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: 28 May @ 10:14pm

Some tidying up to legend4 & legend5 while tweaking mission files m1.

Add two more remounts to m1 file in legend4
Added a broken wall (legend4) a little beyond helo dropoff zone
Also for legend4 added some elevation for ally mg's on both far left and right side
Tidied up ally defence builds

When beginning playing m1 mission files then it is very important that you setup your defences quickly becuase if you don't then the enemy will overrun you and you not stand a chance.

I have placed around ally defences bazooka guys to deal with the little bird choppers that will cause you great havoc if you not ready for them

delete_command
Also now focusing on adding broken vehicles with added engine smoke/fire fx. The placed broken armoured vehicles will make up for the enemy armoured vehicles being deleted when disabled.

Heavy tanks can take a little longer to finally delete when disabled but they do eventually.

If delete command was not added then all 5 waves of enemy vehicles spawning into game every 500secs would remain on battleground when disabled.

That's 25 enemy vehicles in all and so without delete_command then eventually there would a pile up and there be too many broken vehicles and bunched up to and so this can mess with soldiers view and of course range.

More than few so say 5 broken vehicles with smoke fire fx and scattered about map can, in-turn, create a sort of balance for the delete command idea.

So not as many broken vehicles seen and broken vehicles that are seen making up for the disabled vehicles already deleted. So say for 5 broken enemy vehicles then to make up for them all being deleted then having 1 or 2 at most placed down.

Overall, after all enemy armoured vehicles have stopped spawning into game, then the only broken armoured vehicles remaining are the broken vehicles making up for the deleted vehicles.

Some vehicles when disabled and not owning the delete_command tag will remain on the field.

Overall, delete_command seems to be responding well.

Update: 27 May @ 9:38am

Lots of fixes, changes, and improvements to all 5 map designs including overall tidy up
Worked more on ground textures for some map designs
Adding environment detail is still ongoing for map designs mainly legend3,4 & 5
Also added delete_command to all mission files m1.
Updated vision_fields file
Updated entitymanager file

To be edited..
If you like lots of broken armoured vehicles strewn about then in triggers see enemy/enemy_vehicles then the delete trigger well, while holding down shift then its clicking once on delete trigger and when red stop sign appears then this signifying delete_command is now switched off. Now all enemy armoured vehicles after being hit and disabled will remain in-game. This tweak the same for little bird choppers located at triggers/enemy/little_bird/delete.

The delete_command
For m1 mission files then enemy_vehicle pool has been given a unique tag delete_command, while in some maps delete being the tag name given.

The delete_command is for enemy armoured vehicles including heavy tanks and helicopters to delete from map design altogether after being hit and rendered disabled or destroyed, so then when vehicles are destroyed or disabled then sometimes can take a bit of time to finally disappear from game, which is not so bad, whereas, other times broken armoured vehicles including heavy tanks after being hit and disabled will immediately disappear from game which is what I want.

After each wave of 5 enemy armoured vehicles have spawned into game (every 500secs) then the idea based on count box in entities being 2 is that out of 5 enemy armoured vehicles spawning in then only two enemy vehicles when hit and disabled will disappear from game.

Little bird choppers have the delete command to and apart from rotor blades that can be left behind at times in-game then always little bird helicopters main body will disappear after being hit, falling to ground, exploding then deleting. Then again sometimes apart from main chopper body disappearing from game then rotor blades will delete as well.

For armoured vehicles including heavy tanks and helicopters then the delete_command script at times not work as I want it to but it does work. All in all I felt it be all round acceptable enough to still plop in the delete_command which is still in testing.

I wanted the delete_command in as then there wont be as much broken armoured vehicles strewn about midway through game and especially, for their bulky size including height and too much of this can block out a lot of soldiers view.

I have placed down and scattered about map designs broken vehicles some with engine_smoke fx and smoke fire fx to help with this idea. Also part of idea (now) is that I want all enemy armoured vehicles to completely delete when disabled so then the vehicles I have already placed down can make up for this.

Civilian vehicles are ok as they are lower in height while a lot more flatter and can still be shot over bonnets as well as through car frame and even over roof on some motorcars, while other parts of car used for cover to. There is plenty of civilian vehicles scattered about so still plenty of obstruction but obstruction that works for both reasonable cover and good range.

Basically, am just looking for overall balance when it comes to the added obstruction in-game. Looking for balance while creating good range and helping the good range stay where it is without too much obstruction blocking its view.

Update: 23 May @ 10:53pm

Changed environment preset
Updated entity manager file
Added INC files/vision folder to recourse/set
Some tidying up

Update.Sunday.25th.May.2025@12:47pm - edited.
Apart from vision_fields file in vision folder in recourse/set then all other files in same folder will be gone on next update.

The vision_fields file
The vision_fields file is for altering Ai vision for Ai soldiers and all types of (manned) vehicles/cannon/mortar/machine guns to. I have been studying this file and with using what I have learned so far then tweaking the vision_fields file and adding it as part of zombie legend mod setup.

Update: 23 May @ 6:58pm

Small fix

Update: 23 May @ 6:52pm

For legend5
Changed weather preset
Tweaked m1

Update: 23 May @ 4:58pm

Fixed helo script for m1 in legend5
More tidying up

Update: 23 May @ 3:59pm

Added another remount to ally side taking overall remounts to 7
Add more to legend5 town design including tidying up floating entities

Update: 23 May @ 12:35pm

More design work and tidying up to legend5

Update: 23 May @ 1:38am

Some more tidying up to legend5

Update: 22 May @ 9:41pm

Some tidying up to legend5