Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Close Quarter Reworked
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Update: 7 Oct, 2024 @ 6:56pm

Cq10 has been reworked mainly updating country roads and for the mission file repositioning machine guns mainly for the German army.
Also cq1, cq12, cq14, have been reworked using Liberation.

Update: 4 Oct, 2024 @ 7:35am

This update comprises of all mission files tidied up including repositioning a lot of machines guns with script for both sides. When I begin work say in f3 and I see a machine gun placed behind a wall then it bugs me to check all map work so this is what I have been doing and of which is still ongoing for all mission files and also, re tweaking waypoints for the Germans mainly.
Taken out cq22 so this taking to all maps 25. I may reintroduce it at a later time?
Reworked cq21.
Cq25 is Japanese built map ideal for Valour users.
Updates will always continue to chug along for all map work.

Update:Tuesday 8th October 2024@02:45am
I am coming across machine guns mainly for the German army that needs repositioning again. Cq10 for example was showing this. I thought I had covered this already in the last update but well it seems not, but overall, the repositioning of machine guns mainly for the Germans is still in the process of being tidied up.
So I have decided from now on each time I rework a map and mission file ( repositioning machine guns etc ) then instead of uploading a bunch of map work I will only upload one map at a time that way I know for sure things are updated as they should.

Update: 27 Sep, 2024 @ 6:05pm

Some fixes to cq3 and mission file to.
Updates are ongoing.

Update:Saturday 28th September 2024@16:04pm
When I load my map work to begin reworking then I encounter having to zoom back into the map again as after loading map work then the camera can be far out outside of map range and I don't understand why this keeps happening as I always save my work in the belly of the map work and never where the game camera will begin at outside of map range when loading up map work. Its really out of my hands especially, I know I save my map work in both f2 and f3 mode. Map boarders always checked and still the camera can begin out of map range after loading map work. I guess it be fair to say the GEM editor can be a bit of a mystery at times.

Update:Tuesday 1st October 2024@03:03am
I have been learning the paratrooper script so I can introduce it into the Close Quarter mission files and more importantly, have the script ready in mind when the British faction is released. The British and American commandos parachuting together in-game. Imagine that.

Update: 27 Sep, 2024 @ 5:26pm

Fixed German flakgun in cq3/1.mi
Reworked cq20 using Liberation which is ongoing.

Update: 25 Sep, 2024 @ 10:22pm

Some fixes in cq3/1.mi.

Update: 07:06am
German flakgun in cq3/1.mi is not working as it should so this will be fixed on next update.

Update: Friday 27th September 2024 @23.16pm
Started reworking cq20.

Update: 25 Sep, 2024 @ 8:37pm

For cq3/1.mi
Fixed flakgun script. I fixed it before and thought I had uploaded it only when I made the fix it was made in content folder in workshop ( separate folder made when subscribing to mod ) rather than in usual place being in map folder where all editor work is usually done but I forgot about the change I made in content folder so when I made more changes in usual map folder then I forgot when uploading update that it won't include earlier changes that were made in content folder. Changes can be made when playing a game (mission file ) via single ( when mod has been activated ) so then what changes are made then its in the content folder that should be located for then to copy mission file (or map files to if changes were made in f2 mode ) and so pasting into map folder ( in resource folder ) the file(s) containing the changes. Always remember to make a backup copy of your work if you are going to be copying files from mod subscription folder in content folder via workshop folder found in steamapps folder. So directory address should look like as follows: steamapps/workshop/content/400750/mod. Where it says mod at the end is usually a folder showing a bunch of numbers so best way to finding mod is by looking at the date modified seen to the right of the mods folder showing numbers. If this is not seen then its usually right clicking on bar underneath address bar atop of mods folder window ( where all mods are stored. Each mod folder showing numbers ) and looking for date modified in the list and clicking on that and then you will see again to the right and as dated last mod subscribed to and this should point you in the right direction to where the mod is that you are searching for. When inside mod folder then clearest way of knowing its the mod you are searching for is by double clicking mod.info file and it will tell you name of mod. The file itself is seen read as mod and this type of file seen to the right of it reads INFO File
If type is not seen atop of folder window then again its right clicking on bar underneath address bar and looking for type in the list.

Update: 25 Sep, 2024 @ 7:21pm

This update is for cq3/1.mi (mi. short for mission).
Fixed german flakgun18 script.
Fixed intro_smoke.
Added fade script.
Tidied up germounts ( German machine guns ) which is ongoing.
Emptiness seen around outside of cq3 map now dealt with.
Updates are ongoing.

Update: 24 Sep, 2024 @ 11:17pm

Some fixes in cq3 including adding fade script to mission file 1.
Also in cq3 all emptiness or void seen around side of map will soon be dealt with.
On next update for cq3/mi1 all weapons mg34's/42's mainly ( with germount script ) will be tidied up so you will notice some German machine guns out of range ( obstructions in the way like walls/objects) so mission file for cq3 will be tidied up on next update. This update prompt clearly seen as part of Close Quarter title so this you can keep an eye on for new updates released always with a date shown.

The 3 tall chimneys I have placed in all maps at German side west well, as part of my city history near the shipping ports there used to be 3 tall chimneys that were locally known as the 3 ugly sisters and when I was a little boy I could see them from a far distance so each time I use the entity stalingrad_boiler_tower ( tall chimney model ) then of course this reminiscence always springs to mind. Now I have introduced this idea into all maps so then you will always see them in-game like I did all those years ago.

IMPORTANT INFORMATION WHEN LOADING UP CLOSE QUARTER
When you subscribe to Close Quarter then open the GEM editor and click on f1 and then esc and see "mods" 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. ( mission file 2 is in cq23 and cq26), anyway then load mission file and you should be good to go. If you have any issues when trying to play Close Quarter then feel free to pm me on my profile and best of luck to you.

Game Tips:
When playing any mission file then German mounted machine guns need to be destroyed, if not then when German Ai soldiers have been knocked off machine guns then nearby German Ai soldiers will board empty machine guns and continue firing.

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 cq3 mission file 1. ) [+]waves and in waves see where it reads 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 and also when you run out of reinforcement tabs ( seen to the right of screen when in-game via f1 ), then again in Mission state when say in cq3 then where it reads waves and then in reinforcements ticking on the boxes to the right of the triggers ( two triggers - sniper_active and ally_squad_active) so either of them checking on box to the right of trigger 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 men to be seen as popping up 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

As part of my testing in the editor I have had a bit of a breakthrough with waypoints for German spawn mainly and so I want to have all mission files the same as how the Germans are spawning in at present in some maps and how they will advance and scatter but how the script stands now is precisely the idea I have always had in mind. There has been some bumps over time since building Close Quarter and with tweaking none-stop really the waypoints for German spawn mainly and its with only trial and error that I have had this breakthrough. Now German spawns are responding a lot better. This tweaking is ongoing for all mission files.

Also 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 then 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 gun 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 guns 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.
If when in-game and your men don't board or remount weapons that you have placed down 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.

Update: 24 Sep, 2024 @ 10:36pm

Some fixes in cq1.
cq3 has been reduced in map size length ways and will continue to be reworked.
General tidy up.
Updates will chug along as normal.

Update: 24 Sep, 2024 @ 6:32am

This update comprises of all mission files rechecked and tidied up while adding into some maps that was missing the fade out script which has now been added in.
Cq1 has changed and in size a lot to. Also new minimap added into cq1 which is the same kind of minimap idea I would like featured in all maps except for cq25 which is more like bonus map featuring japanese build. This particular map can be enjoyed when subscribed to Valour mod here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2537987794 as the Japanese faction can be used.
Cq23 and cq26 now only featuring mission file 2. (apart from mission file 1. included as well), mission file 2. featuring the Russians versus the German army. Mission file 1. Is the Americans versus the German army, and also excitingly enough, on the horizon is set to soon include into mission file 1. "game design" the new British faction coming to Gates of Hell.
All maps after cq19 (including cq9) are to be given new basic rework using Liberation assets although, some maps have already received some reworking.
Updates are ongoing.