Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

ZOMBIE LEGEND.Updated.14th.July.2025
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Update: 14 Jul @ 3:52pm

For legend1
Updated minimap
Tweaked m1 file

For legend2
Worked more on textures
Tweaked m1 file

Updates are ongoing

Update: 14 Jul @ 12:38pm

For legend3 working a lot with textures including general tidy up
Updated m1 file
Updated game_smoke

Update: 13 Jul @ 5:28am

More tidying up to legend7 town design
For m1 file tweaked game smoke which can be located in triggers/commands
Updates are ongoing

For m1 file at every 150secs delay time then plumes of white smoke (or game_smoke) will be triggered in-game and will overwhelm a lot of big parts of map so this in turn can be used for flanking and sneaking up on the enemy.

When say an abrams tank is giving allies a hammering and when the game_smoke appears and after selecting bunch of guys then right clicking on abrams and selected guys will start running towards abrams tank with c4 in hand ready to lob at it. Any allies equipped with bazooka will fire at abrams tank.

And selected guys while still in heart of game_smoke and they not fired upon from enemy near tank which there can be loads of them scattered about in the thick plumes of white game_smoke. Does the game_smoke block enemy vision from seeing ally guys flanking? Definitely yes I think so.

Also crucially to remember as well is when selecting ally guys for creating squad and you being the leader in command then as soon as you click on surface for selected guys to go to that position then from then on selected ally guys will follow you.

When you have ally guys selected as a squad and you leading the way and you spot enemy vehicle then aiming weapon at enemy vehicle and pressing middle mouse button and anybody who got c4 or bazooka in selected squad then will attack enemy vehicle.

Update: 13 Jul @ 3:02am

For legend7
More tidying up and adding to map design including walls and textures.
Updated m1 file

IMPORTANT INFORMATION
When black hawk squad disembark then leave them as they are without any micromanaging at all and watch their behaviour on the battleground. Upon disembarking then the black hawk squad will advance slowly towards the first trench while taking cover and all the while suppressing the enemy to.

A lot of the times black hawk squad kind of staying put after disembarking and spreading a little whereas other times Ai squad will advance towards first trench and taking positions in cover it deciding for itself what move next to take.

This is Ai soldiers working in pure default only it thinking for itself without human player control. Is why I have mentioned in previous updates that helo squad can be left alone or relied upon when being in the heart of intense crazed battle.

It can save a lot of time when micromanaging to hence relied upon. And how the squad moves it all just looks boss, very human like and very realistic to see to. I think its fascinating.

For black hawk squad disembark drops then making sure helo landing spot is cleared of any soldiers while every now and then switching to f3 mode and selecting around landing spot and anything that highlights in a blue circle then hitting delete.

This serves as the peace of mind for knowing black hawk squad disembark drops are working smoothly without issue like how black hawk helo can spawn into game only this time it hovering above landing spot and it not doing anything at all.

And so then eventually black hawk flies off with squad still onboard. This is not broken script. Its just helo landing spot that needs to be kept an eye on.

Update: 10 Jul @ 6:51am

For legend5 some tidying up including textures
For legend7 small fix to m1 file

Tip
A lot of the same trees are used in most maps and that are called tree_euro2_attach which means that you can select ally soldier sniper and hover mouse pointer over tree and when arrow appears which replaces mouse pointer then this implying to click again on tree and ally soldier will proceed to climbing up tree and settle into sniping position.

If ally soldier is not facing the right way after settling into position in tree then again while ally soldier is selected then pressing keypad R and a half circle with arrow at the end will appear on screen so then its clicking anywhere around sniper in tree (that's still selected) will then have ally soldier turning to facing where you clicked at.

When you booting up the gem editor and a lot of the times you will experience when loading up mission files only to realise that dotd mod has dis-activated in mods so then of coruse, its activating dotd again and so forth.

Well, when you do boot up the editor again then first thing to do is check while in f2 mode in entities list panel to the right and upon seeing atop of entity list as follows:

[+] -call to arms
[+] -dawn of the dead


Then this is the sure sign to know before loading up mission file that everything is set as it should be

Update: 10 Jul @ 3:08am

For legend6 and legend7 more tidying up to borders, trenches and walls
Updates are ongoing

When beginning mission files then its extremely important to remember that you need to setup your defences as quickly as possible as the enemy once they getting into your main defensive position then the enemy will overrun you and it can happen very fast as well and before you know it you are completely surrounded. If you not setup defences quickly then that is what will happen.

Also important to remember when playing mission file m1 is the little bird helicopters that come into game which in all there are 5 waves of them and each wave coming into game depending on how delay in commands has been set as. So for example every 100secs delay time then little bid chopper will spawn into game.

You will have to be ready in mind for this because if you not ready in mind when little bid chopper spawns into game then they will wreck havoc on your allied positions and cause a lot of problems in so little time in seconds. If you haven't managed to destroy little bird chopper then after say 100secs has passed since last chopper spawned in then another will spawn in and these choppers mean serious business so they need to be dealt with as quickly as possible.
Selecting a bunch of ally guys on ground and right clicking on little bird chopper then if any ally guys in selected squad owning bazooka then they will take it out. Little bird choppers only need one hit for them to go down.

When little bird chopper do go down and upon impact on ground after explosion then little bird chopper vehicle corpse will disappear, (sometimes helicopter rotor blades remain) overall this a result of the added delete_command trigger. This delete_command trigger is for all enemy vehicles spawning into game and they disappear from game view when they are hit.

If you prefer vehicles corpses to stick around then in say legend7/m1 its switching to f3 mode then hitting keypad 6 and in trigger box at top right and scrolling down to vehicles/enemy_vehicles/delete_command and so then its while holding down cntrl and left clicking on delete_command and when you a see red stop sign appear at end of trigger then this signifying delete_command is now switched off. So now when enemy vehicles are hit then vehicle corpses will remain on battleground.

If little bird choppers not spawn into game in m1 files then its because I have switched little bird chopper trigger off and can be switched back on using same method as above paragraph.

As part of all map designs then I have added in already vehicle corpses with engine smoke and fire fx so then this can make up for what has disappeared from game and keeping that balance for the appropriate realism needed when in-game play

In mission files mainly m1 files then you must destroy enemy machine guns as they are scripted meaning when enemy Ai is knocked off the machine guns then nearby enemy Ai will automatically remount machine guns and continue firing. This the same for enemy mortar weapon which is also scripted to behave in the same way as the machine guns do.

When you using ally reinforcement tabs and you executing infantry spread within range of machine gun then in scattering allies some will automatically remount machine guns and mortar weapon and m40 big gun to and when ally get knocked off machine gun then nearby ally soldiers will remount machine guns and continue firing. You have to make sure there is always ally guys nearby when this happens.

IMPORTANT TIP

Mission state is your Best Friend
You need to be "in-game" to use Mission state
Say for m1.file in legend 3 when ally 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 now scrolling a little down to [+]reinforcements/ally_squad1_active and see to the right so then clicking to on (ticked) will grant a new ally wave to spawn into game, and so forth, ticking each individual time then spawns into game a new ally wave.

When using Mission state then this time ally_squad1 will spawn on exact spot where you last clicked on map surface when using your reinforcement tab and when after using Mission state and you not sure where ally_squad1 is then using Mission state window again and keeping eyes peeled to minimap so see ally waves pop up.

When enemy waves have finished and you wanting more enemy ai to come into game then Mission state is ideal for this, this time scrolling right down near to bottom of panel and above fade see enemy and to the far right of enemy is where you can tick to spawn into game more enemy ai.

Same method done for enemy vehicles to and ally helicopters.

Update: 9 Jul @ 10:21am

For legend7 tidied up trenches while adding in another trench system
Updated wall designs
Added interior models in allied military tents
General tidy up

Update: 20 Jun @ 7:37am

All 7 legend map designs now have military & police radio chatter sound fx added
Some tidying up to town borders and textures added in some maps which is always ongoing
General tidy up

Update.Saturday.28th.June.2025@00:24am

If you encounter this crash as follows:

> file "/set/colliders.set"

82: {CollideWith "construction" "rock" "sandbag" "bush" "human" "vehicle" "tank.light" "tank.medium" "tank.heavy" "armored" "infected.common"« "infected.tank"}
83: }
84: {"particle.big"
85: {ColliderId "particle.big"}
86:

Atop of crash report above as seen is > file "/set/colliders.set" well, the file colliders.set is the file you needing to delete from the set folder which needs to be extracted from resource.pak

You need to head to this address as follows..

SteamLibrary\steamapps\workshop\content\400750\3456171322

In above address and each \ or forward slash represents a sub folder, so in address above you see at the end \3456171322 then represents the folder you need to head to to make the change.

In the folder you will see as follows..

entity
resource.pak
resource_cta.pak

Its resource.pak that you need to extract first to then locate file to delete. For this you need either 7.zip, winrar or other to extract contents from the resource.pak

When you are ready then its right clicking on resource.pak and scrolling down to and clicking on extract here and when all contents from resource.pak have extracted then see the set folder.

In set folder then its scrolling down to colliders.set file and deleting this file. When you have done this then come back out of this folder and the original resource.pak you also delete as you have just extracted it and also can prevent any issues that dotd mod may experience as a result of bouncing off resource.pak.

If you are using dotd mod from mods folder in recourse folder via main game directory then its the same method while also remembering to deleting resource.pak to.

If you want to use dotd mod for designing work yourself but you are experiencing crashes each time you try to use textures, then head to content folder again and copy dotd mod subscription folder which is titled only as numbers and once you have copied this folder then head to main game directory (where you installed Gates of Hell) and in there you will see folders named as follows:

binaries localizations recourse

If there is no mods folder seen then create a folder and calling it mods and in that folder is where you paste in the numbered folder for dotd mod.

Then as you would normally activate mods after subscribing then its the same for when copying and pasting dotd in mods folder to. Then you should be ok to using textures.

Don't forget to ask author to Dawn of the Dead mod for permission to using their work for designing your own maps and missions with the idea for uploading to workshop.

Update: 18 Jun @ 1:39pm

More tweaks, fixes, improvements made to legend7 design

Update: 18 Jun @ 11:28am

Some more slight improvements to legend7 design
Also as part of legend7 design I also added military/police radio chatter sound fx which are placed in buildings and underneath map floor