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: 16 Apr @ 8:00am

Update: 16 Apr @ 5:51am

Some more tidying up

Update: 16 Apr @ 3:40am

Increased enemy vehicle spawn to 5 loops

Tidied up some script including adding a trigger command to smoke trigger to appear in game every 150 seconds. White smoke appears in-game, stays a little while, then eventually white smoke dissipates, then after 150 seconds has passed since last smoke disappearing, then same white smoke cloud will appear and so forth, the smoke script repeating itself every 150 seconds. Also the smoke cloud provides excellent cover for the helicopter landing drops as well.

Update: 15 Apr @ 10:42pm

For mission file 1.

As mentioned in last update helos script has been edited.
In triggers see trigger for helo_usa1/spawn&move and as part of that trigger in condition box is the cmp_i and in there I have put in the value of 20 for the number of helo drops to appear in-game every 100 seconds delay time. You can add in your own number of helo drops yourself. Anyway how the helo script is working (as of now) then after 20 helo drops then no more helicopters will spawn into game. You can keep an eye on the helo drops via Mission state (in Vars) located by pressing f3 then f8. Mission state can only be used when in-game.

Reduced number of enemy vehicles placed on map while reducing number of vehicles spawning into map as part of script. Now only 3 vehicles will spawn in. Vehicle script is still not working as it should as sometimes it will spawn in only 2 vehicles instead of 3 vehicles, overall it works but not as I want it to. Its just needs tweaking here n there. You can change the vehicle count yourself in actor_to_waypoint in the enemy vehicles trigger located in commands.
For enemy vehicles then vehicle spawn location ((waypoint)) radius is now set at 400. I did see with testing that no longer would vehicles spawn on top of one another when increasing waypoint radius. During game play then vehicles can bunch up so is why its best to begin with a low vehicle count first, especially, if vehicles are already placed down on map surface.

Keeping in mind when increasing number of vehicles to spawn in, then this can allow vehicles to bunching up during game, then again this can depend on size of map and more importantly, the amount of obstructions placed on map like buildings, walls, fences, civilian vehicles etc, and how entitymanager file is set up to, and space as well that is around vehicle spawn location is extremely important.
Meaning if any editor asset is in the exact spot where say a helo will land then helo can begin to behave erratic and script can break resulting in seeing helo move fast across ground and then destroy.

Helo Drops
In-game lots of helo drops can be done without issues then out the blue helo can land but not make a drop because the ally guys on board don't disembark, so its selecting helo and then pressing keypad G and then clicking anywhere on ground around helo. Then ally guys on board helo disembark only then instead of helo taking off as it should it will move fast across ground and then wrap up and destroy.
In my testing ground needs to be completely empty of any assets so helo can land without issue. And assets during simulation that can somehow appear on landing spot, which can allow out the blue a helo drop to become buggy and this after so many accomplished drops already done without even the littlest of hiccups.

Added in another spawn location for the enemy bringing all enemy spawn locations to 5 in all. More will be added over time. For enemy spawn this time I have given the delay time as 40 seconds. I have added a timer of 2mins on ally reinforcement tab as well. Again you can change this timer yourself in mission properties so while in f3 mode then pressing f9 for mission properties, and in reinforcements see delay for ally_squad1.
Anyway timer on reinforcement tabs can in-turn allow the human player to think more carefully when breaking up a reinforcement squad which consists of 8 guys.

Having an issue when helicopter will switch back to disabled via impregnability in helicopter properties after it had already been set to full. When set at full then vehicle cannot be destroyed at all whatsoever. No enemy shellfire can harm it. Vehicle is completely invincible.
I set helicopter this way for when helo is landing troops only each time I do set helicopter to full in impregnability, then in-game helicopter will switch back to disabled, and immediately helo is vulnerable to enemy shellfire, so you gonna have to keep an eye on your helo until I figure out how to fix this annoying instance.

On a brighter note when guys get off helo and advance then Ai guys by default can be left alone while human player can organise squads using reinforcement tab. I set the reinforcements tabs to a return fire only while the ai guys disembarking from helo are set at a fire at will.

Update: 15 Apr @ 8:54pm

Some tidying up to script while adding in a reinforcement tab for the allies. I have set it up as 8 to a squad. Also spruced up weapons for both allies in helo and for reinforcements tab to. I am working on some other ideas for reinforcements to come into game including troops entering game via truck.
Also helos script has been edited. In triggers and see trigger for helo and as part of that trigger in condition box is the cmp_i and in there I have put in the value of 20 for the number of helo drops to appear in-game every 100 seconds delay time. You can add in your own number of helo drops yourself. Anyway how the helo script is working (as of now) then after 20 helo drops then no more helicopters will spawn into game.

Update: 15 Apr @ 1:59am

Fixed a waypoint that was missing an actor_state which resulted in enemy Ai guys bunching up at same chosen waypoint but still set at disabled, so enemy Ai guys seen stood totally motionless amongst the chaos of it all.

Update: 14 Apr @ 11:36pm

Increased spawn time for enemy now taking a little longer to spawn in after last spawn. You can change the delay time yourself. Enemy spawn delay time now is set at 60 secs rather than 30 secs it was before last update. If you set enemy delay time to around 20/30 secs then the enemy can overwhelm really quickly. So around 50/60 secs delay time or increased more even but not to much, overall, with delay time increased then enemy taking longer to suddenly overwhelm
Tweaked impregnability to full in helicopter properties now helicopter cannot be harmed by enemy vehicle shellfire. Update.. helicopter after already being set to full via impregnability in helicopter properties then in-game helo will switch back to disabled. Helicopter now is vulnerable to enemy shellfire. So in the meantime you gonna have to keep an eye on your helicopter until I fix this issue.

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

Selecting damaged vehicle and pressing shift-R will have a crewman hop out and begin repairing vehicle. Pressing shift-then pressing R twice then two crewman will hop out of vehicle and begin repairing.
When vehicle is hit then see bottom left corner of screen the selected vehicle showing as red signifying vehicle needs repairing.

For those who not know this
Setting up Reinforcement Tabs
While selecting vehicle model in editor then in right pane in vehicle properties underneath [+]brain see name and the name you see in box is the text that can be inputted into image text box in reinforcements. Then in-game reinforcement tabs will show image of vehicle.
Another way to adding image to reinforcement tabs is done by hovering over to steamapps\common\call to arms - gates of hell\resource\interface and the unit_icons needed for this can be found in the scene_pak file which may have to be extracted first to get at unit_icons.
On unit_icon image in scene folder is the text needed to be inputted into the image text box in reinforcements so then when game begins then image of vehicle is seen on reinforcement tab.

Selecting Ai guys and pressing Y will have them reloading weapons. With Ai guys still selected then pressing f8 will have them regenerate health if any dressings are in Ai inventory.

Update: 14 Apr @ 11:07pm

For mission file 1.
Added vehicle script using loop command

I may tune down the amount of enemy vehicles already placed on map, although from my testing the vehicles seem to manage ok considering the amount. I haven't really saw vehicles as yet bunching up, the vehicles seem to take corners ok as well. I see the enemy vehicles searching for alternate paths to take amongst the environmental clutter that is strewn about. This all happening by default only, so Ai behaviour outside of micromanagement and script will think for itself in-game

Update: 14 Apr @ 9:15pm

More work done to town design which is continuing

For mission file 1.
Updated enemy soldiers script so now enemy will spawn in at 3 different locations on map. I may add more enemy spawn locations. In waypoints via f3 - keypad 4 then original waypoint spawn is called enemy, while one now being used is called testing_e_spawn - e for enemy in case you hadn't guessed.
If you want to switch back to original 1 location only for enemy spawn, then while in f3 mode then its pressing keypad 6 and hovering over to triggers (top right box) and scrolling down to squads/enemy and while pressing cntrl then its clicking once only on enemy trigger, so then red stop sign disappears marking trigger to be active again. Don't forget to switch off other enemy spawn trigger which (as of now) is called again - enemy which can be found under [+]vehicles in triggers.
Also enemy now has scripted machine guns and mortar weapon meaning when enemy is knocked off machine guns, then any nearby enemy will automatically mount machine guns and continue firing them. Same for mortar weapon. To stop this from happening then you need to take out the machine guns and mortar weapon.
More scripting will be added to both mission files over time.

Update: 14 Apr @ 4:31pm

Added traffic lights back into town

For mission file 1.
Images now added to ally vehicle reinforcement tabs which can be seen to right of screen when game begins

IMPORTANT GAME TIP
In-game select vehicle and group of ally guys, then making sure you the driver of vehicle, then wherever you drive then your ally men will follow you. Remembering to having your ally guys set at a hold position so they not wander off, especially, before clicking on ground a little ahead of you to order your ally guys to advance and settle at the exact spot you clicked at, and so your men upon reaching destination will slightly disperse and by default take up positions, again remembering that you order your guys to a return fire only, so then they not shoot if spotting the enemy first.

Also I think car alarms will attract enemies nearby.
If the enemy is say around that corner over there, but you not sure so shooting at the cars nearby may attract whatever is around that corner over here. Even when shooting in the darkness and if any enemy guys are laid prone in tall grass or in the shadows surrounded by the pitch black then firing off a couple of shots can have the enemy suddenly appear out of the blackness and the enemy scattering and taking up positions. Again shooting at vehicles nearby may attract the enemy to suddenly becoming visible and now spotted silhouetted in the shadows and smoke and dust and fire.