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: 6 Mar @ 12:46pm

eastern_front
All 7 maps have had some more reworking done to them
Map3 has had the most rework done
Added entitymanager file in resource/set

Update: 28 Feb @ 7:34am

eastern_front
Some fixes to map6

Update: 28 Feb @ 6:15am

western_theatre
In some maps as part of Kill German Officer objective, then fixed German officer Ai to hold position, as it (Ai) would leave its objective position because I never made the necessary change. This has now been corrected for all mission files

Reduced all German waves to 15, as a lot of mission files I set to 30 waves for the German spawn, which is too much, 15 or 20 tops is fine depending on size of map.
You can keep tabs on the German waves in Mission state

cq23 was missing German machine guns with boarding scripts. This has now been fixed

eastern_front
All mission files in all 7 maps have had the same changes as above

For both western_theatre and eastern_front all germounts and remounts have been carefully tidied up and this tidy up process is always ongoing. The boarding scripts (remount/germount) showing as in-active found in triggers, as you will see in a lot of mission files, the triggers showing the red stop sign, this signifying trigger(s) are not active. Pressing cntrl and left clicking mouse once only on any trigger in the list (showing red stop sign) will grant that trigger to become active again.
Say if you made active remount5, then when you place down any weapon of your choice, be it a heavy machine gun, mortar weapon, cannon, or motorised vehicle even, then making sure once you have placed down entity, then its selecting entity you have placed down, and then pressing cntrl-T, which will bring up the tag window, and in there all you have to type in is, exactly how the remount (trigger) reads, so typing in remount5 and press ok and more importantly, remembering to making sure to keeping your remount/weapon of choice stay in and around the ally side. Anyway then when you begin simulation, then see your Ai men board your weapon of choice

western_theatre and eastern_front map designs are still in slow development




Update: 25 Feb @ 11:33am

eastern_front
Some tidying up to map6 and map7 including mission files

Update: 25 Feb @ 8:45am

eastern_front
All 7 maps reworked

western_theatre
All 24 maps have been updated with the Kill German Officer objective
This including fixes in both f2 and f3 mode

All objectives have been victory tested via gameover command
.. when all objectives have been taken out then the victory text window appears on screen

All map and mission design work is still in slow development and will continue to receive updates

map6 in eastern_front
When using Mission state, then this time instead of Ai allies spawning on exact spot where you last used your reinforcement tab, then each time using Mission state and scrolling down to waves/ally_squad1 and ticking box to spawn new wave, then Russian soldiers will spawn into game as they did before waves ran out, so they now running into game, but still set to disabled via in game properties.
The important note to remember is each time you do use Mission state, then sticking with your guys already in or near the town centre, while giving the new Russian waves time to reaching end of waypoints where actor_state(s) are set in command. Mission state also used when reinforcement tabs have run out.

Important Game Information
At beginning of game when each mission objective shows on screen, then checking minimap to see also objective location flashing on minimap to, but location flashing for only as long as the objective mission text stays on screen, and then after 4 editor seconds (delay) a new mission objective text pops up on screen, then check minimap for its location on map, and so forth.

Objectives Panel
The 6 objectives seen in the objectives panel only appears (in panel) after all 6 mission objectives texts has already popped up on screen when starting game.
When in-play (f1) then pressing O on your keyboard will bring up the objectives panel, and there you will see as listed 6 objectives that needing to be taken out.
At the beginning of each objective (in the objective panel) you will see arrows and clicking on any of the arrows for each objective will then take you to where that objective is located on map, also each time an objective is clicked on in objective panel, then objective location flashes on minimap.

You may see a whole different text when mission objective completed text shows on screen when an objective has been taken out, but overall, whatever text you do get, is enough to tell you that the objective is completed.

Update: 22 Feb @ 11:56am

eastern_front
Added Kill German Officer objective to mission files in map1. map2. map3.

Pinkish white trees you see in winter maps are called tree_attach. This means you can place snipers in the trees. This particular tree_attach is taken from the MoW2 mod.

Update: 22 Feb @ 6:06am

eastern_front
Reworked map6 and map7 some more
Added Kill German Officer objective to map4 and map5 mission files
Fixed german heavy mortar objective in map5 mission file

At present time map3 is map in focus


Update: 21 Feb @ 8:03pm

eastern_front
Fixed Kill German Officer objective in map7 mission file

Update: 21 Feb @ 7:33pm

eastern_front
Added Kill German Officer objective to mission file in map7

Update: 21 Feb @ 5:49pm

Small fix to mission file in map6 for eastern_front