Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Close Quarter Reworked
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Update: 27 Oct, 2024 @ 6:47pm

Minimaps and mission files in both cq12 and cq13 have been updated
Updates are ongoing

Update: 27 Oct, 2024 @ 2:41pm

Small fix for cq11/1.mi concerning actor_state for German spawn switched to hold instead of free.

Update: 27 Oct, 2024 @ 2:02pm

Updated minimap and mission file for cq10
Mission file for cq11 has been reworked considerably
Tweaking mission files in all 25 maps is always ongoing
Some tidying up to cq9 and cq17

Update: 26 Oct, 2024 @ 8:35pm

Some fixes to cq17

Update: 26 Oct, 2024 @ 7:52pm

Reworked cq17
Updated minimap for cq17

Update: 26 Oct, 2024 @ 3:01pm

All french buildings roofs have been fixed in all 25 maps.
I located the original cq17, and put it in back into cq, now both cq16 and cq17 are not identical in town design anymore.
Mission files 1. from cq1 to cq9 have had reinforcement tabs updated with vehicles added. This new addition to reinforcement tabs will continue for all mission files and will be ready on next update
New minimap added to cq9. It will change soon.
Minimap in cq7 updated.
Reworking all maps (and minimaps) and mission files is ongoing.

Update: 24 Oct, 2024 @ 11:15pm

This update comprises of some map work regarding the french buildings, as they was suddenly showing a corrupted error seen here; https://steamuserimages-a.akamaihd.net/ugc/2465250327956012946/D59CE8D90CD86713312AC2EBA7FF3C8F023A484C/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false also while learning "thankfully", after scanning all maps, then the error (seen above) wasn't showing as much in maps. This has now been fixed and this tidy up process will be ongoing.

Also in last update to Gates of Hell well, there is a new change in the editor now concerning "edifices", as before last update. then when selecting french building, in right oblong panel in editor being "properties for 'game entity' ", then scrolling down to bottom of list and in structures is where the edifice box used to be. When Ai soldiers enter into building, then roof disappears, so then when ticking "edifices box", then this would fix the roof problem.

Now its different in the editor (as of last few updates to base game), as the newly added edifice system has overwritten the old edifice system I was used to. After some research on this, I found out its the files I need to edit, so this is something I am looking into, as you will see when Ai soldiers entering into the french buildings, then the roofs will disappear, its annoying in-game when this happens, so fingers crossed the roof problem will be fixed soon.

cq16 and cq17 are both identical in design. I don't know what happened there, on next update then cq17 will look a lot different in build design in comparison to cq16.
New minimap added into cq7, but will definitely be updated, as it doesn't seem to be working right, overall, all mini maps you see are just experimental only and will continue to be updated over time.

Update: 23 Oct, 2024 @ 3:33pm

Some fixes to mission file 1/cq25.

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" 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 1, so then load mission file and you should be good to go.

Red Stop Signs/Remounts
In triggers for remounts you will notice some triggers ( in all mission files ) showing the "red stop sign" at the end of the trigger well, this is because weapons are missing from the battlefield and weapons you can add back in yourself from ground weapons like field cannon, mounted machine guns, mortars or vehicles of any kind. All you would have to do is while making sure you in f3 and in triggers say remount5 has a "red stop sign" at the end of its trigger, then while pressing cntrl, then its left clicking once on trigger and the "red stop sign" will disappear showing that trigger remount5 is active again.
So then while still in f3 mode then its placing on the battleground your weapon of choice and selecting vehicle or ground weapon that you have placed down and once entity is selected then its pressing alt-T and the "tag window" will appear on screen, and so typing in exactly how the trigger reads, remount5 so type that in the "tag box" and then while in-game you will see your men mount the weapons that you have placed down.
Remount script for field cannon can be a little tricky to have all 4 or 5 men mounted, so its usually two at most and a lot of the times one only will mount while other times it can be what looks like a full squad mounted, which is around 4 or five men tops. Remount script added to field guns I have found with testing can behave a little temperamental, but of course, its the script, but for the most part script added to field guns do work while for mounted machine guns and mortar weapons the script always seems to work OK without the same problems that the field cannons have.

When making remount script triggers active again, then keeping in mind, when placing down weapons and selecting and tagging them then making sure to keep the weapons nearby your zone or where there are other weapons that I have placed down, so in that whereabouts radius.
An important note to remember is when Ai soldiers don't remount or board empty weapons where last occupants where knocked off them, then usually a fresh reinforcement tab used can correct this. Of if out of reinforcements tabs then using Mission state for a fresh Ai squad spawn.

Last Resort
When in-game and your Ai men still don't board or remount weapons that have become empty, and even after using fresh reinforcement tab or Mission state, then you may have to tweak the "if module" seen as part of script ( in commands ) for remount trigger. When tweaking the "if module" then its "distance with min/max and "detection" with options that is tweaked.
This can get a little messy if you not really know what you are doing, so its beyond paramount really that you always remember to make a backup copy of your work, before you do begin making remount triggers active again.

Mission state is your Best Friend
When you are playing in simulated play via (f1) and the German waves have run out (using Mission state can be used to monitor this), anyway then pressing (f3) then (f8), and that's when you get the Mission state window to pop up on screen and in Mission state just above vars you will see (for ex: cq2 mission file 1. ), then see [+]waves and in waves see where it reads endless_germans and its the little box seen to the right well, checking or ticking this box then allows new German waves to start spawning into game again. In Mission state window also in vars you can keep an eye on the amount of German waves that have spawned in. To see the amount of waves already scripted in, then while still in F3, (cq2) then in German wave triggers/condition see cmp_i well, in there see value and the value or number 30 you see typed in the little value box, then is the amount of german waves that will spawn in-game, when you begin game.
So while in-game, the german spawning waves can be monitored via Mission state in vars. In the value box in cmp_i (in condition) you can punch in your own values. An important thing to remember is that Mission state can only be used while in-play.

More Important Information on Ai Spawns
When you run out of reinforcement tabs (seen to right of screen when in-game via f1 ), then again in Mission state when say in cq2, then where it reads reinforcements, then in there see allies_active, so then ticking the little box next to allies_active, and where you last spawned in using your last reinforcement tab (when points ran out) is where your new wave will spawn in at. If you forget then its keeping an eye on your minimap for your Ai men to be seen as popping up as highlighted when you use Mission state.
When you check on box for germans in waves ( in Mission state ), then immediately you can see the Germans spawning into game on your hud minimap seen atop left of your game screen. To switch minimap on then its pressing cntrl-M while in-game via f1 mode. In the editor there is 3 modes. F1 simulation for experimental play, testing script etc. F2 for map or terrain design. F3 for mission game design.

Update: 23 Oct, 2024 @ 2:41pm

Mission files in both cq2 and cq25 have been tidied up.
New minimap added into cq25.

Update: 23 Oct, 2024 @ 9:42am

Cq2 has been edited to the point, where there is now two separate maps made, so now cq2 is one map, while cq25 is the other map. Cq25 used to be the Japanese built map, only now it has been made into a mod here; https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3353010037
Mission files in cq2 and cq25 are still undergoing editing, but for the most part both mission files are very playable.
Updates are ongoing.