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: 19 Jan @ 11:51am

Reworked cq23 some more while tweaking mission file to.

cq23 is in some disarray at the moment with lots of tidying up needing doing, while of course, redesigning town parts to. While am away from the pc then I am still researching always for new information on script like for example; information on how to modify Ai reaction to enemy seen, or how long it takes for say german Ai soldier "to react" and fire weapon, "after spotting" allie Ai. Then there is distance for Ai vision when spotting enemy. I think its in editor meters the distance can be connected to Ai reaction.
The time could be something like, the amount of 0.1 or 1.0 editor time, it could take for Ai (after spotting enemy) to then react, and fire weapon at enemy seen. So in between spotting, reacting, firing weapon.
Goggle says; 0.1 of a second is called as a deci second. Our persistence of vision is about 0.1 s. So then I think what is the persistence of vision for the Ai in files?
I am always searching for information on what files and what parts in files to edit, what to look for in files like keywords used and belonging to particular Ai (behaviour) tweaks for (I think, I need to check notes), but I think keywords like, telescopic, or scope, human.ext, and there is vehicle.ext to, as well as, vision (file) for reaction time and reaction distance, (just checked notes now), although, the notes are most likely for MowAs2 editor, but same editor anyway and fully updated to, and Men of war Ai text files is very similar in comparison to Goh Ai text files anyway, as a whole, I slowly learn to grow familiar with the information and files needed to modify Ai reaction to enemy seen.
When am away from the computer, then my map and game design, is always with me. When am away from the pc, then am still working, but differently outside of the editor, my work always on my mind while I will search the forums for information, so then when returning to the pc, I continue on with building Close Quarter.

Also fixed the amount of Germans spawning into game. The Germans spawning in was well over the original amount set, which is 13 German soldiers in squad, only it was double or triple even the amount spawning in game every 60 seconds delay.
The reason for this happening, is because a lot of German soldiers already positioned in the french town, had for some strange unknown reason, been given the endless_german tag to, things like this can happen in the editor for mysterious reasons, so upon each German spawn happening, then editor counts the other same tags to that have mysteriously been added to German soldiers in the town.
The overall result is heaps of Germans (more than original count/13) spawning into game every 60 seconds delay, which is just completely off the scale, and in-turn, can increase drastically any lag felt in game when beginning mission file.
Now only 13 German Ai soldiers will spawn into game every 60 seconds delay, which really is the ideal setting especially, for game performance to, so the game should feel a lot lighter or less lagged when playing mission file.

When a squad is created and the amount in squad say is 13 soldiers and they all owning the tags being for example; endless_germans and hidden, and which will show up on screen in the colour of green via pressing alt-T when in f3 mode. When placing soldiers down on map surface (in f3 mode) as part of game design, then of course, the Ai soldiers or entities are seen clearly, even in f1 mode, only when game begins, then hidden tag given prior (before game start) to the German Ai soldiers, then serves as a code to tell the editor to have the German Ai soldiers hidden from game view when mission file begins.
Physically the German soldiers are still there when game begins, but they cannot be seen on play screen, hence hidden tag that had been given prior, and the amount of Ai soldiers per squad say 13, is then inputted into the entities block in conditions, the number or value is inputted into the value box.
In cmp_i block again in conditions goes the amount of squads to spawn into game. The number of squads to spawn into game is given as 20, so say every 60 seconds then 13 German soldiers will spawn into game in the amount of 20 waves in all, and each wave beginning after the last wave, but only after 60 seconds editor time has passed after last German wave. In commands the set_I is also used for the German waves script, I don't fully understand all of it (yet), but I know the set_I communicates primarily with the cmp_i and thus communicating with vars (variables) in mission properties located at pressing f9 while in f3 mode.

Lets say the German soldiers in town still had the endless_germans tag, then each time German soldiers spawns into game, will be 13 plus say 75 German soldiers in french town that now mysteriously owning the endless_germans tag to. The editor counts the amount of Germans owning the tag for each wave. So 13 plus say 75 German soldiers will spawn into game every 40 seconds delay, so the amount of Germans in town just goes off the scale, while the fallen Ai count does to, even though in entity manager this has already been dealt with via tweaking the count to be at lowest level, this for amount of corpses or fallen Ai that is seen on battleground. This is where that terrible lag can pop up mid-game and so, begin to ruin game performance, hence the terrible lag.
Freezing is when in-game and the whole game freezes, so task manager can be used to get out of this and even at times where a forced machine shutdown is required. Crashes like game crashing to desktop, just like that, a lot of the times a log report can be located in the error dump folder, which can tell you what caused the crash to happen, and this is learning to read errors popping up on screen, signifying a crash report is logged in error dump folder, usually found via %LocalAppData% then its the folder titled as digitalmindsoft.
Here is the full address for reaching this folder, AppData\Local\digitalmindsoft\gates of hell\log\minidumps whereas other times there is no log report.

In reflection to what I was saying up there regarding the entity manager well, the entity manager is used for how many fallen Ai or Ai corpses remain on the battleground, but the amount is based on different settings. I always choose the lowest setting, as then the less amount of fallen Ai there is, in-turn, can improve performance in-game. One of the reasons why you will see how buildings fallen debris will disappear after a bit, is because the devs have made it this way with performance in mind, especially, for single player campaign etc, as the scattered debris left behind (like fallen AI) can contribute to the terrible lag felt in-game.
I just wish the modder (like myself) had the option to tweak the fallen debris, so it can then be invincible to enemy fire, this for theatrical purposes belonging to war-torn idea behind game design, and this idea can be used to design machine gun positions in craters, but in the belly of the partially destroyed buildings, as the fallen debris can be used for design, the fallen debris or pieces would be tweaked this way via its game properties (after selecting entity) and then tweaked in impregnability to harmless or full.

While in game via f1 then its pressing V to see the fallen Ai count, or Ai corpses on ground, when pressing V then yellow silhouettes signifying fallen ally can be seen on screen - which is player colour green/numpad 2, and red silhouettes signifying fallen German or enemy - player colour red/numpad 1.
The numpad you see at the far right of the keyboard is for controlling the Ai soldiers when they have been set up right via ai_properties. When in game via f1, then I have it set at, to play as the Germans then making sure Numlock is switched on and its pressing (while in f1 mode) numpad 1, while for the Allies its numpad 2 as already mentioned above.

Update: 19 Jan @ 5:15am

Some more rework done to cq23
In mission file German spawn reduced to 20 waves

Update: 19 Jan @ 1:54am

Some more rework done to cq23
Mission file is quite intense.

A lot of walls, fences, etc have been set to full via impregnability in entity properties, this meaning a lot of entities tweaked this way are invincible to shellfire. The reason for this is because I prefer a lot of town design to remain in place, no matter how many times entities set at full are hit by shellfire, then they will remain in place, not destroyed but always invincible still to battle fire.
This so town design, or parts of town design, won't be reduced to emptiness, because of shellfire. Of course, its not good for vehicles as they will only bump into walls, rather than drive through them, so this I will work around. A lot of walls as you will see, have already the derelict foundation base seen as part of wall structure, and in-turn, which is ideal for vehicles to drive through to.

You will also notice in-game when walls (set at disabled via impregnability in properties) have been hit and destroyed by shellfire, only that there is no derelict foundation base remaining to be seen, as how it used to be before recent Dev game updates that changed this, which is a shame really, as when in heart of intense battle, then the town a can look a little empty, because there is no derelict foundation base seen, as a result, of mortar fire, tank fire etc, hitting the walls in real-time play.
I think, when derelict pieces are left behind from destroyed walls and other entities such as buildings etc, then whats left behind can contribute dearly, to that real world war two war-torn derelict town idea, it just works when in-play, especially, when some buildings are seen from a distance in-game as partially destroyed. It just adds to the overall immersion. The perfect ww2 setting.

Derelict foundation base or pieces left behind seen here as highlighted;
https://steamuserimages-a.akamaihd.net/ugc/34440133984786968/06AA7BEAF35D7A7DFD7ED2ACBAC07DE4CF1D3074/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
And here; https://steamuserimages-a.akamaihd.net/ugc/34439408743337077/055A9D117C7428CC93978EA45DCD5CEDB541ADE2/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

What I have been doing is copying the destroyed foundation pieces from other work, and foundation pieces as seen in links above, and adding the destroyed foundation pieces into my latest work that hasn't been updated yet with this idea.
As of recent dev game updates, then when walls do get hit by shellfire, then no longer is there any derelict foundation base or pieces behind, destroyed rubble is left behind, but not derelict foundation base, especially, as wall rubble can eventually disappear from game, while it used to be upon impact, again and again etc, then derelict foundation base would never disappear.

On the flip side then without the foundation base seen in-game then again, I think, it ruins the world war two game immersion, so I have been working around this and using other map work that does still have this option, and so, copying this work into latest work like cq23.
When I say other work owning this option, what I mean is, walls in other map work that have already been placed down and destroyed and then I use the derelict foundation bases or pieces left behind for other designing to, like copying this work and adding it into latest map work.

One part of this design is creating walls with the derelict foundation base already added, as part of destroyed wall design, so then the in-game human player imagination can automatically fix to the idea, that when enemy mortar fire is ongoing, then the destroyed walls, seen by the human player, represents the impacts belonging to the enemy mortar fire, when in fact, this idea has already been added, to give this idea when in-game.

A lot of map work thankfully already has the derelict foundation bases already set in place, it was only when I reached cq23, then I had realised this had not already added in, and is why I will reach out to my other map work to update map work like cq23.
Before the recent dev updates to Gates of Hell then when placing walls it not ever needed to be done to also place underneath walls the foundation bases needed when walls are hit by shellfire, as it used to be when walls did get hit by shellfire,
then immediately the derelict foundation base would appear by default and thus stick around to, adding to that ww2 realism feeling in-game, which was perfect and saved a lot of time (like now as of recent updates) with having to manually place down the derelict pieces that are needed to create the appropriate realism in the overall immersion.

Update: 18 Jan @ 9:59pm

Reworked cq23 extensively while tweaking mission file
Updated environment folder in set

At present time map in focus is still cq23

I feel like I am running out of ideas, but think I got some sort of balance with cq23, which did need a lot of work needing done to it, and this rework is still strongly ongoing.
All map work is a derivative of other work, like cq16 is in similar design to cq15 and so forth, or this is how Close Quarter had started out, which wasn't something I had planned, Close Quarter just somehow found its way into this idea and so, here we are at cq23 where I feel like I am running out of ideas, but I think I be ok as am nearing cq25 anyway.

Update: 15 Jan @ 3:11pm

Reworked cq21 and cq22 including tweaking mission files
At present map in focus is cq22

Note to Devs
Could you please fix the walls, as when they are hit by shellfire, then they completely disappear, meaning no derelict foundation base remains. Thanks.

Update: 14 Jan @ 11:31am

Reworked cq21 extensively while tweaking mission file

Devs - Important Information
For example euro_stone_fence_01_long then when wall has been hit by shellfire then foundation base doesn't show since last update - when buildings were tweaked as part of dev update. Something in the update (I think) has affected all walls, so town designs can appear much emptier looking, because there is no derelict base after walls have been hit.
I now reach out to other map work, like for example here; https://steamuserimages-a.akamaihd.net/ugc/34439408743337077/055A9D117C7428CC93978EA45DCD5CEDB541ADE2/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false and so, copy wall foundation derelict base and paste it into other map am working on. What I copy then is placed underneath untouched walls, so then when they are hit by shellfire, then least the derelict foundation base is still there for it to blend with in-game immersion. Without walls derelict foundation base, in-turn, then can ruin the ww2 immersion.


Update: 12 Jan @ 6:10pm

Mission files for cq19 cq20 cq21 have been tweaked
Some more tidying up tp cq21
cq21 is still map in focus

Update: 12 Jan @ 3:01pm

Some tidying up to cq21

In between the 3 sisters (tall chimneys) and the french town, is in the process of being redesigned, so what you see now is left alone as it is, while building around it.

Some Script Information
All waypoints have already been added.
In triggers, artillery/flakguns see germ_flaktruck2 trigger and it has a red stop sign at the end of the trigger signifying it is disactivated well, to activate this trigger, then is pressing cntrl and left clicking once on trigger and so, red stop sign disappears and trigger is now active again.
Place a German flakgun down and then hover mouse pointer on flakgun and the amount you see where it says crew is the amount of soldiers that has to be aboard the flakgun to operate it, then selecting both flakgun and soldiers now aboard and further pressing cntrl-T to bring up the tag window and here you can give your flakgun a new tag and click ok. Then pressing alt-T to check tag is active as it will show as active in green above flakgun.
Then back in triggers and right clicking on germ_flaktruck2 and giving it a new name and hit return. Then scrolling down to commands (third box down underneath conditions) and double clicking on while and go to tag and searching for your new trigger name and hit ok.
Then scrolling a little further down and double clicking actor_fire and then see selector at the very top and then to the right of it click on [...] and then scroll a little down until you see where it reads tag so clicking on that and at the very bottom of the drop down list click on your new trigger name and click on ok, then do the same to the other actor_fire below (4 in all), and once you have done all of this correctly, then begin game and see the flakgun turn and shoot at the sky whilst the game unfolds.

Update: 12 Jan @ 1:38pm

Reworked cq21 including mission file

Update: 10 Jan @ 11:01am

A small fix to cq25 mission file

At present time map in focus is cq21