Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Close Quarter Reworked
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Update: 15 Sep, 2023 @ 5:59am

And yet another minor fix in cq5 - v1.mi

Update: 15 Sep, 2023 @ 4:09am

Minor fix in cq5 - v1.mi.

Update: 15 Sep, 2023 @ 3:41am

Updated cq5 v1.mi.
Updates are ongoing.

Update: 15 Sep, 2023 @ 2:21am

Some fixes and tweaks to mission files.
Overall tidy up.
Updates are ongoing.

Update: 14 Sep, 2023 @ 4:39pm

Some more tweaks to some mission files.
Updates are ongoing.

Update: 14 Sep, 2023 @ 1:14am

Update. 14th September 2023@22:05pm
Mission files are as follows:
Default.mi - Russians versus Germans that is to say default using base game settings for infantry.
V1.mi - Brit/Usa versus Germans - V1 standing for Valour which is used for introducing ally (Brit/Usa) infantry
Cq25 - Japanese map only introduces V1.mi.

Crucial Tip - Ai Spawns
Switch to (f3) and pressing keypad 6 and see in triggers top box [+]waves/unlimited with corresponding factions, allies and german and clicking on either then see conditions (underneath triggers) and double clicking cmp_i and what number you put in the - value box, is how many Ai soldier squads will spawn into game. When you run out of spawns and wanting more then its switching back to (f3) and pressing (f8) and then Mission window appears and scrolling right down towards the bottom and see the trigger name for example: endless_allies and the box at the end so ticking again this box then allows a new Ai squad to spawn in. If wanting another Ai squad to spawn in then its unchecking box and checking or ticking box again and so a new squad of Ai soldiers will spawn into game and so forth. Works the same for vehicles to.

Tip:
If you really want to put your skills to the test then I recommend this mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2792852728

Update: 14 Sep @ 9:14am (same as above shown in blue))
A lot of mission files needed fixing as a result of crash reports this fixing including remount/germount scripts that had stopped working. This fixing is ongoing.
Overall tidy up
Updates are ongoing.

Update: 10 Sep, 2023 @ 1:56am

Thursday 14th September 2023@06:40am
Just a heads up that the next update is nearly ready to go out. In this moment in time I have just been running through each map again making sure all mission files and battle_zones are working accordingly.

Wednesday 13th September 2023@20:46pm
Sd.Kfz.234/2/Ai crew (5cm) hit a hedgehog (ground defence) stopped then reversed and turned and chose a different driving path.
Pz.kpfw.tiger/Ai crew drove into broken vehicle then reversed and Ai crew decided for itself to choose a different path.

Wednesday 13th September 2023@05:18am
I just saw two ally Ai soldiers hop on a vehicle while it was moving. I was operating the vehicle tank. They hitched a ride then hopped off a few secs later. Never saw that before.

Update: Monday 11th September 2023@21:17am
I am at cq17 and have already made a bunch of fixes with some mission files including remount/germount scripts that have stopped working so really its just fixing up mission files that will show errors. Maps load fine in (f2).
I will keep you posted...

Update: Monday 11th September 2023@01:21am
I have saw I am losing subscribers maybe as a result of the mission file crashes I been getting over here that may be due to the recent updates we have been getting and so then authors of mods on the workshop like myself then having to fix our work. This kind of thing is expected.
The fixing could take a while so I will keep you posted on the fixing progress for all default.mi and v1.mi files in all 26 maps. Loading cq maps via (f2) seem ok.
In the meantime I have opened up comments again and also created a discussions box called Post Errors Here so if you be so kind as to let us know of any errors and copying error report text and pasting it in discussions box. If you need help with this then I will help you. Thanks.

Update: 10 Sep, 2023 @ 1:42am

Update: 10 Sep, 2023 @ 1:17am

I added single player for cq16 - v1.mi but it never showed up in single player part of Gates of Hell as it usually did when I was testing it as a separate mod. So for now my single player mission will be uploaded as a separate mod soon.
Overall tidy up.
Updates are ongoing.

Update: 2 Sep, 2023 @ 5:26pm

Update: 5th September @ 13:20pm
To be edited until next Close Quarter game update.
..................................................................................................
You may come across remount/germount scripts not working.
As part of the tidying up process then eventually all remount/germount scripts will be working correctly.
New Update:
Some minor fixes with carefully removing some floating models that were high up in aerial view this best seen when scrolling out of game using elevation. Also an important note to remember especially for the gamer that is brand new to the GEM editor is when removing floating models underneath virtual surface and above virtual surface then always make sure to click on floating model only once rather than highlight with scrolling around floating model as then after floating model is highlighted then the inexperienced human player can be caught out in missing other models that may have been highlighted to and thus after deletion of floating model while working blind to the other models deleting as well in turn could mean a lot of map work lost so with this in mind when deleting floating models is important information to have onboard when spending time in the GEM editor.

Scrolling around model yes can be done but always making sure to then press ctrl-c and when the value 1 is showing in top left corner of your monitor screen then that is saying ok to delete highlighted floating model. The value 1 representing one floating model copied. Even when scrolling around floating model with scrolling horizontally across like so now above highlighted model is below virtual surface and beneath the highlighted floating model is just the void as I cal it as there is nothing there.
When weather presets are not being used then the void looks black and that is it whereas when using weather preset then the void looks the exact same as the weather preset. So if the weather preset is showing sunny day then the void looks sunny to.

Anyway the human eyes see only one model highlighted when in fact there could be other models highlighted to and this including vegetation models flat on virtual surface or any other environmental assets that have blended in with virtual surface. Like a model cupboard laid flat on virtual surface but back of model cupboard sunk into virtual surface for reasons such as creating a cover for the Ai soldier to take position behind. So these are the kinds of things that have to be at front of head when removing floating models.
A lot of times when clicking once on floating model then it can be a little tricky to get it to show as highlighted. If a blue circle appears after clicking only once on floating model then floating model is seen by the human eye as being highlighted.

Sometimes it can take a little time in removing floating models while other times it is not so bad. Overall when clicking on floating models only once with blue circle the sign that floating model is highlighted and as mentioned above then its pressing ctrl-c and in top left corner of your monitor screen you will see how many models have been highlighted and thus copied and if the value is showing as 1 then its ok to delete highlighted floating model. Many times I have been working on a map and seen the floating models and selected (not pointing and clicking only once).

Selecting with scrolling around floating model only not realising when I hit delete that I have also deleted a chunk of work that took me ages to build and this after saving as well via saving in real-time with pressing ctrl-s.
When underneath map surface and removing floating models then always making sure to check above virtual surface and look carefully that there is nothing else selected but the peace of mind knowing is when you see the value showing as 1 after pressing ctrl-c as a result of clicking only once on floating model then that's the sure sign to delete floating model the peace of mind being no other models have been deleted.

Tip:
When say playing cq26 default.mi in-game (same for v1.mi) and switching to (f3) mode and pressing (f8) and bringing up the Mission state window and in there scrolling right to the bottom to where it reads vars and there you can keep an eye on the waves that have spawned in using the variables created which can be located pressing (f9) and when the mission properties box will appear then see vars and pressing the box at the far right that looks like [..] and once pressed then see Mission variables and in there is the information that is communicating with cmp_i in condition and set_I in commands.

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. The thing is, after that initial spawn then even though box in Mission state is seen as looking still checked or ticked then in order to have an new spawn then you must un tick box then tick again then you will get a new spawn and so forth.

In Mission state in variable section is what is used when creating variables from scratch so its in this section where variable names are created first before modules like cmp_i and set_i can function properly. Keeping in mind here this is from my own findings and my own research and asking for help and watching tutorials and with using this knowledge that I have managed to somehow get my head around particular scripting when it comes to what I would call advanced scripting. I only know bits and pieces so in turn making it easier but only if you know how to.

When I very first came to the GEM editor which was just a little over 10 years ago I had no idea what a lot of things meant in the GEM editor. This without owning any prior computer programming knowledge and since then trying to understand the communication involved with using various parts in both editor creation modes being (f2 - for map or terrain design) & (f3 for playable game design using script) especially script. Not knocking myself here am just being realistic. And I use the term various parts because the GEM editor (to me) is an extremely complex game design software and there is only limited stuff that has taken me a long time in getting my head around. Is the GEM editor limitless or is it only limited like there is a boundary without end somewhere but working as a whole? I think the GEM editor is limitless.

I began learning to make map terrains with watching tutorials on youtube and even when inputting keywords into browser then its the keywords used that can make researching a little easier but learning these keywords used with taking screenshot and using the screenshots as reminders for when I am searching for information so its the keywords used that make researching for information easier but I really wanted it so bad to make what I saw in my head. So that's when the art of patience developed when spending time in the editor and with dedication I am glad that I stuck to my guns and got this far. The scripting part came some years later on.

Another Tip:
If you really want to put your skills to the test then I recommend this mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2792852728