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: 3 Jun @ 1:38pm

Added more work to legend4 mainly on ally right side of map including adding another defensive system
Also added two trenches on plane runway near to ally side
Added more textures and craters mainly in middle of map
Moved enemy_vehicle spawn to different location
Reduced enemy soldiers waves to 25

Helo bird trigger is switched off. To switch trigger back on then its (while still in f3 mode) then pressing keypad 6 and top right box in triggers its scrolling down to [+]vehicles/little_bird and while pressing shift then clicking once on little_bird trigger and once red stop sign disappears then this signifying little_bird trigger is now active again.

if you want broken little_bird chopper corpses seen on battleground then you need to switch on the delete trigger to which is seen directly above little_bird trigger.

Update: 2 Jun @ 6:58am

Some more work added to legend4 mainly at far right of ally side

Update: 31 May @ 6:44am

For legend4 a small fix with lookout tower on far left side of ally defensive system
Also tidied up the other lookout towers on ally side

Update: 31 May @ 5:52am

Added to legend4 including new ally defensive system added to left side of map

I may add to right side of map

Added more broken vehicles with smoke and fire fx

Added ap (anti-personnel) mines a lot of them with molotov cocktails 2 at most scattered near ap-mines

When enemies advancing near ally zone then the dull thumping sounds you hear is the ap-mines going off, while of course, the fires popping up signalling that molotovs have been ignited as a result of the ap-mines being stepped on

Tidied up at-(anti-tank) mines to. For both ap-mines and at-mines I have carefully worked around them with the idea in mind for both type of mine be hidden from screen view and for this idea I used bush grass and cardboard boxes

When in-game and for knowing where molotovs and mines are placed on ground, then its pressing C on keyboard and now both molotovs and all mines will appear on screen as red silhouettes on map floor

Added more ground textures

Updates are ongoing

Update: 30 May @ 10:14am

For legend4/m1 fixed an issue with one of the waypoints for enemy spawn that was without the actor_state command.

What this means is when enemy Ai soldiers spawn into game and it randomly choosing waypoint without actor_state, then this can result in a lot of enemy Ai soldiers all bunched up together but all still set at disabled.

Now they are motionless on the battleground and if ally spots them and fires weapon then enemy soldier remains standing only and does nothing at all like it was stood at a bus stop.

When enemy Ai soldiers spawn into game and they set at disabled and so they choosing waypoints at random and as they advance then they will ignore ally seen while ignoring ally firing to because enemy Ai state is set at disabled.

The enemy soldiers just keep advancing and this time when they arrive at end of randomly chosen waypoint with the actor_state command added, then immediately Ai soldier state switches to enabled and so now enemy Ai soldier will react to ally seen and ally firing.

I prefer this way for enemy spawn, because then at spawn enemy won't be bunching up, or it falls belly flat to ground as soon as it spawns as its the immediate sounds of weapon fire and ally seen that grants the enemy soldier to react immediately by default which is to fall belly to ground and also Ai soldiers can bunch up to.

With this idea I create a scatter effect so when enemy Ai soldiers spawn into game then without reacting at all to ally seen and firing weapon then enemy soldiers keep advancing while scattering far and wide across the battlefield.

When enemy Ai soldiers arriving at ends of randomly chosen waypoints and it switching to enabled then again by default it will take up position usually behind nearby objects, all the while, the enemy Ai soldier thinking and deciding for itself. That's one of the best parts really.

Update: 30 May @ 7:57am

All m1 files in all 5 legend maps have had the delete_command edited.

delete_command
In count box in entities (condition) then its >0. The count is what I have come to as part of testing and seems to work OK for what I want.

I may in time have it so out of say 5 enemy armoured vehicles spawning into game then only 2 remain on battleground as disabled. Its gearing towards overall balance for amount of broken vehicles that can affect soldiers view and weapon range.

This concerning left side, right side or flanks, and also middle of battleground. Panoramic just sprung to mind so something like that but with not as many broken vehicles scattered about.

If you prefer disabled vehicles to remain on battleground then while in f3 mode and pressing keypad 6 and in top right box called triggers and in there is the trigger for enemy armoured vehicles.

When you see delete trigger then very simply pressing shift while clicking once on delete trigger and when red stop sign appears then this indicating now delete_command trigger is switched off.

All enemy armoured vehicles that have been rendered disabled or destroyed now remaining on battlefield as broken vehicles.

View & Range
Depending on how many broken vehicles there is on battleground then can block out a lot of soldiers view and weapon range. Armoured trucks are vital for cover yes but they have too much height involved for the Ai soldier, whereas, for a civilian motorcar then not too much height involved.

While view and range not affected neither and a plus for using civvy cars for cover to, like shooting over hood from side of car, or from over rear of car even, and over car roof, as well.

With the delete_command added then I can work around the idea of not having as many broken vehicles remaining on the battle surface, while at the same time, this gearing towards balanced game play.

Such as lag and how lag can increase due to say fallen Ai body count on map floor that keeps piling up as game continues on and of course, broken vehicle count to.

Pieces of stone, concrete, steel, wood, as a result of destroyed walls, fences etc can build up and cause issue with performance hence lag.

Such pieces will disappear from game altogether while other pieces or parts of walls, fences etc can remain. So then we have build up of this that can affect game performance.

Update: 30 May @ 5:39am

For legend3/m1 small fix concerning repositioning enemy machine gun as it was behind broken tank.

When working in f2 mode which is for designing towns (f3 mode for mission game design) well, sometimes when placing down entities on map floor like a broken vehicle model, so then placed in front of a machine gun that has already been placed down on map surface but in f3 mode.

This is because when working in f2 mode then such entities like the machine gun then can be forgotten about as its not physically seen on map surface because designing is still in f2 mode.

So then of course, the realisation is when booting up mission file (in f3 mode) then see whats happened being machine gun (that was forgotten about in f2 mode) is seen located behind heavy tank and so now all machine gun range is gone completely.

Update: 29 May @ 4:04pm

For legend5/m1 m40 recoilless rifle (scripted) has now been fixed.

Also all m1 files in all 5 legend maps have had the delete_command tidied up.

little_bird choppers after falling to ground, destroying and deleting then sometimes rotor blades are left behind, while other times in same play then rotor blades will disappear.

Updates are ongoing.

Update: 29 May @ 7:41am

Some fixes and changes to legend5 including m1

Also for legend5/m1 fixed remounts.
..for remounts to work properly then they can work much better when space has been carefully added around scripted weapons mainly for m40 recoilless rifle, machine guns and mortar.

For legend5/m1 m40 recoilless rifle is not working right in script. This will be fixed soon.

Important Note
You need to knock out all enemy machine guns as they have the same script as ally machine guns, meaning, when enemy is knocked off machine gun then nearby enemy troops will remount empty machine gun and continue firing.

For ally machine guns and mortar and m40 recoilless rifle then all weapons have been set to full via impregnability in game properties indicating all scripted ally weapons are now invulnerable to enemy fire.

If enemy heavy tank fires shell at invulnerable machine gun then it won't destroy, instead troops knocked off are soon replaced by nearby troops.

remount scripts
If scripted mortar weapon is in crater then every time mortar works sweet, whereas, when placing mortar on ground then script can act not right depending on whats near mortar weapon.

What I mean is when building defensive systems then remounted weapons nearby military additions such as sandbags, crates, etc, can in-turn, act a little out of sorts and script not working right and when this happens then it can affect other weapons with the remount script to.

During game all scripted weapons not work because of one scripted machine gun that isn't working right for one reason of nearby objects such as sandbags and other somehow preventing script from working properly. So space needs to be created around the scripted weapon.

If mortar weapon is not scripted and placed in same spot where it not work properly when in script, then mortar will only work when micromanaging nearby ally to board mortar weapon.

Scripted weapons is so micromanaging doesn't come into it and can save a lot of time without having to micromanage at all allie soldiers to board weapons and is why I wanted this script to be added.

Like for Black hawk helicopter landing and troops disembarking without issue, then with testing I have found as far as spinning rotor blades length so looking down now from an ariel view perspective, and see the rotor blades going around in a full circle, and a little beyond the length of the rotor blades and in full circle or radius of this, then slightly outside blades then adding in any military additions such as sandbag and other. Then in testing black hawk landing should work properly.

Every now and then when in-game then switching to f3 and selecting around yellow square (with big letter H inside) and any blue circle[s] that appears then delete. Fallen weapons sometimes can prevent black hawk from landing properly.

The helicopter landing zone with the big letter H inside, its correct entity name helipuerto well, around the outside of the big letter H is a yellow square and so beyond this yellow square all around it if need be then build defensive systems, while at the same time, helicopter code upon landing won't sense nearby obstruction that can prevent helicopter script from working properly.

Sometimes in testing (mission file. m1) then helicopter will decide for itself not to land but instead it will hover for a bit and eventually black hawk with troops still on board flies away. Why it does this I really don't know.

The comforting thought being then other times in testing or even after last failed attempt for helo to land and disembark troops, then on next wave for black hawk with troops onboard then will still land and troops will disembark without issue. So this is how the script for the black hawk will run in-game.

This wasn't what I wanted as really I prefer each time black hawk flies into game with troops onboard then I want the issue not to arise ever but well, its the script that just needs to be worked on more, but for the most part black hawk landing and troops disembarking does work.

Script idea for weapons like machine guns etc is so ally soldiers will board scripted weapons automatically and when Ai soldiers get knocked off machine guns then nearby allies will gain remounted tag then remount weapon and continue firing and so forth the same pattern after that.

But when I see scripted weapons not attracting nearby allies to remount and fire weapon then immediately my first thought is I will think of space that needs to be carefully added so then script can work properly.

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blood splatter files & fxmanager
I have also added in the fxmanager file found in resource/set folder and also found in resource/entity/fx/hit/ are files for editing blood splatter.

The files as follows..
blood
blood-medium
blood_small
bloodstain

These files have been edited so now when there is fallen soldiers on battlefield then there will be no blood splatter seen on ground or at the very least after blood splatter is seen when enemies are hit then soon after blood spot or splatter disappears quite quickly.

When you see fallen Ai and you see the red spot then watch and see it disappear. I did this as I prefer the game this way and also its adding to the idea of performance in mind.

Editing fxmanager file like entitymanager file can help with performance.

But back to blood files then if you want to add in your own values for blood splatter to last a long while or only short time even then the files (above) and to edit can be found in resource/entity/fx//hit

My edits for blood files is with help from link below...
https://steamhost.cn/steamcommunity_com/app/400750/discussions/0/4036977429235563465/

Update: 29 May @ 3:28am

Some more tidying up to legend4 and legend5

For legend4/m1 fixed remounts as they wasn't working right

At beginning of game for legend4/m1 fixed black hawk helo carrier not landing at all.
...also at times during game black hawk doesn't land like pilot deciding not to then black hawk flies away. Other times black hawk will land and troops onboard disembarking without issue.

litle bird chopper after being hit and it deletes then sometimes rotor blades are left behind, sometimes they completely disappear when main chopper body deletes.

Also for legend4/m1 added more to enemy spawn taking overall count to 14 enemies per wave. 40 waves in all.

Added more waypoints (with actor_states) to enemy spawn wp's