Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Code:X
The VDV Paratroopers dont fight when paradroped in I think they are set to be on the wrong team.
The VDV Paratroopers dont fight when paradroped in I think they are set to be on the wrong team.
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Womp 29 Sep @ 12:11am 
first go to your codex mod file, steam\steamapps\workshop\content\400750\3261086933, and then go to resource\script\multiplayer\modes, you will find file name "conquest.lua". all you need is edit that file with notepad or v code studio ( I will write the code that I changed (remember! do not change anything other than what I write! and remember to back up this file just in case ) :

-- Time from start of match AI will wait before attempting to buy a unit.
local StartSpawnTime = {
-- Bot is defender
DefenseMin = 1 * 60 * 1000,
DefenseMax = 1.5 * 60 * 1000,
-- Bot is attacker
AttackMin = 4 * 60 * 1000,
AttackMax = 6 * 60 * 1000,
}

-- Time from last purchase AI will wait before attempting to buy a new unit.
local SpawnCooldownTime = {
-- Time between each wave
DCGWaveOffMin = 60 * 1000,
DCGWaveOffMax = 120 * 1000,
-- Time between each spawn
DCGMin = 5 * 1000,
DCGMax = 10 * 1000,
}

-- Number of possible units than can be in a wave attack
local WaveUnit = {
Min = 8,
Max = 10,
}

with the following explanation:
1. local StartSpawnTime = {
DefenseMin = 1 * 60 * 1000,
DefenseMax = 1.5 * 60 * 1000,
AttackMin = 4 * 60 * 1000,
AttackMax = 6 * 60 * 1000,
}
Meaning:

If AI becomes a defender:
The enemy's first wave only starts after 1–1.5 minutes.

If AI becomes an attacker:
The enemy's first wave only starts after 4–6 minutes.

If you want it faster → reduce the number of minutes.
For example, DefenseMin = 30 * 1000 means 30 seconds.

2. local SpawnCooldownTime = {
DCGWaveOffMin = 60 * 1000,
DCGWaveOffMax = 120 * 1000,
DCGMin = 5 * 1000,
DCGMax = 10 * 1000,
}
This means there are two levels of delay: DCGWaveOffMin / DCGWaveOffMax = delay between major waves.The next wave appears every 1–2 minutes.

DCGMin / DCGMax= delay between units within a wave.Each unit appears every 5–10 seconds.If you want waves to come more frequently:Reduce DCGWaveOffMin/Max (for example, to 30–60 seconds).If you want units to appear closer together: Reduce DCGMin/Max (for example, 2–5 seconds).

3. local WaveUnit = {
Min = 8,
Max = 10,
}
It means:

One wave will contain a random 8–10 units.

If you want a denser wave:

Increase the values (for example, Min = 12, Max = 15).
If you want it lighter:

Decrease them (for example, Min = 5, Max = 7).

thats all
Womp 29 Sep @ 6:00am 
or if you want more extreme

-- Time from start of match AI will wait before attempting to buy a unit.
local StartSpawnTime = {
-- Bot is defender (lebih cepat mulai nyerang)
DefenseMin = 20 * 1000, -- 20 detik
DefenseMax = 40 * 1000, -- 40 detik
-- Bot is attacker (lebih cepat juga, tapi tetap agak lama)
AttackMin = 60 * 1000, -- 1 menit
AttackMax = 90 * 1000, -- 1,5 menit
}

-- Time from last purchase AI will wait before attempting to buy a new unit.
local SpawnCooldownTime = {
-- Time between each wave (lebih sering)
DCGWaveOffMin = 60 * 1000, -- 1 menit
DCGWaveOffMax = 120 * 1000, -- 2 menit

-- Time between each spawn in a wave (unit keluar lebih rapat)
DCGMin = 3 * 1000, -- 3 detik
DCGMax = 8 * 1000, -- 8 detik
}

-- Number of possible units than can be in a wave attack
local WaveUnit = {
Min = 9, -- sedikit lebih banyak
Max = 12, -- biar wave terasa padat
}
Originally posted by Womp:
first go to your codex mod file, steam\steamapps\workshop\content\400750\3261086933, and then go to resource\script\multiplayer\modes, you will find file name "conquest.lua". all you need is edit that file with notepad or v code studio ( I will write the code that I changed (remember! do not change anything other than what I write! and remember to back up this file just in case ) :

-- Time from start of match AI will wait before attempting to buy a unit.
local StartSpawnTime = {
-- Bot is defender
DefenseMin = 1 * 60 * 1000,
DefenseMax = 1.5 * 60 * 1000,
-- Bot is attacker
AttackMin = 4 * 60 * 1000,
AttackMax = 6 * 60 * 1000,
}

-- Time from last purchase AI will wait before attempting to buy a new unit.
local SpawnCooldownTime = {
-- Time between each wave
DCGWaveOffMin = 60 * 1000,
DCGWaveOffMax = 120 * 1000,
-- Time between each spawn
DCGMin = 5 * 1000,
DCGMax = 10 * 1000,
}

-- Number of possible units than can be in a wave attack
local WaveUnit = {
Min = 8,
Max = 10,
}

with the following explanation:
1. local StartSpawnTime = {
DefenseMin = 1 * 60 * 1000,
DefenseMax = 1.5 * 60 * 1000,
AttackMin = 4 * 60 * 1000,
AttackMax = 6 * 60 * 1000,
}
Meaning:

If AI becomes a defender:
The enemy's first wave only starts after 1–1.5 minutes.

If AI becomes an attacker:
The enemy's first wave only starts after 4–6 minutes.

If you want it faster → reduce the number of minutes.
For example, DefenseMin = 30 * 1000 means 30 seconds.

2. local SpawnCooldownTime = {
DCGWaveOffMin = 60 * 1000,
DCGWaveOffMax = 120 * 1000,
DCGMin = 5 * 1000,
DCGMax = 10 * 1000,
}
This means there are two levels of delay: DCGWaveOffMin / DCGWaveOffMax = delay between major waves.The next wave appears every 1–2 minutes.

DCGMin / DCGMax= delay between units within a wave.Each unit appears every 5–10 seconds.If you want waves to come more frequently:Reduce DCGWaveOffMin/Max (for example, to 30–60 seconds).If you want units to appear closer together: Reduce DCGMin/Max (for example, 2–5 seconds).

3. local WaveUnit = {
Min = 8,
Max = 10,
}
It means:

One wave will contain a random 8–10 units.

If you want a denser wave:

Increase the values (for example, Min = 12, Max = 15).
If you want it lighter:

Decrease them (for example, Min = 5, Max = 7).

thats all

I just finished with the defense and it does seem to work! Thank you for that!
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