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: 21 Apr @ 9:17am

For mission file 1.
Increased squad count for reinforcement tab to 12
Decreased countdown timer to 120secs for ally squad reinforcement tab
Added another watchtower with ally sniper onboard

Update: 21 Apr @ 7:48am

For mission file 1
Helicopter script is now turned off as am having issues with squad disembarking again when helo lands. When I realised this then test after test after test and so on each time the squad aboard just would not disembark. So I removed ground textures thinking that could be it while experimenting with landing waypoint radius and emit squad waypoint radius but always to no avail. Helo script remains in triggers but is switched off. I have left it this way so the human player can try themselves. Instead I have reintroduced ally squad reinforcement tab while this time health has been increased as ally squad is blackwatch again.

Update: 21 Apr @ 5:15am

Added to town design mainly focusing on all sides of map and also working a lot with ground textures to which is still ongoing.
Added in 3 control towers for the allies as well were I have placed snipers in.

For mission file 1
For reinforcement tabs ally squad tab has been taken out as I felt it be much more challenging with only having to use helicopter squad instead. Ally helicopter squad health has been decreased to as the Ai helicopter squad soldiers I was using previously called black watch and which is from Dawn of the Day Mod, well the health was just too high, so the helicopter squad has changed while health is a lot lower to.
Ally vehicle reinforcements tabs have been taken out as well.

When ally squad reinforcement tabs and vehicle tabs were running in-game then I saw how the game would glitch out after using a tab and instead only vehicle reinforcement tabs were seen and ally (soldiers) and sniper reinforcements tabs blocked out and it would stay like this until I had to end game. So this is the main reason why I have taken out vehicle reinforcements tabs and with testing hopefully I can try to get to the bottom of what was causing the glitch to happen.
For now only ally sniper reinforcement tabs remain.

Update: 19 Apr @ 8:50am

Edited entitymanager file

The entitymanager file can be found in set folder via resource folder and this file is responsible for the amount of clutter that can appear in-game scattered about the map floor and this file that the human player can edit themselves.
Clutter scattered about in the range of broken vehicles, pieces of vehicles, like turret that has become detached from vehicle body after being hit by shellfire, and pieces like debris from walls, buildings, wooden fences. Shellholes made from grenades and mortars and cannons including tanks, and stuff like shell casings, bullets, mines, rifles, smg's, backpacks or rucksacks, bazooker casings and weapons to. When in-game then its pressing keypad C and you can see highlighted in red what is scattered about on map floor which is not that much because I need to edit the file again

Also pressing keypad V for spotting ai body count for both sides.The ai corpses upon pressing V in-game in-turn shows the ai body count silhouetted in red (enemy) and yellow (ally).
When near ai corpse and selecting say ally soldier then pressing and holding V and then hover mouse pointer over fallen ai and once mouse pointer hits ai corpse then a magnifying glass icon will replace mouse pointer and so then its right clicking on fallen ai and both inventories belonging to selected ally soldier and ai corpse will appear on screen.
Then in ai corpse inventory its double clicking on what is needed like say dressings and item will be added into selected soldiers inventory. When in-game then for seeing soldiers inventory on screen then its pressing I making sure you are in f1 mode first.
Another way of seaching fallen ai inventory is after pressing V for show ai corpses then with ally soldier still selected then while mouse pointer is hovering over fallen ai then its pressing X and again a magnifying glass icon will replace mouse pointer and this time its left clicking fallen ai and immediately the fallen ai inventory will come to screen view.

Editing the entitymanager file can in-turn help with overall performance to, which am sure in my notes it says that broken tanks and ai corpses not really affecting frame drop that much as its really like rifles, smg's, and equip-able stuff that can build up on map floor like, at (anti-tank) grenades and hand grenades, smoke grenades, ap (anti-personal) mines, and other like, patrol caps, helmets, dressings, combat knives, handguns, all entities/models with added textures built up massively on map floor during game which scan affect performance to a point of sluggishness felt in-game, graphical stuttering, and screen tearing, overall, the cpu and gpu and refresh rate is affected resulting in frame rate drop. Game crashing without error shown on screen.
Upon opening file and at the very top looks like as follows: The values added in is by me.

{entitymanager
{group "dead" actor dead
(mod "mp" {limit 100})
(mod not "mp" {limit 100})
{remove dissolve}
{entity "human"}


"dead" actor dead is for editing ai corpses count then onwards down the file there is "broken" gameentity which is responsible for amount of broken tanks and then there is "piece" gameentity which is count for pieces of tanks. There is quite a list of different categories going down file and that can be edited with say performance in mind for this.
There is "equip" stuff which is for mines, hand grenades. smoke grenades, could be for rifles, smg's and again from my notes am sure it mentions "equip" stuff is what is focused more on concerning frame rate drop as broken vehicles and ai corpses count not affect frame rate that much.
Then again a couple hundred rifles and smg's scattered about map floor would affect frame rate quite drastically especially, after using Mission state quite a few times for spawning in new waves of soldiers (with equipable ammunition and weapons that can be dropped) and vehicles to. I know there is also fx manager which (I think) is responsible for blood spats, and other shellholes.

For locating entitymanager file is shown below;
SteamLibrary\steamapps\common\Call to Arms - Gates of Hell\resource\set

When designing a game in the editor usually done in f3 mode and after pressing f9 and the Mission properties window will appear on screen. So then its scrolling right down to the bottom of the Mission properties window and see entity_manager with - or dash next to it so then its clicking on the - (dash) and a tick will appear signifying entity_manager can now be edited.
In count underneath entity_manager there is a box with different settings that is responsible for clutter build up.
The count settings looking like as follows: (in box list goes down)
x0.5 - x1 - x2 - x3 - x4 - x5

I always go for x0.5 which is for least amount of ai corpses and least amount of clutter build up but after testing and still not satisfied with overall clutter seen in game after pressing C then of course, editing the entitymanager file would be ideal for this.
In the entity_manager via Mission proprieties there is azimuth and map orientation which am not sure about. I have it in my notes somewhere. I will look into this.

Update: 19 Apr @ 7:59am

Reduced enemy vehicle spawn count to 3
Some tidying up to script

Update: 19 Apr @ 7:04am

Added more to town design including work done to far left and right sides of map which is ongoing
Mission file 1 has also been updated
Updates will continue as normal for both town design and mission design

Some information
While working in the editor then always when designing environments like countryside or towns then its done in f2, while f3 is for mission file design or game design. f1 for simulated play, or testing script, although for this is always best to use an empty map with not many assets added like buildings ect, keeping it simple when testing script as then reloading empty map won't take as long.

Update: 17 Apr @ 10:10pm

Added more to town design concentrating on detail
For mission file 1.
Added more waypoints to smoke cover (triggered in-game via script) basically working towards whole map filling with white smoke every 150secs. When the smoke cloud appears then knocking out any streetlights can in-turn allow for a more smoother, stealthier approach on the enemy, of course, this can only be properly achieved with having silenced weapons as shooting out the streetlights without silencers can in-turn allow the enemy to know your exact position. Anyway don't forget to switch to return fire only, so none of your men fire first upon spotting the enemy.
You can create your own squad on the fly and select a bunch of guys you being squad leader, or even when using reinforcement tab. When in heat of battle and you select a bunch of guys then pressing f8 will have the squad regenerate with using any dressings they have in inventory. Pressing Y to reload weapons.

I am slowly working around outskirts of map design creating flanking points that can be reached better when taking the alleyways on both far left and right side of map. This design work is continuing.

Update.Saturday 19th April.@07:40am
Helicopter state has now has been fixed and will go live in next update.
When helicopter would spawn in and after I already set it to full via impregnability so then it becomes invulnerable to enemy attack, only when simulation begins then helicopter state switches back to disabled, and then helo becomes immediately vulnerable to enemy shellfire.
In next update for mission file 1 then helicopter state after beginning simulation should always be invulnerable to enemy attack when making landing drops.
In helo trigger in commands you can see the added entity_state for helo trigger. In entity_state to make the change is found in impregnability. Helicopter landing drops is now in testing.

Another annoyance I have found is each time squad is set to a hold position even after infantry spread has been executed then after a bit the squad will break off from hold position and so then move at free will. For squad reinforcement tab actor_state is set at a hold position and also in squad properties as well and also helicopter squad to (passengers), only when micromanaging both to a hold position then eventually they break off and move at free will. I prefer some guys at least after I set them to a hold position then they stay at that until the human player changes squad stance via micromanagement and so forth. This am looking into.

Update: 17 Apr @ 6:42pm

Added more to town design

For mission file 1.
Added sniper reinforcement tab consisting of 3 sniper guys. I have added a countdown timer to tab of 120secs, meaning once sniper reinforcement tab has been used then next time to use same tab would be after a wait time of 120secs. You can see the timer on sniper tab counting down after use. This is the same for all reinforcements tabs.

Update: 17 Apr @ 5:11pm

Added to town design which is continuing
Added 2 more germounts (scripted machine guns) to enemy
Added another vehicle to enemy vehicle pool taking count to 8
Updates are ongoing

Update: 16 Apr @ 8:10am

For mission file 1.
Added image to squad reinforcement tab

TIP
While in f3 and out of game then put your skills to the test and and press f7 to change difficulty settings and hit multiplayer then begin game. Keep in mind difficulty settings cannot be changed when in play.