Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Close Quarter Reworked
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Update: 28 Jan, 2023 @ 11:59am

updates are always ongoing.

Update: 28 Jan, 2023 @ 11:27am

some changes made for the purpose of balancing in close quarter 17 mission file v1.
some changes made also in cq17 map build.
scroll down for tips and important information.
updates are ongoing.

Update: 28 Jan, 2023 @ 9:44am

some fixes in close quarter 17 mission file v1. the bren gunners (ally) were bunching up after spawning in and they would gather as a result of the border lines needing adjusting so then allowing the bren gunners to continue advancing instead of bunching up and staying put and not moving at all right throughout game play.

Update: 28 Jan, 2023 @ 7:27am

updates will always continue for all maps and mission files.
new maps will be added over slow time.

for entering into vehicles while in-game (F1) then its clicking on vehicle and pressing keypad (E) then pressing a further alt-T for then entering into 3rd person mode. same method for entering into field weapons such as machine guns, cannons and base plate mortar weapon.

when using vehicles and in 3rd person mode then using mouse wheel (middle mouse button - mmb) to then scrolling in and so then having the option to view virtual battlefield as a result of gun turrets line of sight. for base plate mortar weapon then same method again only this time the virtual battlefield can be viewed from an aerial perspective. so then the germans can be seen running in and taking up defensive positions.

for using field weapons and vehicles in-game then it is either clicking on vehicles or field weapons on the virtual battlefield or double clicking on menu tabs seen to the left of your game screen or hud and then it will take you to the exact location where the vehicle is on the virtual battlefield. single clicking a menu tab (left of screen) is used for say having to repair vehicle or field weapon as a result of the menu tab showing a dark red colour this suggesting that the vehicle needs repairing. so its pressing shift-R and a crewman will hop out and begin repairing the vehicle. pressing shift-R again will then allow another crewman to hop out and begin repairing. pressing shift-R twice so that's holding down shift and then pressing R twice to then allow two crewmen to hop out of vehicle and begin repairing.

to the left your screen you will see the same menu tab now flashing in purple with a little spanner seen. this implying that the repairing process is ongoing. to check on more than one crewmen repairing then its pressing (E) to then be taken to exact vehicles location and keeping an eye on crewmen. when repairing is complete then same crewmen will hop back into the vehicle and commence contact with the enemy. always make sure to have at least one crewman still present in vehicle when repairing is in operation.

at the bottom left hand corner of your screen (after clicking on vehicle or field weapon) is seen the icon itself representing the highlighted weapon and if vehicle or field weapon needs repairing then this can learned from how a part of the vehicle itself is seen slightly darker in colour than the rest. so like say a field cannon well, looking at the cannon icon (after clicking on cannon in-game) so now the cannon icon is seen bottom left hand corner of your screen and if the wheel is a lot darker in colour than the rest of the cannon itself then that is the indication that the cannon wheel needs repairing.

Update: 28 Jan, 2023 @ 5:23am

added new map close quarter 17 with mission file v1.
as per cq17 (like other maps) will be slowly tidied up considerably over time.
added new environment preset (5) in hashtank folder. instructions included.
updates are ongoing.

to change environment settings while in-game then its pressing (F6) and when environment parameter window appears then in the left plane the hashtank folder can be located showing the new environment weather preset (5). then very simply clicking on preset to then change environment setting.

mod is short for modification.

while in the level editor.
F1 mode used for simulated or experimental play (testing script/playing workshop mods).
F2 mode used for building map terrains.
F3 mode used for game design or scripting.

the brighter green trees seen are called tree_attach. they can be used for placing snipers in. I have added in a reinforcement sniper menu tab (for all maps) which can be seen to the right of your screen when in-game. to use the tree_attach (same method for placing ai soldiers into buildings) is highlighting ai soldier or sniper and then hovering mouse cursor around tree_attach and once mouse cursor turns to an arrow then this prompting it ok to click again the tree_attach to then place sniper in.

the model wind_mill2 (as it is seen spelt using _) is the models correct name structure as seen in the level editor. the wind_mill2 model comes from the Mow2 mod. the wind_mill2 seen in-game also can be used for placing sniper(s) in. when highlighting two snipers at the same time to place into wind_mill2 (two snipers are placed as a result of using reinforcement sniper menu tab) well, after prompt have been granted to click again wind_mill2 (after arrow icon appears) to then place or micromanaging the two snipers into wind_mill2, so then one will climb the ladder and once ai sniper reaches top and settles into position then other waiting sniper will follow immediately. once other waiting sniper reaches top of wind_mill2 then they settling into sniping position next to the other sniper.

when placing snipers into buildings and they decide to instead board a field weapon with its remount tag and once ai soldier(s) has boarded the field weapon then its clicking on same field weapon then pressing keypad (G) and then when mouse pointer turns to different icon then this signifying it ok to clicking anywhere around the field weapon to then grant the option for ai soldier(s) to then dismount field weapon.

when in (F2) mode used specifically for terrain or map building then in the right pane and looking for [+] construction/bitgamer_mow2/social, and the wind_mill2 can be found at the bottom of the list. the underscore or _ as part of the wind_mill2 name structure is also used a lot for all game designing process via scripting in (F3) mode. the underscore is used so the gem editor recognises the _ as a space as it was built and programmed this way so the underscore is used a lot in the scripting language. for the level editor the correct term is used as GEM level editor. GEM standing for game emgine.

to be cont...

Update: 20 Jan, 2023 @ 6:08pm

updates are ongoing as normal.

Update: 20 Jan, 2023 @ 4:09pm

this update focuses mainly on tidying up scripting like the actor_states that have been tweaked considerably concentrating on health, stamina, veterancy and advanced_ratio and retreat_ratio. speed set to assault. also, all field weapons with the remount tags have been tidied up as well as new remounts added for both sides.

all field weapons with the remount tags (ally only) have been set to (full) via properties/impregnability, but I haven't seen any tags gained reading, 'disactivated', or 'destroyed' when they are hit but instead they staying operational. they can be knocked sideways to but still remaining operational. I prefer them set to (full) as then they can be used a lot more than say if they was set to 'disabled' or 'harmless' via properties/impregnability as it is the tags 'disactivated' and 'destroyed', that is gained as a result of the field weapons being set to 'disabled' and 'harmless'.

the 'disactivated' and 'destroyed' tags will render the field weapons(s) to become inactive when ally ai soldier boards them. repairing them to is out of the question. I tried deleting the gained tags in-game but this had no effect. this is still in testing but for the most part the field weapons with the remount tags (ally only) will stay set to (full).

tree_attach added to all maps. they can be seen by their slight change in colour to the rest of the trees. watch_towers have been added to as well as sniper reinforcement menu tabs now added for all maps. the tree_attach is for placing soldiers like snipers into the trees. this is done by highlighting an ai soldier and then hover mouse cursor around tree_attach and cursor will change to an arrow icon this signifying its ok to continue clicking tree_attach so then highlighted ai solder then climbs the tree and settles themselves and taking up position. same methods used for placing ai soldiers into buildings to. this with hovering game or mouse pointer around windows then when cursor changes to arrow icon then this signifying it ok to click again so to then place or micromanage ai soldiers into buildings.

all ai spawns have been tidied up including waypoints to. this is ongoing. the ai spawns for the endless_wave script in close quarter 10 is not working like the others so in the meantime, close quarter 10 will be left at limited_waves only until the endless_wave script is fixed. important note to remember is when tweaking the ai soldiers spawns for both sides then any changes made may affect them to not spawn in again on next simulated play via (F1) mode. its really only about where they are placed and not forgetting to move the game zone (F5) to the ai's new location because for the script to work properly then it is paramount that the game zone is moved to.

the editor needs to see the zone is being used so it responds to the ai spawning script. as I said it is only about placing the ai to a new location but these ai spawns can be quite sensitive so handle with care especially, if you don't have any real experience working in the editor rather than playing via (F1) simulated or experimental play.
the important note being to make a backup copy of your work before any changes are made in any of the scripting included. and lastly, always remember to save often while in the editor. this done by pressing ctril-S to save in real-time.

all scripting has been tidied up and will continue to be tweaked.

in some maps the walls, railings etc will appear dislodged, ironically enough, as a result of the mortar_barrage and ground tremors and when all has settled again after the mortar_ barrage then the walls, railings etc they now appearing odd looking as they are dislodged from where they were originally placed. of course, this is the whole idea but after the initial mortar_barrage then they can appear odd or peculiar looking and they floating to which makes it worse so immediately in-game it can diminish the idea in mind or feeling in-game for that appropriate realism needed so it all blends in or another way put it just doesn't feel right when the railings, walls etc are seen after a mortar_barrage in-game especially, how the railings will appear slightly above ground they floating. I am working around this.

also, as mentioned in my previous notes of scripting covers via covers (F8) and actor_to_cover module in triggers/commands (F6) well, I have taken them out as I felt there was no real point in them being there as the ai soldiers (without covers added) for both sides seem to take up positions randomly very well indeed as a result of they meeting the ends of the waypoints where the actor_states are placed.

Update: 12 Jan, 2023 @ 8:37pm

updates are ongoing.

Update: 12 Jan, 2023 @ 8:27pm

some minor fixes.
updates are ongoing.

Update: 12 Jan, 2023 @ 2:36pm

all mission files have been updated.
some maps have had new builds added.
new builds and general tidying up and fixes 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.

^^^^^^^^^^^^^^^^^^^^^^

keep in mind - ally-british armour tank 88mm (sexton). a medium self-propelled howitzer - (valour mod), great for blowing holes in buildings.

for infantry matches only then (while in (F3) mode) and pressing keypad (6) and in (triggers - above (conditions) top right of screen top box see [+] armour, then its right clicking on faction(s), (depending on mission file), and scrolling down to (off) and then you can play using infantry without vehicles spawning in-game. works exactly the same for the limited waves to. important note to remember also, is that this can greatly improve overall game play performance as well, especially when using only the limited_waves.

I have added in different field weapons from other nations like japan, polish and french etc, this with using the valour mod for mainly the allies - usa/british (v1) - and (v2) for the russians or allies. this based around the idea for adding more of a variety of gun sound fx and even adding to overall feeling amidst the immersion in-game to.

I took out some scripting like bombing runs by planes and artillery flakguns reducing to only one as I have been testing a lot for balance mainly for the endless_waves or unlimited scripts. as part of this ongoing process is to slowly bring back in the scripting that was taken out so making for a more balanced game especially, with the unlimited ai spawning scripts. important note to remember also, is when switching off grass via esc/options/video, well this tweak can greatly enhance gaming performance.

some ai spawning (for both sides) have been set to 'enabled' via properties/[+] brain/ai_move. this because they are in the process of being fixed. also, if in some maps the german spawn doesn't work then (before starting game), hovering over to where the germans are located, and highlighting them all and in properties to the right of your screen, see [+] brain and scrolling down to (ai_move), and there you see 'disabled', so then changing to 'enabled'.
the ai spawning scripts for both sides will be tidied up over time but for the most part they are working ok.

in some maps I have added a model tree called tree_attach which is taken from the Mow2 mod and they can be found from their different shade of green from the rest of the trees. so you can know where they are exactly. also only a few maps have had this idea introduced so more maps will have the tree_attach added in the next update.

the tree_attach is for placing soldiers like snipers into the trees. this is done by highlighting a soldier and then hover mouse cursor around tree and cursor will change to an arrow icon this signifying its ok to on click tree_attach so then chosen or highlighted ai solder then climbs the tree and settles themselves and taking up position.
using the reinforcement sniper menu tab to the right of your screen when in-game then double clicking it, rather than clicking once it is sure to work first time especially, at critical times. more reinforcement sniper menu tabs will be added in next update.

sometimes, when the reinforcements sniper tab has been used and maybe, wanting to place a sniper in a tree or building even, only the ai sniper then decides to board an unused field weapon instead that has the remount tag (pressing alt_T to see green tags), then when ai sniper has boarded the weapon its then its clicking weapon with remount tag, and press(G) then mouse cursor turning into another icon signifying to clicking anywhere outside the weapon and so the ai sniper will then dismount weapon. this micromanagement working the exact same for vehicles to.

when wanting to place ai soldiers in buildings or trees, then its highlighting ai soldiers then placing mouse or game cursor near windows or trees and once, game cursor changes to different icon this signifying it ok to click again so then ai solder(s) enter the chosen building or tree.

to be cont..