Call to Arms

Call to Arms

Tjdagger's Conflict
89 Comments
Tjdagger  [author] 23 Nov, 2020 @ 1:18pm 
Updated.
alvvays 23 Nov, 2020 @ 8:49am 
updata?

alvvays 23 Nov, 2020 @ 12:53am 
update pls
CryHavoc 23 Apr, 2019 @ 7:07am 
Hi Tjdagger, Excellent mod, just tried it and it works. Quick question, will it be possible to use other maps for this game mod? wanted to play single player with this mod on, i have finished the campaign missions for the US faction.
天启洪流apocalyptic 22 Mar, 2019 @ 9:41am 
I want to More vehicles and more tank:steamhappy:,Engineers block ai birth points, snipers take out the enemy one by one,:steamhappy:
天启洪流apocalyptic 3 Jan, 2019 @ 3:19am 
我想要更多阵营加入,例如德军 俄罗斯 。
I want more camps to join,For example, the German army and the Russian army
darren67 31 Jan, 2018 @ 5:47am 
Looks like ambush heaven to me. I'll tread carefully...thanks for sharing your hard work.
biggles2 17 Jan, 2018 @ 1:13am 
Cool to see a fellow QLD'er : )
biggles2 17 Jan, 2018 @ 1:11am 
Thanks for the quick response/explanations Tj. I would be more than happy to beta out possibilities. request coming thru asap. I look forward to trialing something. Currently this is my only mod since its about the only mission mod that works. :)
Tjdagger  [author] 17 Jan, 2018 @ 12:16am 
The grand plan is to modulise a buch of scripts so I can be easily re-use and port them from map to map. I'm working out ways to make then interact with each other without causeing conflicts.

Biggles2, send me a friend request if you want to access to some of my experimental stuff. It's possible to post mods on the workshop so friends only can see them. I'd appreciate the feedback.

I got some interesting stuff going on.
Tjdagger  [author] 17 Jan, 2018 @ 12:08am 
The At dudes. I currently don't have them paradropping in at all. But I did make it so two come in instead of one now, when you call them in the edge of the map.

Mines etc.... The current ammo crates that get dropped don't let you add stuff inside them. In fact there are no real box's in CTA as yet. But, while building my A-maze mission I ported a box from AS2. I do intend to make a suuply drop box for the sorts of things you've described. It just won't have an auto ammo resupply. But that's ok. It would only be for those special goodies anyway.
Tjdagger  [author] 17 Jan, 2018 @ 12:08am 
Hey Biggles2, how you doing?
Everything I've released for CTA so far has been experimental. I've been reworking theenemy mortar script in another experimental peice. I've just added it to this.
The new version looks to see if the unit the mortar is targeting can be currently seen by an enemy not just "discovered". Make the mortar a little less pesistent, and more harrasing when you poke your head out.

As for the mortar marks on the roof. What's happening is, whan a mortar hits, it spawns a "stamp" with a "cut" entity. Being that it hits the roof, which is not terrain. It only spawns the visual "stamp". I don't think the entity manager see this an entity to clean up after a certain time passes like other entities that become destroyed or dead etc.
biggles2 16 Jan, 2018 @ 6:58pm 
ooooo, another hint for my "edits" if you could.
The game is heavy on AT dudes. I prefer to play infantry most of the game and only buy vehicles/armor miserably. Thanks to a previous hint I can now para 5 tankmen, this is very helpful.. not how do I do similar for the AT guys?
Cheers
biggles2 16 Jan, 2018 @ 6:54pm 
Bug or asthetic?
The mortar hits on top of buildings are persistant, never going away. So when I am in one of the enemies tank ramps it gets a lot of attention from enemy waves. The ceiling disappears but the dozens of mortar landing textures obscure everything making infantry management difficult. I don't even remember mortaring it so I am assuming they are mortar hits from my side.
Thanks
biggles2 16 Jan, 2018 @ 6:48pm 
A suggestion mate, clearly biased by my gameplay : )
I weirdly continue on after the "win" condition to try and take different buildings in different ways and directions. Its certainly getting me to know the value of the weapons. Love the shotguns now.
Soooooo. The start of the game (ATTACK is all I play) is establishing territory/choke points. And working out how to neutralise the enemy mortars. Then all of a sudden the game "ends" .. bugg_r that : ) ... After beating the bad guys way back to a couple of buildings after-end game is pretty well continuous waves of bad guys and vehicles.
I would request some mines .. be in the ammo resupplies or sappers etc ... both even better. I like playing long drawn out stuff because I am very boring.
If you have the time, no biggie
Cheers Mate ..
Tjdagger  [author] 15 Jan, 2018 @ 7:12pm 
Hi again SlickerMasher,
Problem solved. A quick edit and it should be all good again. It's no drama. The game is in developement and the devs are doing a great job with all the little things that go unoticed by most. I've uploaded the updated files.
Let me know if any other issues arrise.

Thanks again for bringing that to my attention.
Tjdagger  [author] 15 Jan, 2018 @ 6:21pm 
Thanks mate.
SlickerMasher 15 Jan, 2018 @ 6:19pm 
Its all good i liked the mission still and the one you did before called renegade
Tjdagger  [author] 15 Jan, 2018 @ 6:18pm 
Yes, there is an issue. It's not just you. Update has messed with my script.
Tjdagger  [author] 15 Jan, 2018 @ 6:08pm 
Hi SlickerMasher,
Might be something to do with recent update. I'll check it out. Thanks.
SlickerMasher 15 Jan, 2018 @ 5:56pm 
Hey i am not sure if i am the only one who has having this problem but at both bases when i try to call in support helicopters they get stick outside the map in a building or hill or something and then stops its engine
Tjdagger  [author] 6 Jan, 2018 @ 6:44pm 
Yeah the include files are ones I can insert via script command in notpad++ and add to another script.... it starts to get complicated from there, lol.
biggles2 6 Jan, 2018 @ 5:57pm 
that was sneaky you rotter :)
My "adjustments" in the mission_0_include file were not working, then not in the altogether.mi .. I should have started at the 0.mi I suppose ... found.
Cheers
Tjdagger  [author] 6 Jan, 2018 @ 4:10am 
No prob mate, happy to hear it's all sorted. Thanks.
biggles2 6 Jan, 2018 @ 3:52am 
Done .. all working now thanks mate.. my last d/load attempt missed a ton of files .. I have environment now..
But too late for play ..
Cheers and thanks for fixing.
biggles2 6 Jan, 2018 @ 3:35am 
good lord, comedy of errors now including a ruddy windows update. The directory seems to have downloaded again if a couple of Mb smaller .. but even after another reboot the mod isn't showing up ingame ...
I'll keep playing, nothing is meant to be easy lol.
biggles2 6 Jan, 2018 @ 3:08am 
cool .. will start the deletion process again :) .. give me 5mins :)
Tjdagger  [author] 6 Jan, 2018 @ 12:54am 
I just uploaded an update. I changed the environment to another. See if that fix's it. I don't know what's going on with that.
Tjdagger  [author] 6 Jan, 2018 @ 12:43am 
Doesn't make sence, I retested the download and it had an environment. I'll look into it again, see if I missed something.
biggles2 6 Jan, 2018 @ 12:00am 
Last updated:2018,Jan 5, 16:13:43. .... I imagine that is my local time, GMT+10
Same .. still no environment/sky etc.
Totally deleted my entire 302670 folder this time. Not like there are a lot of mods for CtA yet :)
biggles2 5 Jan, 2018 @ 11:42pm 
I'll delete everything and do it again .. cannot hurt.
biggles2 5 Jan, 2018 @ 11:41pm 
yes mate, in the last hour-ish even.
Just fired the game up again and the same ..
Tjdagger  [author] 5 Jan, 2018 @ 10:05pm 
when you activate the mod is it dated as being updated Jan 5th?
biggles2 5 Jan, 2018 @ 9:43pm 
Tj ... Nope, deleted the //"where you installed it"//Steam\steamapps\workshop\content\302670\1197840247 directory. Then Unsubscribed .. rebooted. Re subscribed and fired up CtA .. mod downloaded .. so its all your files brand new.
Still no environment.
I am stuck now .. any secret directories I don't know about I need to zap?
biggles2 5 Jan, 2018 @ 12:49am 
beautiful ,, thanks mate.
by windows I meant openings in the buildings where tanks sit at a distance ..
I'll have to get to it later
Tjdagger  [author] 4 Jan, 2018 @ 10:19pm 
Thanks biggles2,

Somehow I updated and uploaded it without an environment. My fault. Fixed it and updated it just now.
Windows I'm pretty sure reflect the sky, so with no environment they would look like that.

I'm the dummy this time, lol

Cheers buddy.
biggles2 4 Jan, 2018 @ 7:06pm 
Tj, I noticed late december updates .. Is this updated for the latest version .0980 i think?
If so I have a bug .. if not I am a dummy and will wait .. understand they are about to "release" the game soon and people are waiting on that before doing any modding or updating I think .. sounds reasonable anyway.
PS .. i cannot remember if i edited the mod file to cover version creep or I deleted the entire mod and started again?
Currently I can only see so far and then it is like a black wall with no texture. Looking into windows the same .. can see the enemy vehicle but nothing around it. No fog of war selected etc, reboots and making sure your original files used.
Cheers .. war and peace out : )
002antoniogon 4 Dec, 2017 @ 12:57pm 
mola bastante sige mejorando para jugar en editor unsaludo
Tjdagger  [author] 21 Nov, 2017 @ 6:41pm 
Updated to v 0.0970.0
biggles2 21 Nov, 2017 @ 3:59am 
awesome, thanks.
Tjdagger  [author] 20 Nov, 2017 @ 9:59pm 
Hi Biggles, game difficulty settings won't have an effect on my script. But it will still have an effect on AI in general. I havn't scripted anything to be influenced by the the in-game difficulty.
Instead, my in-mission difficulty effects enemy numbers and a few other things.
Basically you could play on, game difficulty hard, and have fewer enemy by selecting easy in mission. Or you team up with a buddy and select easy game difficulty and choose hard in mission to have extra enemy.
Defence is scripted so the enemy will advance and move onto your end of the map. The fact that you we're overwhealmed the whole time sounds about right. A future plan might be to limit the player to their end of the map to set up a defence. Then when they press a "ready" reinforcement button, the map opens up and the enemy attack begins.
I think I've only allowed 3 mins at this point, before the assualt starts?
biggles2 20 Nov, 2017 @ 9:41pm 
Tj, yet another question. So I just did defence on what I thought was easy? .. I think? Does the actual game setting of normal.hard, heroic have a say or just your script? In my head, for no reason, I figure if I make the actual game difficulty setting higher the enemy AI in your mod will be smarter?
How is Defence scripted to run. What is the plan for it in your mind? I was overwhelmed the entire time but still "won".
Thanks again .... I hope the community takes up this game. like MoWAS2 is ...
Tjdagger  [author] 19 Nov, 2017 @ 6:20am 
Good to hear it worked. I didn't test it myself, just took a quick look at the script and thought... this should work. :)
biggles2 19 Nov, 2017 @ 4:20am 
done and works .. now I get a full tank crew team.
minor confusion till I realised I needed to start a new game. Weirdly not starting a new game meant no tank paradrop at all and every other paradrop was 2 tankies lol.
All great, thanks again.
biggles2 18 Nov, 2017 @ 11:31pm 
Thanks Tj, I certainly can .. dinner time now so might try it a little later, seems easy enough if I know what the code is actually doing.
Just finished my 2nd runthru with Attack on Hard, with my little scripting cheats. Most goes pretty smoothly. Will have to see what defence does next time.
WAR scared me too much
ATTACK .. great
DEFENCE .. well I will see in the next day or two.
And until i read your convo below I wondered what the support butten did. Now I have half a clue :)
Thanks buddy, love your work.
Tjdagger  [author] 18 Nov, 2017 @ 10:24pm 
Hi Biggles, the normal and hard modes are more aimed at co-op.
Lets see if you can follow this...

To add more paratroopers to be dropped off....
In the mission_0_include.mi file....
Search for..... {"56"
This is for waypoint 56, which is the waypoint spawned for the helo to arrive at when you click your reinforcement pointer on the map.

scroll down and you will see the following.....

{"call"
{function "para_waypoint"}
}
{"delay"
{time 6}
}

.....for every para_waypoint function called, another tankman will be dropped. Don't forget to add the delay to space them out and prevent other issues.

Good luck.
biggles2 18 Nov, 2017 @ 9:33pm 
oh, and tried WAR on Hard .. never doing that again lol. Man did I get rolled over.
biggles2 18 Nov, 2017 @ 9:32pm 
Tj .. I'd be happy to experiment with any values you point to. I tried looking at the file you showed me before and frankly I was lost. Worked out the ones you showed me and cheaper AT infantry .. but couldn't figure getting 4 or 5 para-dropped tankmen rather than the two.
Very complicated for my little brain.
Cheers
Tekkit 17 Nov, 2017 @ 2:29pm 
i know, and for the glitch ive seen that only USA triggers it, GRM cant for some reason, you either didnt use same AA gun or its that USA has standard better crew idk
Tjdagger  [author] 17 Nov, 2017 @ 12:30pm 
As for the gunship... if you've got support on, the enemy will call a gunship for support every time you kill 25 enemy. They will also respond with a gunship if you call one.
If your familiar with notepad++, I could tell you where to tweak the enemy kill value and a few other values you could experiment with. I've srcipted it in such a way that almost Everything is tweakable by adjusting values.