Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Close Quarter Reworked
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Update: 7 Jan, 2023 @ 6:39pm

minor fix in close quarter 3.

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 top box see in the list of titles - mortar_barrage (under groups), then its clicking on mortar_barrage, and then in-game see the five way points, 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 way points 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.

when a mortar barrage begins and the signal to this is the roars of the guns being heard before the initial artillery barrage, then highlighting ai soldiers and then pressing (ctrl) and allow your ai soldiers to fall belly flat to the ground and micromanaging them to take refuge in buildings, craters, dugouts, dips in the ground, that sort of thing. I have seen how the german ai soldiers will take cover in buildings in-game and craters to where there is fallen trees when a mortar barrage is in full whack.even when in fire fights with the german ai soldiers well, they will cut-off midway into buildings and even kneel or stand and shoot through the windows.

this actually witnessed myself showing that yes the ai soldiers (ally and axis) will place themselves into buildings (lower floors only) and they actually, taking up positions and shooting out through the ground floor windows so no micromanagement is needed for this. I can see how the ai have self-learned through code and programming them over many years and now they behave human like on the virtual battlefield. the german ai soldiers deciding for themselves their next move always. its remarkable. it really is.

when executing the infantry spread then a tip is to press (K), and this will split up the soldiers and they still going to their infantry spread positions. this preventing them from becoming a little bunched for whatever reason. also, when using the infantry spread option and before pressing (K), then another tip is to hover down to the right bottom corner and experimenting with the movement mode (move at will and hold position). pressing hold position, before pressing (K), will then after pressing (K), will have the ai soldiers continue moving to the infantry spread positions but they set to a hold position to so they staying put when they reach their defensive cover positions.

when pressing (8) while in (F3) mode then you will see the covers I have added into the game. these covers (ally_covers) are set to random in the actor_to_cover module found in commands or actions (underneath conditions) the trigger name (covers). so each time the infantry spread is executed then the ai soldiers will take up positions using these covers added in-game. and crucially, they doing this randomly to without any micromanagement needed when they reach the ends of the waypoints where the actor_states modules are placed switching them to 'enabled' well, from that point they will randomly take up positions using the covers added in-game. the module actor_to_cover used for this can be located via triggers then commands third box down underneath conditions. the covers added in-game is also added for the germans to. their cover name being - german_covers. for the allies ally_covers. this is ongoing.

I think the actor_to_cover module is more mainly aimed around actual scripting a mission say an ambush or counter attack with a storyline, cinematics etc, so spawning in ai soldiers can take up position randomly using the covers added and also, the covers added for particular scripting to so its not random anymore the ai soldiers taking up positions this time at the covers added specifically for them.
I see all the time especially, when using the endless_waves well, when ai soldiers spawn in and they reaching the ends of the waypoints where the the actor_state modules are placed in commands (via waypoints), even without any covers added using the actor_to_cover module-(F6) via covers (F8)), the spawning in ai soldiers will still take take up different positions when they reaching the ends of the waypoints.

Update: 7 Jan, 2023 @ 4:37pm

from close quarter 1 to close quarter 5 both mission files (v1 & v2) have been updated.
this including tidying up some scripting. including the remount scripts (allies) and germount scripts (germans) which is ongoing.
I have added in different field weapons from, other nations like japan, polish and french etc, for mainly the allies - russian (v2) - usa/british (v1).
and waypoints have been tidied up to as well, as some fixes to some maps builds or general tidy up which is ongoing.
separate mission files are made because different weapons are used by the russians versus the germans which is (v2) and the american and british versus the germans (v1). so different field weapons with the remount tags used in both allie mission files.
vehicles get stuck sometimes so I am working around this.
updates will continue as normal for both maps builds and mission files.

to be cont...

Update: 5 Jan, 2023 @ 2:50pm

all map builds and missions files will continue to be updated as usual.
all remount and ai spawn testing will also continue as normal.
all german flak guns will be put back into all mission files on next update.

some ai spawns (both sides) have been set to 'enabled' as they weren't spawning in based around the original idea of they ignoring enemy seen and fire when they first spawn in and so, advance, the original idea was having them set to 'disabled' first via properties and when they reach the end of the waypoints then they will switch to 'enabled' as a result of the commands I have placed in them being the actor_state modules which in-turn will allow them to THEN react to enemy seen and fire. part of the experimenting was that when the ai spawn in with their already given individual tags with numbers and these numbers the same as the ai starting waypoint id's so then they will advance horizontally scattered across the map but advancing in parallel to each other rather than they all bunched up on the virtual battlefield using the original endless script idea being only one starting waypoint used for a squad spawning in.

keep in mind, your rig will be tested when playing the unlimited endless_wave scripts, especially, on the much bigger maps, is why I created the limited waves script. so while still in (F3) mode and pressing keypad (6), and in top box (triggers) right panel see 'waves', in there then see 'limited waves', once wave name (either germans or ally's) has been clicked or highlighted then in commands third box down (underneath conditions) the loop modules seen then giving you the option to put in your own values, although, I try not to go over (10). putting in say the value (8) will then have the ai soldiers spawn in as a loop representing one ai squad. after the first loop of the squad spawning in then after say 40secs (delay) then another loop of ai squad will spawn into game and so on, until the individual loops of squad (per 40secs delay) reaches (8) loops and then after that no more ai soldiers will spawn into the game.

also, I would advise (while in (F3) mode) when putting in your own values into the loop modules located via triggers/commands (under conditions) for the german armour ([+] armour/triggers) well, I will put in about (2) in the amount box found in actor_to_waypoint/selector/amount, and for the delay (separate module) located in same german armour loop script structure in (commands) around 200secs, that way, depending on your rig, then performance won't be reduced as quick as there will be only two random german vehicles that will spawn in-game every 200secs, even better 300secs, that way the less cluttered the virtual battlefield will be of broken vehicles scattered about and affecting game play performance. so for the amount of time that it takes for the next random 2 german vehicles to spawn into the game then this depending on what values are typed into the delay module.

always remember when working in the level editor is that you save often so when either in (F2) mode or (F3) mode then while working its pressing ctrl-S to save in real-time. also make backup copies of your work in case of any errors as a result of game crashes. this is the piece of mind needed again for the dreadful errors to pop up. the errors can be fixed of course, while other times some errors can be difficult to fix, overall, it never hurts to make a backup copy of your work.

Update: 5 Jan, 2023 @ 2:28pm

updates are ongoing.

Update: 5 Jan, 2023 @ 2:17pm

added russian spawns (v2) into close quarter maps 1, 2, 3, 4 and 5.
updates are ongoing.

Update: 5 Jan, 2023 @ 3:19am

minor fix in close quarter 1.
updates are ongoing.

I have been experiencing some weird crashes, errors, and I managed to fix them and so, as a result of this I decided that because all mission files were seeming to be working ok, then I would upload them today as part of the updating process in case of any other errors popping up while working in the editor, and the updating process put on hold again which is why I decided to upload the update today. all mission files will be continue to be tweaked and tidied up especially, the waypoints for all spawns. also on next update I will be adding in the russian spawns again. they would have been added today only they was taken out as a result of the errors I was experiencing.

all remount scripts have been tidied up. both factions now owning the remount scripts. also as part of the usa/british versus germans mission files (v1) I have added in the dshk_aa (base game default russian machine gun model) and the 13mm_hotchkiss (valour french machine gun model) because they both sound so beefy and they different sounding to so adding more variety to the overall sound fx during gameplay especially, with using the battlefield realistic weapon sound mod here, https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2829617084 my gaming imagination being is that the allies managed to aquire the beefy sounding gun and now the germans want it back as they brought it to normandy with them.

to replace the russian and french field weapons or other yourself then its making sure when replacing them is to tag the new weapon chosen. so the tag the same as the tag already given to the field weapon that is to be replaced. to see the already given tag for the field weapon that is to be replaced then its pressing alt-T and you will see its corresponding tag shown in green just above the field weapon.
if you place the field weapon in a different location and the ai soldiers (either faction) don't board it after they spawning in during gameplay then you will have to tweak the remount script. if you need any help with this then I will be glad to help you via pm.
in some mission files you will notice some german spawns not working immediately as they should but for the most part they do work eventually. also, with some of the german spawns I have set them to 'enabled' via their properties as they weren't spawning in when set to 'disabled'.

all testing is ongoing.

to be cont...

Update: 5 Jan, 2023 @ 2:52am

some maps fixed, added to, tidied up.
all mission files updated.
to be cont...

Update: 25 Dec, 2022 @ 9:31pm

all ai waypoints have been tidied up and will continue to receive further tweaking and tidying up in future updates.
ongoing updates will go on as normal as all map builds and mission files (v1) are still under development.

keep in mind, your rig will be tested when playing the unlimited endless_wave scripts, especially, on the much bigger maps, is why I created the limited waves script. so while still in (F3) mode and pressing keypad (6), and in top box (triggers) right panel see 'waves', in there then see 'limited waves', once wave name (either germans or ally's) has been clicked or highlighted then in commands third box down (underneath conditions) the loop modules seen then giving you the option to put in your own values, although, I try not to go over (10). putting in say the value (8) will then have the ai soldiers spawn in as a loop representing one ai squad. after the first loop of the squad spawning in then after say 40secs (delay) then another loop of ai squad will spawn into game and so on, until the individual loops of squad (per 40secs delay) reaches (8) loops and then after that no more ai soldiers will spawn into the game.

in triggers via keypad (6) in (F3) mode then also see 'armour' well, the same found in commands box (underneath conditions) is the same loop script for the vehicles or armour for both sides. so say, you used 4 different vehicles on each loop then if you put in (1) in the amount box found in selector via actor_to_waypoint, then only one (random) vehicle will spawn in-game, whereas, if you put in (2) in amount then two different vehicles will spawn in-game. all vehicles are tagged the same so for example; ally_armour or axis_armour. all vehicles using the same tag will spawn in randomly depending on the value set in amount located via actor_to_waypoint/selector/amount. I usually tag the vehicles AFTER the ai soldiers enter the vehicles.

also, in 'waves' (limited and unlimited) you will see little red stop signs or icons signifying scripts that are switched off. for switching scripts (off) or (on) then its right clicking example: germans or allys in limited waves and scrolling and clicking (on). then in unlimited waves the same method only this time scrolling and clicking (off).

'delay' module is for the amount of time the next spawn will be after the last spawn. after ai spawn into game then if the 'delay' say 40, then every 40 secs a new squad of ai soldiers will spawn into the game. the ai factions (endless_germans and endless_allies) found at each end of the map with their tags (press alt-T to see green tags) well, the squads I have placed can be added to or deleted from so each wave depending on the amount of soldiers there is in a squad. if you need any help with this then I will be glad to help you.

to the left of your screen in (F1) mode which is for simulated play well, when you are in-game, then menu tabs will pop up signifying the field weapons with remount tags have been boarded by the spawning in ally ai soldiers. if you do not see these menu tabs then it is the scrolling vertical bar seen to the left of your screen or hud that needs to be clicked on to allow the menu tabs to appear on the left side of your screen while in simulated play (F1).

ai scripts in 'waves' via triggers seen atop of your screen right corner in (F3) mode after pressing keypad (6) well, there you can see the unlimited wave scripts for endless_germans and endless_allies. for limited waves scripts only the keywords, germans/ally's, are used as tag names). when pressing keypad (4) (while still in (F3) mode) then these wave names can be seen titled as again, endless_germans/endless_allies in the right panel (same endless_allie waypoints used for limited waves to). once a wave name has been clicked on then you will see the yellow waypoints with the red circles at the ends of them signifying the commands boxes with the actor_states modules placed inside these command boxes or waypoint id's. when in the level editor and in (F3) mode then pressing keypad (4) will then allow the option to create and tweak waypoints.

the actor_states specifically placed so once ai soldiers reach these actor_states (in red circles) then allowing the spawning ai soldiers (both sides) to switch to 'enable', so then they will react to enemy seen and fire as a result of the actor_states switching them to 'enable'. whereas, when the ai soldiers first spawn in they are set to 'disabled' via ai properties meaning when they spawn in then they will advance and ignore enemy seen and fire until they reach the ends of the waypoints with the red circles and then the actor_states will trigger them too react to enemy seen and fire (which also will trigger ai_move in ai properties to switch back to 'enable' from 'disable'.

as this is happening then the remounting scripts will trigger to as the spawning in ai will board the field weapons (mounted machine guns (on tripods)/ground mortar weapon/field cannon) that have the remount script tags. you will notice that some of the field weapons with the remount tags are not boarded yet by the ally ai soldiers then they will eventually. you will see how the ai will run right past the field weapons with the remount tags and then stop running and turn around and run back to the field weapons with the remount tags. then they will board them. that's the exciting part as it saves time without using micromanagement as when ally ai soldiers has been killed or only one of them then eventually more ally ai will automatically board the field weapons with the remount tags.

placing ai soldiers to be near objects such as buildings, walls, vehicles. fences, bushes, etc for positioning when using the infantry spread option and after this has been executed then the ai soldiers will scatter and take up various positions using a cover system already scripted into the game using (covers) this can be located while still in (F3) mode and pressing keypad (8).
the covers system seen as (green dots) surrounding 3D models or environmental assets including vehicles are highlighted first so then in the right panel to be given a name like ally_cover1. once this is done then the green dots then turn to red dots and then in triggers keypad (6) you will see 'covers' and in there is the script for the covers system. so in commands box (underneath conditions) is the actor_to_cover module where the settings can be tweaked. I always use random as I prefer my soldiers to randomly take up positions. I am still working on these cover systems as the ai soldiers sometimes tend to bunch up say behind a water well or vehicle etc so individual covers (red dots) will be erased turning back to green again.

also after infantry spread has been executed then this will also allow the ally ai soldiers to then without any further micromanagement needed to board field weapons nearby with the remount tags that are in range or within the min/max settings set in see_actors in (conditions) and in 'if' command also set to see_actors using (type). the settings are - distance: in_range. min: 5.0000 max: 15.0000. these settings are the same in all remounts scripts. I have found with testing that the in-range setting proves to be a lot more reliable than the near_than, whereas the far_than I have really experimented much with as I have been switching between near_than and in_range a lot.

as part of my experiments in the level editor I am always working on the ai spawns that is based around a more scattered effect idea for the advancing soldiers (after spawn) rather than the ai soldiers seen all bunched up from using one waypoint only. this idea is still in testing as well as the remount scripting to. for the german field weapons remounts I have used the tag names (germount). for the allies field weapons the tags are (remount). pressing alt-T while in the editor (in any mode), then you will see the green tags.

Update: 25 Dec, 2022 @ 10:49am

all missions files have been updated with the remount scripts and new ai spawns. some remount scripts still need working on but they seem ok all the same. also, 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.
some map builds have been added to including general tidy up, fixes etc.
updates are ongoing for all map builds and mission files.

Note. I have left in objectives so ignore them as they need working on.
also, all way points for ai spawns will be tidied up in the next update.

Update: 14 Dec, 2022 @ 11:39am

added new minimap for close quarter 16.
added to close quarter 16 map build which is still under development.
added another mission file (v2) with a remounting script included for the already placed heavy weapons such as field guns (cannons) and ground plate based mortar weapon and mounted machine guns. also, the mission file (v2) for cq16 with the remounting scripts and other, will be added into all mission files belonging to all other map folders to. so over slow time all map builds updates will eventually have the remounting scripts added, as well, as the (new) limited and unlimited waves scripts.

updates are ongoing.

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

the remounting script is basically put together primarily for allowing the spawning in ally ai soldiers to automatically board the mounted machine guns (and mortar and field guns) that are already placed on the surface. mounted meaning machine guns placed in tripods. so instead of micromanaging this yourself well, this time the remounting script takes care of this, so it can save on critical times when the enemy begin to overwhelm only there is no real need to micromanage the mounted machine guns that are (hopefully) all active showing as (blue) on the minimap in-game. showing as white (upside down v) mean they are inactive or empty. the minimap can be open by pressing (m). for minimap options while in-game then its pessing ctrl-M. the remounting script is taken from this tutorial kindly put together and donated by Tj dagger - https://www.youtube.com/watch?v=1Uo5cwY2ra0&ab_channel=Tj

the remount script is quite temperamental so it is still in testing. a lot of the times while in simulated play the remounting script does work, whereas other times it don't work meaning yes some of the field weapons are showing as active while one of two mounted weapons are showing as not active. others times there will be seen two ally ai soldiers already boarded say a mounted machine gun whereas other times only one is showing as active or boarded. but for the most part the remount scripts do or eventually work. I think this may have something to do with the 'if' commands in actions? by pressing alt-T while out of game then you will see the green tags showing above the scripted (remount) weapons (on east (ally) side of minimap) like remount1, or remount2, remount3 and so forth. for the germans I have used the tag 'germount'. I am always switching between near_than, far_than and in_range a lot via the 'if command' in 'actions'.

while in (F3) mode and pressing (6) you can see in triggers on the right side of your screen (top box) the trigger named as 'remount' and in there are the remount scripts for both ally and germans. over time I will be adding in more of these scripts so maybe the ally ai soldier can board say an uncrewed, inactive or abandoned german half track only one of its tracks is blown off so the ally ai soldiers is scripted to board the vehicle and repair even the vehicles broken track to. and even have a suppressive fire keeping the enemy at bay with using the german halftracks mounted weapon. having the ally ai soldiers scripted (at the right time) to throw smoke grenades so creating a shield for the repairing of the track is also based around the idea of the remounting script. exciting stuff.

while in (F3) mode and in triggers top box you will see 'armour' and in there are the loop scripts for the vehicles for both germans and allys. in actor_to_waypoint/selector/amount (add number or value) to increase vehicle spawn in loop script. so the value (1) typed in amount box represents only one vehicle will spawn in whereas the value (2) means two vehicles will spawn in. I usually keep it around (1/2) for the amount and each spawn around 200secs and the same for the germans. you can change this yourself. the loop scripts idea was taken from this tutorial by SturmFuhrer PK. thank you for your work. https://www.youtube.com/watch?v=xLVwROP-V7w&t=392s&ab_channel=SturmFuhrerPK

also, as part of this script is say, you used 4 different vehicles on each loop then if you put in (1) in the amount then only one (random) vehicle will spawn, whereas, if you put in (2) in amount then two different vehicles will spawn in. remember all vehicles are tagged the same so for example; say 8 placed already vehicles using the same spawn waypoint id then the tag could be like, ally_armour or axis_armour, that sort of thing, so all vehicles using the same tag will spawn in randomly depending on the value set in amount. I usually tag the vehicles AFTER the ai soldiers enter the vehicles.

also, in triggers you will see 'waves. well, in there is the limited waves and unlimited waves scripts. the unlimited waves can get a little laggy depending on your system setup, so is why I created the limited waves to. entity_manager in mission properties (F9) has already been set to have dead ai body count automatically reduced so the count showing as x0.5. this is the lowest setting and while in-game then its pressing (V) to see dead ai body count on virtual battlefield. red means enemy while yellow means ally. in all scripts you will see 'delay' well, it is from how you tweak this delay then allows for how long it takes for the next wave to spawn in after the last spawn. also, in limited wave script I have put in 10 for both loop modules and keeping the spawn delay around 40secs. again you can change this yourself. the waves can be switched on and off by simply right clicking say endless_allies and scrolling to (off/on).

when you highlight a mounted machine gun then in the bottom left hand corner of your screen you can see the statistics belonging to the machine gun. also, when the machine guns icon shows a full red or partly red so say one of the wheels needs repairing well, its shift-R and one of the crewmen will dismount the machine gun and get to repairing it using the repair box already added by default in the machine guns inventory. this repairing method works for vehicles and all field weapons. the in-game tabs showing to your left of your screen, well, that is what you have already on the virtual battlefield.

now when you see a particular menu tab say a pershing heavy tank or already placed mounted machine gun and they are showing as red on menu tab seen at left of your play screen then that means they need repairing. clicking on the tab and then pressing shift-R will then grant the option of one of the crewmen to hop out of the vehicle (or machine gun/field gun/base plate mortar) and begin repairing. the red showing then begins to flash on and off signifying the vehicle is being repaired. the red flashing on/off seen on menu tabs and bottom left hand corner (but only if vehicle/weapon is highlighted) once the vehicle has been repaired then a prompt will appear on screen reading, vehicle repaired.

while in-game to enter an already placed machine gun, field gun or ground mortar weapon then after highlighting vehicle or weapon, its pressing (E) and further pressing alt-T for then entering into third person mode. for the ground mortar weapon then same method with pressing (E) to board weapon then once alt-T has been pressed for third person mode then its scrolling in using your mouse wheel or (middle button) and so keep scrolling till you can see the virtual battlefield but now from an aerial perspective.

to enter a vehicle while in-game then its highlighting vehicle first simply done by clicking on the vehicle then pressing (E) then alt-T for 3rd person view. when vehicle is damaged then pressing (E) again will take you out of 3rd person mode and then pressing shift-R to then have one of the crewmen to exit the vehicle and begin repairing it. pressing shift_R again will allow the same to happen again for another crewman to hop out and get to work, be sure there is at least one crew member in the vehicle and that you throw some smoke grenades so to create a shield for the vehicle being repaired.

to be continued..