Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Close Quarter.Updated.26th.July..25
Showing 21-30 of 461 entries
< 1  2  3  4  5 ... 47 >
Update: 21 Feb @ 4:34pm

eastern_front
Reworked map6 and map7 considerably including mission files
Added new objective Kill German Officer into mission file for map 6
Fixed objectives in map7 mission file

The Kill German Officer objective will be added into all mission files, including mission files in western_theatre that already owning (like eastern_front) 5 objectives in all.
You may see a whole different text when mission objective completed text shows on screen when an objective has been taken out, but overall, whatever text you do get, is enough to tell you that the objective is completed.

Update: 20 Feb @ 10:06pm

Small fix to map7 in eastern_front

For map7/mission file in eastern_front folder
The destroy ammo and fuel trucks objectives aren't working right, but should be fixed on next update. In the meantime, both flakguns and heavy mortar objectives are working ok.

Update: 20 Feb @ 8:58pm

Decreased drastically spawn count for both sides, germans now have 10 waves every 100secs editor time, while ally_squad has 15 waves every 75secs editor time.

Via f3/key6 and in triggers/waves/ally_squad and germans trigger to, then in conditions box (in between triggers and commands), see cmp_i, so then its double clicking on cmp_i and now see the value box well, as part of mission file for map7, then for the germans (trigger) the value is added as 10, so that's 10 waves of german foot soldiers that will spawn into game every 100secs editor time, (you can change the delay time yourself), and for the ally_squad in cmp_i in value box is the value of 15 inputted, so 15 waves of Russian Ai foot soldiers will spawn into game every 75secs editor time. You can add in your own value for both sides, and not having to tweak anything else.

Update: 20 Feb @ 7:16pm

Reworked map7 for eastern_front
This is ongoing at present time

Update: 20 Feb @ 12:08pm

Added German infantry to flakguns

At present time map7 via eastern_front is map in focus

A lot of the time over a long time really I am always working with walls, buildings, environmental assets, were there is a lot of obstructions in my town designs and its the obstructions that can offer a whole different kind of game play like close quarter fighting in the German occupied French towns, rather than say fighting on empty ground without any walls or buildings etc.
This can be much easier for Ai vehicles on both sides (including cannons or field guns) to target each other, without any obstructions in the way of shellfire and Ai foot soldiers to (on both sides) firing at each other.
Such a map idea like map7, which was originally called no mans land 2 is taken from my other work in bonus maps via Endless Fight mod here https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2690800695

Update: 20 Feb @ 11:33am

eastern_front
Reworked map7 some more including mission file

Update: 20 Feb @ 7:13am

eastern_front in bonus_maps
Reworked map6 some more with lots of tidying up, which is always ongoing
Added another map (map7/0.mi) taking overall map count to 7 in all for eastern_front
Added new minimap to map7

map6 is taken from my other work here (link below) being no mans land 2 in bonus maps
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2690800695

map7 is in a state of disarray and needs reworking considerably, like other maps for eastern_front, then will continue to receive updates, overall, map7 is very playable. I have added the remount script for both German army and Russian army. Also objectives are added to.
Objectives to destroy fuel and ammo trucks can be taken out through broken walls, as the broken red walls or correct entity name fence_stone3 are set at full via properties/impregnability, so red walls (or fence_stone3) next to objectives cannot be destroyed (you can change this yourself), but for personal preference I will be leaving them as they are, because I need to redesign locations for the fuel and ammo truck objectives.
Another reason for the walls to be set at full is so German vehicles cannot drive through the walls, then ending up outside of map, rather than staying within map itself. This tweaking is done using map_borders located at f2/keypad3/clips.
map7 mission file 0.mi will continue to receive updates.

Remember
Russian Ai soldiers spawning into game are tweaked at disabled only in ai proprieties. If human player decides to micromanage more than one Russian Ai as they running in and before Russian Ai has reached ends of waypoints (where actor_states are), then once human player decides to stop micromanaging selected Russian Ai, and still Russian Ai not reached the ends of the waypoint yet!!, then Russain Ai soldier(s) will remain motionless on the battlefield.
The Russians spawning in are ideal for boarding machines guns when they are empty, making it easier for the the human player, while managing the reinforcement tabs and setting up crucial positions.

Update: 19 Feb @ 6:20am

eastern_front in bonus_maps
Reworked map4 some more
While map5 (with new minimap) has changed quite drastically
New map added map6 with new minimap and mission file

map6 is map in focus at present time
all minimaps over slow time may be updated

For best in-game immersion
I recommend tweaking distance in esc/options/video to a little over the halfway mark

Update: 16 Feb @ 9:16pm

Some small fixes to map5 in eastern_front

Update: 16 Feb @ 8:41pm

Reworked map5 in eastern_front much more including mission file
Updated minimap