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Arma 3 — Creator SPOTREP: Spearhead 1944 #005

Creator SPOTREP: Spearhead 1944 #005

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

  • 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 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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