Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

ZOMBIE LEGEND.Updated.14th.July.2025
Showing 61-70 of 162 entries
< 1 ... 5  6  7  8  9 ... 17 >
Update: 22 May @ 6:55pm

legend 5 town design has changed dramatically and this work is ongoing

Update: 21 May @ 9:01pm

Another small fix this time for enemy vehicle spawn in legend5 for m1

all 5 maps are still in development

Update: 21 May @ 7:52pm

Small fix

Update: 21 May @ 7:39pm

Tidied up legend4 some more
Added new map legend5 with mission files m1 & z1
Updates are ongoing

legend5 is early days in design.
On next update it will have changed drastically in parts mainly in the middle of town

Important Note
I would recommend you turn down video settings when playing z files

Update: 15 May @ 3:02pm

For legend4 tidied up m1 file

You may encounter enemy vehicles tilted to one side but still firing weapons all the while balancing on one track. I only saw this happening a few times. I have saw this before in other work but its not something I see a lot of only every now and then.

It reminds me of how ground defences like hedgehogs can have say a German tiger tank to somehow become stuck up one side of it but the tiger still managing to fire its weapon and get good shots off to.

Only this time its enemy vehicles balancing on one track without it leaning against anything at all.

control towers or correct entity name lockout_towers can be entered while in-game. a few updates previous I said they cannot.

Update: 15 May @ 1:32pm

Small fix

Update: 15 May @ 1:17pm

Some more work added to legend3 while tweaking mission files.
Added new map called legend4 with mission files both z & m
Updates are ongoing

legend4 is a derivative of legend3.
There is much less buildings in legend4 and environment itself has a lot of vegetation.
Overall legend 4 is now in slow build process.

In m1 file in legend4 a little beyond helo landing spot I have placed down anti-tank mines to slow down enemy advance. In-game then its pressing C and little round red blobs appearing on screen signifying ant-tank mine. Its only by luck if the enemy vehicles go over them or not and of course you can reposition the anti-tank mines yourself.

The anti-tank mines will blow the tracks off the heavy tanks slowing them to a complete halt, so then wait for the ground smoke to appear them take out the disabled tank.

I have placed bazooka guys around allied defences especially, for the little birds that will cause havoc on you if you not got things right on the field, meaning, as soon as game does begin then you must act fast and set up your defences as quickly as possible, otherwise, you will be overrun and completely surrounded.

Make sure you have bazooka guys scattered about in wait for the big tanks. When the little birds come into game then select a bunch of guys on ground or even better selecting helo squad disembarking black-hawk and right click once on little bird and troops equipped with a bazooka will take it out.

Update: 14 May @ 2:24pm

Added some more to legend3 town design while working with both mission files z & m.
z file in legend3 seems to be responding well, even though I added in another actor_to_waypoint taking overall waypoint id's in one case to 4 in all, although only 3 wp id's (in one case) are being used instead of all 4 wp id's. Anyway at one time or another 4 waves of zombies (should) spawn into game from 4 different directions.

Mission state is your Best Friend
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 May @ 7:30pm

Some more changes and fixes to both mission files in legend3

When playing m.files then ai guys disembarking from blackhawk can be left alone without having to micromanage.

You may encounter crash when playing zombie files.

Military files (mp ai as part of dotd mod) always seem ok to deal with.

In legend3 as part of switch/case trigger for zombies (z1) then in one case there I put in 5 actor_to_waypoints, and each command having a different waypoint id, so when particular case is triggered (via switch) in commands then 5 waves of zombie ai spawn into game but coming in from different directions, or from 5 different waypoint id's. This script has been reduced to now only 3 actor_to_waypoints (at most) existing in case as part of zombie trigger.

Point am making is, I thought maybe this could be a contribution to game crash as when zombies spawn in then it can get very daft very quickly completely off the scale and its all happening very fast, so depending on what kind of game rig you have, then it can crash due to the amount of information that the cpu is trying to process in such a small time of seconds really again depending what z.file you are playing and more importantly, what kind of cpu and video card that you got.

Military files (m1.) seem ok in regard to system crashes. I saw somebody mentioned on dotd mod page that mp ai is causing crash, but I don't think mp ai is bugged, zombie ai on the other hand I think is, or can get to be during play well, in editor anyway, then again my cpu is only 8gb and really such crashes I don't get that much and when I do get game crash lately then its usually when playing zombie files. Military files or mp ai seem ok.

Tip
When playing m.files and when everything seems a lot quieter and enemy ai stop spawning in then tip is to switch to f3 then selecting all ally guys and in right pane scrolling to [+]brain and where it says, move_mode then its clicking on free and now all ally guys on ground will advance towards the remaining enemy.

Also when beginning game then I recommend fog of war on. Even before hitting play then pressing alt-f till you see fog of war change to on - fog of war text (on) is seen top left corner of screen in f1.

In top left corner of screen (in f1) then as follows is seen as text: which begins with start - player colour value - then difficulty setting seen as example. normal - then fog of war with setting seen as on.

For z.files then maybe keep fog of war switched to off especially, when ground smoke cover pops up mid game. For m.files then fog of war is ideal.

z.files = zombie game
m.files = military game without zombies

Update: 13 May @ 6:44pm

Fixed helo script for mission file z1 in legend3