Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Close Quarter Reworked
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Update: 23 Mar, 2023 @ 12:12pm

added preview file to cq20

tip
when say in cq19 and your in the bell tower sniping well, scroll out a little and move from left to right and when you see a big red thin lines (from top to left and right) then that is signifying that you cannot use that line of sight. you can still fire at (not through) the blocked sight and if you do then the dust from the bullet will be seen like it is hitting thin air (a little away from the sides of the window).

Update: 22 Mar, 2023 @ 11:18pm

added new default mission file to cq20.
updates are ongoing.

Update: 22 Mar, 2023 @ 4:41pm

updated: 23rd march: 2023. 01:24am
fixed weather settings for battle zones.
local skirmish as follows:
multi/cq16
multi/cq17
multi/cq18
multi/cq19
multi/cq20

for local skirmish
in cq20 you will need the engineers to take out the ground defences (hedgehogs) so for your vehicles to pass through. of course, blowing buildings also so then entry points can be made. this local skirmish idea will be implemented into all close quarter maps in future updates.

updates are ongoing.

Update: 21 Mar, 2023 @ 12:05am

updated: 22nd march 2023. 09:19am.
dear developers.
the brand new sound overhaul you have absolutely nailed on the head. smashed it wide open, especially, the sound fx belonging to the whizzing bullets as they slammin into the various metals scattered about on the virtual battlefield like, empty fuel barrels, defensive hedgehogs, lampposts, broken vehicles, that sort of thing.
I have seen in-game how a ricochet can hit a wall and the overall sound fx and visuals, everything happening in-game (in that moment) really is something very special.
the various machine guns sounding much more thumpy now and punchy to and the various rifles when firing them and hearing the different cracks and whips sounds very film-like and authentic. (In my book) the new sound overhaul certainly boosts overall in-game feeling of authenticity, immersion, and more importantly, enjoyment.
to be edited..
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correction; when playing the default mission file then valour mod can stay activated. so only mow2 mod - contact mod - close quarter map bundle and valour mod activated. first person mod here, https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2798319455 with valour mod blended together with the default mission file via (F1) simulated play is like a dream come true.
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to play battle zones then this time it is not starting the GEM editor but starting the single-player part of Gates of Hell and then see extras then activate all mods mentioned above then come out of extras and head to multiplayer.
and once in there see skirmish at the top so clicking on that and then see local skirmish. then see battle zones titled at the top of screen well, that's the one you want and underneath battle zones you will see select map then to the right seen is a list of maps so its scrolling down the bottom of the list and clicking on either of multi/cq16 - multi/cq17 - multi/cq18 - multi/cq19.
then head to session settings which is found underneath select map then in the right pane underneath the preview screenshot I usually scroll to around 4 and then clicking create at the bottom of screen and that will take you to where you set up your skirmish game.
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gameplay tip
when you are in-game click on the sniper menu tab seen to the right of your play screen and then hovering mouse cursor to the top of the wind_mill2 in-game and when mouse cursor changes to arrow icon this signifying to click again so to order or micromanage the snipers into the wind_mill2 (making sure both snipers are highlighted first).
when one enters into wind_mill2 and settles atop of it then the other will follow and when both are settled into sniping position atop of wind_mill2 then highlighting one of them then pressing keypad-(E).

then pressing a further alt-T and then when in first-person mode then begin to snipe the town. now when you are sniping and you see a bunch of your guys on the ground then pressing keypad-(E) and now coming out of first person mode (sniper still highlighted in-game) then further pressing keypad-shift and then highlighting a bunch of your soldiers on the ground. now they are at your command.

now (still in sniping mode) and carefully locating obstacles on the ground, like walls, fences, broken vehicles, destroyed or partially destroyed buildings, telephone boxes, benches, ect, and placing mouse cursor against one of the obstacles you choose and in front of the chosen obstacle or obstruction a row of white silhouetted human-like figures will appear on screen and now (straight after seeing white human--like silhouettes). then its pressing middle-mouse-button MMB and your highlighted soldiers on the ground will get into the exact same positions that the white human-like silhouetted figures were seen placed against the obstacle(s).

if you spot a german vehicle nearby your soldiers on the ground then targeting the vehicle (while your soldiers are still highlighted) and once you lock on target vehicle using your sniper scope then pressing again middle-mouse-button and you can see the enemy vehicle flashing this now ordering your highlighted soldiers on the ground to attack that vehicle that you marked using the middle-mouse button MMB. so apart from being a sniper you are now a spotter to.
the methods using the sniper to command soldiers is the exact same method used when playing as a soldier on the ground or when driving vehicles.
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did you know
that (while still in (F2) mode) the model stone af1a (from Mow2 mod) and located via right side panel see atop of second panel reading properties for game entity (which is the stone) then scrolling down to [+]landscape/[+]rock/[-]stone_af1a, well, now in the list at the top (showing in purple) click and place the stone on the virtual surface.
then highlight it and in the right side panel seen on your screen and scrolling down to impregnability and making sure it is set to 'disabled' and then scrolling a little further down still and clicking off 'obstacles (check box must be empty).
now place a vehicle down on the virtual surface. crew it and making sure the stone_af1a is in its drive line of sight and then begin to try drive through the stone_af1a even though it is set to disabled with all obstacles switched off.

to be edited..

Update: 20 Mar, 2023 @ 11:37pm

another minor fix in cq16.

Update: 20 Mar, 2023 @ 11:05pm

minor fix in cq16.
updates are ongoing.

Update: 20 Mar, 2023 @ 10:28pm

took some more buildings out from the maps cq16-17-18-19 to allow vehicles to spawn in via battlezones more easily.

Update: 20 Mar, 2023 @ 9:45pm

in the maps cq16-17-18-19 well, the vehicles where getting stuck behind buildings when spawning in via battlezones so I took the buildings out and just built around that while tweaking the map borders to.
the preview files for battlezones will be tidied up over slow time.
updates are ongoing.

Update: 20 Mar, 2023 @ 8:34pm

added default mission files to cq16-cq17-cq18-cq19.
also added battle zones to same maps mentioned above.
over slow time all maps will include the default mission files and battle zones to.
updates will are ongoing

Update: 18 Mar, 2023 @ 6:11pm

for mission file default in cq18.
tweaked entities in (conditions) for the russian endless_wave script.
added new remount 6 for the allies.
readjusted ai spawning waypoints for both sides. this is ongoing.

updated: 19th march 2023. 18:20pm.
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all mounting scripts (field weapons) in the default file for close quarter 18 (only) are set to disabled via properties/impregnability while all other maps mission files including the mounting scripts for both brit/usa versus axis army are set to (full) via the same properties/impregnability. this was for testing.
over slow time all mission files introducing the field weapons for both sides with corresponding tags (germount - axis. remount - ally) will be set back to default so then they can be repaired and destroyed.
I will also be implementing into all maps the default mission file to.
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also as part of the mission file default in cq18 all mounting scripts set to disabled via field weapons properties/impregnability for both sides are responding well although, the russians mounting scripts still do need to be tweaked a little. this is ongoing while introducing more mounting script tags for both sides. the mounting script tags for both sides are as follows; germount tag - axis. remount tag - ally. the trigger name called mounts. the trigger name may change.
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IMPORTANT
I have added in the required items panel on the right (on mods main page) Battlefield 1.4.2 (Realistic Battleground Restoration) mod here,
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2829617084&tscn=1678976172
this is optional as for a lot of the missions files created I have used the battlefield sound mod and not realising soon after how the game crash error report can suddenly pop up as a result of the battlefield sound mod not being activated and applied in the mods section (when not in-game) via esc/then scrolling to mods.
this because when the mission file is loading and the error pops up (check notes below in Update: 11 Mar @ 9:57pm) then the information left behind in the mission file has gained a conflict because the information left behind belongs to the battlefield mod that was used a lot as part of building the close quarter map bundles mission Files
so if you get an error and it ends with> spawn dingo[0x1fc actor] then that is signifying that the battlefield sound mod needs to be activated in the mods section.
each time I get the error and then activate the battlefield sound mod then the mission file that was stopping midway through loading up now loads up no problems. sometimes the activated mods can switch themselves off.
the dingo is a vehicle model from valour mod but its not the actual mesh or bone frame of the model itself. the sound information being altered is the gunfire sounds coming from the mounted bren machine gun that is a part of the vehicle model itself.
well, this sound information belongs in the files belonging to the dingo and (I think) it is why the dingo model is mentioned as part of the error report spawn dingo[0x1fc actor] but its the sound information belonging to the model itself (vehicle sounds) and it is these sounds that have been altered by the battlefield sound mod and the sound information now altered and recorded as text in the mission file or (mi - mission file stopping midway through loading up), and is why there is a crash when loading the mission file (that was built using the battlefield sound mod) only it is not activated because sometimes the mods activated can switch themselves off that can result in the game crashing and 9/10 an error report will appear on-screen.
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information on the dingo.
https://en.wikipedia.org/wiki/Daimler_Dingo
and bren light machine gun.
https://en.wikipedia.org/wiki/Bren_light_machine_gun
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