Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Pacific Fury - Conquest and MP Expansion
 This topic has been pinned, so it's probably important
major dud  [developer] 31 Mar @ 6:15am
known bugs, issues, etc.
creating a discussion thread to track known issues
Last edited by major dud; 9 Apr @ 9:05am
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Showing 1-11 of 11 comments
major dud  [developer] 31 Mar @ 6:16am 
Airstrike Support: This feature glitches on the following maps: alligator creek, auktaung and mauban. i'm testing a few fixes but be aware the plane will get stuck just off map and not do its bombing run.
Last edited by major dud; 16 Jun @ 3:42pm
major dud  [developer] 31 Mar @ 6:20am 
Pathing - FIXED: Unit pathing on some maps can be frustrating. i've spent alot of time modifying the maps, which started as SP maps, to remove obstacles and make items destructible, but i'm sure some issues still remain. Kokoda is particularly tough on light veh namely jeeps and trucks which get stuck behind coconut trees. Workaround: try using shift+right click to pick a unit's path around trees and then you can at least move on to the next unit. I will address this in colliders logic as soon as possible.
Last edited by major dud; 11 Apr @ 11:16am
major dud  [developer] 9 Apr @ 6:02pm 
Spawn points - Fixed: The spawn points on mukade gata map are dorked up and need adjustment. In some cases, the enemy will spawn adjacent to the player's spawn point which is not intended. I will fix in the next update.
Last edited by major dud; 16 Apr @ 3:53am
major dud  [developer] 11 Apr @ 11:16am 
Originally posted by dud:
Pathing - FIXED: Unit pathing on some maps can be frustrating. i've spent alot of time modifying the maps, which started as SP maps, to remove obstacles and make items destructible, but i'm sure some issues still remain. Kokoda is particularly tough on light veh namely jeeps and trucks which get stuck behind coconut trees. Workaround: try using shift+right click to pick a unit's path around trees and then you can at least move on to the next unit. I will address this in colliders logic as soon as possible.
changed collider logic to not block mortars, cannons, cars and trucks. this applies to both player and AI units (logic is all or nothing). Armored veh (tanks, btr) will still collide with trees but knock them over as usual.
Last edited by major dud; 1 May @ 6:13am
major dud  [developer] 11 Apr @ 11:19am 
Originally posted by dud:
Spawn points - FIXED: The spawn points on mukade gata map are dorked up and need adjustment. In some cases, the enemy will spawn adjacent to the player's spawn point which is not intended. I will fix in the next update.
adjusted spawn points on mukade gata so that player and AI units do not spawn adjacent to each other
Last edited by major dud; 1 May @ 6:14am
major dud  [developer] 14 Apr @ 11:57am 
Airstrikes (C47 Supply) - FIXED: the supply plane just does circles instead of dropping supplies b/c devs hardcoded the airstrike logic. although I was able to change the aircraft, the c47 still flies around like a recon plane. I’m trying to find a way to trigger an ammo crate airdrop but haven’t succeeded so far.
Last edited by major dud; 1 May @ 6:14am
major dud  [developer] 22 Apr @ 12:58pm 
Originally posted by dud:
Airstrikes (C47 Supply) - FIXED: the supply plane just does circles instead of dropping supplies b/c devs hardcoded the airstrike logic. although I was able to change the aircraft, the c47 still flies around like a recon plane. I’m trying to find a way to trigger an ammo crate airdrop but haven’t succeeded so far.
This bug is fixed. C-47 will now drop ammo crate to player-designated point during missions.
Last edited by major dud; 1 May @ 6:14am
major dud  [developer] 23 Apr @ 7:27pm 
Missing Ocean on Alligator Creek - FIXED: Will fix with the next update.
Last edited by major dud; 29 Apr @ 10:52am
major dud  [developer] 29 Apr @ 7:12am 
Missing skin - FIXED: Raider shotgun inf in mounted scout team squad will be fixed in the next update.
Last edited by major dud; 16 Jun @ 3:43pm
major dud  [developer] 30 Jun @ 1:45pm 
M3 'Satan' - FIXED: Flamethrower is fully functional but the fx is glitched where the flame starts a few meters away from the flame nozzle. Am working to adjust the code to fix this but it should work in the mean time.
Last edited by major dud; 1 Jul @ 8:15am
major dud  [developer] 1 Jul @ 8:16am 
Originally posted by dud:
M3 'Satan' - FIXED: Flamethrower is fully functional but the fx is glitched where the flame starts a few meters away from the flame nozzle. Am working to adjust the code to fix this but it should work in the mean time.
This issue is resolved and will be part of the next update.
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