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: 23 Apr @ 4:14am

Fixed remount9
Also fixed a crash (fingers crossed) I was getting. Last crash showed no error log in minidumps, but then I saw an earlier crash log in minidumps mentioning of waypoint 6 - waypoint 6 is used for helo when it disappears or deletes after landing/ take off, only helo script was turned off, and as part of waypoints system for zombies there is a waypoint 6. The error report reads as follows; Can't use waypoint id, it already used.
So I hunted down waypoint 6 and deleting it while deleting entirely helicopter script including other waypoints and hoping this has fixed the crash to desktop.
As part of things to do in the editor then helicopter script is in testing.
At one time or another helicopter script will be reintroduced again into all mission files.

Update: 23 Apr @ 3:30am

mission 2. - zombie file
Added two vehicles in centre of map with remount scripts being remount8 & remount9
Added more waypoints for overall map smoke that will be triggered to start at every 150seconds editor time
Added some more to town design

Important Information
If vehicles flip on one side or on roof even then when ally remounts vehicles then vehicle will adjust to back to normal. Also in centre of map all machine guns and mortar and vehicles (scripted) in ally defensive perimeter are also set to full via impregnability now all weapons including vehicles are invulnerable.



Update: 22 Apr @ 11:14pm

All lookout towers for mission files 2. & 3. have been tidied up
Added machine gun mounted buggies on outskirts of map for mission file 2.

Update: 22 Apr @ 9:48pm

Minor fix to mod contents setup

Update: 22 Apr @ 9:47pm

Added a new mission file for zombies as follows:

mission files 1. & 2. are zombie files
mission file 3. is military file without zombies

mission file 2. is the new zombie file while mission file 1. (zombie file) used top be 0.

mission file 2
I have added more than one actor_to_waypoints in some cases as part of zombie spawn script so at times there will be 3 different zombie spawns coming from different directions, while other times there be two different zombie spawns coming from two different locations or two parts of map and heading towards centre of map where I have set up a defensive perimeter for the allies mainly consisting of scripted machines guns and mortar and of course, infantry. You will notice the orange flashing circle or pointer on minimap showing exact point where mortar and ally defensive perimeter is.
Anyway when zombies are spawning in (at random locations) then human player can use ally reinforcement tab outside of ally defensive perimeter and so defending from different points on say outskirts of map

For ally reinforcement tabs again for mission file 2. I have left out score and kept in count so ally reinforcement tab is unlimited use. For overall zombie spawn I have added in the value of 50 in cmp_i via conditions.

Update: 22 Apr @ 8:02pm

All lookout towers have been tidied up for mission files 0. & 1.
Updates are ongoing

Update: 22 Apr @ 2:32am

Another minor fix this time to town design

Lookout towers in mission file 1. need setting up so this will be done on next update.
Also whilst game is in motion then snipers cannot be placed in lookout towers.

Update: 22 Apr @ 2:22am

Minor fix to mission file 0.

Update: 22 Apr @ 1:33am

Some small fixes to mission file 0.
Updates are ongoing

When playing mission file 0. then setting up your squad carefully using the ground defences I have added then will make life easier when taking on the haords of zombies.
In cmp_i in conditions for zombie trigger in the value box I have put in the value of 100. You can add in your own value for the amount of zombie waves to spawn in.
In-game (like for misison file 1.) then orange circles you see highlighted in-game is the ally snipers setting up targets.

Zombie Legend Installation
When you subscribe to zombie legend then open the GEM editor and click on f1 and then esc and see "mods" so then click on mods and then see zombie legend listed, so then activate zombie legend and click on apply below then once its done its thing, then press f3 and then clicking on load then click on "single" and zombie legend will be at bottom of list with mission files 0. & 1. Remember to subscribe to what is needed to run zombie legend.
If you haven't already then see to the right on zombie legend mod page the required items panel which includes the Dawn of the Dead mod. You need to subscribe to that mod in order to play zombie legend. Best of luck.

Update: 22 Apr @ 1:05am

For mission file 0.
Helicopter squad now is not disembarking neither in mission file 0.
So again I have turned this script off and reintroduced squad reinforcement tabs including snipers.
Added more watch towers with snipers to ally side
Some tweaks also to zombie spawn while adding to map on ally side.
Map design work is still continuing while now I be staying working with mission file 0 which is the zombie file.
Mission file 1. being the military file.

Important Note
When playing mission file 0. and midway into game then pressing keypad V and see zombie corpses count on map floor which will be silhouetted in red (yellow for ally).
In entitymanager file I have given the values for dead actors (zombie corpses) as 50, although this will affect mission file 1 as well. For mission file 0. then anymore than the value of 50 for dead actors and depending on rig setup then human player can experience lag due to zombie corpses count build up on map floor.