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: 6 May @ 8:17pm

Added more walls to urban legend town
Tidied up script

Update: 4 May @ 3:25pm

urban legend
Added much more to town design
Added m40 recoilless (scripted) big gun for the allies

zombie legend
Tidied up some parts in town design
Tidied up mission files

Updates are ongoing

Update: 3 May @ 3:20pm

Updates are ongoing

Update: 3 May @ 3:07pm

Updates are ongoing

Update: 3 May @ 7:28am

Fixed remounts for mission file 3 in zombie legend

Update: 3 May @ 5:58am

zombie legend
mission file 1. is zombies coming at you from one direction
Tidied up zombie spawn script

mission file 2. is zombies coming at you from different directions.
I have also added in 3 more remounts which are scripted machine guns that can be located outside centre of map. If ally guys are knocked off machine guns then nearby ally guys will go to empty machine gun, remount, then continue firing. Sometimes the ai can take a little longer than expected for it to remount automatically but overall mortar weapon, machine guns, and vehicles that are scripted do work.

Important Information
For mission file 2. if you experience crash during game then I would recommend turning video settings down to medium then proceed to clearing out shader_cache folder.
So in search bar on your desktop typing in (or pasting in) %LocalAppData% and hit return and now to the right you should see digitalmindsoft folder and in there its opening gates of hell/shader_cache/dx11.0 and now deleting all contents in dx11.0 folder.

mission file 3. is without zombies.
Also for mission file 3 I have added in the little bird chopper script to. When little bird spawns into game then you have to take it out immediately, otherwise, the little birds can cause one hell of a problem for the allies. Five little bird choppers will come into game every 100 seconds.
I have added 2 groups of bazooka guys on ground including 3 in industrial container. One is enough for the choppers while for enemy heavy tanks 2/3 bazooka guys. When ally guys finished firing at heavy tank then immediately right clicking on heavy tank again for ally guys to firing bazookas again while aiming for the heavy tank tracks to.

When the choppers come into game and you not sure who has the bazooka then selecting a group of ally guys on ground and hovering mouse pointer over chopper allowing for target icon to appear, so then right clicking on chopper will, in-turn, have any selected ally guys on ground and equipped with a bazooka then take out the chopper.

Update: 2 May @ 3:10pm

Some changes made to urban legend map design while tweaking mission file 2.

Update: 2 May @ 12:54pm

Fixed game_smoke trigger for mission file 2. in urban legend.

At every 150 seconds the game_smoke (trigger) will overwhelm a lot of parts in map, whereas you will see in parts in map that is not covered by the white smoke, overall, the white smoke when triggered being ideal for using as cover, while of course your men set at a return fire only, which is what both sniper and ally reinforcement tabs are set at.

Tips
One way of taking out a chopper is then selecting soldier on ground equipped with bazooka and now hovering mouse pointer over chopper, which is replaced by a target icon, this signifying to right clicking on chopper that will immediately have selected ai soldier on ground take it out.

The wall you see with a piece of clothe over the top rail, then selecting ai soldier(s) and when hovering mouse pointer over clothe on wall rail then arrow appears marking signal to now right clicking on clothe and now selected soldiers will climb over wall rail.

Update: 2 May @ 11:54am

In mission file 2. I have added back in the little bird chopper script.
In cmp_i for little bird in triggers/condition I have added in the value of 5 so five choppers will come into game at every 100 seconds delay. In cmp_i you can change the values yourself for the little bird chopper script. Say adding in the value of 10 then means 10 choppers will come into game at the delay time you choose which is located in commands for little bird trigger.

Also when little bird choppers get hit and go down then I have designed it so then no broken vehicles and rotor blades remain instead they get deleted. If you want broken choppers to remain on map floor then in triggers for little_bird then see the trigger delete so while pressing shift then its clicking once on delete trigger and when red stop sign appears then this means now chopper corpses will remain on battlefield after being hit.

Update: 1 May @ 2:50pm

Some changes made to urban legend town design
Taken out little bird chopper script which is in testing