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: 13 Jun @ 9:32pm

For legend6 some tidying up including tweaking m1 file
For legend1 some more tweaking to m2 file

m2 file for legend1 is still undergoing game design

Also for files like m2 then as follows I would recommend..

Mission state is your Best Friend to be edited..
You need to be "in-game" to use Mission state
Say for m1.file in legend 3 when ally reinforcement tabs has been used up (tabs disappear from right side of screen), then pressing (f3) then (f8), and the Mission state window pops up on screen, and now scrolling a little down to [+]reinforcements/ally_squad1_active and see to the right so then clicking to on (ticked) will grant a new ally wave to spawn into game, and so forth, ticking each individual time then spawns into game a new ally wave.

When using Mission state then this time ally_squad1 will spawn on exact spot where you last clicked on map surface when using your reinforcement tab and when after using Mission state and you not sure where ally_squad1 is then using Mission state window again and keeping eyes peeled to minimap so see ally waves pop up.

When enemy waves have finished and you wanting more enemy ai to come into game then Mission state is ideal for this, this time scrolling right down near to bottom of panel and above fade see enemy and to the far right of enemy is where you can tick to spawn into game more enemy ai.

Same method done for enemy vehicles to.

Update: 13 Jun @ 7:28pm

legend1
Some more tweaking to m2 file

For m2 file am working on overall balance concerning ai count for both sides.

Update: 13 Jun @ 5:25pm

legend1
More work and tidying up to some parts in map
Updated some environment presets
Tweaked m2 file
Updates are ongoing

Update: 12 Jun @ 10:18pm

For legend1-m2 file
Reduced enemy spawn waves to 15 while also reduced soldier count to 10 soldiers per enemy wave
Reduced ally vehicle loops to 3

Depending on your rig setup then m2 file can lag crazy nuts so wise to turn down video settings before hitting play

Now that legend1 m2 file is in focus then I be concentrating more on game play balance again mainly with m2 file, so enemy spawn waves will increase over time especially, because a lot of waypoints are in need of tidying up to, and enemy spawn waves you can, of course, add in your own values for this via cmp_i in condition

Tip
When selecting bunch of guys to lead then after first time clicking on map floor with middle mouse button to prompt squad to advance well, from then on everywhere you go your men will follow you

Update: 12 Jun @ 9:36pm

For legend1 added another mission file- m2
Updates are ongoing

To come soon for legend1 - m2
Blackhawk helo troop disembark
Also redesign for ally defensive perimeter in centre of map
Also delete command too

At present time mission file m2 Is in some disarray but it is very playable and m2 file will slowly tidy up in upcoming updates

Update: 12 Jun @ 9:08am

For legend6
Some more work added while lots of tidying up to
For m1 file increased enemy spawn to 40 waves
Also added new sound fx for radio interference and another for military radio chatter. They both blended together sounds awesome and really adds to the whole immersion
Updates are ongoing

Update: 11 Jun @ 3:02pm

More tidying up to legend6
More tweaks to m1 file
Increased enemy spawn to 16 soldiers per wave - 30 waves in all
Tweaked waypoints for enemy spawn
Added more sandbags to ally defensive
Updated minimap
Updates are ongoing

Sometimes m40_recoilless_reneg for ally well the script for m40 can act a little out of sorts and not work during game meaning when m40 is not manned then script can stop working and ally nearby not automatically remount weapon and continue firing, but for the most part, especially, at beginning of play, then script for m40 does work.

legend6 - m1
From players side ally, well on right side and middle of map near edge where the iron fence is well, I put in another wall at side of iron fence (in map) and this added wall set to full via impregnability.

Meaning the iron fences cannot be destroyed as a result of enemy vehicles driving into added wall instead they will bounce off added wall thus stopping enemy vehicles to drive into and smash iron fence. When this happens then there can be quite a gap in between iron fence and this I not liked at all.

Sometimes depending on entity model then even if they set to full via impregnability then still entities can be destroyed and this was the same for the iron fence.

Update: 10 Jun @ 9:54am

For legend6..
More improvement to town design while more tweaks done to m1 file

In mission files mainly m1 then you must destroy enemy machine guns as they are scripted, so when enemy Ai is knocked off the scripted machine guns then nearby enemy Ai will automatically remount machine guns and continue firing. This the same for enemy mortar weapon which is also scripted to behave in the same way as the machine guns do.

Update: 10 Jun @ 9:32am

For legend6 town design
More fixes and improvements
Updates are ongoing

Update: 10 Jun @ 8:10am

For legend6..
More fixes, improvements, tweaks, and tidying up which is ongoing
Mission files mainly m1 has been tweaked to