Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Close Quarter Reworked
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Update: 13 Aug, 2024 @ 10:03pm

Some more fixes, improvements etc to cq9 including mission file 1.
All German machines gun positions have been tidied up.

Update: 13 Aug, 2024 @ 6:35am

Added to cq9.

Update: 12 Aug, 2024 @ 6:40am

More fixes to cq6 and cq9.

Update: 12 Aug, 2024 @ 3:48am

More minor fixes in cq6.

Game Tip:
When in-game and you got enough allie Ai guys on the ground and all German spawns have ended then switching to f3 mode and selecting all ally Ai guys on map in hold position including machine guns which won't be affected and hovering over to ai properties to the right of screen and see "brain" and in "move" click on "free" now all ally Ai soldiers on the ground will release from hold position and begin to advance towards remaining German troops.

Update: 12 Aug, 2024 @ 3:07am

Some minor fixes in cq6.
Changed preview screenshot.

Update: 12 Aug, 2024 @ 2:30am

A lot of tidying up and reworking maps as follows: cq6. cq9. cq14. cq17. cq18. cq20. cq21.
cq9 has changed significantly and is still under development.
Overall reworking all maps is ongoing.
Fade out script added to all mission files when beginning game via f1.

Update: 1 Aug, 2024 @ 8:56pm

3rd August 2024. 00:05pm
Some Important Information
Cq9 has had a total overhaul and will soon be replacing the old cq9.

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Some fixes in cq8.
Maps receiving reworks at the moment are cq8 and cq9.
Cq9 will change dramatically in parts.
All mission files on next update will have the fade out script added.

Update: 1 Aug, 2024 @ 7:24pm

Introduction:
I never wanted to release the new update this early but I thought because of the crucial errors I have come across in my work regarding objects like barricades or walls placed in front of machine guns then I should release this update now as it would only bug me if I didn't.
.....
Update:
Recently while working on the close quarter maps then I have come across the same problem as mentioned in last update. This time in cq8 (now fixed) where I have put objects in front of machine guns already placed on ground. A lot of the time I am working mainly in f2 mode where all map work is done and then I will save and load up another map again in f2 mode but not realising the changes I have made in the last map worked on where I have placed objects in front of machine guns that can only be visible when mission files have been loaded ( in f3 mode ) and thus seen on virtual ground. When mission files ( game design ) is created then they are created when working in f3 mode, f2 mode for map design and f1 mode for experimental or test play.

The ally machine guns have script so ally Ai soldier can automatically mount machine guns so when in-game and when ally Ai soldiers are knocked off the machine guns then nearby Ai soldiers will automatically remount the machine guns and continuing firing.
If nearby ally Ai soldier(s) not automatically remounting machine guns then using a fresh reinforcement tab should do the trick or selecting group of Ai soldiers and executing the infantry spread near to none manned machine gun

All mission files in cq1 running through to cq8 has a new script added which you will notice when you hit play which is a fade out.
Other missions files with this script will be added on next update.

Overall a lot of map work, at present now cq1 and cq2 has been added to considerably while also at present time cq8 is being rebuilt in parts but overall, for all map work then mainly focusing on destroy ground textures and town borders to, while of course, the usual tidy up as well which is always ongoing. All maps are still under development and will change over time but only in parts.

You may come across floating hedgehogs or ground defences?

Updates are ongoing.

Update: 31 Jul, 2024 @ 1:34pm

A few fixes in cq4 one of the fixes of where behind a wall or rock_fence_3 were ally machine gun (mission file.2) placed behind then when firing machine gun then no range so this is a crucial fix and now ally machine gun has good range ahead.

Other fixes and improvements, new additions to maps etc, will come in next update.

Update: 28 Jul, 2024 @ 9:29am

Dear Devs..
The sound fx belonging to the whizzing bullets smacking into the various metals have stepped up a lot and sound way better, much louder and sharper sounding and more frightening sounding to.
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Lots of tidying while focusing a lot on town_borders and ground destroy textures.

German mounted machine guns have script attached so once German Ai soldiers operating machine gun have been knocked off then German Ai soldiers nearby will automatically board mounted machine guns and continue firing. German mounted machine guns (on stands) need to be knocked out so this cannot happen.

Mission state
When you are playing in simulated play via (f1) and your faction waves run out then pressing (f3) then (f8) and that's when you get the Mission state to pop up and in Mission state just above vars you will see [+]waves and in [+]unlimited are the exact same wave script names as seen in triggers (f6). Now when all your waves run out in-game then while still in (f3) and pressing (f8) and when Missions state window appears then in [+]waves/unlimited and the little box seen to the slight right well, when waves have ran out then the little box will be seen as looking unchecked or empty so ticking this box then allows new waves to start spawning in again.

When German waves have run out then you can use the exact same method explained above to have more German waves spawn into game again. Also when using Mission state then you can keep eyes on the count of German waves spawning into game which is usually with a delay of 30s so after one German wave spawns into game then after thirty seconds another German wave spawns in and so-forth.

Reinforcement Tabs
When in-game and you run out of "reinforcement tabs" (seen to right of your screen) then when not in-game then in F3 mode its pressing F9 and "mission properties window" appears and in there see "reinforcements" so clicking on that and now in "mission reinforcements" and in there at the top it says "score total" well, in there you can add in your own "maximum score" which really I only have ever gone as far as typing in "10000" which always works. For now we stick with "6000pts". A little further down you will see "allies" or "endless_allies" and there you will see a box called "score" well, depending on what number or value that you put in there then it used as points taken off the "maximum score amount" which is what you put into "score total".. I put in "450pts".

When you begin game via F1 and you see the "reinforcement tabs" (to the right of your screen) then the "maximum score amount" is seen read as for example; (under tabs) MP 6000/6000 the "6000" being the value you put into the "score total box" in "mission reinforcements", and each time you use a "reinforcement tab", then you will see (under tabs) for example; "MP 5550/6000" and so forth next "reinforcement tab" used again and the number you put into "score" in "mission reinforcements", then is deducted again from "score total" when using "reinforcement tab" again and so now under the "reinforcement tabs" in-game (to the right of your screen) it will look like "MP 5100/6000".