Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

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Timer
Hi All.

I wanted to ask how is it done when a timer is put on the reinforcements tab? So when the reinforcements tab has been used then the timer is seen counting down from say 100secs until human player can use reinforcements tab again. Also it be nice if the timer is seen on the tab itself.

Any ideas?

Cheers.
Last edited by tAnK_SkULL; 15 Dec, 2023 @ 4:35pm
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Showing 1-7 of 7 comments
Tjdagger 9 16 Dec, 2023 @ 12:27am 
Hi Tank,
In F3, then F9 in mission properties. When you set your reinforcements there is an option to set a "delay".

This will be what your looking for.

Cheers Mate.
tAnK_SkULL 10 16 Dec, 2023 @ 1:16am 
Originally posted by Tjdagger:
Hi Tank,
In F3, then F9 in mission properties. When you set your reinforcements there is an option to set a "delay".

This will be what your looking for.

Cheers Mate.

Hey, I will have a look now.
Nice 1 mate.

Update..
The reinforcements don't appear when I place them on the ground but only when I have set the delay in the mission properties/reinforcements whereas, when I take out the delay then the reinforcements will appear as usual when I place them on the ground. Ideas? Thanks.

Another update...
I got it working. The event start wasn't set. I usually have event end set and I never really using event start but now since I tweaked the event start then the reinforcements appear when I placing them AND there is a timer on the tabs as well.

Thank again mate.
Last edited by tAnK_SkULL; 16 Dec, 2023 @ 2:05am
Tjdagger 9 16 Dec, 2023 @ 3:13pm 
I just did a test.
When using the "delay". The difference between "eventStart" and "eventEnd", is to determine which side of the delay the event is set.

I didn't know that.

You learn something new every day.

Cheers, Mate.
Last edited by Tjdagger; 16 Dec, 2023 @ 3:13pm
tAnK_SkULL 10 18 Dec, 2023 @ 4:07am 
Originally posted by Tjdagger:
I just did a test.
When using the "delay". The difference between "eventStart" and "eventEnd", is to determine which side of the delay the event is set.

I didn't know that.

You learn something new every day.

Cheers, Mate.

Oh yes you do I know that much especially, when learning to understand the communication in particular script. Jeeeeeesuz. So learning it is extremely rewarding. I still try at remembering how to do a simple remount script from the top of my head (forget about it mate) so for now only really accomplish it (for now and for a long time yet, most probably) with always using my research notes.:)
But yeh hmm, what I find interesting on what you say of the "eventStart" and "eventEnd" well, how could they work differently depending on what side of delay they are set at? Cheers bud.
Last edited by tAnK_SkULL; 18 Dec, 2023 @ 2:52pm
Tjdagger 9 21 Dec, 2023 @ 1:25am 
Originally posted by tAnK_SkULL:
Originally posted by Tjdagger:
I just did a test.
When using the "delay". The difference between "eventStart" and "eventEnd", is to determine which side of the delay the event is set.

I didn't know that.

You learn something new every day.

Cheers, Mate.

Oh yes you do I know that much especially, when learning to understand the communication in particular script. Jeeeeeesuz. So learning it is extremely rewarding. I still try at remembering how to do a simple remount script from the top of my head (forget about it mate) so for now only really accomplish it (for now and for a long time yet, most probably) with always using my research notes.:)
But yeh hmm, what I find interesting on what you say of the "eventStart" and "eventEnd" well, how could they work differently depending on what side of delay they are set at? Cheers bud.
Ok, so in my test I made a button which basically clones a unit using "actor_to_waypoint ".

Using "eventStart", the unit immediately spawns in and proceeds to the waypoint. I then have to wait for the delay to count down before I can call in another.

Using "eventEnd", the unit spawns in only after the delay counts down.
tAnK_SkULL 10 21 Dec, 2023 @ 4:16pm 
Originally posted by Tjdagger:
Originally posted by tAnK_SkULL:

Oh yes you do I know that much especially, when learning to understand the communication in particular script. Jeeeeeesuz. So learning it is extremely rewarding. I still try at remembering how to do a simple remount script from the top of my head (forget about it mate) so for now only really accomplish it (for now and for a long time yet, most probably) with always using my research notes.:)
But yeh hmm, what I find interesting on what you say of the "eventStart" and "eventEnd" well, how could they work differently depending on what side of delay they are set at? Cheers bud.
Ok, so in my test I made a button which basically clones a unit using "actor_to_waypoint ".

Using "eventStart", the unit immediately spawns in and proceeds to the waypoint. I then have to wait for the delay to count down before I can call in another.

Using "eventEnd", the unit spawns in only after the delay counts down.

But where you say when using "eventEnd" then that's without a button or reinforcement tab used?
Last edited by tAnK_SkULL; 21 Dec, 2023 @ 4:17pm
Diego 2 Nov, 2024 @ 6:45pm 
Hello, I would like to ask you which is the game file that controls this in missions in which there is a countdown?
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