Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

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Manual for SPC (SinglePlayer Creator) 2.0
By vecchiounno
   
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PRESENTATION
SinglePlayer Creator - which from now on we will call SPC - is not a MOD, but a tool in its own right that allows you to quickly and easily create a battle to be played locally, against the game's AI.

Using an independent MOD, which will be created at the time of installation, and taking advantage of the original game files, SPC allows you to avoid many scripting operations that in general should be done through MAP EDITOR; basically, SPC completely writes your 0.mi file, minimizing or even nullifying, secondary interventions to be done manually through the game editor.

Once you have created a new scenario (which in SPC is called Project), you can immediately try it in the editor or play it directly in the GoH client, locally. Thanks to the options available in SPC, you will discover how fun it is just to have the AI play with each other: as if it were a real simulation.

SPC, once installed externally to Steam and to the GoH folder, only creates a MOD and does not alter in any way the characteristics of GoH; thus allowing you to continue using GoH in Multiplayer or Local, as you do with any other MOD.

With SPC it will no longer be necessary to know MAP EDITOR scripting or wait for someone to create new scenarios on the Internet. Now you will be autonomous in creating your own Battles: in a few minutes and with a wide range of variations. By continuing to update SPC, also through your requests, the features that may be added from time to time will be limited only by the chances of knowing the equivalent scripting; for this purpose, the support of all those who want to collaborate in the growth of SPC will be useful and indispensable.

The features included in this version 2.0 of SPC are already many: we will discover them by continuing to read this manual. Other features, although already codified, have not yet been activated in this version: for example landings, off-field gunners, aerial carpet bombing, defense structures (various mines, barbed wire, etc.), only to name a few.

To conclude, I initially created SPC (already in the “Men of War” versions) for myself; being passionate about History and the Second World War in particular, I got tired of wasting hours and hours in MAP EDITOR to create my historical simulations: SPC was born from this need. Hoping that the community of this wonderful game would feel the same enthusiasm as I did, I decided in due course to make it public and share it with everyone.

I conclude this brief introduction with the old historical links of SPC:
YouTube Page: for VideoTutorial and Documentation.
SPC for Men of War: AS2 & SPC for GoH-Ostfront ver 1.0: Mod DB Site and downloads.
SYSTEM FEATURES
SPC has been tested on XP, WIN 7 and WIN 10 (both 32 and 64 bit). Depending on your Operating System, it will be necessary to check the version of the Framework installed: it is necessary that there is at least version 3.5 and Java updated.

In the same way it is possible to install the “Microsoft Visual Basic Power Packs 3.0” library that you will find in the SPC package. Also included in the SPC package there are 2 files (DevIL) necessary for the management of the image files present.

Everything else is made up of folders and files necessary for SPC to work, created by me or modified from GoH files.

It is advisable to have an adequate screen with a minimum resolution of 1280x960: a resolution of 1920x1080 is recommended (the one I use). For the rest, the minimum characteristics indicated by the game itself are enough.
DOWNLOAD AND PREPARATION
SPC is a compressed file in the RAR format: it does not require any installation. After downloading the package on your Desktop, it is recommended to create a folder in C:\Users\[your user]\Documents simply calling it SPC. Move the package from the Desktop to this folder and unzip the files with the right button; if necessary, install WinRAR.

Once the SPC package is unpacked, you will find the following structure:

N.B .: The dates are not significant in this image

In particular:
The icon folder contains the original GoH icons which I had to partly rename and make clearer in terms of color: these are displayed in SPC.

The special folder structured as follows:


Where is it:
environment contains the weather files;
special contains flags (imported from Men of War: AS2) to manage objectives;
test contains a minimal map to perform various tests;
vision contains 2 files that modify the firing and sighting distances of the units;
mod.info which contains the information of the MOD;
campaign.pot which allows you to view your simulation in the GoH client;
spc_mod.pot which displays some information of your simulation (in the client).

Resuming:
The tutorial folder contains the tutorial images of the basic version (1.0) of SPC.
The -vehicle folder that contains two planes (imported from Men of War: AS2) that allow the launch of paratroopers (the Ju-52 and the Yak-6)

To conclude:
The SPC.exe file that runs this program;
The 2 DevIL files that allow image management;
The Maps.xml file that contains information on the maps used;
The Settings.xml file that contains the configuration of the SPC program;
The Special.xml file which contains the default parachute units.
This is the basic structure of the program just unpacked after the download, as explained at the beginning of this section.

This version of SPC (2.0) is updated to GoH version 1.020 update 23.
FIRST RUN OF SPC
The first time you run SPC.exe (i.e. start the program), the following situation will appear:

SPC is not yet able to know where GoH is installed; then proceed by clicking on Ok.
SPC suggests the default path where the game is normally installed;

That is in the Steam folder. Click on the button with the 3 dots and confirm or modify the path where the game is installed.
If correct, the following message will appear:

At this point you will have to confirm with Ok if you want to proceed with the installation; or Cancel (here Annulla) to interrupt and exit the program.

If you decide to continue with the installation, SPC will create the MOD (with the name vanilla_mod_for_SPC) in the GoH mod folder: if this folder does not yet exist, SPC will create it automatically.

The creation of this mod is ESSENTIAL to be able to use the program itself: its size is about 220MB.
During the installation, which will last about 8 minutes, it will be possible to view a tutorial based on the basic version of SPC (ver. 1.0)

Given the time to wait, I recommend answering Yes (here ) to this option. Even if the tutorial concerns the basic version of SPC, it will always be useful to know immediately the main functions and the various buttons and windows of the program.


For the duration of the installation, SPC will appear blocked: the window and the buttons below will not be active. At the top left, next to the program title, SPC will display from time to time what it is processing. In this phase the vanilla_mod_for_SPC mod is created (as described above); files are extracted from the various GoH PAKs and this takes time and in some cases, it may seem that SPC has crashed: do not intervene and let it continue with its installation. Meanwhile, carefully follow the tutorial displayed.

Obviously, as always in these cases, it is recommended to close any other program and not to intervene until the installation is complete.
Below are the various steps implemented by SPC during installation:
  • START-UP -> Vanilla Mod - Structure creation ...
  • START-UP -> Vanilla Mod - Maps extraction ...
  • START-UP -> Vanilla Mod - Entities extraction ...
  • START-UP -> Vanilla Mod - XML files creation ...

If all went well, SPC will present the initial page with the calendar (Historical Period) positioned at 20 September 1939: the beginning of the Second World War. The Theater contains 16 maps, the season is summer and the map displayed will be 1941_10_glushkovo. PLAYER Faction is set to GERMAN and COMPUTER Faction to RUSSIAN.
ACTIVATION OF MOD "vanilla_mod_for_SPC"
Now that SPC has created its MOD (vanilla_mod_for_SPC), the first thing to do before starting to use this program is to activate this mod in GoH. I report only as a reminder, an operation that many of you already know how to do:
  • Start the GoH client;
  • Select EXTRAS;

  • Click on ACTIVATE;

  • Click on APPLY;

  • Confirm with YES;


After a few seconds the MOD will be ready to be used by SPC.

In the CLIENT SIMULATION chapter you will find the explanation of how to play your Simulation in Single Player.

In case of new patches released by GoH, it will be necessary to recreate the SPC MOD in order to update the changes; at the same time the MOD must also be reloaded from the Client
OVERVIEW OF THE MAIN PAGE
In the following image, we can see SPC in the reduced format: obviously it is possible to enlarge it to full screen; this represented is the minimum usable size.

This is the main page of SPC; from here it is decided:
  • The Faction to be assigned to the Player and the Computer;
  • The Historical Period that will influence the types of Maps, the Season and the availability or not of the Troops in the field;
  • The Map on which your Project will be created.
Once these 3 choices have been made, you can proceed further through the MANAGE SINGLE PLAYER button.
With the SETTINGS & MODS button you can manage:
  • Some game options;
  • The maps available;
  • The creation of various XML files (Maps, Vehicles, Squads and Infantry);
  • The MOD in general.
Each of these items will be covered in detail in subsequent chapters.
CHOICE OF FACTIONS
SPC is designed to host other Factions (as in the various versions of Men of War). You will see that the English, American, Japanese and Italian factions are already entered. However, they are not yet available and therefore cannot be selected.

Another constraint in the choice of factions is the inability to select the same faction for both choices: GERMAN vs GERMAN or RUSSIAN vs RUSSIAN.

The choices made will be shown in the window dedicated to the creation of the simulation project, once the MANAGE SINGLE PLAYER button has been pressed.
HISTORICAL PERIOD
The Calendar allows you to decide when - between 1939 and 1945 - you want to create your own game simulation. You can click on month-year to select the desired date more quickly; or use the small arrows on the side to move back and forth from month to month. In order to confirm the date, it is important to click on a specific day at the end of your choice.

The Calendar is divided according to the Seasons, and more precisely:
  • from 21 March to 20 June for Spring;
  • from 21 June to 20 September for Summer;
  • from 21 September to 20 December for Autumn;
  • from 21 December to 20 March for Winter.
In addition to deciding which Troops will be available - based on the years -, the Date will also affect the types of Maps and the Camouflage of the Troops. You will notice that every time you switch from one season to another, the number of maps available (green number), as well as the season itself, vary. Since only the Russian Faction is available at the moment, the front will always be the Eastern one; Front and Season of maps will be discussed in the MAPPER paragraph.

The Camouflage available for GoH is WINTER for the winter season, CAMO for the Fall season and NONE for the other two seasons (as managed in MAP EDITOR). The assignment of camouflage is carried out automatically by SPC according to the current season.
THEATER
Once the date has been decided, you can proceed with the choice of the Map from the list available in the Theater. The selected Map will appear on the left and in this phase it is for display only; all the simulation construction operations will be carried out in the next window, once the MANAGE SINGLE PLAYER button has been pressed. In this context, however, it is possible to Enlarge (SHIFT+MMB), Reduce (CONTROL+MMB), Move (MMB+drag) and view the Useful Edges (ALT+MMB) of the Map.

Sometimes you will notice that some maps shown in the list, show an asterisk at the beginning of the name: this indicates that Objectives have been included in that map (see OBJECTIVES paragraph).

Finally, under the drop-down list, in red, the dimensions (in meters) of the Map displayed are shown.

This concludes the overview of the main SPC window.
OVERVIEW OF THE SETTINGS & MODS PAGE
In the following image, which can be accessed through the SETTINGS & MODS button, you can manage some Variables of your simulation, the Mod and the SPC Maps.

More precisely, the Variables:
  • Target capture times (in seconds): both for those by the Player and those for the Computer;
  • The management of control over the various Units in the game: AI disabled for both; AI enabled only for the Computer and AI enabled for both;
  • Flags visible or not to oversee the Objectives (when available);
  • The visibility during the simulation (the Fog of War);
The Mapper button that manages the Maps (described in detail later). The Scan\Edit button that allows you to manage the reconstruction of the XML files created during the installation of the vanilla_mod_for_SPC Mod (described in detail below). The Delete Mod button that allows you to delete the vanilla_mod_for_SPC Mod from the list (but not from the game).
MAPPER
With the Mapper button you can access the following window that allows you to manage the content of the Maps.xml file. This file, created by me, contains all the playable maps of GoH.

While creating the vanilla_mod_for_SPC Mod, SPC extracts a lot of information (files) from the GoH PAK files. It also creates a mods folder in the folder where you "installed" SPC, and a vanilla_mod_for_SPC subfolder: in the latter, when you first save your first Project, the simulations folder will be created which will contain the files of your Projects (not to be confused with that of Simulation: 0.mi).

Also in the vanilla_mod_for_SPC folder was created by SPC, the subfolder -vehicle that contains information on crews and passengers of the various vehicles: do not modify the content, unless you are sure of what you are doing.

Along with the Maps.xml file, there are also the other XML files created during the creation of the vanilla_mod_for_SPC mod:
  • Vehicles.xml: for vehicle management;
  • Squads.xml: for troop management;
  • Infantry.xml: for the management of the single soldier and his equipment.
As for the Maps.xml file, I report only a fragment (by way of example) of the data of a map:
<map id="2v2_courtyard">
<bounds>
<bound>-6707.19</bound>
<bound>-6981.38</bound>
<bound>6991.6</bound>
<bound>4895.98</bound>
</bounds>
<mapfilename>map/multi/2v2_courtyard/map</mapfilename>
<plan>2v2_courtyard</plan>
<region>2</region>
<season>3</season>
<objectives>
<objective desc="A">-1885.952 -1125.725 0<description>Ministry of Propaganda</description></objective>
<objective desc="B">1474.869 -2286.017 0<description>Ministry of Defence</description></objective>
<objective desc="C">552.47 -1198.815 0<description>Liberty Square</description></objective>
<objective desc="D">2771.708 -897.3215 0<description>Communications Palace</description></objective>
<objective desc="E">95.83667 52.83846 0<description>Governament Palace</description></objective>
<objective desc="F">2963.494 244.6977 0<description>Ministry of Justice</description></objective>
</objectives>
</map>
  • <map id = and <plan> show the name of the map file (which you will find in the mod \ MODS \ vanilla_mod_for_SPC \ resource \ map \ multi) and in the Theater drop-down list;
  • <bounds> are the map coordinates (upper left corner and lower right corner) taken from the respective map file (<mapfilename>), under {pather;
  • <region> and <season> report the region and season values for this map, according to the following specifications:
  • <region> 1 = Western, 2 = Eastern, 3 = North Africa, 4 = Pacific;
  • <season> 1 = Winter, 2 = Spring, 3 = Summer, 4 = Autumn;
  • <objectives> if Objectives have been entered in the map during the creation of the Simulation, these fields will show the coordinates and description of the Objective (the latter will also appear in the game).

In this version (2.0) of SPC, Mapper only allows you to modify the Region and Season of the maps, in order to adapt them to your needs. Remember that modifying these 2 variables moves the map in the context of the Theater; it being understood that to date GoH only manages the Eastern Front.

Save the changes with Save; with Reset you delete the selected map from the Maps.xml file and therefore also its availability in SPC: the map is not deleted from the mod.

Borders displays the useful margins of the simulation; Zoom increases the map to better visualize the morphological details; Filter allows you to select maps based on Region and Season.

Windows X to close Mapper.

As in all the objects that make up SPC, a tooltip is always available, on mouseover, for further information.
MANAGE SINGLE PLAYER
This window is undoubtedly the most important of the whole program. As the name implies, it allows you to create and manage your Simulation. Once we have decided on the basic variables (Factions, Date and Map), we will move on to the construction of our Project.

A Project is nothing more than a text file created by SPC - when you decide to save with Save - which contains all the information useful for creating your Simulation. This project file is saved in the \SPC\mods\vanilla_mod_for_SPC\simulations folder (as already indicated above), with the .spcreator extension and always proposes the name of the map as the file name: you are free to save it with the name you wish (without however changing its extension). The file can be viewed with Notepad, although I recommend not changing its content.

As you can see from the image, the Create button is not enabled and is activated only after saving (with Save) or loading an already saved Project (with Load). Similarly, the Play button is activated only after you have created (with Create) your Simulation. In order for a Project to be saved, it must contain at least one unit from each of the two factions.

This window is divided into two parts: on the left, the map you have previously chosen and on which the various units will be positioned; on the right, all the selection tools that will allow you to manage the various units available. Always remember that the availability of units depends on the Season (by the Region) and the Date you have chosen.
Preliminary operations on the Units
Below I report in detail the meaning of each part represented on the right side of this window, before proceeding with the left one of the Map:
  • Environment: here you can choose the weather conditions and the time of day;
  • Player vs Computer: they represent the two factions chosen previously;
  • Icons: these are the Categories in which GoH, and I, have decided to divide the units; the symbols are those of NATO because they are easier to represent on the map on the left when creating the Project. By hovering over them with the mouse, you can easily identify them. In short, from left to right and from top to bottom:
    Paratroopers, Infantry, Motorized, Mechanized, Light Tanks, Medium Tanks, Heavy Tanks, Artillery, Aviation, Navy;
  • List by Category: units will be displayed here based on the selected Icon, for the selected Faction. The following mouse operations are available:
    • LMB (click with the left mouse button): displays a window with the list of components of the unit, as well as displaying the game icon of the unit, the number of components of the unit and the date of unit availability (received from the Squads.xml file for the troops and from the Vehicles.xml file for the vehicles); by clicking on a component of the unit, the personal equipment (inventory) will be displayed;
    • RMB (click with the right mouse button): hides the previous window;
    • RMB on the map: place the selected unit;
  • Unit Icon: drag with the mouse (drag & drop) the icon on the Map to position (as for RMB on the map) the unit;
  • Forces on the Battlefield: as soon as the units are placed on the Map, they will be shown respectively in blue in the upper list, in red in the lower list, depending on the faction they belong to. The following mouse operations are available:
    • LMB: circles the unit on the map to facilitate identification: blue for the Player faction, red for the Computer faction;
    • CONTROL+LMB (Ctrl): to highlight units of the same Type on the map;
    • CONTROL+RMB: to remove the highlight;
    • DCLMB (double click with the left mouse button): displays\hides the same window as before, but with other functions enabled depending on the selected unit. In particular:
      • Delay: through this window it is possible to force the selected unit to be delayed during the simulation. The delay is indicated in minutes (from 0 to max. 99) and must be confirmed with the Change button; if All is checked before confirming, the delay will be assigned to all units of the same Category (regardless of Type). The “delayed” units do not appear on the game map until the set time expires: this function is useful for managing Reinforcements or Paratroopers.
      • Squad Orders: through this window it is possible to issue certain orders to the selected unit: the specifications of an Order can be viewed with the corresponding tooltip. If the unit is involved (from the path assigned to it) to the achievement of a given Objective, this will be shown at the top. As an alternative to an order, it is possible to indicate to the unit to patrol (patrol) along a certain path: in this case it will be mandatory to decide a path for that unit. When do not engage is checked, any passengers aboard a vehicle (excluding the crew), will not get off the vehicle unless heavily hit by enemy fire; otherwise the passengers will get off at the first visual contact. If you hold down Show path, the path assigned to the unit will be highlighted in yellow on the map. If All is checked before confirming the orders, the specifications indicated in the respective tooltip will be applied to all units of the same Type (subject to confirmation message). At the end, confirm with the Confirmed Order button or exit without confirming to cancel.
      • Composition: as before, the components of the unit are shown and also here it is possible to view the individual equipment. There is also the Passengers on board option for vehicles that have them, or the Trailer included option for vehicles designed to tow artillery: in the first case, passengers can be excluded (only for armored vehicles), while in the second towing for artillery is excluded. Here, too, the tooltips offer further information.
  • Look: allows you to orient the units based on 8 possible positions, as shown, according to the “wind rose”: it is equivalent to the rotate command in the game. To assign it to a unit, first select the direction with the desired arrow; then with SHIFT+LMB on the unit icon, in the map: you will notice the addition of a "little purple dash" in the equivalent direction. In the same way, it is possible to change the direction (repeating the sequence), or cancel the direction (by default GoH sets the units oriented to the North) with CONTROL+LMB on the unit. After selecting a direction arrow, with All it is possible to assign all units the same direction: for example, face the enemy.

By moving the mouse on the map, the absolute coordinates according to the MAP EDITOR rules, are displayed in green color: remember that zero is approximately in the center of a map.

To conclude the right part of this window, there are the Save, Load and Create buttons that we have already covered; the NEW button that takes us back to the main window (possibly save before exiting); finally the Play button that starts the GoH client (with LMB) or the GoH MAP EDITOR (with RMB).

As for the left side, this is occupied only by the Map you have chosen: on this you will proceed to position the various Units, establish their possible Paths, enter Objectives and manage all the functions previously stated.

The Map displayed is the enlarged representation of the minimap (minimap.dds) of the game. All the available maps, in addition to being reported in the Maps.xml file, are present in a reduced form, in the following folder: \Steam\steamapps\common\Call to Arms - Gates of Hell\MODS\vanilla_mod_for_SPC\resource\map\multi\ . Depending on the map used for your Project, SPC will - in real time - extract the other files useful for the execution of your Simulation; these files, together with the 0.mi file (created by SPC), will be placed in the following folder: \Steam\steamapps\common\Call to Arms - Gates of Hell\MODS\vanilla_mod_for_SPC\resource\map\single\SPC\SPCmission\. The operations that directly involve the Map are the following:
  • SHIFT+MMB (shift): enlarges the map up to 3 times;
  • CONTROL+MMB (Ctrl): resize the map to the original one;
  • MMB: drag & move the map in its window;
  • ALT+MMB (Alt): displays the frame of useful game edges (normally units with an assigned “delay” are placed outside this frame).
Operations on the Map
Before you can place a unit on the map, you need to select it by first choosing the Faction
(i.e. ), then the Category (i.e. ). Depending on the Date, only some of the available units will be listed. By clicking on the first (Blaue Division), a window with the components of the unit will appear on the left; under the GoH icon, the number of members (10) and the period of service (from 1942 to 1944).






The descriptions (here in Italian) are displayed according to your localization.

Once the unit has been selected, with RMB or drag & drop of the icon, it will be possible to place it on the Map on the left, at the desired point, as shown in the next image.

The Blaue Division was positioned on the street; the unit is added to the Forces on the Battlefield of the Player Faction and when clicked from here, it will be highlighted on the map, with a blue circle (red for the Computer Faction). By hovering the mouse over the unit in the map, a tooltip will display information on the unit itself.



  • With LMB you select\unselect the drive;
  • With MBM+drag you can move the unit on the map to place it elsewhere;
  • With RMB, the unit is removed from the map and therefore also from the available Field Forces: we will be prompted for confirmation and choice if only this unit (Yes) or all those of the same type (No);
  • With SHIFT+LMB the selected orientation is assigned (see Look);

If no path is added to the unit, it will behave depending on any Orders assigned and in any case depending on the variable set in AI Management (see Settings & Mods). If, on the other hand, you decide to assign a path, you will have to proceed as follows:
1) Select the desired unit on the map with LMB: this will be circled in blue or red depending on whether Player or Computer;
2) Click again with LMB on the map: a line will be displayed (blue for Player or red for Computer, or even dashed if the unit is an Airplane) that follows the mouse pointer;
3) move the mouse on the map to establish the first, which could be only one, wp (way point) of the unit's path: a wp (as in MAP EDITOR) represents a node of the path;
4) when decided, click LMB again if you want to continue plotting the route, or RMB if you want to finish the route. Each time you click on the map, the line is fixed and a small yellow circle is added to its end to indicate the wp;
5) if you click LMB, the process restarts as from point 2); if instead you click RMB, the path ends;
6) it is not possible to interrupt, once started, the process of creating the path: conclude it with RMB, then act accordingly;
7) a path, once concluded, can be managed as follows:
  • LMB: highlights the unit that runs along it and the corresponding unit in the Forces on the Battlefield list;
  • DCLMB: deletes the entire path, subject to a confirmation message;
  • LMB on nodes (yellow wp): allows you to modify the trace of the path: the yellow marker will follow the mouse pointer until LMB is clicked again, in the new position.

The points where you click must always be points on the map: that is, never on other units or in any case on other objects created by SPC (such as other paths, other wp, etc.). The only exception is when - in the presence of Objectives - you want the unit to reach that Objective: in this case it will be necessary to conclude the path by clicking RMB right on the Objective icon.

There are some considerations to make when deciding to create a one-unit path. If it is decided that that unit will be assigned to a patrol (patrol), it will be necessary to take into account only 2 wp (therefore only one line) to establish a classic patrol between two points; if instead you want to establish patrol along a wider path, you will have two possibilities: an open polyline with the first and last wp far apart, or a closed polyline with the first and last wp at a distance of less than 5 pixels.

Other exceptions concern the Paratroopers and Airplanes. For Paratroopers, the first wp represents the drop zone: the transport plane is automatically assigned by SPC (off map, hidden) and when the time comes, it will fly up to this wp; here he will launch the entire unit. If you want the Paratroopers to be thrown away from the enemy, you will have to continue to place other wp up to the desired point of approach. As for the Aircraft, the end point of the route (which must be at least 1 wp) will represent the point of attack: the aircraft will drop in altitude and will strafe or bomb, depending on the case, for a random number of times between 3 and 6; the route line for Aircraft will always appear dashed. Last consideration, the Artillery: if the gun is towed by a vehicle, the last point (last wp) will be the place where the truck will release the gun: use Look to establish the aim of the gun. If the towing vehicle has passengers (the crew is excluded) with shovels in their equipment, it is possible that they dig around the station, from 1 to 5 defense holes (foxhole).

Units with an assigned route carry out any Orders only upon arrival at the last wp of the entire route; however, it is possible that during the journey their behaviors are conditioned and altered by the contingent situation: presence of the enemy, engagement, support, etc. Only after solving any problems on the battlefield, the unit will return to its path (perhaps resuming from the wp in which it was distracted) and will conclude, if possible, the Orders received: including the final attitudes once at the destination place (position, degree of alertness, entrenchment, etc.). Units without an assigned route carry out any Orders received on site.

Always be careful when plotting a route; any natural obstacles (such as buildings, rivers, trenches, etc.) will still be managed by the GoH AI to reach the assigned wp: I recommend bypassing them rather than pulling a straight line.
OBJECTIVE MANAGEMENT
By default the Maps do not have Objectives, leaving the possibility to create them at will. An Objective is represented on the map by a small square red marker, bordered in black, with a unique identification number inside . The Objectives can be managed only in the map displayed during the creation phase of your Project; when created, they remain in the map even if it will be used for other Projects. The creation of an Objective will bring about the presence of an area identified by a flag in your Simulation and will be displayed during the game phase: unless the Objective Flag Visible option in SETTINGS & MODS is unselected; however, the flashing GoH indicator will always be present.

The Objectives, if assigned to units - be they the Player or the Computer - become interactive in the Simulation: their conquest and the maintenance of their position determines the possible Tactical Victory by the owner; when the Player (does not apply to the Computer) achieves a Tactical Victory, all surviving enemy forces immediately surrender and lay down their weapons. If the Player (or the Computer) has been assigned Objectives during the creation of the Project, these must all be captured and kept - without the presence of enemy forces nearby -, to be awarded the Tactical Victory. If you have no Objectives assigned, you will have to try to prevent (if you are the Player) the enemy from capturing any Objectives (he will do the same with you): an Objective is assigned as conquered only if it was assigned in phase creation of the Project; otherwise the Target will still be conquered or lost, alone with the animation of raising and lowering the flag, but without any tactical effect. When the conditions for a Tactical Victory are not met, the only possibility of victory is the annihilation of the enemy: in this case we will speak of a Strategic Victory: one type of victory will rule out automatically the other one.

The conquest times of an Objective are established by the 2 variables (in seconds) Capture Time Human and Capture Time Computer, present in SETTINGS & MODS: I recommend not to enter values less than 20 seconds. To capture an Objective, there must be no active enemy forces within range of its influence. If the Objective is already in the hands of one of the two factions, the proximity of enemy forces does not allow it to be conquered: the flag will be lowered and replaced with that of the new conqueror, only if the owner withdraws or is eliminated. The assigned Objectives can change from hand to hand, repeatedly: only when all those assigned are simultaneously (and for the established time) in the hand of the same faction, a Tactical Victory can be obtained.

Mouse operations to manage an Objective:
  • CONTROL+ALT+SHIFT+LMB: to create an Objective in the clicked point: you can immediately assign a name that will be used in the Simulation;
  • ALT+LMB: on the Objective to assign a name, if you have not already done so during creation: it also allows you to change an existing name;
  • CONTROL+LMB: on the Objective to eliminate it, subject to a confirmation message;
  • LMB: on the Objective to view the range of influence;

N.B.: unlike units, once an Objective has been placed, it cannot be moved; to relocate it, you will need to delete it then re-create it.

The Objectives of a map are stored in the Maps.xml file, as described in the MAPPER chapter. Maps with Objectives are preceded by an asterisk (*) in the list of Theater maps.

To indicate to a unit to act on a given Objective, it is necessary to create a path for the units, which have the last wp (node) on the chosen Objective: basically, the final operation carried out with RMB, must be concluded on the Objective marker.

If you eliminate an Objective involved by some units, they will still reach the end point, keeping any Orders received
EXAMPLE OF A PROJECT
In this image it is possible to see the potential of SPC.
  • Environment: Winter, Night;
  • Player German, Computer Russian;
  • German: 2 Medium Tanks, 4 Mechanized, 1 Motorized, 2 Paratroopers;
  • Russian: 11 Infantry, 1 Heavy Tank, 1 Medium Tank, 1 Mechanized, 3 Artillery;
  • 5 Objectives present, 4 to reach and conquer for German;
This is with regard to the forces in the field.


Tactical details and explanation of the Project\Simulation in example:

All German vehicles enter battle 2 minutes late: we can see them all positioned on the map, inactive and not visible (red arrow); each of them must reach and conquer the assigned Objectives: note that Objective 3 (yellow arrow) is assigned to 2 units at the same time. The 2 units of Paratroopers (cyan arrow) are launched instead after 3 minutes from the start of the battle; they are far from the enemy and therefore make an approach path; the unit in sector F3 will also have to reach and conquer Objective 3; while the unit in sector F5 will have to reach the Village in E4: here there is a Russian unit (green arrow) that patrols along the forest in front (polyline type patrol), the Russian unit (violet arrow) in sector D2 instead patrols the bridge - Objective 2 - (2-point type patrol). The Village in sector D1 represents the first Russian checkpoint that will oblige the Germans to engage, before being able to continue further; it is manned by 2 Artillery and 1 Medium Tank (all with defense orders to the bitter end). As for the Village in sector D4 (Objective 4), here too a Russian unit (green arrow) provides a patrol (circular type patrol). Lastly, the Russian Heavy Tank unit (orange arrow) in sector E6 which will slowly approach Village D4 to provide support, as per orders received.

This Simulation, like many others created with SPC, is beautiful even just to view as a spectator; nothing forbids - indeed - to intervene at any time directly in the management of one's own units, in all the modalities envisaged by GoH.
PLAY YOUR OWN SIMULATION
Once your Project is completed, it is recommended to save with the Load button, before proceeding with the creation of the Simulation; however, I recommend to make recurring saves even during the creation of the Project, to avoid having to lose your work due to a possible system crash.

With the Create button, SPC creates the 0.mi file: the same one that MAP EDITOR would create if we were to create a manual simulation in GoH.

SPC will show the following message at the end of the compilation (few seconds):
During this short phase, the map files are extracted from the GoH PAK files that together with the 0.mi file (of the simulation) you can find in:
\Call to Arms – Gates of Hell\MODS\vanilla_mod_for_SPC\resource\map
\single\SPC\SPCmission
.
N.B: Remember the SPCmission folder because we would find it again if you wanted to start the Simulation through MAP EDITOR.

The file number may change depending on the selected map. The 0.mi file is a text file and can be viewed with Notepad: more out of curiosity than anything else; I recommend not to change it, unless you know what and how to change. Rather, it is better to go back to SPC and make any changes. Each time you modify your Project, you will need to save and run Create again to generate the new updated 0.mi file.

After executing the Create button, the Play button will also become available; 2 mouse actions are possible on this:
  • LMB: to start the simulation directly through the GoH Client;
  • RMB: to start the simulation through MAP EDITOR (consigliato).

It may happen that the first time Steam is started, even using RMB, the Client is run instead of the Editor.

The choice to start, at least the first time you are trying a new Simulation, MAP EDITOR instead of the Client, depends only on the complexity of your Project; sometimes it is necessary to visualize the arrangement of the units, check the wp and the various paths, the zones, the objectives and so on, before “playing”.

Below I will describe how to start and try\play your Simulation. Let's start by using it through MAP EDITOR, and then move on to the slightly more elaborate one of the GoH Client.
SIMULATION VIA MAP EDITOR
When the Play button becomes available, click with RMB: SPC will display a message to remind you which are the steps to take to start the Simulation in MAP EDITOR. Normally, MAP EDITOR starts immediately overlapping SPC: the latter will remain active until you click the message ok. Only at this point will SPC be reduced to an icon in the application bar: I recommend not closing SPC for the duration of the Simulation.

At this point, following the instructions of the message (which I report here), let's move on to work directly in MAP EDITOR. So:
  • From your keyboard press F3 to access the MISSION section;
  • Press the Esc key to display the Mission Editor menu;
  • Click on the Load… button;
  • Click on the single folder;
  • Click on the spc folder;
  • Click on the spcmission folder;
  • Finally, double-click on the 0.mi file (your Simulation: blue in color).

MAP EDITOR will start loading the simulation file: it could take minutes, depending on the complexity of your Simulation, but also on the power of your PC. Once the 0.mi file has been loaded, it will be possible to view the map and all its components: both the units and the scripting part. In this manual I will not deal with the scripts created by SPC, because they are not relevant to the use of this program.

With the Simulation in MAP EDITOR, it will be possible to make choices that could not be made if the Simulation were played in the Client. One of the first operations to do is to decide which Faction to assume as Player and which to assign to the Computer: with the numeric keypad activated, 1 assigns the Player Faction (as selected in SPC) to the Human player, while 2 assigns the Computer Faction (as selected in SPC) to the Human player. In this example with 1, German (Player Faction in SPC) will appear blue and therefore assigned to you, while Russian (Computer Faction in SPC) will appear red and then played by the AI: with 2, the situation is reversed.

Another possible setting is to activate or not the Fog of War (FOW). To make this choice effective, you need to go to the game menu with F1, from your keyboard; only from this menu, with ALT+F, it will be possible to activate\deactivate FOW (displayed at the top left): to be carried out when the game is started. There are many other possible settings in MAP EDITOR, but these two are the essential ones for testing your Simulation.

At this point, remaining in the F1 menu (it can be understood from the fact that on the right there are no more choice menus), we can click on START (top left) to enjoy our work.
SIMULATION VIA CLIENT
When the Play button becomes available, click on the LMB: SPC will automatically start the GoH Client (if there are no obstacles on the part of Steam). Wait for the Client to load completely, then proceed as follows:
  • Click on SINGLEPLAYER;

  • Click on CAMPAIGN;

  • Click on SELECT CAMPAIGN;

  • Click on EAST FRONT:
be careful because this choice will be available only after creating the first Simulation!!!;

  • Click on SINGLE PLAYER CREATOR;


Wait for GoH to finish loading the Simulation, then press any key to start your Battle

SOME SPECIAL CONSIDERATIONS
Vehicles.xml file

It contains all the vehicles used in GoH, already including crew and any passengers. The information that compose it is taken from the “units*.set” files extracted from GoH's “gamelogic.pak”; in particular from these are taken:
  • the historical period (early, mid or late);
  • the name\type of squad;
  • the composition of the crew.
For the historical period I have established that:
  • early goes from 1939 to 1944;
  • mid goes from 1942 to 1944;
  • late goes from 1944 to 1945.

As regards the composition of any passengers (or troops transported on board the Tanks), the number is established by the "*.def" file of the respective vehicle (also extracted from GoH) contained in the \vanilla_mod_for_SPC\resource\entity\-vehicle\ folder; always within this file we find information for the type of towing (light, medium and heavy: for artillery and for vehicles dedicated to towing). The troops that make up any passengers aboard Tanks are randomly selected by SPC, choosing them from the Infantry.xml file.


Squads.xml file

It contains all the squads used in GoH and may appear duplicated in the list of possible choices in SPC; this is due to the fact that, with the same name of the team, its composition (in terms of troop, experience and equipment) varies according to the historical period of belonging. As with the vehicle file, this also takes information from the “units*.set” files.

The only exception are the Paratroopers Squads that I have arbitrarily created and that you will find in the Special.xml file, in the SPC folder; this file is automatically inserted in the Squads.xml file, every time you decide to recreate Squads.xml (see SETTINGS & MODS).


Infantry.xml file

It contains the data of the individual soldier, including his own equipment. The information that composes it is taken from the "*.set" files extracted from "gamelogic.pak" of GoH (\vanilla_mod_for_SPC\resource\set\breed\ folder): this file is re-created in the queue, every time the Squads.xml file is re-created.

In the future, I have foreseen the possibility of managing the contents of these 3 files, directly in the SETTINGS & MODS section of SPC (as it was already contemplated in the previous version of SPC: the one for MoWAS2).


Maps.xml file

It contains the map data available and extracted from the GoH “map.pak” file during the creation of the SPC mod: its composition has already been described previously in this manual. The file is already pre-built (like Special.xml) and present in the SPC folder; while creating the mod, SPC just copies it to \SPC\mods\vanilla_mod_for_SPC\, where the other XML files are already present: I recommend not to recreate this file because it is not necessary. It changes automatically, every time new Objectives are inserted in the corresponding map. Its management has already been discussed in the MAPPER chapter of this manual.
UNITS MANAGEMENT
The units, once inserted in the map, can be managed in 3 ways:
  • stay in place;
  • follow a predetermined path;
  • achieve an objective.

Furthermore, they will be subject to any Orders received, as already described above. The units of Paratroopers and Infantry with Defense Orders, will always try to entrench themselves by digging holes (Foxhole): this will depend on the presence of a shovel in their equipment; some troops - by choice or bug of GoH -, while possessing a shovel, may decide not to entrench themselves. The creation of the hole also takes place inside buildings and in any case where the individual soldier will be on the spot or at the end of his path (if contemplated).

Vehicles never entrench themselves, regardless of the Orders received.


Artillery

When towed by a vehicle carrying passengers (in addition to the crew) in possession of a shovel in its equipment, the Artillery will be protected by a certain number of manned defense holes depending on the passengers available: from one to a maximum of five holes. These will be arranged in a semicircle, facing as a function of Look (in SPC), with the cannon in the center pointed towards the 90° of the semicircle itself.

The whole process takes place automatically through SPC in the following phases:
1) coupling the gun to the vehicle;
2) wait before moving (about 10 sec.);
3) moving along the established path until reaching the destination;
4) release of gun that has just arrived;
5) if available (for quantity and equipment), landing of the team;
6) positioning of the soldiers in charge of digging the holes;
7) entrenchment of soldiers (Foxhole);
8) retraction of the towing vehicle;
9) moving the gun towards the center of the defense;
10) aiming the gun in the intended direction.

With these 10 steps, SPC manages the Artillery in every aspect.

In this image we can see (in MAP EDITOR) what SPC has prepared for the Artillery of this

example. The Vehicle, with the Gun attached (here a mortar), will reach wp38 (way point), then continue to the destination point (wp39): wp 40, 41, 43 and 44 represent the points
where the holes will be dug (Foxhole); wp42 will indicate the aiming of the artillery.
The Vehicle reached its destination and released the Artillery. The Squad begins to disembark from the Vehicle to reach their respective entrenchment destinations.




(Right image)
It should be noted that only 4 Soldiers have been assigned for the defensive entrenchment: the rest of the Squad remains in defense of the central position where the Artillery will be positioned.







(Left image)
While the 4 Soldiers begin to dig their respective holes (note the progress bars), the Vehicle moves to the rear (wp38), while the Gun moves towards the center (wp39).








In this image you can see the final situation of the whole operation (the 10 points):

The Vehicle is backward, while remaining available; the 4 Soldiers took a defensive position in their respective holes; the Mortar is positioned in the center and points where foreseen; the rest of the Squad defends the central position.

This arrangement depends on the Tow Vehicle and the Troops on board: SPC randomly assigns the Tow Vehicle.


Defense team on position

When a Squad is not assigned any path and the Defense Order is given, it will automatically carry out an entrenchment: provided that there are Soldiers with shovels in their equipment. The Foxhole is arranged in a radial pattern with respect to the central arrival point: the quantity depends on how many have a shovel. I noticed that some Squads (eg Russian Discipline Battalion), despite having shovels, do not all carry out entrenchment.
(Left image)
A Squad of German Alpine is entrenching on place: everyone has a shovel, except for the team leader who remains outside.




(Right image)
At the end of the excavation work, all the Soldiers are in defense in their holes, except the Commander (without a shovel).

Even the Units with a path assigned, if they have received a Defense Order, will assume the same radial entrenchment position, once they have reached their final destination.
Step by step, the screenshots of the first start
If you have tried to do a first start without having checked the presence of "VisualBasicPowerPacks3" and "Framework 3.0", it is possible that SPC has created a partial installation of the mod.
You will then have to delete the folder with SPC and that of the mod "vanilla_mod_for_SPC" (in GoH), before doing a new installation.

Below are the steps you should see if everything is fine on your system.

  1. Download "SPC - SinglePlayer Creator v2_0.rar" on your desktop;


  2. Unzip to the folder indicated by SPC;


  3. Open the newly created folder on your desktop (SPC - SinglePlayer Creator v2_0) and start SPC.exe;


  4. Click ok;


  5. Click 3 points;


  6. Click on folder and ok;


  7. Click yes;


  8. Click yes (again);


  9. Click yes or no;


  10. Wait for the installation to finish (look at the bar above), even if it freezes;




  11. This is what appears when the mod installation is finished;


  12. Now close or try SPC now.