Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Opposing Force
Počet komentářů: 40
[BR] Death Trooper před 1 hodinou 
I'd be in favor of seeing mace though, think it's very well known and fits perfect with this mod tbh.
[BR] Death Trooper před 6 hodinami 
The biggest mods that come to mind that are very popular would probably have to be MACE, Valour, and Cold war, while I'm not even close to being able to do anything modding wise I understand how technical modding can become, I appreciate you doing this, and look foward to future content or tweaks you might add.
Tjdagger  [autor] před 9 hodinami 
Hi Szilva (Benc), you can also take the enemy by picking them up using the collect button in special options. I've scripted it so that Collecting them while bleeding tags them and changes them to a neutral player. They are then set to player team when they are placed on the ground (no longer linked). They can then be revived by a medic.
I plan to make a video showing this.
Currently you have no visual markers on enemy units bleeding out. Only the player does.
Should the enemy have bleeding out markers? Perhaps a small one, not to easy to spot?
s0ng0k0 před 12 hodinami 
i remember you dude. can you make mod like call to arms mod single player first person survive defend the wave ?
Szilva (Benc) před 13 hodinami 
Hi Tjdagger! Yes I have noticed that enemy medics take my men, then revives them as enemy soldiers. And I have been thinking about that maybe we could take enemy soldiers too this way. Because you see, I have been struggling with taking prisoners. Or if the AI has only a couple of soldiers on the map, they would automatically surrender. (Yes, I noticed that im really into taking prisoners. Don't question it! I just want to make my "ultra hardcore" playing syle a little bit easier.)
Tjdagger  [autor] před 16 hodinami 
Did some tinkering with the enemy auto medic feature. Recent updates to the "\interaction_entity\human.inc" file prevented my scripts for enemy to heal their fallen units.
Got this working, plus you may now notice the enemy medics may pick up your fallen, bleeding units and carry them a short distance before putting them down and healing them. Effectively reviving them as enemy units.
Tjdagger  [autor] před 21 hodinami 
Hi Death Trooper,
Part of the battle of modding is keeping up with game updates. I edit quite a few background files to get a lot of my unique game play elements.
To be compatible with other mods, problems will arise when the same files are edited in both mods.
However, I do see potential compatibility with mods that add mapping elements. I know there are some nice maps that use mods that add map assets.

I would love to add community made maps to this mod. Of course credit would be given.
Some of these may use other mods, I would have to investigate any conflicts.

What sort of Mods did you have in mind?
[BR] Death Trooper 11. říj. v 17.37 
I've been waiting for your return for these game modes, it'd be nice if it worked with other mods too, and can't wait to see bigger maps too!
Tjdagger  [autor] 11. říj. v 7.43 
Hi Bapt,
You got me thinking. Unfortunately, I'm limited to 1000 characters in this reply format. So I created a discussion on this mod page where I've shared my thoughts in response to your suggestion of infantry only.
Tjdagger  [autor] 11. říj. v 6.42 
Hi Again Chrome,
So, your really testing my knowledge. I had to look at my files and rediscover how I did it.
Let's look at the "repair_auto" found in my mod, in ....

...\opposing_force\resource\interface\scene\minimap

You'll see the "repair_auto" .EBM file and the TGA file . The TGA file is the image I made in photo shop.

Then if you look at the "minimap.set" file. You will see....

{view "repair_auto"
("scale" s(0.5))
{tags "repairing"}
}

Basically this reference calls the image to appear on the map where ever there is an object tagged ""repairing".

So, I would assume, in your example "to show the radio operator’s artillery strike on the minimap".
If you could place a tagged object at the point of the strike. You could reference that objects tag name and call a dynamic icon to appear in the "minimap.set" file.
Bapt 11. říj. v 6.27 
It would be nice to be able to choose to remove vehicles to do infantry wars only.
Chrome 11. říj. v 5.16 
I mean, for example, you added a dynamite icon now it lights up on the minimap when thrown. Or when I repair a vehicle, a wrench icon appears on it. I know how to add and configure vehicle icons on the minimap, and where to define things to make them work. But what you did never even crossed my mind, which is why I'm asking: what else can be added to the minimap? For instance, is it possible to show the radio operator’s artillery strike on the minimap, or something similar?
Tjdagger  [autor] 11. říj. v 4.21 
Hi Chrome,
when you say "added new actions to the minimap"? Do you mean the special options table down in the right bottom corner of the UI ?
Chrome 11. říj. v 4.08 
Hi!
You’ve added new actions to the minimap, like "repair_auto", and that’s really cool!
Could you please tell me what other actions can be added to the minimap, or which folder I should check to see the full list of available ones?
I’d really appreciate your advice!
Tjdagger  [autor] 9. říj. v 1.00 
Hi Pancho,
I'm not sure about such mods, as I haven't used them.
But I have all the DLCs. And have used units from each indiscriminately.

So, I guess you could try it, if you find units are missing.
Pancho 8. říj. v 10.37 
Subscribed thanks to the save game mode! Is it compatible with the mod that unlocks all factions?
Tjdagger  [autor] 4. říj. v 14.31 
Hi bosho,
It's not a modern mod. It's a battle mode mod. I just added the first three short videos to give potential subscribers a taste of what to expect.
bosho 4. říj. v 12.49 
is this modern mod ?
Tjdagger  [autor] 4. říj. v 4.22 
Hi MRsteve,
Your welcome, and happy to hear you think its great.
Any vanilla maps come to mind that you think this format would work on?
Tjdagger  [autor] 4. říj. v 4.18 
Hey hawka Mate,
I look forward to hearing your thoughts on this one.
hawka 3. říj. v 17.16 
Going to check this out soon
MRsteve 2. říj. v 4.58 
Great game mode!

Thank you for sharing!
Therates 2. říj. v 3.57 
You're welcome Tj, and thank you for providing such interesting mods. It's always a pleasure to see your new content.
Tjdagger  [autor] 2. říj. v 3.22 
Hi Szilva (Benc) , I'm honoured that you find my work worthy of mention in your game review. I'll have to check battle rounds as it will currently have the same crashing issue, I'm sure.

This one is more like what I originally envisaged when I made battle rounds. It also allows you to have a bit of creative freedom in how you play, which you've expressed with your capturing enemy method.

I like that you can play it your way. I was trying to make it open to different play styles.

Thanks Mate.
Tjdagger  [autor] 2. říj. v 3.06 
Hi Therates, I just got the same error in the editor. But not in game. Odd? I've renamed that file so it just use the vanilla file. Not sure why or what I'd originally edited in that one.

I tested it and it appears to be working. I've uploaded it with that change.

Thank you for pointing that out. Much appreciated.
Therates 1. říj. v 16.01 
Regarding crashing without an error report:
Check log/game.log

> file "_reg_human_movement.inc"

195: {sequence "stand_idle_empty_1" {file "idle\empty\anim_idle_01.anm"} {speed 0.8}{smooth 0.2}«}
196: {sequence "stand_idle_empty_2" {file "idle\empty\anim_idle_02.anm"} {speed 0.8}{smooth 0.2}}
197: {sequence "stand_idle_empty_3" {file "idle\empty\anim_idle_03.anm"} {speed 0.8}{smooth 0.2}}
198: {sequence "stand_idle_empty_4" {file "idle\empty\anim_idle_01.anm"} {speed 0.8}{smooth 0.2}}
199: {sequence "stand_idle_strap_1" {file "idle\empty\idle_empty_01.anm"} {speed 0.5}{smooth 0.2}}

I replaced these lines in your file with those from GOH and it runs OK.
Not sure why your lines don't work, maybe extraneous characters ?
Captain Rex 1. říj. v 14.01 
a few pictures or a video would be great!
Szilva (Benc) 1. říj. v 7.24 
Hi Tjdagger! I'm so happy that you made another mod! I really really love the idea of taking prisoners. I am currenttly playing like I only could get soldiers before the first battle, then I have to fill my arm with enemy soldiers. (Really autistic gameplay) As I said, I really apreciate your work, even wrote you in my review ;) Your work is soooo underrated! :morphine: Have some supplies! :D
Tjdagger  [autor] 1. říj. v 3.06 
Currently crashing without an error report after the update today. I hope to have time to look at it over the weekend.
Tjdagger  [autor] 27. zář. v 6.34 
Good to hear its working. Thank you again. Almost midnight here, you have fun. I'm off to get some rest. Cheers Mate.
Uwo 27. zář. v 6.29 
I'm back on the regular version of the game, and everything's running great. The nation selection, side choice, and even the way the infantry spawns are very well done.:steamthumbsup:
Tjdagger  [autor] 27. zář. v 6.22 
Ok, I just checked the "human.mdl" and the "human.def" files. I've edited these, added some volumes so that I have icons for the capture enemy script. There where some new differences. But not enough to cause issue. I'll upload it with the change. But it sounds like the open beta has more changes to look at. I'll have to have a look into it. Thanks Mate, appreciate you pointing that out.
Uwo 27. zář. v 6.09 
ah yes i use the beta version
Tjdagger  [autor] 27. zář. v 5.56 
I do have this one in my mod... "_reg_human_movement.inc". I check it against the current version.
Tjdagger  [autor] 27. zář. v 5.51 
Hmm, I'm not using the Beta version. Are you?
Uwo 27. zář. v 5.43 
195: {sequence "stand_idle_empty_1" {file "idle\empty\anim_idle_01.anm"} {speed 0.8}{smooth 0.2}«}
196: {sequence "stand_idle_empty_2" {file "idle\empty\anim_idle_02.anm"} {speed 0.8}{smooth 0.2}}
197: {sequence "stand_idle_empty_3" {file "idle\empty\anim_idle_03.anm"} {speed 0.8}{smooth 0.2}}
198: {sequence "stand_idle_empty_4" {file "idle\empty\anim_idle_01.anm"} {speed 0.8}{smooth 0.2}}
199: {sequence "stand_idle_strap_1" {file "idle\empty\idle_empty_01.anm"} {speed 0.5}{smooth 0.2}}
Uwo 27. zář. v 5.43 
Resource not found - resource/properties/animation/human/idle/empty/anim_idle_01.anm (eIORepository.cpp:433) @ [main_loop]
------------------------------------------------------------------
>>>>>>>>> gui:pm:show
>>>>>>>> gui:pm:activate(page_launcher_singleplayer)
>>>>>>> world: load mission "/map/single/opposing_force/1v1_balzerweg/0.mi"
>>>>>> file "/map/single/opposing_force/1v1_balzerweg/0.mi"
>>>>> entity:raw
>>>> file "/entity/humanskin/human/human.def"
>>> file "human.mdl"
>> file "/properties/animation/human/human_anm.ext"
> file "_reg_human_movement.inc"
Uwo 27. zář. v 5.42 
at moment all missions crah at loading. i have only your mod activated.
Tjdagger  [autor] 27. zář. v 5.31 
G'day Uwo Mate, I haven't even finished writing the description and you've got it downloaded. I look forward to hearing your thoughts and suggestions. I hope your keeping well.
Uwo 27. zář. v 5.23 
Every piece of your work has always been great. I'm excited to see what awaits me here. It's great to have you back. :steamthumbsup: