Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Close Quarter Reworked
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Update: 12 Mar, 2023 @ 10:10pm

Update: 11 Mar, 2023 @ 10:01pm

update: 16th march 2023.
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.

information on the dingo.
https://en.wikipedia.org/wiki/Daimler_Dingo

Update: 11 Mar, 2023 @ 9:57pm

if you get a crash when loading the v1 file looking like this,
***************** Exception *****************
[00:04:34] Attempting to create Weapon from non-weapon Stuff "class eStuff, ID={itemin2hands dummy bren_tank}". Item: "1 bren_tank [ 0] E:bren_mg_no_bipod{0x8046 gameentity} U:mgun B(0, 3)" (eWeapon.cpp:85) @ [main_loop]
------------------------------------------------------------------
>>> gui:dialog:ku(ok)
>> scene:init
> spawn dingo[0x1fc actor]

then when I created the mission file I always used this mod,
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2829617084
so each time I get the error then when I activate the battledield mod then (for me) it fixes the error.

Update: 11 Mar, 2023 @ 9:26pm

The Close Quarter Map Bundle will always continue to be updated.
Its my lifes work now.
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Please like and favourite my work thanks.
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The mods required are to be activated and applied in this order: Mow2 mod. Contact mod. Valour mod. Close Quarter map bundle. Then the mods will readjust themselves after it has done its thing.
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For an overall gritty realistic real life recording weapons sound fx then I would recommend this mod https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2829617084 It works great with Valour.
This is a great sound mod to
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2515984502
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Here is my other work,
https://gtm.steamproxy.vip/profiles/76561198084153717/myworkshopfiles/
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You have my absolute blessing to use my work be it personal or professional.
It's entirely up to you.
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Update: 9 Mar, 2023 @ 2:16am

minor fix in close quarter 22 mission file v1. v for valour mod.
updates are ongoing.

I have decided to include battlezones in all 22 maps.

Update: 9 Mar, 2023 @ 1:52am

added close quarter 22.
also cq22 mission file will change soon so then it is in balance with all mission files included in all 22 maps.
the endless_allies tag is used for ally limited wave (loop script) to.
all remount and germount tags and game zones have been double checked.
all ai_move set to disabled via ai properties (apart from cq10) and advanced_ratio and retreat_ratio's and veterancy also via ai properties have been double checked. all double checking is ongoing especially remount scripts.
all loop scripts reduced to 10 loops only. some tweaking for german armour scripts and diplomacy (player colour) mainly for ally side. reducing axis ai behaviour (health & stamina) is ongoing as it is still in experimental phase although I am settling with health and stamina set to 50 instead of the previous 100 setting as the ai enemy always looked like they were bullet sponging. this ai behaviour health setting including stamina located in (actor_state) will be included for all maps missions files over slow time.
updates will continue as normal

Update: 17 Feb, 2023 @ 4:03am

update: 3rd march 2023
taken out recent updates regarding coop idea. the recent updates will be added to future updates for the new coop game which is now in development and all future updates in here for the close quarter map bundle will also include the new coop game development updates to. this will begin after close quarter 22 has been added to close quarter map bundle on workshop.
I have decided to upload close quarter 22 (with new working title) as a separate upload to the workshop. this will be happening sometime today.
also as a heads up on my single player/coop progress I managed to upload my coop idea to the workshop and even seen it in-game via single player part of gates of hell (after successful activating) with preview to so at least I know it works ok.
as for the texts to show on screen (which they did not) even though I created the folder path structure right with triple checking including rechecking POT files for texts to be shown on screen in-game (of course I have done this wrong), so for now its figuring out why they never showed on screen and will be visiting discord and discussion forums and net for any information on this.
also in-game (via single player part of gates of hell) there was plenty of lag (fine in editor) so it could be the amount of information on map build itself and also the map can get quite full depending on how spawn delay (for both sides) is set via triggers which I know can play a huge role regarding balance issues and play performance.
my maps are quite big anyway and some exceeding the required amount for map build which I think is around the ten thousand mark. I will be uploading the coop work as it stands soon only this time when played via (F1) simulated mode then the screen texts shown on screen as a result of mission objectives taken out will not be seen in-game but I will include how to do this in an RTF information file as I did for my work endless fight here
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2690800695
close quarter 22 (soon to be a separate upload to workshop with new working title) is the original map build for the single player/coop game idea. thanks for reading.
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Another update: 26th february 2023.
I have decided to have a crack at creating a coop single player mod so gamers can play with their friends. The coop game will begin with multiple mission objectives. I will be researching this idea and I will use the contact mod for the map build and for the environmental assets I will be using the Mow2 mod as well. The coop map idea will be based around the normandy landings 6th june 1944. I will keep you posted on this.
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Update Note: 25th february 2023.
I have decided to stop at 21 maps.They will still continue to receive updates such as general tidy up of all map work and mission files. In the close quarter map bundle a lot of the buildings used are from the mow2 mod including a lot of environmental assets used came also from the mow2 mod and contact mod to. Only few maps have building models from the contact mod so I have decided to create a brand new map bundle using the contact mods building models and also try my hand at creating an actual playable mod with a story line and cinematics or even better a coop map bundle even working towards a playable coop campaign.
I would be beginning exactly how I did when I started the close quarter map bundle back in april 2022 then over slow time the campaign can build slowly. This work will not be played in the editor but in the single player part of gates of hell using the coop option.
This work will require more scripting involved so how long this will take I have no idea but it is something I really want to have a crack at.
The scripting included in close quarter map bundle has taken me along time to get my head around and is something also I am very passionate about in learning. The playable coop campaign mod will be based around the idea of the normandy landings of 6th june 1944 so the storylines will be structured around the d-day missions and the mod itself beginning from the beaches, ie: omaha beach. juno beach. utah beach etc although, mainly only starting at one beach. this idea spanning out into other ideas so it will be an exciting project to take on and I feel I am ready. I will keep you posted. thanks for your time for reading.
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Update Note: 22-2-2023
I have saw some of the remount scripts mainly for axis need fixing in (conditions). the remount scripts for both sides are working ok but they still need tweaking all the same. this work is ongoing until next update.
also I have decided for now to stop at 21 maps. I may add more I don't know. I have said this before but with the thought of making a whole new map bundle then in-turn keeps me at this decision. I will keep you updated on this.
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new map added - close quarter 21.
some new remounts added for both sides.
updates are ongoing.

important note.
to switch on street_lamps (some deliberately broken) then its pressing (F6) and when environment window appears then in right panel 'parameters' see [+] light category so then scrolling down to 'night' and ticking box. also when highlighting a street_lamp and in the properties window to the right of your screen then its scrolling down to the bottom and see [+] light and then [+] lamp1 and in there (after pressing F6)) then uncheck (on) box to then have the street_lamp in-game to be switched off (this can be done on the fly while in-game).

to switch mortar_barrage back on then while in (F3) mode then its pressing keypad (6) and in top box (triggers) see [+] artillery. then scrolling down and right clicking mortar_barrage and scrolling down to (on).

also watch carefully the spawning in ally ai. watch how they will take up positions randomly and taking out crucial german vehicle targets. study this done by the ai soldier in-game and without any micromanagement. then watching german ai soldiers in-game they behaving the exact same. the ai solider coming along way through self learning as a result of script that has taken a long time over many years to allow the ai to learn this script or self learn and now behave quite human like on the virtual battlefield. remarkable.

Update: 14 Feb, 2023 @ 6:51pm

fixed some scripting toggling off.

some models have been added to the game since the the minimap was created.
this may be updated in time.

for opening gates in-game (more will be added) then its highlighting ai soldier and hovering mouse cursor around lock on gate and once padlock icon is seen then clicking again to micromanage the ai soldier to open gate.

all remount scripts for both sides (germount.axis - remount.ally) have been set to (full) via properties/impregnability. this so the game can be ongoing always as both sides will keep boarding field weapons with the remount and germount tags. to have say the germounts to be able to be (destroyed) then its highlighting field weapon with its tag and then hovering over to properties on the right side of screen and scrolling down to impregnability and scrolling and clicking on (disabled). now field weapon can be destroyed in-game.

if wanting the field weapons to be changed back to (full) again then never set the field weapons to 'harmless', (seen in list of options available via impregnability as follows; disable, harmless, full) only set to 'full', as then in-game if set to 'harmless', then when field weapon with its remount tag is hit then they will gain another tag called 'disactivated', or 'destroyed', and even though the field weapons can still be boarded by ai nearby then the field weapons now remaining inoperable and sometimes, when they are hit even though the previous boarded ai is now dead then the field weapons can still be firing still (without any ai boarded), and the continuing firing can sound like it is stuttering which can be annoying when heard in-game. so with clicking on field weapon once and when blue highlight marker is seen then simply pressing delete to erase the broken field weapon.

keep in mind, while in (F3) mode in (triggers - keypad.6.) when say right clicking and scrolling to (off) the mortar_barrage script via artillery and the tanks scripts in both brit/usa and axis then this will grant a little more boost to performance as there will be less information being used in-game. also this tweak allowing the town buildings to remain more intact looking or less destroyed.

you will notice at times after a building has been hit several times and the roof still remaining appearing floating only the rest of the building has been totally demolished so the roof still seen looking like it is floating and it looking odd, and taking away that appropriate realism needed for the in-game imagination well, if this annoys the player then while in-game its pressing (F2) atop of keyboard and clicking on roof and once blue highlight marker is seen then pressing delete will erase the floating roof including rest of building also. the rubble (if any) will still be remaining.

an important tip to remember when experimenting with rubble (using models from Mow2 mod) is never to copy using cntrl-C and pasting cntrl-V as when after pasting then the copied rubble will be seen as disappeared from screen. the rubble or model part is still physically there as the blue highlight marker already signifying this (after copying) only the model texture gone.

sometimes when building my maps and using mainly the Mow2 mod as a lot of the model buildings included can be destroyed well, when say blowing up a building using 'explosion' via damage in service in (F2). so while in (F2) mode and without highlighting anything and seen in right side of screen the oblong grey panel then scrolling down to service/damage/explosion. then clicking on explosion seen atop of list (in damage) and then clicking anywhere on the virtual surface will then allow the explosion to be seen and heard.

the rubble from the building partly destroyed then can be experimented with by moving the different model parts or building rubble say for like building cover that can be used for laying prone behind so the rubble model part manipulated and turned around and moved and placed on virtual surface along with other model parts that are moved and placed on virtual surface to. you could place the model parts around the side of a crater or dip in the ground so creating extra cover to dip behind using either crouch or laying belly flat on ground (prone position), that sort of thing.

now when saving work and leaving the editor and coming back to it then loading last previous work from my experience when using only the Mow2 mods including the destructible building models is that all the time spent in moving around the model parts then they can still disappear whereas, other times when loading saved work then they can still be seen remaining in game exactly where they was last placed. so really its just sheer luck if the rubble remains or not.

Update: 14 Feb, 2023 @ 6:31pm

fixed virtual surface in close quarter 20 as german vehicles were looking lobsided as a result of being hit.
re-positioned artillery mortar fire waypoints (ongoing).
updates will continue as normal.

the allies have managed to acquire the dshk_aa's and maxim_stands that the germans brought over to normandy with them only now the germans want them back.
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IMPORTANT NOTE
keep in mind your rig will be tested when playing the unlimited endless_waves, especially on the much bigger maps so is why I created the limited waves as then it can be a little more forgiving on the cpu so this meaning less lag during simulated game play via (F1) mode.
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if wanting to change the blast radius for the mortar_barrages then while in (F3) mode then its pressing keypad (4) then in the right side panel top box see in the list of titles, mortar_barrage (under groups), then its clicking on mortar_barrage, and then in-game to the left see the five way points with the corresponding waypoint id's showing values or numbers. then highlighting any one of them and hover over to the right and see (properties for way points), and third box down (radius) in there typing in from 10 to 50 I would say for the idea in mind of accuracy or near enough and anything beyond 100 (I usually use around 200 and beyond) then this making for a more scattered barrage effect. so depending on the radius set for the waypoints in-turn effects the radius for the mortar blast.

for the mortar artillery script then while still in (F3) mode then its keypad (6) and in the top right box (triggers) see [+] artillery, and in there is the mortar_barrage script. so clicking on this or highlighting and then hovering down to third box below (underneath conditions) and there you will see the mortar_barrage script using the (spawn module) and the (delay module). the (delay module) used for the amount of time it takes for the next mortar_barrage spawn to begin again.

another important tip to remember when using waypoints for vehicles is that to remember to tweak the radius settings as depending on the radius settings will then allow the vehicles to then only move within the radius set. so if the vehicle is programmed to move in a straight line then I usually put in around the value 10 in radius or lower even. the radius circle can be seen as bang centre in the middle of a road. if typing in the value of say 100 then the radius circle now seen as overlapping the road entirely so the vehicle now programmed to move within that radius circle of 100. as the vehicle is moving then it is likely to come off the road and move some where else away from the road and this because of the radius circle that has been set and the outer edges of the radius circle now spanning way beyond the road.

so if wanting the vehicle to not move in between say gardens or through a wooden fence and then back onto the road only to cross it instead and move through another wooden fence then back onto the road (maybe) then it is because of how the waypoint radius circle is set. so always remember to keep the radius to around the value of 10 or lower then the vehicle will move in a straight line while of course, keeping to the road.

Update: 14 Feb, 2023 @ 5:10pm

some more minor fixes to close quarter 20.
updates are ongoing.

the close quarter map bundle will always continue to be updated as there is still quite a bit of work to do involving all map builds with tidying up etc and tweaking mission files to. I do think a lot of adding more russian versus german maps as there is only 5 added (close quarter 1 - 5 with ally scripts added to). so maybe aiming towards a more balanced number equal to the 15 of brit/usa versus german maps. I have already made progress on this idea and have etched on my mind of two folders so one folder say called, rus.versus.axis. and inside the folder will be all the close quarter maps and another folder brit/usa.versus.axis again with all the close quarter maps inside the folder. I will keep you updated on this.