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: 12 Apr @ 10:53pm

Some more tweaks to mission file 1

You may get a crash when running mission file 1
..this am looking into

Mission file 0 is running ok

Update: 12 Apr @ 10:01pm

Mainly tweaking mission file 1, including updating dressings in ally troops inventory system for helo script. This tweak to 4 dressings instead of 2. If you run out of dressings in-game, then pressing keypad V and see Ai corpses silhouetted on ground, (red for enemy - yellow for ally), so then its selecting ally soldier who is low on health and pressing keypad X and hovering mouse pointer over chosen fallen Ai soldier and a magnifying glass icon will appear signifying now to click on fallen Ai to search inventory for any dressings.
Then double clicking on any dressings located in fallen Ai inventory will automatically transfer them into ally inventory, which is seen on screen next to enemy inventory. When this is done then in-game its selecting ally soldier (who retrieved dressings) and pressing keypad 8 to regenerate ally health.

Also this time ally troops ejecting from helo are set at enabled, so then ally troops can be immediately micromanaged upon disembarking. I made this change because sometimes troops not disembark from helo. When this happens in-game, then its selecting helo and pressing keypad G and 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.

Update: 12 Apr @ 6:43pm

Added considerably to town design now concentrating on details
Tweaked mission file 1

Important Information
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.
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 will start again.

Update: 12 Apr @ 5:35am

Some more tweaks to mission file 1

For mission file 1. the enemy spawning in I have as 50 waves. You can change this yourself.

Update: 12 Apr @ 4:59am

Reduced in count a lot of vehicles in map design
Overall tidy up
Town design is still under development

Mission File 1.
Added intro smoke and fade in
Added in reinforcement vehicle tabs

Unit icons or vehicle image for reinforcement tabs will be added soon

Important Note
Think carefully before using vehicle reinforcement tabs around helicopter landing locations. To see helicopter landing/unloading troops//taking off ((locations)) then (while in f3 mode) its pressing keypad 4 and in top right panel see at the top of list default then clicking on default and on screen you will see the helicopter landing locations

waypoints you see 5 26 4 2 marked in red are the landing spots for helicopter

Update: 12 Apr @ 3:12am

Tweaked mission file 1 with helo script that seems to be responding well
Also fixed an error that was causing a crash during game play

Mission files..
0. with zombies
1. without zombies

Update: 11 Apr @ 11:39pm

Added some more to town design including extending map on south side for helo script, which is featured in mission file 1 that I have slotted as part of this update. Mission file 1 is still under construction

Mission files.
0. with zombies
1. without zombies

In mission file 1. I have a helicopter spawning into game at every 100 seconds editor time. The helicopter will drop off 6 ally guys and then fly off. 9/10 the helo script works ok. Then again sometimes helo script can behave a little odd out of the blue, but for the most part the helicopter script seems to be doing ok fingers crossed.
This is the reason for the map extension as I needed plenty of empty space for the helicopter to land. The helo script is still in testing. Here is where I got the idea
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1257978532&searchtext=editor+gems So Thank You to TJDagger for your helicopter landing mod.

Also in mission file 1. when ally guys (6) get off chopper, then they are set to disabled only via game_properties/ai_move, and it (Ai) first needing to reach ends of waypoints, so then to become switched to enabled to return fire.
if you decide to micromanage ally guys when they spawning in, and before they reaching the actor_state(s) that are already placed at ends of waypoints, ((so ally soldiers can switch to enabled and return fire)), so then if you decide to stop micromanaging ally guy(s) before they do reaching ends of waypoints, then ally soldier(s) will remain motionless on battleground.

Overall, I prefer the script done this way (ally set to disabled upon spawning in) as then ally guys not react at all to enemy fire and when this happens then ally soldiers can stop midway through waypoint that are chosen at random by the editor, so then change stance, and right throughout it not reaching its prior position that is already set in place where editor_state(s) are.
This is where ai soldiers can become bunched up immediately after spawning in, so the script done this way helps for the ai guys to reach their positions without any hiccups that can break script idea.

Update: 11 Apr @ 6:12pm

Small fix with borders

Update: 11 Apr @ 5:55pm

Added more to town design including textures to which is ongoing
Added remount (boarding) scripts to machine guns and mortar for ally troops
Updated minimap

Update: 9 Apr @ 12:26pm

Some small fixes

As part of mission file play then you may encounter crash error as follows;

>>> scene:quant
>> scene:quant.bullets
> ia:call

Important Information
ZOMBIE LEGEND map design is quite unfinished but very playable with using mission file. You can use my work for your own zombie projects or other.
Also, as mentioned in first update (below) I been having problems with texture loss. In the meantime I won't be adding in any new textures and so just have one texture only as part of mod.
For now I leave mod as it is and I may add in textures another time.This solely depends on how mod behaves, as a result, of booting up work and keeping an eye on textures. At the moment there is only one texture used that fills overall map itself.
I will know if texture issue continues by how the whole map surface can turn to complete white upon booting up ZL. Again depending on how this pans out then I may add in textures another time, but for the most part the human player or modder can add in their own textures but keeping in mind, they may experience texture loss to.