Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Spawn Menu - Ultimate Edition
106 Comments
Sgt.Cat 5 Oct @ 5:19pm 
thank you for the time and dedication you put into this mod, despite the things happening in your life right now. i am very excited for when you are ready to release a skirmish version of this :)
Christine Dacera 2 Oct @ 8:51pm 
how do I use this in all the singleplayer missions? it doesn't work on all missions(like pavlov's house)?
RedFacedWolf 28 Sep @ 5:38pm 
how do you rotate the spawns
MEN 27 Sep @ 3:40am 
i wish it worked with custom maps
nox 24 Sep @ 7:54pm 
i wish this worked for skirmish :(
STUG III 24 Sep @ 4:49pm 
how come when i go on the capture points in skirmish it does not work neither do any counter attacks happen when you take one
Lt.Maclean 22 Sep @ 8:30pm 
planes?
Memento Mori 20 Sep @ 5:38pm 
Would be amazing if you could get it working for conquest, but we understand, real life comes first. Keep up the good work man, we appreciate it
aeternitas  [author] 15 Sep @ 6:15am 
For those who understand modding for this game and want to help speed up development or assist with improving this mod, I invite you to join the discussion thread dedicated to this topic.
aeternitas  [author] 15 Sep @ 6:11am 
I am currently working on the possibility of using the menu in dynamic campaign and skirmish modes. At the moment, I have managed to get the menu working in skirmish mode, but I still have some issues with dynamic campaign mode. Also, there are a lot of changes happening in my life right now that are taking up a lot of time, which prevents me from fully dedicating myself to quick and timely updates for this mod. Therefore, I ask for your understanding in this situation.
Bickok45 9 Sep @ 2:36am 
Excellent mod. Is a conquest version of this mod possible?
hanskampf 7 Sep @ 12:54pm 
wait this isnt avaible for skirmishes?
Mr.Alfredo 6 Sep @ 9:13pm 
@TheOnlyChappell this mod does not work with auto medic/auto artillery mod in singleplayer campaigns. Seems like auto medic/artillery and this mod directly conflict, I've never managed to get them to work together no matter what load order.
The Only Chappell 6 Sep @ 12:48am 
i cant see the menu, is it because of my language ? I only have auto medic on and polaying the german east campaign
♥♥♥♥ Steem 6 Sep @ 12:36am 
I'm having issues with the Delete One Unit function, it seems to delete the spawned units randomly even if i point it to a particular unit to delete. Is anyone else noticing this?:steamhappy:
q_man22 5 Sep @ 6:25pm 
make it for conqest
aeternitas  [author] 4 Sep @ 10:08pm 
@Qualkommando
Can you describe the problem in more detail?
Do you have all the DLC? Which squads are affected?
Qualkommando 4 Sep @ 5:53am 
Cool mod and well made but some of the inf squads are missing in all the factions
TWITCH 3 Sep @ 5:21pm 
sir i hope you can make it on skirmish too..
aeternitas  [author] 1 Sep @ 7:19am 
@ronfino
For now the mod only works for single missions.
aeternitas  [author] 1 Sep @ 7:18am 
@Inquisitor
No, dlcs are required for the mod to work
Inquisitor 1 Sep @ 6:53am 
optional*
Inquisitor 1 Sep @ 6:53am 
im having an issue with the mod not working with standard missions, are the dlcs option for the mod to work?
ronfino 31 Aug @ 11:09pm 
Does this work only for missions? I've tried conquest but it doesn't work.
aeternitas  [author] 31 Aug @ 7:00pm 
@Bodyguard
Yes, the menu offers this option. The switch for infinite supplies is located in the tools section. In addition, the very first item there is an option with a spawn box for resupply. It has a limited range and finite resources (although they regenerate over time).
aeternitas  [author] 31 Aug @ 6:52pm 
@Pandemonium
I recommend using a separate mod for changing camouflage, as it will provide more variety and flexibility in functionality than I can offer in the menu. As for planes, I think I'll add them a little later.
aeternitas  [author] 31 Aug @ 6:50pm 
@kash.eyre
Yes
aeternitas  [author] 31 Aug @ 6:50pm 
@Junior
- The AI control mode switches the behavior of spawned units, allowing them to move and attack enemies without direct player interaction. Regarding ammunition resupply, there are two different options in the tools section. The first is a resupply point that has a limited radius of action (currently, the radius is not displayed due to a bug). Currently, the radius is set to 100. The second is ammunition resupply mode for all units (including enemies), which does not require spawning a supply box and works across the entire map. However, due to the way the game engine processes mass resupply, this feature may cause brief freezes when enabled.
- Just because why not.
aeternitas  [author] 31 Aug @ 6:49pm 
@Junior
- Yes, the 180mm artillery is broken for some reason. I'll try to fix it.
- I'm not quite sure what you mean.
- Unfortunately, the game engine does not support selecting the direction when spawning vehicles/cannons, so this is technically not possible.
- I thought about units such as tank crews or miners, but came to the conclusion that there was no need for them. Vehicles can be spawned with or without a crew anyway. But for individual squads, the question arises of how many units should be in a squad and how many are actually needed, because I don't see the point in having a squad of two sappers instead of one. Therefore, in my opinion, spawning one unit at a time gives more flexibility when using the menu.
- Good point, but this also raises the question of how many units should rank up, since different squads have different numbers of units, so I think the option of ranking up only one unit is the optimal for now.
kash.eyre 31 Aug @ 10:00am 
do you need all the DLCS??
Pandemonium 30 Aug @ 11:10pm 
anyway to include camo for troops and vehicle or air planes ? unless i'm blind
Bodyguard 30 Aug @ 4:15pm 
Does this mod have a infinite ammo option for units because I'm struggling to bad to find it lol. By the way, awesome mod and how easy it is to follow instructions to add it to custom missions. Been a life saver.
Caspco 29 Aug @ 1:49am 
@aeternitas

Ah, I see. Thank you for the answer nontheless.
aeternitas  [author] 28 Aug @ 10:44pm 
@Caspco
At the moment my plans are to expand infantry squads for other nations. However, I think I will do something like that in the future. The main problem with making menus for other mods is not the technical difficulty, but how much time it takes. Because you have to figure out what units are in a given mod, what squads they form and a lot of other things.
Junior 28 Aug @ 7:51am 
-180CM railway artillery barrage not working
-on cannon category unit if i scroll unit list down then i click spawn unit, the list just popup to the top so i need to scroll down again
-some stationary arty such as coastal gun can't turn to desire direction after spawned (can you add bind key to rotate a direction of unit before spawn ?)
-for special unit (it better to spawn them as squad not just single unit such as AT/AP miner / tank crews
-rank up should apply to the whole squad not only one at a time
-still dont understand AI control function and resupply function do i have to place a supply point then enable it? what about the radius ?
-What is the point of supply officer ?
Caspco 28 Aug @ 5:07am 
@aeternitas

Hello! I was wondering if you have any plans on adding compatibility with other GoH mods like Valour, MACE or Horten's Frontline?
aeternitas  [author] 28 Aug @ 3:24am 
@Rosemi
Yes, you're right, perhaps not all other menus are based on MOWAS2, but in terms of code, they are very similar, which is why I made such assumptions. Also, thank you for your kind words.
Rosemi 28 Aug @ 12:35am 
@aeternitas Thank you for your response. I believe you make a valid point, and the process of refactoring the code must have been quite complex. However, with all due respect, I think there might be a slight misunderstanding—not all menus are actually based on MOWAS2; some were built from scratch by mod authors themselves. I was initially curious due to the naming, but now I understand better. I truly appreciate your contributions to the modding community and thank you for your hard work.
aeternitas  [author] 28 Aug @ 12:02am 
@Rosemi
Initially, I chose this name simply because it sounds interesting, but later it turned out that my menu really became more functional, flexible, and technical in terms of use and further modification. All other menus for GOH that currently exist are based on the menu from MOWAS2, and they are very difficult to update, expand, and work with in general. My menu is based on the menu for CtA, but after two years of working with it, I modified its code base so much that it no longer resembles it. Therefore, at the moment, I think my menu can truly be called the best version of the other options.
Brickhouse 27 Aug @ 4:13am 
@aeternitas awesome thanks!!!
Rosemi 27 Aug @ 12:23am 
I've always wondered, why is this mod called the Ultimate Edition? Is it considered an upgraded version of the spawn menu?
aeternitas  [author] 26 Aug @ 10:17am 
@ITOX_10
Yes
ITOX_10 26 Aug @ 9:47am 
Do i need all DLCs?
Memento Mori 25 Aug @ 11:26pm 
Ahh I gotcha, thank you I appreciate that. Keep up the good work
ALCATRAZAPOCLYPSE 25 Aug @ 12:46pm 
UPDATE
nixon 25 Aug @ 8:34am 
is the mod playable after the latest update?
aeternitas  [author] 24 Aug @ 9:46pm 
@Memento Mori
Hi,
First, I will need to restore the menu's functionality, so that is my top priority right now. However, after that, I will immediately work on making the menu work in conquest and multiplayer modes. At the moment, there are some technical issues in this regard, as I have already tried to implement this functionality, but the game simply refused to display the menu in these modes, even though it worked perfectly in single-player mode.
Memento Mori 24 Aug @ 8:44pm 
Thanks for all the hard work boss. Is there a way to enable this on conquest (whenever you do update it)
aeternitas  [author] 24 Aug @ 7:04pm 
@Brickhouse
I created a new discussion thread where I provided instructions on how, in my opinion, it is most correct to connect the menu in custom missions.
Brickhouse 24 Aug @ 10:30am 
i figured it out. just had to copy the custom misson's map into the maps folder of the cheat menu workshop folder , then copy/paste code into the interface.set files and "0" txt files of the new custom misson maps to include the option to select the mod. FYI if anyone else does this, dont load the custom mission mod (Tom's German Liberation Skirmishes), only the cheat menu mod since the map is technically now in the mod folder. Kinda looks goofy but at least it works.