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: 30 Nov, 2022 @ 6:01pm

reedited mission file (v1) in close quarter 16.
added to close quarter 16 map build.
some minor fixes.
general tidy up.
floating models are being dealt with.
updates are ongoing.

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Update: 29 Nov, 2022 @ 11:27pm

updates are ongoing.

Update: 29 Nov, 2022 @ 10:36pm

minor fix in cq16.
updates are ongoing.

Update: 29 Nov, 2022 @ 8:49pm

added another map close quarter16 with two mission files included.
cq16 is a reedited version of cq15.
close quarter 16 is still under development so updates will continue as normal.

also, you will notice I have added two different endless wave scripts in (in endless_waves trigger). where endless_allies script (seen in triggers top box right side in (F3) mode) is using only one actor_to_way point and one actor_state only whereas, in endless_allies. (spelt differently ending with - full stop.) well, for each ally ai I have added an actor_to_way point and actor_state so each allie tag is seen as, eg: ally97, ally109 (shown in green tags when pressing alt-T) and for each actor_to_way point (representing each individual ai soldier or tag name including wp id) well, the same number seen as part of the ally ai tag name ending with a number is the same number used as the way point id number the ally ai has been scripted to begin at.

so way point id in actor_to_waypoint and waypoint via key (4 - while in F3 mode) and ally ai tag name ending with a number well, all numbers or values are all the same. so each individual ally ai soldier has their own way point id as part of their tag name so the number seen is the exact number used as their spawning waypoint id.

so when the endless_allies. script begins then instead of the ally ai's all looking bunched up then they will instead spawn across the map at their corresponding way point id's and these way point id's are spaced horizontally across the map. It always annoyed me how the endless wave script will have the troops begin all bunched up starting only at one way point and then they spread out choosing at random the corresponding way points already connected and a lot of the times they stay bunched up when reacting to enemy fire, so not really spreading out and choosing again at random the already placed way points as much as I would like them to.

what I have done for (endless_allie.) is once the ally ai spawn at their already placed way point id's then I have added around 3 to 4 other way points, so when the ally ai reach their destination id then they will choose at random the other way points I have already added. so first the ally ai soldiers spawn then choose at random the connected way points and then advance this making for a more scattered effect. Of course, when enemy has been (seen) then the ally ai troops will change their behaviour and fire back so really this method is best seen ( I think) when no enemy has been (seen) then ally ai soldiers can carry on advancing.

if you switch between ally waves, so while in (F3 mode) and pressing key (6) and in top box/triggers see - endless_waves. so right clicking on endless_allies and scrolling to (on) and then right clicking on endless_allies. (different trigger name ending with full stop) and scrolling to (off) then you will notice how now the ally ai soldiers will spawn all bunched up together whereas when using endless_allies. script then they will spawn across the map so it looks more realistic looking in the virtual battlefield.

in actor_state in movement/speed, well, from my research I saw using 'bow' would allow the ally ai troops to ignore (seen) enemy and continue to advance using the corresponding way points at random but sadly I haven't had any real success with using 'bow'. I am still testing.

if you ever need any help with tweaking the scripts yourself then send us a pm.

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Update: 17 Nov, 2022 @ 10:24am

minor fix.
updates are ongoing.

Update: 17 Nov, 2022 @ 10:17am

added furniture to buildings in close quarter 15. I have also set some of the furniture to (harmless) via impregnability in models properties so some of the furniture can still be left visible amongst the destroyed buildings this allowing the appropriate realism seen during game play. I have also brought close quarter 15 map build a little further into itself so aiming towards a lot more narrow streets and ally ways thus making for a more close quarter feeling. so plenty of obstruction. this build idea will continue.

updates are ongoing.

Update: 12 Nov, 2022 @ 8:12am

minor fix in close quarter15.
updates are ongoing.

Update: 12 Nov, 2022 @ 7:52am

added to close quarter15.
mini map for close quarter15 updated.
updates are ongoing.

Update: 10 Nov, 2022 @ 1:09am

added to close quarter 15.
mini map for close quarter 15 updated.
updates are ongoing.

tips:
when in-game (F1) and selecting the m4 half-track at the bottom of menu (right side) well, when the m4 is highlighted in-game then pressing (F6) will then grant you the option of allowing the m4's mounted mortar to then cover a particular ground that is marked when you then click on the virtual battlefield with the little red circle (with target cross inside) that appears when pressing (F6). each time when pressing the (F6) while in simulated play via (F1) the weather paremetres window will appear to. it takes a bit getting used to but a system belonging to the micromanaging can be developed and then it gets easier for the player.

infantry spread:
when using the infantry spread it is left clicking and highlighting ai troops then putting cursor against an obstacle like a building or wall and then right clicking mouse button (rmb) (while cursor still against object) then white silhouettes are seen and for each drag of the mouse then different formations are seen as the white silhouettes move. once I let go of the right mouse button what I will do then is press (k) and the ai troops will split up as a unit or group but still going to their destinations via using the infantry spread moments earlier. pressing (k) after infantry spread has been executed works great for never allowing the ai troops to become bunched up.

third person mode:
pressing (e) when in-game then gives the option to play in third person mode. also while still in third person mode if you got buttons on the side your mouse then one nearest you (next to thumb) is by default what is used for throwing grenades. for the button furthest from you is used for the primary or secondary weapons or depending on what load-out you have. keep in mind when pressing (e) to enter third person in (F1) mode and only direct control is seen then its alt-T.

endless waves script:
if you want to use only endless waves then while in (F3) mode then pressing key (6) will bring up the triggers box (right side) and in there see endless waves and right clicking on endless waves (either faction) and scrolling to (on). for switching off the limited wave (loop script) then same procedure again, right clicking on allie or german loop and scrolling to (off). the loop script I will over slow time be adding into the other mission files to.

also, important to remember is when switching endless waves or loop scripts to on or off well, this cannot be done on the fly when in-game. only before starting a game. same for changing difficulty settings. while in (F3) mode the difficulty settings can be tweaked by pressing (F7) and making your changes in there before you begin simulation via (F1).

mini map:
to change size of mini map when in-game (F1) then pressing ctrl-m and once the mini map options window appears then see (size) and there you can tweak the size of the mini map seen at top left corner of your play screen (F1). to close the mini map options window then either again pressing ctrl-m or clicking on the close symbol (+) at the top right corner of window.

spawning times:
to change the amount of time it takes for (both sides) to spawn into the game then while in (F3) then pressing key (6) and see (triggers) at the top box then look for endless_waves and in there there is the endless_germans and endless_allies, well, clicking on either will then grant you the option to change the amount of time it takes for each side to spawn into the game by hovering down to (commands) and there you will see (delay) and there type in your values, such as (30secs delay) for the germans as I prefer they to come in quite quickly on each spawn so they slowly over whelming the map like ants scattering and (60secs delay) for the endless_allies as I prefer the slower spawn so then it is more challenging.

Update: 5 Nov, 2022 @ 3:26pm

some minor fixes in close quarter15.
mini map in close quarter15 updated.
updates will continue as normal.