Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Close Quarter Reworked
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Update: 29 Apr, 2023 @ 8:06am

saturday 29th april 2023: 16:08pm
some more tweaks in cq24.

Update: 28 Apr, 2023 @ 6:25pm

added to close quarter 24 map build.
updates are ongoing.

a lot of fences and walls in cq24 have been set to harmless via impregnability. so each time these environmental assets are hit by shell fire and grenades then they will remain undamaged. the town can look quite empty with all walls, fences, set to disabled. this tweaking is ongoing.
you can change this yourself. while in (F2) mode and (before hitting start) then its highlighting a fence and seen to the right of your seen are the properties for the highlighted model fence. then scrolling down to impregnability and clicking on disabled.
also all remounts for the allys have been set to full via impregnability. so they cannot be destroyed by shell fire while all germounts for the germans (mainly mounted machine guns) are set to disabled so they can be destroyed.

important
keep in mind, that in a lot of maps the mission files - v1 & default the ai spawns for both ally and germans are set to disabled. so when ai soldiers spawn in then highlighting/micromanaging spawning ai soldiers before they reach the ends of the waypoints where the actor_states are set to enabled and then finishing micromanaging the ai soldiers before they reach the end of the waypoints will then in-turn have them to become none reacting to enemy seen and fire. the ai will be seen as just standing and not doing anything.
so waiting until ai reach the ends of the waypoints (after spawn) will then grant the ai to then become reacting to enemy seen and fire.
you can change this yourself by highlighting ai soldiers at their spawn point (before hitting start and in (F3) mode) and once highlighted then in ai properties (to the right of your screen) then scrolling down to ai_move and clicking on enabled then allowing for the spawning in ai soldier to become immediately reacting to enemy seen and fire before they reaching the ends of the waypoints.

the reason for the ai soldier to be set to disabled in ai properties is because upon spawn and say they are set to enabled then as soon as the ai soldier spots the enemy (after spawn) then they will stop, change stance and remain kind of bunched up while of course advancing.
only I much prefer the ai soldier to advance while ignoring enemy seen and fire and once they reaching the ends of the waypoints where the actor_state modules are placed they set to enabled then the ai soldier then react to enemy seen and fire when reaching the ends of the waypoints. all the time this happening the ai soldiers are scattered across the map horizontally they advancing in parallel with each other so no more bunching up.
to view the waypoints then while in (F3) mode then its pressing keypad-4 and see to the right of your
screen under groups and clicking on either endless_allies or endless_germans to view ai waypoints seen on the left of your screen. depending where you are on the map then you may have to scroll a little before reaching the waypoints. repositioning the waypoints is still in experimental phase.

Update: 25 Apr, 2023 @ 8:07pm

wednesday 26th april: 4:10am
some minor fixes in cq24.
added v1 mission file to cq23.
updates are ongoing.

Update: 25 Apr, 2023 @ 4:32pm

wednesday 26th april: 1:36am
added close quarter 24 - still in development.
also cq23 will have the v1 mission file included soon.
updates are ongoing.

Update: 17 Apr, 2023 @ 4:50pm

tuesday 25th april 2023: 01:59am
close quarter 24 is now in build development.
also I have been enjoying the new update introduced to the contact mod. there is so many model buildings and heaps of environmental assets to choose from to. its a very exciting mod to have a part of the mods library when map building.
cq24 will be based around the idea for a russian, german town build as there is a lot of normandy idea maps already added as part of the close quarter map bundle.
so because there is only around 6 russian, germany town builds then I will be making more so bringing the balance of russian, german map builds close to the normandy map builds number which is around 14 maps.
of course, even as part of the russian, german, map builds then there will as per be the endless waves scripts introducing both russia versus germany and brit/usa versus germany to.
the russia versus germany mission files will always be the default file while brit/usa versus germany will always be v1 mission file which comes from the valour mod while of course, the default.mission file will always be from the base game itself introducing the brand new sound overhaul.

tuesday 18th april 2023: 01:46pm
minor fix in cq23.
one of the objectives, mortar weapon is showing as flakgun
this will be fixed on next update.
also keep in mind, ally spawn (russians) set to disabled via ai_move
in ai properties.

Update: 17 Apr, 2023 @ 4:12pm

tuesday 18th april 2023: 00:16pm
added new map cq23 with battlezones and default mission file
added 5 objectives. just add your own text into text browser in mission properties (F9)
some fixes and tidying up.
updates are ongoing.

Update: 10 Apr, 2023 @ 5:07am

monday 10th april 2023: 13:08pm
more fixes in cq16

Update: 10 Apr, 2023 @ 3:11am

monday 10th april 2023: 11:13pm
some fixes in cq16.
updates are ongoing.

Update: 10 Apr, 2023 @ 12:13am

monday 10th april 2023: 08:26am
this update introduces some fixes. improvements. tweaking and tidying up scripts. overall tidy up mainly focusing on game play balance. I have also been focusing a lot on the spawning areas in battle zones so this will be ongoing.
also I have decided not to include the default_inf.mi file as the player can do this themselves. all that is needed to be done for infantry based game play is that the vehicle scripts just need to be turned off and the field cannons/mortars taken out and a simple save can then be made. updates will always continue as normal.

Update: 9 Apr, 2023 @ 11:48pm