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/
[h2]Changelog[/h2]
[h3]NEW FILES[/h3]none
[h3]CONTENT CHANGES[/h3]
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
[h3]CONTENT FIXES[/h3]
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.
MISSIONSCampaign
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