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: 5 Feb @ 4:11am

Another fix to map3 in eastern_front folder

Thursday 6th February 2025
Gates of Hell Saves Me
I am just so glad that I started the eastern_front folder as then it can give us a chance to appreciate the Russian entities mainly, because I am always experimenting with the American Ai or entities. I absolutely adore the turret belonging to the fai_m which is a Soviet light armored car.
And even how the Russian vehicles move (I think) then behave differently to the German vehicles, because the German vehicles will bunch up together, not all the time mind, but at times they will. The Russian vehicles don't really bunch up as much, and they will look for another path to take when halting at objects in the way, rather than stay where they are like the German vehicles will.
But the best part, is when I script the Russian vehicles to spawn advance at beginning of mission file, and immediately the German vehicles are targeted, and then it all just goes off. Its amazing. It always takes my breath away.
My own short film and the editor has everything to build a ww2 film. But of course, the ww2 games created are film in themselves really, snippets of film made by the cinematic events happening in-between game play.
When the british lads drop, then I will have everything I need, to fulfil my dream and create my very own ww2 film only this time featuring the british lads.:)
But back to the Russian entities, I just love experimenting with the Russian Ai soldiers and vehicles, and the buildings to and all Russian and German environmental assets or entities as well. There is just so much Russian/German content to experiment with in the editor. And did you know in the last update, it mentions that the base games updates will continue on for several years yet, another best part that just blows me away.

Update: 5 Feb @ 3:36am

Mission files have been tweaked again in all 3 maps via eastern_front folder
Mission file in map3 in eastern_front, the objective to destroy German heavy mortar wasn't showing up in objective panel, has now been fixed, while some remounts for allies have been fixed to.

Update: 4 Feb @ 11:31pm

More tweaks to all mission files in all 3 maps in eastern_front folder

The pinkish white trees you will notice in-game (maps 1 and 3) are called tree_attach and snipers can be placed in these trees, which are from the MoW2 mod

Update: 4 Feb @ 8:54pm

Some more fixes this time to all mission files in all 3 maps in eastern_front folder. This work is ongoing as I think the mission files do need to be honed down a little
Depending on your rig setup when playing mission files, then you may experience the terrible sluggish lag, as the mission files are quite intense. Usually, after a bit then game can begin to feel a lot smoother or less laggy

Update: 4 Feb @ 7:18pm

Small fix to map2 in eastern_front

Update: 4 Feb @ 5:40pm

eastern_front folder (In bonus maps)
Added objectives script to mission files in maps 1. 2. 3.
Some reworking to all maps
Updated minimap for mission file in map2
Took out map 4

Important Information
Russian Ai spawning in at beginning of mission files are set to disabled via its 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), then becuase 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 virtual battlefield.

Objectives Info
The objectives say in map2 may be hit by German mortar fire or artillery barrage in-game, of course, when this happens the objective is now taken and the mission objective complete text (or other) will appear on screen.
For the artillery barrage I have added the waypoints in centre of town (away from objectives) and set up waypoints (wp) radius to 200. You can decrease this radius yourself.
Also switching off artillery barrage in triggers, then German heavy mortar could take out (usually) its the ammo trucks and fuel trucks first, this is by chance, as really the objectives were setup for the human player to take out, not for the Germans to take out their own objectives.

But then again, while in another part of map, then its difficult to tell if say the objectives to blow the ammo trucks were destroyed by the fight going on in another part of the map.
I think its great, as then my imagination blends in immediately with the overall immersion of it all going off, thinking yeh my Ai comrades just took out the ammo trucks objective when really, it could have been destroyed by German heavy mortar fire, or artillery barrage, which is triggered to happen in-game at every 100 editor seconds delay
But then there is still the flakguns objectives to destroy, (flak18- flak36), and of course, the German heavy mortar to.
Still another 3 objectives to go and also, German heavy mortar is near flakgun objectives positions, so German mortar target fire for the most part, goes beyond the remaining objectives positions, until that is, when the Russian Ai soldiers will close in only feet away. Anyway I just thought I would mention this.

Update: 2 Feb @ 2:35pm

For western_theatre folder added in objective scripts to mission files in maps as follows:
cq16. cq17. cq18. cq19. cq20. cq21. cq22.

Objectives
Destroy Flak18
Destroy Fuel Trucks
Destroy Flak36
Destroy Ammo Trucks
Destroy German Mortar

Also added bonus_maps folder featuring eastern_front with 4 maps+mission files. The objectives script will be added to 4 mission files soon. The 4 maps are needing a lot of work doing to them, but they are very playable with the mission files included.
The 4 maps is original close quarter work before reworking same 4 maps using the brand new Liberation assets
For eastern_front folder maps to load properly then MoW2 Mod and Contact mod GOH need to be subscribed to and activated in mod section via esc in f1 mode. These important mods are seen in the required items panel on workshop page.

Some boarding scripts like remounts for ally and germounts for axis not working right in eastern_front folder will be fixed eventually
In western_theatre folder cq25 has been taken out, while maps 2 and 4 in eastern_front folder are derivatives of cq25
western_theatre maps count now stands at 24 maps. In future updates then a further map will be added taking the overall count back up to 25 maps again. western_theatre will always remain as 25 maps only.

Also in future updates eastern_front maps will still be worked on with adding in more details like interior decor for buildings, and reworking parts in maps. Original town designs in eastern_front maps will stay as they are, but worked around using environmental assets mainly from base games Ostfront entities.
Its just exciting to have the brand new Goh Russian and German buildings models always at editor hand. Gates of Hell Ostfront, MoW2 mod and Contact Mod GOH is what will make eastern_front folder that much more special. I have everything that I need to build eastern_front.

Update: 31 Jan @ 2:46pm

Small fix in cq1

All objectives will be reedited over slow time

Update: 31 Jan @ 12:58pm

Mission files in cq maps 1-15 have had the objectives script added, while mission files for cq23 and cq24 already have the objectives script added in previous update.
The remaining mission files in rest of maps (after cq15 - bar cq23 cq24) will also have the objectives script added in upcoming updates.
Some rework done in some maps, although, while on my journey throughout all maps, I can see so much work that still needs to be done, especially, on town borders and vegetation and a lot of vegetation needing reworking at German side in a lot of maps, while also in other parts in maps to, so this is something that is now etched on my mind to rework on much more.

Game Information
At beginning of game when each mission objective shows on screen, then checking minimap to see also objective location flashing on minimap to, but location flashing for only as long as the objective mission text stays on screen, and then after 4 editor seconds (delay) a new mission objective text pops up on screen, then check minimap for its location on map, and so forth.

Objectives Panel
When in-play (f1) then pressing O on your keyboard will bring up the objectives panel, and there you will see as listed 5 objectives that needing to be taken out.
At the beginning of each objective (in the objective panel) you will see arrows and clicking on any of the arrows for each objective will then take you to where that objective is located on map, also each time an objective is clicked on in objective panel, then objective location flashes on minimap.
The 5 objectives seen in the objectives panel only appears (in panel) after all 5 mission objectives texts has already popped up on screen when starting game.

Update: 26 Jan @ 1:51am

Reworked cq24 including mission file