Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Close Quarter.Updated.26th.July..25
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Update: 16 Feb @ 1:39am

For eastern_front in bonus_maps (seen in single list above western_theatre)
Reworked map4 some more
Added new map5 which is a derivative of map4
Taking overall eastern_front map count to 5 in all

Basic map build for map5 is ongoing, of which at present time, German side is slowly being built

Very Important Information
In map5/mission file in eastern_front there is no remounted weapons setup on map for the allies, as I prefer the human player to fight without using remounted weapons. The remount scripts is still included in mission file found in triggers/mounts/ally as you will see all triggers are showing the red stop sign this signifying all triggers are not active. Pressing cntrl and left clicking mouse once only on any trigger in the list will grant that trigger to become active again.
Say if you made active remount5, then when you place down any weapon of your choice, be it a heavy machine gun, mortar weapon, or cannon, or motorised vehicle even, then making sure once you have placed down entity, then its selecting entity you have placed down, and then pressing cntrl-T, which will bring up the tag window, and in there all you have to type in is exactly how the remount (trigger) reads, so typing in remount5 and more importantly making sure to keeping your remount/weapon of choice stay in and around the allie side, which on the minimap is seen at west side of map.

Crucial Tip
Once you have knocked the Germans off a machine gun, then you need to destroy the machine gun, otherwise, nearby Germans will board the machine guns and continue firing. I have setup all German machine guns, Flak guns and mortar weapon to behave this way.

Update: 14 Feb @ 4:16am

Some more fixes to map4 in eastern_front folder

For best game immersion for map4/mission file
then I would recommend tweaking distance in options to a little over the halfway mark

Important Information
Russian Ai spawning in (5 waves/100secs) and during mission file play are set to disabled via its Ai game properties.
If human player decides to micromanage Ai before it reach the end of the way points where actor_state(s) are placed, (so then Russian Ai switch to enabled), and because then human player decides to stop micromanaging Ai and again before it reaches ends of waypoints, then Russian Ai will not switch to enable, instead Ai will remain motionless on the battlefield.

Update: 14 Feb @ 3:04am

Some fixes to map4 including mission file

Update: 13 Feb @ 9:24pm

for eastern_front in bonus maps
reworked map2
also added new map with minimap
which takes overall count in eastern_front folder to 4maps

Update: 9 Feb @ 3:58pm

Added to mission file in map2 in eastern_front, germount scripts for both flakguns and German heavy mortar
General tidy up to map2

Artillery barrages and German mortar can somehow allow entities like walls to become dislodged from original builds. I have broken up separate walls in properties and laid walls flat on sides so, the broken wall looks like it has been hit by shellfire, but when in-game, artillery and German mortar blasts can, ironically enough, can affect the wall designs to appearing a little odd looking in-game.

Update: 9 Feb @ 12:10am

Reworked mainly mission file for map2 in eastern_front folder. I have set up a script for Ai Russian soldiers to spawn into game every 100 editor seconds. Reinforcement tabs are still active.

Once you have knocked the Germans off a machine gun, then you need to destroy the machine gun, otherwise, nearby Germans will board the machine guns and continue firing. I have setup all German machine guns to behave the same way.

I have been experimenting with the advanced_ratio and retreat_ratio in both Ai properties and actor_state and have noticed some differences with Ai behaviour when advancing towards the enemy. The Ai will advance a lot more and when set at move at free will, then Ai soldiers will think for itself and seek out cover, while advancing.

When putting together the reinforcement tabs, then its usually set up by adding in the hold position for Ai Russian soldiers, whereas, you will see I have added in another script, so Russian Ai soldiers are seen spawning into game every 100 seconds editor time.
Only this time, the Ai soldiers are set up to move at free will, so when it reaches ends of waypoints that are marked with the actor_states, then Ai soldiers will by default, then think for itself and seek out cover, while advancing towards the enemy.

Important Information
Russian Ai spawning in at beginning and during mission file play are set to disabled via its Ai game properties.
If human player decides to micromanage Ai before it reach the end of the way points where actor_state(s) are placed, (so then Russian Ai switch to enabled), and because then human player decides to stop micromanaging Ai before it reaches ends of waypoints, then Russian Ai will not switch to enable, instead Ai will remain motionless on the battlefield.

Update: 8 Feb @ 4:16pm

Map2 in eastern_front folder has been reworked
Mission file in same map2 has been honed down significantly

The artillery barrage (trigger) called big_guns I have set it up to repeat every 100 secs editor delay. The big_guns will fire different shell strengths and also, dropping at random positions to. The signal when the artillery_barrage will begin is by the sound of the big guns opening up just before actual impact.
So when you hear the big guns open up, then enough time in seeking shelter in buildings, craters, trenches, dugouts, will help dearly in-game.
When micromanaging at an aerial position (looking down at map) and you see your Ai soldiers in the vicinity of the artillery bombs dropping, then selecting all Ai soldiers and pressing cntrl will have them fall belly flat to the ground. If the Ai soldiers are tweaked at a move at will state, then it will think for itself and seek cover.
While your Ai soldiers are belly flat to ground, and while still selected as a squad, then pressing f8 will grant your squad to heal while pressing keypad Y will have your squad reloading weapons.
When selecting more than one Ai soldier, and once infantry spread have been executed, and you see your Ai men advancing at various directions, then pressing keypad K will have them all to split up, while they still advancing. The infantry spread in my book is the best idea ever to come to Gates of Hell.

Update: 7 Feb @ 10:46am

Small fix to map3 in eastern_front

Update: 7 Feb @ 10:31am

Reworked map2 including mission file in eastern_front
This rework is ongoing

Update: 5 Feb @ 5:40pm

Reworked map3 considerably in eastern_front
This work is ongoing

In single list via f3 and loading mission files, above western_theatre, is the bonus_maps folder where eastern_front is located

Mission state is your Best Friend
You need to be "in-game" to use Mission state
When allies reinforcement tabs has been used up (tabs disappear from right side of screen), then pressing (f3) then (f8), and the Mission state window pops up on screen, and in Mission state/triggers/reinforcements and scrolling down to allies_active and see the little box to the right, then checking this box to on (ticked) will grant a new ally wave to spawn into game, and so forth, ticking box each individual time, then spawns into game a new ally wave.

Important to remember is each time you use Mission state, then allies spawn in the exact same spot, as where you last used your reinforcements tab