Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Volga. (4 Maps) - Local Skirmish and Editor Play
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Update: 15 Jul, 2023 @ 4:52pm

testing capture flags

Update: 15 Jul, 2023 @ 11:14am

mulitplayer local skirmish for volga1 is now fixed and working.
capture flag points are still not working but local skirmish can still be enjoyed.
this will be fixed soon.

Update: 15 Jul, 2023 @ 11:01am

Update: 14 Jul, 2023 @ 2:15pm

multiplayer local skirmish for volga1 is crashing to desktop without error report logged in minidumps via documents/my games/gates of hell/log. this will be fixed soon.
volga2. volga3. volga4 are working fine.
also capture flags should be fixed soon as they are not rising as they should when they have been captured but local skirmish can still be enjoyed without this option.
all local skirmish capture flags should be fixed on next update.

Update: 14 Jul, 2023 @ 12:54pm

updated mod.info file.

Update: 14 Jul, 2023 @ 12:23pm

thank you to mr cookie for helping me. without their help then volga update would still be on hold.

added new map volga4 which is also the same cq26 map included in my already uploaded work here https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2797653245
volga4 is a derivative of volga3.
multiplayer local skirmish - battle_zones have been added into all 4 maps. although, capture flags A, B, C, are not working but should be working soon.
all 4 maps now owning default.mi files consisting of russia versus germany.
all 4 default.mi files will be updated over slow time.
all map builds are still under development.
updates are ongoing.

Update: 14 Jul, 2023 @ 11:00am

updates are ongoing.

Update: 28 Jun, 2023 @ 6:54am

I would recommend this mod for increased weapon damage. be sure to read authors notes.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2792852728

friday 30th 2023 - 17:22pm
if you want to play as infantry only so without vehicles spawning in then its switching to (F3 - mode) then keypad-6 and in top right box called triggers and scrolling down to [+]vehicles and right clicking individually both triggers russian_armour - german_armour and now scrolling to turn off then you can play as infantry only.

if wanting specific number of vehicles spawning in say for the russians then its (while still in (F3 mode)) pressing keypad-6 and hovering to [+]vehicles (in triggers top right box) and clicking on say the trigger russian_armour and now hovering down to commands (seen under conditions) and in commands see actor_to_waypoint so now double clicking and then its selector and then see amount box and in there put in your value say 8.
now depending on how the delay is set (in commands) then say you put in the value 100 and so in-game every 100secs will spawn in 8 russian vehicles

volga3 has been added to significantly
updates are ongoing.

Update: 24 Jun, 2023 @ 7:07pm

27th june 2023 - 08:54am - to be edited
russian machine guns with remount tags have been set to full via impregnability so they are invincible to shell fire and will always remain intact and operable. german machine guns with remount tags (germount) I have left them set to disabled via impregnability so then they can be destroyed. if you see what looks like white upside down v's on the minimap on the german side (east) well, then that is saying the machine guns are either destroyed or unmanned. the machine guns can still be destroyed but remaining intact this is because they have gained tags like ie; disactivated, destroyed and most likely hit from a distance. using tank shell fire will destroy them completely again this depending on distance. to see entity's green tags in-game then its making sure entity is highlighted first and pressing alt-t. the russian cannons I have not given any remount tags so the human player will have to micromanage Ai to board cannons.

at the west side of map (russian side) at the rear there are dugouts or foxholes and in these dugouts I have placed in russian machine guns (maxim_stands) and these machine guns have the remount tags. so any machine guns that are not manned then nearby russian Ai will board them automatically.
when in-game you may notice how a machine gun may have become dislodged from it original position so it is still manned by Ai only its turned facing another way and not in an accepted position well, switching back to (F3) and highlighting both mounted Ai and machine gun together and keeping finger on left mouse button and pressing keypad-c and now keeping finger pressed on keypad-c and using same mouse button then turning the machine gun to its correct position.

sometimes a machine gun in a dugout will become dislodged thus resulting it tilted to an unusual angle for example; the machine gun is pointing upwards diagonally towards the virtual sky.
to fix this then referring back to the same method above while also using other keyboard buttons like keypad-a for moving entity up or down in altitude and keypad-x for rotating model. keypad-x works the same as keypad-c, only difference is, keypad-c is used for turning in a clockwise rotation or vice versa whereas, keypad-x is used for rotating in a 360 angle or simply put, model can be rotated in so many different ways. so when a machine gun becomes dislodged and tilted to an unusual angle then keypads-x,a,c is used to fix the dislodged machine gun.

to enter a dugout while in-game then its highlighting Ai soldier, and then placing mouse cursor over dugout and once mouse cursor changes to arrow icon then that signifying it ok to click again for Ai soldier to enter dugout. when in-game and your gun is not firing even though you are in a dugout then pressing keypad-e to vacant dugout then pressing keypad-e again to enter again (when mouse cursor changes to arrow icon) then you should be ok to resume firing. the editor can be a bit of a mystery at times so remembering things like this is important when in-game. I tend to use the dugouts for snipers and machine gunners.
in (F2 mode) dugouts can be located at, [+]landscape/cut_entity/foxhole/soldier_foxhole_deep.

another minor fix in volga3.

Update: 24 Jun, 2023 @ 6:32pm

some fixes in volga3.
updates are ongoing.

important
in the mission file for all 3 maps titled default well, ai spawns for both ally and germans are set to disabled. so when say ally (russian) ai soldiers spawn in then highlighting/micromanaging spawning ai soldiers before they reach the ends of the waypoints where the actor_states are set to enabled and then finishing micromanaging the ai soldiers before they reach the end of the waypoints, will then in-turn have them to become none reacting to enemy seen and fire. the german Ai be shooting right at the russian AI only it will just seen standing and not doing anything. so waiting until ai reach the ends of the waypoints (after spawn) will then grant the ai to then become reacting to enemy seen and fire.

at the beginning of a new game and Ai from both sides are spawning in then say russian AI is set to enabled (in ai_move) then they behave the exact way as if they was set to disabled because the spawning in german Ai hasn't reached any middle virtual ground yet so there is no reaction to enemy seen. midway through game and say russian Ai is set to enabled and its all going off then russian AI will upon spawning in then react almost immediately resulting in the new squad to bunch up rather than scatter as they would when set to disabled.

I prefer the idea of russian AI set to disabled as when russian Ai spawn in then they all scatter and randomly choosing a waypoint and thus now advancing along the waypoint while not reacting to enemy seen and fire.
all Ai now advancing more or less in parallel with each other scattered horizontally across the map. you will see I have added some waypoints much further than others so then the spawning in Ai that stop much earlier can give a covering fire to the Ai that chose at random the longer waypoints.

you can change this yourself by highlighting ai soldiers at their spawn point (before hitting start and in (F3) mode) and once highlighted then in ai properties (to the right of your screen) then scrolling down to ai_move and clicking on enabled now allowing for the spawning in ai soldier to become immediately reacting to enemy seen and fire before they reaching the ends of the waypoints. but keeping in mind, because once Ai spawn is set to enabled then after spawn the Ai may stop and bunch up as a result of they all instantly reacting to enemy seen and fire

locating waypoints
while in (F3 mode) then pressing keypad4 and see in right pane atop where it reads Groups well, then scrolling down to endless_allies. then w on minimap signifying exactly where ally waypoints are. for activating minimap when in-game via (F1 mode) simulated play then its pressing keypad-m