Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Close Quarter Reworked
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Update: 10 Jul, 2024 @ 1:23am

This update comprises on focusing more on destroy and crash_brick texture stamps mainly working with at the moment cq6, cq7, cq8 and the stamps added to roads and in front of partially destroyed buildings. The textures you see are really working in experimental mode so design may change but keeping to same idea. This work is slowly ongoing.
I have also been concentrating on adding in mortar pits using crater models mainly using a lot of crater_big. This work is for both sides although more mortar pits added to German defences with the idea in mind of the German mortar crews hard to spot.
I have as well added back in mission file 2. into cq23, mission file.2 featuring the Russians versus the Germans.
Added in some maps artillery German Flak Gun 18 as I prefer to have at least one German flak gun heard in the background.
You may encounter floating models.
General tidy up.
Updates are ongoing.

Important Note.
In a lot of the mission files I have added in a mortar_barrage script which can be located in triggers/artillery/mortar_barrage or mortar and a lot of mission files have the mortar_barrage switched off. In the mortar _barrage trigger itself (in triggers/f3/then numpad 6) then for knowing the script is switched off is then seeing the red stop sign seen over right far side of trigger. To switch mortar_barrage back on then its simply pressing left cntrl and clicking once on mortar_barrage trigger.

Update: 7 Jul, 2024 @ 11:15am

In reflection to what I mentioned in previous updates below concerning how German soldiers appear as part of American spawn when using reinforcement tabs well, this has been fixed for all mission files.
General tidy up.
Updates are ongoing.

Update: 4 Jul, 2024 @ 11:10pm

Some minor fixes to cq5 and cq15.

Update: 4 Jul, 2024 @ 9:24pm

cq5 mission file 1. fixed and tested.

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.

For the aliies its the same when using reinforcements tabs so then after infantry spread has been executed then allie Ai men will board field weapons that I have scattered about with same script attached. This work takes time but slowly all remounts and germount (boarding) scripts in all maps will be tidied up. The boarding script can be used on vehicles as well which I have tested already.
All the while adding in more weapons (for both sides) but more added to German side mainly concentrating on German defences (in all maps) as the Close Quarter work is more focused on allies attacking while Germans defend while sending in fresh troops (Germans spawning in).

Overall, all 26 maps (including game design) are still under build development.

Update: 4 Jul, 2024 @ 8:41pm

cq5 mission file 1 now fixed. This concerning German soldiers spawning in when reinforcements tab for allies has been used.
General tidy up.
Updates are ongoing.

Update: 4 Jul, 2024 @ 6:55pm

Overall tidy up to some maps with minor fixes.

In cq5 mission file 1, and when spawning in the allies using reinforcements tab then German soldiers spawns to this resulting in firefight. This will be fixed on next update. To fix this yourself then when not in-game and in F3 mode then its highlighting everything on battlefield but not the allies stationed at end of map then pressing cntrl-T and the "tag box" will pop up on screen and in there search for allies and once found then click on remove and close box by mouse clicking on [x] not pressing ok, if you do then everything on battlefield will be tagged with other tags seen in "tag box" so only when removing tags (if more than one entity is selected) then always closing tag box by clicking on [x].

As part of tidy up process is like for example; a telegraph pole with entity name being; standard_wood_rural, and it blended in with building wall so it stood upright to so hard to spot and usually only by accident I come across things like this when testing via F1.
Also while in-game models such as grass (oddly enough) appearing out of ground due to mortar impacts nearby so trying to preventing this from happening and walls laid flatly on their sides I focusing on idea walls have been knocked over or destroyed and parts of walls remains on ground only when mortar rockets hit ground then the derelict wall idea can be affected in-game.
These different wall parts can become dislodged and seen appearing a little odd looking sticking out of the ground or looking out of place again when mortars hit ground nearby creating this to happen and broken vehicles to can be encountered slightly hovering above ground something I may have missed when using the "height tools brush" when working with elevations and dips for creating realism, so spotting these kinds of things is usually by accident when testing and so the mental note is taken and the tidy up process begins again.

Update: 3 Jul, 2024 @ 11:00pm

cq5 was missing mission file 2. which features Russians versus Germans.
This mission file is now included again in cq5.
The new stamp, crack_long_01 located via (f2) landscape/stamp/destroy and new stamp added into game but overwriting other stamp I had added into map designs is still in tidy up process as new stamp has messed up my work from how all crack_long_01 are stationed on ground so a lot of them looking out of place or too bunched up so this is keeping me busy in cleaning this up. This is also explained of in update Update: 20 Jun @ 7:57am a little further down below.
You may encounter floating models which is part of the tidy up process.
Blue men seen without textures showing are slowly being tidied up.

When in-game and you run out of "reinforcement tabs" (seen to right of your screen when in-game) 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.
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".. 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".

Update: 3 Jul, 2024 @ 10:29pm

All vegetation has been redesigned for all maps and is still undergoing development while also adding new builds to some maps and general tidy up.
All mission files has been updated and is still in tidy up process.
Updates will continue as normal.

Update: 26 Jun, 2024 @ 1:21pm

Vegetation in cq6 has been overhauled and is ongoing.
Mission file 1. has been tweaked.
All vegetation in existing maps will be overhauled.

Update: 25 Jun, 2024 @ 2:07am

Tweaked mission file 1. in cq16.