Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Close Quarter Reworked
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Update: 14 Feb, 2023 @ 4:06pm

fixed remounts and added another (germount) to axis.
re-positioned ally ground mortar weapon and cannon.
updates are ongoing

Update: 14 Feb, 2023 @ 3:43am

another minor fix in cq20.

Update: 14 Feb, 2023 @ 3:22am

minor fix in close quarter 20.
updates are ongoing.

Update: 14 Feb, 2023 @ 3:07am

new map added close quarter 20.

Update: 6 Feb, 2023 @ 10:31am

added new weather preset (6) in hashtank folder. instructions are included.
added some new builds to close quarter 19 mainly ally side.
german side I haven't touched. I am thinking more on leaving the german side as it is and just slowly hone it down so making for more of a derelict empty looking town rather than how it is looking at the moment. I like to take my time so this will be an ongoing process.

switching off individual scripts via keypad (6) in triggers in (F3) mode then allows for a little more boost to performance as less information is being used in-game. it can be done with say right clicking german_vehicles trigger (in triggers top box) and scrolling down to (off). so in [+]armour for axis and brit/usa, then switching off tanks for both sides leaving only halftracks scripts running and also, having only limited_waves running and endless_waves or unlimited_waves switched off. you will notice the difference in game play performance and crucially, this tweaking is ideal for people with lower end systems to. also I think weather presets to can add to performance say a lot of saturation and contrasts, gamma, brightness as well, as the other parameters that can be tweaked so it all adds to the mission file or mi.

Update: 4 Feb, 2023 @ 8:22pm

minor fix in close quarter 19.

cq19 can be quite cpu intensive especially, with using the endless_wave scripts as there is a lot of information added but over time I will be working around this so really gearing towards a more balanced feeling in-game or less lag depending on wave script used. hopefully catering also for all lower end systems to. it is quite a large map so the terrible lag can be expected depending on rig. so always best to keep video settings toned down to medium or high settings when beginning a game. for lower end systems I would advise avoiding ultra settings especially, before hitting start in (F1) mode.

switching off individual scripts via keypad (6 - triggers) in (F3) mode then allows for a little more boost to performance as less information is being used in-game. this can be done with say right clicking german_vehicles trigger (in triggers top box) and scrolling down to (off). also I think weather presets to can add to performance say a lot of saturation and contrasts, gamma, brightness, as well as the other parameters that can be tweaked so it all adds to the mission file or mi.

new builds may be added on next update mainly for the german side although, I may just tone the german side down (same as ally side), rather than taking out and replacing with new builds. I haven't decided yet but both towns (either side of bridge) are still under slow developments still. vehicles can suddenly disappear underneath or side of bridge. this can be avoidable so driving with care mainly around the side of the bridge. middle of bridge seems ok.

german vehicles via german vehicle script will end up on other side of building (beyond purple border line). the purple border line should prevent this from happening. although on my side after fixing this in-game then it seems to stop it altogether. a bit of a mystery really but fingers crossed this should be fixed on next update.

updates will always be ongoing.

Update: 4 Feb, 2023 @ 6:39pm

added new map close quarter 19.
cq19 is still under heavy development.
also because cq19 is a derivative of cq18 then you will notice the german side looks the same. the overall design (not including ally side) will change due to new builds being introduced.

close quarter 10 spawns are working but not as the same as the other maps.
also some field weapons for both sides with the remount and germount tags have been re-positioned. this is ongoing over slow time for all mission files.

all remount scripts (ally) as well as all germount scripts (axis) are now set to (full) via properties/impregnability. as a result of this tweak then in-game via (F1) mode no tags like 'disactived' or 'destroyed' are gained if the field weapons are hit (only if they are set to 'harmless' will they gain the tags) if they are hit when set to (full) then they remain operational still. I have set all remounts this way because then the game can be ongoing and especially, useful for recording and capturing important screenshots. of course, you can change this yourself and have the field weapons with the remount tags set back to 'disabled' so then they can destroyed. I would rule out setting to (harmless) as then the tags 'disactived' or 'destroyed' can be gained when the field weapons with the remount tags are hit.

also, sometimes when say a mounted (on tripod) machine gun is hit by mortar fire and they of course, gaining the tags well, they will also continue firing even without any ai boarded of course, ai is now dead until the next ai arrive and board field weapon with the remount tag, thing is, the continuing firing sounds more like a stuttering sound so it can become annoying so a simple highlight of the field weapon with the remount tag and hitting delete then solving the problem.

so really its setting to 'disabled' when wanting the field weapon with the remount/germount tags to be destroyed and the setting 'full' for allowing the field weapons with the remount/germount tags to render invincible so the game is ongoing as well, as the endless waves scripts for both sides.

to be cont..

Update: 31 Jan, 2023 @ 8:45am

added wind_mill2 to close quarter 18.
new minimap for cq18 will be added on next update.
updates will always continue as normal.

scroll down to update 28 Jan @ 1:23pm then scrolling down towards middle of update notes to read important information about the wind_mill2.

also you will notice in cq18 I have added in a separate script for half-tracks (for both sides). this work is ongoing and should be in the next update for all maps. the half-track scripts can be located (while still in (F3) mode) then pressing keypad (6), and then in top right box via triggers see [+] armour and in there can be found the half-track triggers as well as tank triggers to. after clicking or highlighting on any of the vehicle triggers then now hovering to the third box down called commands (underneath conditions) and in there you will see the script belonging to the vehicle or half-track trigger.

update note.
I saw how not all the field weapons with the remount tags in cq18 have not been set to (full) via models properties/impregnability. this change to (full) for all field weapons (in all maps) with the remount and germount tags as well, will be added in next update. of course, you can change this yourself for your own personal playing preference.

notes to remember..
talk about movement and controls for vehicles. also talking about direct control and using keyboard button manipulation w.a.s.d at the same time while using middle mouse button to or mmb for short. talk more about the repairing process of vehicles when in-game.

Update: 30 Jan, 2023 @ 11:19am

updates are ongoing.

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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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.

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.

Update: 30 Jan, 2023 @ 11:02am

added new map close quarter 18 which is still in build development.
cq18 is a derivative of cq17 and a lot more narrow in size.