Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Close Quarter Reworked
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Update: 20 Jul, 2023 @ 1:09am

tweaked health in v1.mi file Ai spawn scripts for both sides (including limited waves). even though all ally Ai actor_state modules are at the same health - 450 then some ally Ai heath in-game still differ in comparison to other ally Ai. this is due to individual ally Ai soldier kits.

Update: 19 Jul, 2023 @ 4:23pm

and yet another minor fix.
updates are ongoing.

take cover in derelict buildings from mortar artillery fire but be careful as yeh may bump into jerry in there to.

to explore map randomly then when in-game then scrolling out of game to quite an ariel view and then highlighting as many Ai buddies as you can in one sweep then pressing e then alt-t and now you are in first person mode appearing in the map at random. I think its a neat way to explore the map when in-game.

the german Ai brought over to normandy with them maxim machine guns that they took from the russian Ai prisoners back home, but the ally Ai soldiers managed to retrieve them for studying only they loved them so much now they are using them against the german Ai. now the germans want their machine guns back.

in cq26 shut front door to broken houses can be entered through as I have unchecked off obstacles via model properties. the model with shut door is found in, construction/bitgamer_mow2/town_e/suburban_house30'/build_agl1-03
some buildings may still need tweaking. also I like this idea because it makes it easier to slip into other buildings. I will over slow time bring the buildings in closer to other buildings making for that much more close quarter feel with spending more time inside the derelict buildings than outside of them. a smaller map maybe cq27? anyway this idea is ongoing.

the element of surprise.
have yourself a nice position laying prone in a shell hole pressing (ctrl) to lay prone and your gun pointing out through the outer edge of the crater. and watch for the germans scattering like ants. they taking up positions. get close enough and hear them muttering amongst each other. and anyway when the smoke clears then flush them to it.

when in-game then highlighting a bunch of Ai guys on the battlefield and then pressing keypad-e then a further alt-t to then switch into first-person mode. and now wherever you go the other highlighted Ai guys will follow you. you now commanding your team of AI men. then point your weapon cross hairs at say that mg42 position over there and so now pressing middle-mouse button (mmb). of course, making sure mg42 is totally locked on whilst clicking middle mouse button (mmb) more than once on mg42 frame itself. this the piece of mind knowing its targeted properly and thus allowing immediately your highlighted Ai men to shoot at the mg42 position. if any of the Ai men have a bazooka handy then it will get used.

important note to remember
immediately after when Ai soldiers is highlighted then all highlighted Ai soldiers is seen as a list to the right of your screen. as the list lessens this meaning that some Ai has fallen.

all mounted german machine guns own the remount script (check notes). the tag name for the script for the german machine guns is germount and this seen when pressing alt-t to see green tag names above german machine guns. same script for ally machine guns this time the tag name remount is given. german machine guns are set to disabled via impregnability in model properties. this way they can be destroyed, whereas, ally Ai machine guns are set to full via impregnability in model properties so they always remain invincible to enemy fire.

if you see a german machine gun unmanned but german machine gun still looking intact then it could mean two things. 1, it has already been hit and has gained the disactivated or destroyed tag or 2, it still needs to be inhabited for it to become active firing again.
its difficult to tell in-game so by pressing alt-t in-game to check german machine gun tags will tell you. keep in mind to pause game when checking as it can get a bit messy. the pause button is located at the right of the scroll lock key (top right of keyboard).

when using infantry spread then after spread has been executed then hovering down to icons bottom right corner of your screen and top row (second box along) clicking on this box and once hand icon is seen then pressing keypad-k will then in turn have your Ai men become unhighlighted so they not bunching up for whatever reason, while at the same time, the ally Ai soldiers is still advancing towards its prior infantry spread destinations where the ally Ai soldier will then eventually settle and remain at a hold position. when you highlight your Ai soldiers you can also see them as highlighted on the minimap in white dots. to open minimap then in-game its pressing keypad-m.

also when using infantry spread option then placing crosshair against obstruction like sandbag builds and immediately once white silhouettes appear then let go of mouse and all highlighted Ai soldiers will then take position exactly where white sillhoettes was seen. only Ai soldiers will stay put if they are already set at a hold position. if the Ai is not (after taking up position) then Ai soldier (if not staying put) will by default seek cover.

when in first person mode and you are hit (screen changes darker in tone) then pressing keypad-e to exit first -person mode and then pressing keypad-f8 will then have your ally Ai soldier heal themselves. if you are quick enough you can see your highlighted Ai soldiers health bar increase. a small + is seen to the left of the health bar located at the bottom left corner of your play screen.
this same method works perfectly after highlighting a bunch of Ai guys and pressing keypad-f8 to have any highlighted Ai soldier that needs healing. when in-game and using only one highlited Ai soldier and wanting more Ai men to command then its pressing shift then highlighting bunch of Ai men using left mouse button - lmb

when in-game then pressing keypad-v will grant the option to see fallen Ai. (yellow colour for allie. red colour for enemy). highlighting Ai soldier and pressing keypad-x and once eye icon appears (mouse cursor changes to eye icon) then that is signifying it ok to now further - double clicking - left mouse button to search fallen Ai and retrieve valuable items like grenades and bandages. same method used for searching vehicles and also german trucks still on fire as a result of mortar barrage but yeh have to be quick as the contents in the burning truck can disappear eventually.

to view fallen weapons on ground then its pressing keypad-c and then placing mouse cursor over item and once grabbing hand icon appears then its clicking again to retrieve weapon.

when Ai soldier is highlighted via micromanagement then pressing keypad-i in-game will then grant the option to view your soldiers inventory or backpack contents. same method for viewing vehicles contents to.

when in-game then pressing shift-ctrl-alt-d will have the game hud to be switched off.

Update: 19 Jul, 2023 @ 4:11am

some fixes, changes, new additions to cq26 map build mainly concentrating on various covers introducing sandbag builds and dugouts. this is ongoing.
v1.mi file reedited with german health reduced so they not seen looking like they are bullet sponging when being hit by ally rifle and small arms fire.
for endless_allies, changed advanced_ratio and retreat_ratio and tweaked spawning delay from 60secs to 40secs. german spawn delay is tweaked at 30secs.

Update: 18 Jul, 2023 @ 7:13am

another minor fix.

Update: 18 Jul, 2023 @ 6:08am

minor fix.

Update: 18 Jul, 2023 @ 5:55am

Update: 18 Jul, 2023 @ 5:31am

cq26 has been honed down significantly and is still under construction.
v1.mi file has been reedited.
updates are onngoing.

Update: 16 Jul, 2023 @ 10:26am

updates are ongoing.

Update: 16 Jul, 2023 @ 3:40am

tweaked mission file v1.mi for cq26.
general tidy up.
updates are ongoing.

there is still quite a bit of tidying up to do in cq26. also you may see some buildings slightly dislodged looking like they hovering a little above ground level and of course, you may see floating entities or models, but all will be tidied up over time in future updates.
I want to add more dugouts and introduce trenches running in and out of the derelict buildings. basically creating lots of cover. at this moment in time a lot of buildings are looking a little empty but will soon be added to in future updates. I like to take my time and build slowly a lot of the time I am playing more than creating and then am creating more than playing but always scanning in-game and taking mental notes and making my changes as I go along. this done each day spending time in the gem editor.

Update: 15 Jul, 2023 @ 5:22pm

in cq26 capture flags for local skirmish still not working.