Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Close Quarter Reworked
Showing 281-290 of 461 entries
< 1 ... 27  28  29  30  31 ... 47 >
Update: 2 Sep, 2023 @ 3:22pm

Update: 3rd September 2023 @ 00:53pm
This text will be edited over time until next Close Quarter Update
I have decided to update Close Quarter overwriting mission file default.mi in cq25 as it was bugging me. I just can't get past the Russian and Germans close quarter fighting on a Japanese map. It doesn't sit right in me so I took it out. Anyway cq26 has been significantly added to as well.
Overall as per all maps have been tweaked, some added to while in other maps taking out or replacing buildings with same model building. What I mean is some models recorded text information sometimes (I think) becomes broken in map file so the broken text (not all recorded text in file only a small part of file) in turn this automatically allowing model building to losing its cover system due to Ai soldiers not being able enter broken model building via human player micromanagement.
So I fix this problem with replacing broken model with same model.This done with taking same model building from library in (f2) via MoW2 Mod that is already activated.
A new rich text document file is now included as part of the information folder called the blue men explaining how they come to be upon loading up GEM editor.
While my findings may not be totally accurate using game logic explanation then near enough I think would suffice.

Update: 11 Aug, 2023 @ 7:47am

Update: Saturday 2nd September@ 19:52pm.
To be slowly edited until next Close Quarter (game) update.
As a heads up I remember why default. mi file is messed up in cq25 is because I meant to take the default.mi file out as it never felt right seeing the Russians fighting the Germans on a Japanese Map. On next update for Close Quarter then default.mi file will not be included in cq25 so be sure to save default.mi file before next update that will overwrite cq25. As a lead up to the next update for Close Quarter then I will keep you posted in here.

When the new Liberation Update drops here, https://steamhost.cn/app/2447590/Call_to_Arms__Gates_of_Hell_Liberation/ which will include a whole new faction being 2nd Rangers. Info here, https://en.wikipedia.org/wiki/2nd_Ranger_Battalion
All brand new models, textures, everything like what is seen in the screenshots in Liberation update (link above) will be a part of GEM editor. All Close Quarter map builds (including .mi files) will be reworked. Mission files with 2nd rangers included will own a working title of something like l1, l for liberation.
Not only will Close Quarter be played like (as of now) in the Gem editor and in multiplayer local skirmish but crucially also slowly building (map by map) into an actual single player game that can be played in the single player part of Gates of Hell. Story lines with dialogue and cinematic scenes including scripted in objectives. Story line missions based on real-life objectives including Pointe du Hoc. Objectives that were taken in the french towns after the beach landings.

It is etched on my mind to build a beach map design which is already in build development including the cliffs that 2nd Rangers took as part of Pointe du Hoc. On my mind all the time is a beach map featuring Allied nations of many divisions exiting the landing crafts or LCVP - Landing Craft, Vehicle, Personnel, or LCA - Land Craft Assault and when exiting landing craft then coming up against heavy German machine gun fire on the beaches. It will be a great introduction for Close Quarter. Below links showing information for the landing crafts used as part of Normandy beach landings,
https://en.wikipedia.org/wiki/Landing_Craft_Assault
https://en.wikipedia.org/wiki/Landing_Craft_Vehicle_Personnel

I have already started on cq16 with using v1.mi file with new added script including story line with dialogue and objectives script including some cinematic. Its a basic story line mission with German counter attacks as a result of taking objectives using triggers and zones (script). This I have been working on as I want a script ready for when Liberation Update finally drops. An incredible feeling it is to own knowing one day (map by map) Close Quarter can be played in single player part of Gates of Hell and with Liberation update included.

Update: Sunday 13th Aug @ 09:50am
I am coming across mounted machine guns with tags- (remount and germount) and some tags are missing like say in cq16 mission file - v1, then as per there is tags for (ally) machine guns being; remount/remount1/remount2/remount3/and so forth. The same for (axis) machine guns with tags - germount/germount1/germount2/germount3 etc, and these tags with the numbers usually ending around remount10 or germount10. In all for say the allys that's 10 placed machine gun models with corresponding remount tag names (as seen above).
In game design script via triggers there is 10 remount triggers with tag names again (as seen (tag names) in first paragraph). Only in-game I have missed adding a machine gun model with corresponding tag say - remount2. So really in-game there is only 9 machine gun models placed with corresponding tag names because the tag - remount2 and machine gun model is missing. Keeping in mind in script there is 10 remount triggers.
As part of the tidy up process is that all mission files (v1 & default.mi) in all 26 maps will be carefully scanned for the missing tag names and machine gun models and over slow time all will be corrected and uploaded in future updates. There is still lots of work to do with the Close Quarter Map Bundle.
This work or tidying up process including some future plans or ideas for the Close Quarter Map Bundle.

An important note to remember is that when a machine gun model with a (remount/germount) tag is not seen manned in-game then it could mean that the machine gun is empty because Ai soldier has fallen and there is no Ai soldiers nearby to gain tag then run towards machine gun and mount. Or, another reason is that machine gun has gained a disactivated, and/or destroyed tag, as a result of it being hit because machine gun model is set to disabled via impregnability settings found in machine gun model properties.

When in-game and you are not sure as to why a machine gun with a remount tag is not manned then pause game (usually top right of keyboard and next to scroll lock its pressing the pause button). Then back in-game and highlighting machine gun model and pressing ALT-T to view green tags. If no disactivated or destroyed taq is seen then machine gun is still operable.

The remount or germount tags are used as part of game design script for when in-game via simulation mode (f1). When ally Ai soldier is mounted at machine gun and firing at the enemy and they fall then In-game can be seen nearby ally Ai soldiers automatically gaining a tag and run to empty machine gun and mounting empty machine gun. If you have green tags showing already in-game via ALT-T then you will see nearby ally AI soldiers gain a tag first before mounting machine gun with remount tag.

Update: 11th Aug @ 3:47pm
Am still having problems setting up local skirmish for some maps. Its a bit of a mystery as they are set up exactly the same settings as all other maps only the maps (cq4 and cq26) just crash to desktop and always without any error reports.
some mission files tweaked.
Overall tidy up.
Updates are ongoing.

Update: 7 Aug, 2023 @ 6:42pm

Update Notes! - 11th August 2023. 02:19am
I have a few times come across some machine guns with remount and germount tags that need to be re-positioned with corresponding script needing tidying up to mainly triggers in condition. The ally machine guns owning the tag remount and for the German machine gun tag - germount. well, a few times I have come across machine guns slightly above ground rather than they being flat on ground. And machine guns stationed right behind walls instead of being in front of them or at least with good range through say broken walls with a gap. As mentioned already in a recent update post how I have come across some MG42's not exploding because in MG42 model properties they are set to full via impregnability and machine gun needing being set back to disabled so the MG42 model can be destroyed. Also texmod in Ai properties set to winter on a none winter map and Ai skins (underneath breed) needing tweaking. Models underneath map surface needing deleting. As I test each day I see things needing fixing so I make my notes and go back and fix them. This tidying up process is ongoing with each day spent in the gem editor.
To see tags above machine guns then its pressing Alt-T.

The German Ai soldiers brought over to Normandy with them Russian machine guns that they took from the Russian Ai prisoners back home but the British & American Ai soldiers managed to retrieve the Russian machine guns from the surrendering Germans. The thing is, the British and American Ai loved the Russian machine guns so much that instead of studying them back in the Ai labs they are now using them against the German Ai. Now the Germans want their machine guns back.

Close Quarter Map Bundle is now updated with all mission files both v1 & default being carefully reedited which is ongoing.

I have updated the endless_wave scripts for both Ally and Axis Ai spawns. This introducing two modules being the cmp_i for condition and the set_i for commands. You will notice its the only script switched on for the Ai spawns in both mission files.
To locate and use these scripts then while still in f3 mode then in triggers (f6) for v1.mi then the script is located in waves/unlimited/original. For default.mi then its located in waves. In both scripts in both faction then in conditions you will see cmp_i and in commands - set_i.
Now what happens is each time say the Russian allies spawn into game every say 40secs delay then a value is added to the cmp_i in condition which is say set to the value of 9. So when 9 points has well, reached 9 points, then the trigger seen above set_i in commands then stops spawning in more Russian Ai soldiers.
For the Germans say the value of 12 is added into the cmp_i in condition and in set_i module in commands the value of one. This making the game a little more challenging.
So say you want a small game with less Ai spawning in then you put a small number or value into the cmp_i in condition. If you want a bigger game with more Ai spawning in-game then you put in a higher value. In set_i in commands then the value (1) remains the same value at all times. So really depending on the amount of Ai you want spawning in-game then its only the cmp_i in condition that needs to be tweaked. When double clicking on cmp_i in condition and in the box called value is where the number goes. No other box (above value) tweaked or added to.
This script update of course defeats the whole objective for the endless_waves script idea but thought I would put it in anyway as then the human player has the option to experiment a little more. This new script addition has been added into all mission files (default.mi & v1.mi) so that's all 26 maps. [Update], I have come across some mission files not having this new Ai script addition added but all mission files (v1 & default) will eventually be updated.
The new Ai spawn script kind of works the same as the loop script found in limited waves, only it works differently. Its only a small script but I find it a lot more enjoyable to use especially with how more thinking is involved when micromanaging.

I have noticed cq4 is missing a local skirmish battle_zones. I will add this in the next update.

You may stumble upon some remount scripts not working.
These will be fixed over time and added into future updates.

Also you may come across German MG42's not exploding. This is because in model MG42 properties the model is set to full via impregnability so model needs to be changed back to disabled. To change this yourself then its highlighting or selecting MG42 model and in long oblong pane to the right of your screen and scrolling down to impregnability and in there you change to disabled. Fixes like this will be added to in future updates.

Updates are ongoing.

Update: 22 Jul, 2023 @ 8:20am

Update Notes 7th August 2023 - 17:38pm.
Just to let you know the update process is coming on well. I am nearing cq26. All misison files v1.mi are responding well. The blue men (check notes below) are still being replaced by the all new American Ai soldiers usaf that was introduced to Valours recent update. Some crash fixes to some default.mi files. You may have encountered these yourself but they will be fixed on next update. The new update for Close Quarter Map Bundle should be ready in a day or two.

Update: Thursday 4th August 16:44pm.
To be edited until next workshop update.

Information shown below is only of my own findings and research. While some information may not entirely be accurate then near enough to accurate I think would be fair to say.

Anyway the next update is going to be quite a big update and will be some time yet before its finally released as there is quite a bit of work to do. I will estimate around a week until update is complete. this new update work started from the date 29th July 2023 - 04:57 (scroll a little down to recent post dated the same).
This work mainly focusing on fixing the v1.mi file because Valour mod had updated its American Ai soldiers (and other 3D models). the American Ai soldiers now called usaf. Valours American Ai soldier (model) was called usa before Valours new update. So because of the new update then it messed up the textures belonging to the previous American Ai soldier (Valour model) that was still in its previous save state but without the new textures showing. Important note to remember is that the American Ai soldier (model) to be seen in the editor then Valour mod (link below) needs to be subscribed to, installed and activated via esc/mods section.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2537987794

After Valour mod update and upon booting up gem editor with valour mod activated then the American Ai soldier model was showing a plain blue like texture with no details like features showing such as gun belts and uniform, boots, helmets, etc. Also red exclamation marks appearing in quite a transparent red bubble or correct name being dummy_item which are seen above blue mens heads this meaning helmets models and textures are missing resulting in the dummy_item seen above blue mens heads.
The red exclamation marks or (dummy_items) can also be seen in American Ai soldiers backpacks or inventories (keypad-i) for viewing Ai soldier backpacks in f1 simulation mode. This meaning weapons models are missing like the missing helmets and textures and the dummy_item seen in the gem editor showing this. Only a bunch of American Ai blue men seen without the new textures showing because the old textures had been removed (due to Valour's update) and are still in its previous save state (now showing as blue men) and the blue men need to be overwritten by the new American Ai textures usaf that have been introduced in the new update for Valour mod.

After Valours update then I in turn have to update my work this end with editing the American Ai soldier (blue men) which is still in its previous save state. I now updating the American Ai blue men using the new Ai texture usaf which can be located via [+]human/mp/usaf. The all new American Ai model soldier will soon be functioning again properly in spawn script. This update is not a simple copy and paste so quite a bit of work to do with each mission file that needs to be tweaked individually in each map.

As part of this work will be fixing any errors that will pop up due to gun model frames and textures disappearing again due to Valour's update. Gun models like mounted American machine guns for the remount scripts with corresponding remount tags missing and needing adding again. One particular error report I got was for a vehicle model representing the m30kangaroo (spelt differently via Valour script) which is an American vehicle fighting model. So I opened notepad++ and searched for model text information in script file (mi.) and editing out or deleting vehicle model text information and wallah v1.file upon loading doesn't crash anymore.
But back to American machine gun models and textures being deleted (because of Valour update) then game will crash upon loading mi.files because model text information is still recorded as text in script file (mi.) I will then use notepad++ to fix these errors.
Overall this work will take sometime including a lot of testing script but v1.mi file will eventually be fixed. This ongoing work is with spending time in the gem editor each day.

I will keep you posted on everything mentioned above..

update: 29th july 2023 - 04:57am [edited]
I have saw how my other maps mainly with the v1.mi file has been affected resulting in the blue soldiers appearing because of textures missing I think due to the new Valour update?. This effecting only the american Ai (not the british Ai). Also, I have seen how the remount scripts (not germount) have been affected to with model guns and tags missing. There will be quite a bit of testing script as well so fixing this mod issue is going to take some time although, I have made a start already. The bonus on the other hand is that default file seems fine

I have been so engrossed in cq26 I seem to have lost a little track for the other maps to. Anyway before realising this mission file problem I have been adding significantly to cq26 mainly concentrating on sandbag and trench builds. I have also been enjoying using a mud model correctly named as; dirt_lump_straight. The only thing I find annoying about the dirt_lump_straight. model is that in it won't allow it to be overlapped or covered with a model texture say for example; crash_brick1b located in [+]landscape/stamp/destroy well, in the crash_brick textures properties in [+]view/stamp/order, no matter what value I put in order then it has no effect granting the option for dirt_lump_straight. model to be seen as overlapped or covered slightly even by said crash_brick texture. So model textures cannot be used based around the idea to overlap or cover over the dirt_lump_straight. model as much as I would them to.

Update: 22 Jul @ 4:20pm (date as seen at top)
Some new additions to cq26 mainly concentrating on trench and sandbags builds.
updates are ongoing.

Update: 21 Jul, 2023 @ 11:16am

some more fixes to both mission files in cq26.
overall tidy up is ongoing.

Update: 21 Jul, 2023 @ 5:08am

tidied up default.mi file
reduced german infantry positioned in town in v1.mi file

Update: 21 Jul, 2023 @ 2:49am

Update: 21 Jul, 2023 @ 2:27am

overall tidy up in cq26.
updates are on going.

Update: 20 Jul, 2023 @ 11:51pm

fixed multiplayer local skirmish for cq26 as it was crashing to desktop. capture flags are still not working but I should have them fixed soon. although, skirmish play is a little messed up I even can't save via (f3 mode) when setting up battles_zones as when I do then it crashes to desktop always without error logs.
so local skirmish for cq26 is unstable in regard to capture flag setups you will see this for yourself so you will have to be a little quick when spawning in as the enemy are spawning in more or less at the same spawning spot to. overall multiplayer local skirmish can still be enjoyed without capture flags working as they should.

Update: 20 Jul, 2023 @ 11:39pm

some fixes, changes, new additions to cq26 map build
this including mission files.
updates are ongoing.