling down to allies_active and see the little box to the right then checking this box to on (ticked) and then a new Allie wave will spawn into game, and so forth ticking box each individual time, then spawns into game a new Allie wave.

Ok now coming out of reinforcements and scrolling a little further down to [+]waves and in waves see where it reads axis and its the little box seen to the right well, checking or ticking this box to on then allows a new German wave to start spawning into game again. Again on each individual click on box, then in-turn, spawns into game another German wave. In Mission state window also in vars (short for variable) you can keep an eye on the amount of German waves or axis waves that have spawned into game.

Some Important Information on Reinforcements Points
To change reinforcements points for ally reinforcements tabs say in cq11 mission file 0.mi (mi short for mission file ((I think) and ally reinforcement points which are now set at 10000 overall points to use, then to change reinforcement points yourself (then while still in f3 mode), then its pressing f9, and the mission properties window will pop up on screen,
now see [+]reinforcements and click on that, and now see scoreTotal and scoreCurrent (atop of reinforcements box) its in there that a value can be inputted and when in game via f1 then the value given is the overall amount for the reinforcement tabs to be used, when reinforcement tabs have been used up (they disappear from screen), this means the maximum value in points (inputted via mission properties/reinforcements) has reached its end. I have not gone any further than 10000 points.

Mission state can only be used while in-play via f1
Another important note to remember is when using Mission state for spawning in new allies, then remembering where you last spawned in your ally reinforcement tab, so then when new Allie wave will spawn (after ticking box in Mission state) then Allie wave will spawn in at the exact spot where you last clicked on map with mouse pointer after clicking on reinforcement tab.
Its not a big deal breaker really, but it can be a bit of a headache with scanning the minimap while in the heat of intense battle and this after you just used the Mission state window (after clicking on box), only you can't remember where on the map you last spawned in at with the remainder of your reinforcement tabs.
The peace of mind knowing immediately where your new ally wave will spawn in at (after using Mission state) is keeping an eye on mini-map, so then when you tick box in in Mission state, then you will see a squad wave of ally men pop up on the minimap as blue dots bunched up together.

To be cont..

Update: 10 Dec, 2024 @ 9:02pm

Reworked cq9 cq10 cq11
All mission files for maps above have been tweaked to

This script idea can be tweaked in all mission files 0.mi.
For cq11 mission file 0.mi for the German waves spawning in I have set to 10 waves. To change the amount of German waves spawning into game, then hit link (down below) and see properties for cmp_i to the right side of screenshot, then see value box highlighted well, in there you can put in your own value for the amount of waves - value of 10 then 10 German waves spawning into game.
In the screenshot to the right side see the trigger called wave/axis (in triggers) and see delay (in commands third box down (underneath condition box) and delay sat in between actor_state and trigger, this is where you can tweak the amount of time it takes for the next German wave to spawn into game again.
So say you put in the number or value of 30 in the value box in cmp_i (in condition) and in delay (in commands) put in 30 to, then every 30 seconds editor time (delay) a wave of Germans will spawn into game. I think for the amount of Ai German soldiers to a wave I put in as 14 in the mission file for cq11? I will have to check.

https://steamuserimages-a.akamaihd.net/ugc/34436871866411745/1588938046854739BA0EC955604DD452F1045E8C/?

Important Note
Always remember to make a backup file of your work as future updates for Close Quarter will overwrite your work, that is, if you still working from content folder (in workshop folder) via mod subscription?
An important note to remember is never copy map work from content folder and paste into map folder via recourse folder in main base game directory (wherever you installed Gates of Hell), as then when booting up GEM editor then any textures added to your map designs may get deleted, and 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.

Update: 9 Dec, 2024 @ 9:34pm

Some tidying up to cq8 and cq9

Update: 9 Dec, 2024 @ 8:47pm

Some reworking and tidying up done to cq6 and cq9 including mission files

Update: 9 Dec, 2024 @ 2:31am

Some more fixes to cq6
cq6 is in some disarray at the moment on ally side, but in time cq6 will find its way like a lot of map work

Any floating entities you may come across will be tidied up on next update

All map designs are still undergoing the tidy up process while still being reworked

Map in focus now is cq9

Installing & Playing Close Quarter
When you subscribe to Close Quarter then open the GEM editor and click on f1 and then esc and see "mods" listed, so then click on that and then see close quarter listed ( apart from mods required ), anyway activate close quarter and click on "apply" below, then once its done its thing, then press f3 and then clicking on "load", (top right of screen) then click on "single" seen in the list, and all close quarter maps read as cq1, cq2, cq3, cq4 etc will appear well, click on any of them and see the mission file 0.mi, so then load mission file and you should be good to go.

Update: 9 Dec, 2024 @ 2:15am

Some fixes in cq6

Update: 9 Dec, 2024 @ 1:24am

Reworked cq6, cq7, cq8

Update: 4 Dec, 2024 @ 3:21pm

Reworked and tidied up maps cq1 cq2 cq3 cq4 cq5

Update: 3 Dec, 2024 @ 10:54am

More tidying up cq5