FROM: Heavy Ordnance Works
TO: Arma 3 Creator DLC Users
UNIT: Spearhead 1944
ACTIVITY: Update 1.1.2
SIZE: ~32 GB
https://store.steampowered.com/app/1175380/Arma_3_Creator_DLC_Spearhead_1944/
Changelog
NEW FILES
none
CONTENT CHANGES
VEHICLES
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TO: Arma 3 Creator DLC Users
UNIT: Spearhead 1944
ACTIVITY: Update 1.1.2
SIZE: ~32 GB
https://store.steampowered.com/app/1175380/Arma_3_Creator_DLC_Spearhead_1944/
Changelog
NEW FILES
none
CONTENT CHANGES
VEHICLES
- ADDED: Unique variable name for USAAF squadron codes
- ADDED: New squadron decal definitions to P-47
- ADDED: New decal setup for USAAF squadron codes allowing for numbers and letters on plane fuselage
- ADDED: French CCKW and G503 variants
- ADDED: M45 can be crewed while being towed
- ADDED: Ability to set default randomisation format for vehicle numbers
- ADDED: Historically correct number prefixes for US ground vehicle numbers
- ADDED: Alternate wheel model for early M4 and M4A1 Shermans
CHARACTERS
- ADDED: German Rifle grenadier vests
- ADDED: Camo variant of German pioneer gear
- ADDED: Officer shoulder rank selection for US uniforms
- ADDED: Low-blouse US uniform variants
- ADDED: Cows will now Moo
- ADDED: m43 airborne uniforms with gloves configs
- ADDED: Officer field US uniform variants
- UPDATED: Improved German pioneer vest models and textures
- UPDATED: US officer rank insignia textures
CONTENT FIXES
VEHICLES
- ADDED: Config definitions for ViV for G503_MB variants
- ADDED: Config definitions for ViV for 105mm M3 Howitzer
- ADDED: Towing: added config variable to allow units to stay inside towed vehicles
- UPDATED: Nashorn shell texture/rvmat to be more shiny
- UPDATED: M18 and M10 shell materials to be more shiny
- UPDATED: M18 appearance adjusted to more closely match the Shermans
- UPDATED: M10 appearance adjusted to more closely match the Shermans
- IMPROVED: elevation indicator for artillery sights better aligned on non-16:9 aspect ratios
- IMPROVED: M18 model geometry on front glacis and driver side plates
- CHANGED: Improved commander unit detection for vehicle HUD commander view cone
- CHANGED: Improved mainTurret detection for vehicle hud so it no longer filters FFV capable turrets
- CHANGED: Vehicle number decal system: SPE_US_Decals_Air_LettersAndNumbers variable back to 'SPE_Letters' as it was breaking backwards compatibility
- CHANGED: M3 halftrack textures to better match tank olive colours
- CHANGED: Sherman wheels dirt to match better with hull
- FIXED: M4 Sherman. Drivers hands no longer clip with the direct vision port on the early Sherman when turned out and the armour is hidden
- FIXED: Panzer 3. Driver's feet no longer clip with the vehicle floor
- FIXED: Panzer 3. Optimized shadow LOD
- FIXED: Jeep. Clipping windshield decal edges
- FIXED: M8/M20 top speed corrected to 89 km/h
- FIXED: ghosting around rivets etc on the M18 and M20
- FIXED: Towing: main turret would always be locked forward when towed, added config variable to allow for movement
- FIXED: Number/Letter decal system wasn't allowing custom input on US letters
- FIXED: AT gun pushing/towing asphalt wheel sound effects
- FIXED: Typo in R200 hitpoint armorComponents
- FIXED: G503 and R200 had invalid selection names for rear wheel hitpoints
- FIXED: Pilot proxy was inside P47 damageHide selection causing the camera to move inside geometry when killed
- FIXED: French M4 and M4A3 Shermans were using the incorrect vehicle number decals
- FIXED: Vehicles using old SCALAR number set up would cause an onscreen error.
- FIXED: Corrected damage material assignments for m4a3 stowage
WEAPONS
- CHANGED: No.3 Mk.I strings to use roman numerals instead of Arabic numerals
- CHANGED: Lowered M9A1 AT grenade penetration values to be more accurate to historical values
- CHANGED: fuseDistance on all rocket ammunition to 0 meters - wasn’t working correctly till 2.20
- CHANGED: illumination flares descent rate to match 2.20 illumination flares
- FIXED: STG44. Removed visible recoil spring
- FIXED: Incremental loading on an empty magazine (like sniper rifles) would remove a bullet from a magazine
- FIXED: M1 Garand not-empty reload animation had incorrect left hand IK setup
CHARACTERS
- ADDED: CanFitUnderADoor property to rats so they can't flex their door opening abilities
- UPDATED: M42 hiddenselections config
- UPDATED: Improved German canvas suspenders models and textures
- UPDATED: Bayonet selection on haversack
- UPDATED: US wool trouser boot appearance
- UPDATED: Added new textures for German pioneer gear
- UPDATED: German grenadier units now use grenadier webgear
- FIXED: Broken weights on m43 gloves
- FIXED: Broken weights on US wool uniform officer variants
- FIXED: Incorrect _as in German canvas suspenders material
- FIXED: M43 airborne uniform gloves variants rigging issues
- FIXED: US uniform variants missing LODs on certain parts
- FIXED: inconsistent naming/translation for German painted equipment
- FIXED: missing medic text for several uniform variants in Chinese, Russian, and Spanish localisations
- FIXED: some haversack models missing camo selections
- FIXED: us captain uniform having 1LT insignia assigned
- FIXED: Broken animation when switching from unarmed to pistol
- FIXED: Editing loadout on Milice units would break belt hiding function
- FIXED: US Ranger groups were missing faction definition
- FIXED: Corrected German translation for FSJ jump smock (Knochensack instead of Sprungkittel)
- FIXED: Duplicated belt geometry in fsj mk3 offizier gloves variant
- FIXED: Missing belt buckle part in fsj mk1 offizier glove variant model
- FIXED: Incorrect mass for LW painted grenadier webgear config
OBJECTS
- FIXED: disabled faulty inheritance definition in SPE_building_base class
OTHER
- ADDED: Dedicated strings for the marker light modules
- ADDED: SPE_System_fnc_remoteSetShotParents function to CfgRemoteExec whitelist
- ADDED: Dedicated strings for the marker light modules
- CHANGED: barrage and ordnance module no longer side chat "incoming" warning message. Can be re-enabled with 'SPE_ModuleBarrage_showRadioChatMessage/SPE_ModuleOrdnance_showRadioChatMessage = true;'
- FIXED: Incorrect number of parameters for lockTurret in alterHeight static weapon function
- FIXED: Artillery barrage module would create a script error if placed in the editor and made editable by Zeus
- FIXED: Deployment animation would break reloads if you moved after reloading when deployed
- FIXED: AT Gun turning functions would incorrectly turn counter clockwise/clockwise for some angles
- FIXED: Flashlight 'killed' function was running whenever a HMD item was equipped instead of only flashlights
- FIXED: Missing Mortain terrain tag for steam workshop.
- FIXED: AT Gun turning function wasn't running on dedicated servers
- FIXED: Lamp Type A-1 incorrectly having [SPE] tag
- FIXED: Watch animations were broken
- FIXED: Added missing binarised radio UI models
- FIXED: I_G_Soldier_base_F and C_man_1 were missing SPE eventhandlers
- FIXED: Empty reloads with M37 shotgun lead to duplicate magazines
- FIXED: Incorrect number of parameters for lockTurret in disassemble_weapon static weapon function
- FIXED: various missing geometry lods in proxies, causing 'no geometry or visual shape' rpt error
Removed: obsolete chat logging.
MISSIONS
Campaign
- FIXED: Missing doneKeys definition
M7
- ADDED: Reinforcements arrival hint
- FIXED: small voice over cutting problem in outro narration
SCENARIOS
- FIXED: Missing doneKeys definition
Attack on Mortain
- FIXED: Convoy script error when convoy vehicle gets deleted/removed
Panzerkampfwagen
- FIXED: German car at spawn being underground
Prizefighter
- FIXED: Faulty crew killed voice over setup (message duplication)
Combat Patrol
- FIXED: Missing doneKeys definition
Escape
- FIXED: Missing doneKeys definition
ARSENAL
- FIXED: Weapon attachments, flashlights and other items not available when faction/side filter active
REVIVE
- IMPROVED: Optimized HandleDamage EventHandler
HUNTER SQUADS
- IMPROVED: Coding - units should not get created at [0,0,0]
CDA
- ADDED: CDA info dialog menu entry in ESC menu
- ADDED: SPE_CDA_DisableEndMissionInterruptMenuEntries variable
- IMPROVED: Coding - handle undefined mission parameter text
IFS
- ADDED: SPE_IFS_ReducedInvalidDurationForMissingFO variable to customize/shorten delay till next target attempt is done by mortars/heavy artillery if no FO available for any reason (per side and difficulty level) - default is 15 seconds
- ADDED: SPE_IFS_TemporarilyInvalidTargetDuration variable to customize wait delay till next target attempt is done by mortars/heavy artillery if no FO available or the current target became invalid for any reason (per side and difficulty level) - default is 60 seconds
- IMPROVED: All functions to use SPE_fnc_IFS_isAACapable
- IMPROVED: Specific advanced hint only to be shown when the respective type is available currently
- IMPROVED: Coding - optimized SPE_IFS_myEmergencyCallReadiness to be only sent over network when changed and reduced precision to seconds
- FIXED: Automated indirect fire support calls by AI (Missing parameters from refactoring to call SPE_fnc_IFS_KnownTargetsManager directly from EH)
- FIXED: Automated indirect fire support calls by AI (Missing parameter handover to SPE_fnc_IFS_KnownTargetsManager by SPE_fnc_IFS_artilleryInit)
- FIXED: Missing class to AA assets detection.
RFS
- FIXED: Property naming from "SPE_CleanUp_Distances_Panicked" to "SPE_CleanUp_Distances_POW"
ADD EXPLOSION ACTION
- FIXED: Add Explosive Action module does not display action to remote clients in multiplayer
FUNCTIONS
- IMPROVED: Performance of frontline preview when having an excessive amount of control points
- FIXED: Frontline data UI showing if preview quality was selected
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