Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Opposing Force
41 Comments
Szilva (Benc) Oct 12 @ 10:15pm 
Dear Tjdagger, my favourite modder! Thank you so much, I didn't know/realize this mechanic! I will look this special button up next time I play! But a small video about this would be also really helpful. And finally, as you mentioned, a bleeding out marker for enemy troops would be helpful, in my opinion! :steamhappy:
[BR] Death Trooper Oct 12 @ 8:16pm 
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 Oct 12 @ 2:52pm 
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  [author] Oct 12 @ 12:27pm 
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 Oct 12 @ 9:44am 
i remember you dude. can you make mod like call to arms mod single player first person survive defend the wave ?
Szilva (Benc) Oct 12 @ 8:40am 
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  [author] Oct 12 @ 5:34am 
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  [author] Oct 12 @ 12:34am 
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 Oct 11 @ 5:37pm 
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  [author] Oct 11 @ 7:43am 
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  [author] Oct 11 @ 6:42am 
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 Oct 11 @ 6:27am 
It would be nice to be able to choose to remove vehicles to do infantry wars only.
Chrome Oct 11 @ 5:16am 
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  [author] Oct 11 @ 4:21am 
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 Oct 11 @ 4:08am 
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  [author] Oct 9 @ 1:00am 
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 Oct 8 @ 10:37am 
Subscribed thanks to the save game mode! Is it compatible with the mod that unlocks all factions?
Tjdagger  [author] Oct 4 @ 2:31pm 
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 Oct 4 @ 12:49pm 
is this modern mod ?
Tjdagger  [author] Oct 4 @ 4:22am 
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  [author] Oct 4 @ 4:18am 
Hey hawka Mate,
I look forward to hearing your thoughts on this one.
hawka Oct 3 @ 5:16pm 
Going to check this out soon
MRsteve Oct 2 @ 4:58am 
Great game mode!

Thank you for sharing!
Therates Oct 2 @ 3:57am 
You're welcome Tj, and thank you for providing such interesting mods. It's always a pleasure to see your new content.
Tjdagger  [author] Oct 2 @ 3:22am 
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  [author] Oct 2 @ 3:06am 
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 Oct 1 @ 4:01pm 
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 Oct 1 @ 2:01pm 
a few pictures or a video would be great!
Szilva (Benc) Oct 1 @ 7:24am 
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  [author] Oct 1 @ 3:06am 
Currently crashing without an error report after the update today. I hope to have time to look at it over the weekend.
Tjdagger  [author] Sep 27 @ 6:34am 
Good to hear its working. Thank you again. Almost midnight here, you have fun. I'm off to get some rest. Cheers Mate.
Uwo Sep 27 @ 6:29am 
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  [author] Sep 27 @ 6:22am 
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 Sep 27 @ 6:09am 
ah yes i use the beta version
Tjdagger  [author] Sep 27 @ 5:56am 
I do have this one in my mod... "_reg_human_movement.inc". I check it against the current version.
Tjdagger  [author] Sep 27 @ 5:51am 
Hmm, I'm not using the Beta version. Are you?
Uwo Sep 27 @ 5:43am 
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 Sep 27 @ 5:43am 
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 Sep 27 @ 5:42am 
at moment all missions crah at loading. i have only your mod activated.
Tjdagger  [author] Sep 27 @ 5:31am 
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 Sep 27 @ 5:23am 
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: