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 Apr @ 4:22pm

Tweaked enemy spawn as it wasn't working as it should
...this has now been fixed
Updates will continue as normal

Update: 14 Apr @ 4:09pm

More detail added to overall town design which is now ongoing

Update: 13 Apr @ 11:14pm

Added more to town design.
Also for buildings I have un-ticked shadows in buildings properties. This so generating more light in between buildings.
For mission file 1. and a more challenging immersive game feel then I recommend switching off streetlights - basically putting your skills to the test in the pitch black that blends in with the smoke cover that appears in-game every 500 seconds editor time, and with both enemy and ally seen silhouetted in the smoke and darkness, it all making for some interesting visuals that can be captured in-game, especially, when streetlights are switched on.
For switching off streetlights then its pressing f6 and the environment preset panel will appear on screen, then see at the very top of environment preset panel (in right column) [+] light so its clicking on [+] to open light category and then scrolling down to night and un-ticking night. Now all streetlights will be turned off.
Again for that much more immersive feel in-game then I recommend in options via f1/esc/video, scrolling down to very bottom and tweaking the view distance slider to around a little under or over the halfway mark.

Update: 13 Apr @ 10:24pm

Added to town design now focusing mainly on detail

Update: 13 Apr @ 8:00pm

Of what was causing crash as mentioned in earlier updates, then I forgot I needed to edit map file and completely rid all text associated with asset (or model in-game) that was causing crash. The map file has now been updated using notepad++

Updates is expected to mission files, mainly mission file 1 (military file)

Mission file 0. is fighting against hoards of zombies
Mission file 1. is fighting against army soldiers - no zombies

Update: 13 Apr @ 6:07pm

Helo script in mission file 1 (military file) has now only one landing spot until further changes


Update: 13 Apr @ 5:00pm

Some fixes and tidying up

Mission file 0 - zombie file
Helo script (in testing) will stay at one landing point until further changes
Ally reinforcements tab is included

Mission Files
0. zombie file
1. military file

Zombies Reacting to Sound Information
Am not entirely sure on this, but if you flank wide the zombies attacking they usually seen running through the centre of map, so then when flanking the zombies and then shooting at a car and setting off its alarm will have the zombies follow the alarm sound, but as I said am not entirely sure of this., although, this idea I have already done and yes it does looks like the zombies do follow the alarm sound fx.

Very Important Helo Information
Remember sometimes troops not disembark from helo. When this happens in-game, then its selecting helo and pressing keypad G and see mouse pointer change to other icon and then clicking anywhere on ground around helo, so then ally troops can begin offloading from helicopter, but you have to be quick as helicopter will fly off eventually with ally troops possibly still onboard, so if you low on Ai guys on ground then the reinforcements tab will come in handy for this.

Ending Helo Script/Disembarking Troops
If you want the helicopter to stop dropping off troops in-game, then while still in f3 mode and pressing f6 and in triggers see the trigger helo_usa1/spawn&move, so then its pressing cntrl and clicking once only on trigger to dis activate it, a red stop sign will appear on trigger signifying this change. Then helicopter script will stop executing in-game altogether.

Activating Helo Script
While still in-game and you want helicopter script to begin again, then its heading to the same trigger and pressing cntrl and clicking once only on trigger, this time the red stop sign will disappear signifying trigger is active again.
Then its pressing f3, then f8, and the Mission state window will appear on screen, so then scrolling down to helo_usa1/spawn&move, and see the tick, so then double clicking and tick is now gone from view, double clicking again on same spot will have the tick to appear in view prompting helicopter script to begin.

Update: 13 Apr @ 3:46pm

Mission file 0 (zombies file) is now featuring helo script with only one landing point for now

Update: 13 Apr @ 1:31pm

Tweaked helicopter script
Updated environment preset

Update: 13 Apr @ 12:44pm

The asset stolb_regul, in Dawn of the Dead mod, which is a traffic light and each time it is hit then I get the crash as follows;

***************** Exception *****************
[00:20:56] Light extender : bone not found in entity : stolb_regul{0x40bb gameentity} (eEntityLightExtender.cpp:211) @ [quant]
------------------------------------------------------------------
>>>>>>> eQuantExecutor:Execute
>>>>>> quantThread:onExecute:nq
>>>>> quantThread:quant
>>>> scene:quant
>>> scene:quant.dmg
>> ia:call
> ia:call
------------------------------------------------------------------

For now traffic lights have been taken out