Nillers 408 Posted July 25 Heavy Ordnance Works will use this thread to provide information about the future updates to the Creator DLC: Spearhead 1944. Discussions about the updates are welcome in the relevant forum thread: If you have any questions about Spearhead 1944 make sure you visit our FAQ page. 3 1 Share this post Link to post Share on other sites
Bob Murphy 19 Posted August 3 Spearhead 1944 - 1.0.1 Content Fixes General Fixed: Minor Localization issues. Assets Fixed: AI Tanks/AT Guns instantly switching ammo type when running out of ammo. Fixed: Unknown author for Frag Grenade Mk 2. Fixed: No icon and inconsistent name for German Radio Protocol dummy voice. Fixed: Panzer III N AP ammo classname was incorrect. Fixed: Reload system caused AI to rapid fire when main muzzle magazine was empty. Objects Fixed: explosionShielding values on barbed wire and other objects - made them partially indestructible as mission editor placed objects. Fixed: Office Small (01) having the wrong ruin on destruction (Land_SPE_Office_Small_01). Missions Fixed: Animated Briefing - Failsafe if a player does not load the mission in multiplayer. Fixed: Der Zahnarzt - Script error when ai cannot enter infiltrate truck. Fixed: IFS - Emergency incoming message and voice over shown only for the caller and not the whole group. Fixed: General - captureArea.sqf no longer throws an error if initial group size was 0. Fixed: M2 - Respawn vehicle function no longer throws an error if respawn position is a marker. Fixed: M3 - Script error if the ai engineer at the roadblock was killed prematurely. Fixed: M7- Mission name text going into new line with "Very Small" UI settings. Fixed: Multiple low impact script errors on the server for the campaign missions, Combat Patrol, Escape and Warlords. Fixed: Warlords - AI Mutiny issue from destroying empty or friendly vehicles. Fixed: Warlords - Arsenal issue to be able load non WW2 stored loadouts - saving/loading loadouts will be brought back with WW2 gear and weapon filter. Fixed: Warlords - Reduce excessive income down to 100 CP per minute for main base - additional options for mission parameters in return. Fixed: Warlords - On Hardcore player was missing the map and thus is unable to vote on sector choice. Fixed: Warlords - Singleplayer - Player unable to open warlords interface after loading savegame (saving disabled as not supported by Warlords). Fixed: Warlords - faulty too high StartCP down to 1000. Changed: IFS - Removed incoming CAS/ARTY messages in command chat channel - to be replaced with voice over in the future. 7 3 Share this post Link to post Share on other sites
Bob Murphy 19 Posted September 21 Spearhead 1944 - 1.0.2 New Content Added: Concrete trench wall set Added: German Casemate set Added: Maintenance Crane Added: Multiple different compositions Added: Nametags module Added: US haversack/assault vest beach landing variants Added: Additional HBT uniform variants Added: Additional dday landing variants for haversacks and assault vest Content Changes Main Menu Added: Ability to toggle the main menu track. Added: Operation Cobra campaign in main menu spotlight and singleplayer submenu - as hosted version with unit/slot selection, respawn and mission parameter. Changed: SPE banner in main menu to have a slight background for better visibility Terrain Changed: Converted normal map from NOHQ to NO. Vehicles Changed: AI manning Flak 38 will switch ammo type depending on target Changed: Added vehicle respawn module eventhandler to reinit customisation and ammo for vehicles Changed: Added hideTurret/turretless wreck option to M10 Changed: Disabled muzzleImpulse for Flak38 Changed: Improved plane frame pitch handler to not exit too early Changed: Improved tank sight zeroing now works for more than just keyboard keybinds Weapons Changed: Spread and velocity of sawn off fusil robust shotgun Characters Changed: Civilians to use German watches rather than Arma 3 Vanilla watch Changed: Matched BC611 radio colour to SCR300 Objects Changed: “Naked mound” roadway optimisation. Changed: SPE Bridges exposed to editor. Changed: SPE Bridges stringtable entries. Functions Changed: fn_ambientAnimations will exit if no CAManBase was provided Changed: Module init functions now use native _units variable to get synchronized objects Changed: Nametag function will exit if no interface is present Removed: Debugging from fn_ambientAnimations Sounds Changed: Bolt Action sound effect to use playsound when in first person for better stereo audio Changed: Decreased volume of subsonic shell flyby sounds Missions Campaign Added: 2d map unit map markers as mission parameter (active in cadet mode by default). Added: “Hold space” skip video functionality to Newsreels. Added: “Hold space” skip video functionality to prologue and epilogue. Added: Mission parameter to set the duration of the vote phase in the briefing. Added: Possibility for all players to force skip videos also in MP if not admin is present. Added: "Skip videos" mission parameter (allows skipping the SITREPs, newsreels or both). Added: Specific main forces to have toolkits for vehicle repair or defusing mines along with their skill in cadet mode. Changed: Debriefing icons to higher resolution. Changed: Disabled AISuite, RFS, Unstuck and MHI in hosted play for better performance. Changed: Ensured all tanks and halftracks have two toolkits in cadet mode. Changed: Improved vehicle respawn orientation coding Changed: Lower sandbags inside a stack of sandbags should not longer get destroyed Changed: No mission name to be shown in debriefing of prologue and epilogue. Changed: Set respawn tickets to unlimited by default. Changed: Subtitles were not immediately hidden when skipping a video. Changed: Unified group loadouts and removed inappropriate toolkits Animated Briefing Added: Skip animated briefing as mission parameter. Changed: Can skip AB also via uiNamespace or profileNamespace variable SPE_ForceAnimatedBriefing. Changed: Coding - made AB skip check more robust.Changed: Improved admin skip button is to be enabled for the server/admin in a hosted play environment if more than one player is present. M0 Changed: Improved debriefing look. M1 Changed: Improved voting image one for Able, Baker and Charlie M4 Changed: AT gun not chosen by Fox gets removed in non cadet mode. Changed: Behavior of German rushing infantry groups to be more aggressive. Changed: Doubled the amount of German artillery shelling in non cadet mode along with additional impact position randomization. Changed: German units no longer mass feel or surrender automatically in non cadet mode after a wave ends. Changed: Improved randomized waypoint position in relation to difficult level for assault groups. Changed: The higher the difficulty level the more German rushing infantry groups will be spawned. Changed: Tweaked position of defend tasks for Able&Easy. M7 Changed: Improved debriefing look. Changed: Voting image one for Able, Baker and Charlie M8 Changed: Improved debriefing look. Respawn Added: Customized versions of vanilla respawn menu functions. Added: Respawn spectate failsafe if `SPE_CadetMode` is undefined. Added: Respawn tickets function to respawn a specific player without using a ticket. Extended Briefing Changed: Background music volume can now be defined via description.ext property 'SPE_OutroBackgroundMusicVolume' in custom debriefing Changed: Coding - Allow empty titleText. Changed: Coding - moved variables to uiNamespace and cached all playSoundUI references to abort them reliably. Changed: Extended outro to no longer plays automatically and added play outro button instead. Changed: Outro text width reduced in custom debriefing UI Changed: Pressing 'Continue' will now mute the outro in custom debriefing UI Changed: Small icon does no longer overlap in custom debriefing UI Arsenal Added: SPE_Arsenal_MinimumScopeGear and SPE_Arsenal_MinimumScopeRandomGear variables to customize WW2 Arsenal content filtering. Changed: Added SPE_Arsenal_WhiteListedClasses to easily make certain classes available in WW2 Arsenal. Changed: Coding - made Arsenal filtering variables look for mission parameters (SPE_Arsenal_ModFilterTags, SPE_Arsenal_AuthorsFilters, SPE_Arsenal_ModFolderFilters) for customization. Changed: Coding - moving shared Arsenal filtering code to a separate function. Changed: Coding - skip unnecessary cfgVehicles classes in WW2 Arsenal. Changed: Made WW2 arsenal group items by mod by default. Changed: WW2 arsenal filter variable names. Faction Showcases Added: Frontline function to both showcases and additional scenery markers. Changed: Debriefing icons to higher resolution. Changed: Disabled saving. Changed: Disabled team switch. Changed: Made showcase missions also listed in standard Showcase mission list. Changed: Removed "subtitle" from titlecard videos. Changed: Unified task and 2d map location naming. Changed: Updated both factions showcase missions. SP/COOP Changed: Debriefing icons to higher resolution. Combat patrol Added: 2d map unit map markers as mission parameter and active in cadet mode by default. Escape Added: 2d map unit map markers as mission parameter and active in cadet mode by default. Warlords Added: 2d map unit map markers as mission parameter and active in cadet mode by default. Added: Working savegame loading for singleplayer and hosted play in Warlords thanks to Kanas! Changed: Added mission parameter override/skip (with -1111 value) and thus allow scenario configuration used instead. Changed: Added mission parameter to allow artillery type of vehicles in Warlords. Changed: Added mission parameter to customize the kill timeout (maximum presence in a hostile protected sector). Changed: Added mission parameters to customize ammo truck availability. Changed: Added mission parameters to customize costs per vehicle type and side. Changed: Added mission parameters to customize engine artillery feature (2d map click) availability. Changed: Added mission parameters to customize non mobile artillery availability. Changed: Added nametags feature and as mission parameter. Changed: Fatigue is disabled by default Changed: Fatigue mission parameter made available again Changed: Improved coding of BIS_WL_factionAppropriateUniforms. Changed: Made artillery type vehicles not available by default (ie Calliope). Changed: Made it possible again to customize the maximum number of subordinates via mission parameters Changed: Planes are spawned like regular vehicles in zones under control. Changed: Planes are to spawn at nearby airfields only if the scenario description.ext has set 'SPE_WLUseAirports = 1;'. Changed: Player in a plane is not triggering sector violation and air raid sound. Changed: Players in a bought plane can beam it into the air via "Start plane" useraction. Changed: Re-enabled 2d map click artillery computer and ammo trucks by default. Changed: Re-enabled Arsenal loadout load+save ability - with working WW2 filter. Changed: Recently purchased assets disappear once a player enters the bought vehicle. Changed: Recently purchased assets only visible within 250 meters. Changed: Reduce safezone around bases and Canisy. Changed: Reduced maximum number of subordinates from 9 to 5 in Warlords. Changed: Reduced zone sizes and border area within the WL scenario to avoid overlap. Changed: Static weapons in placement mode are placed in front of the player. Changed: WL scenario to use nearby location names for zone names. Optimizations Changed: CreateVehicleLocal coding to new syntax. Custom Difficulty Adjustment Added: "SPE_DisableTargetIndicator" variable to disable the system altogether at any moment. Changed: GPS is to be available in cadet mode in SPE missions in singleplayer. Indirect Fire Support Added: Blacklisted areas can now be defined by synching triggers with the IFS Module Added: Conditions to IFS module Added: Custom attribute control for the IFS module debug options Added: Debug attributes to IFS Module Added: New function for new IFS module attribute control Changed: Attribute control for radio backpacks Changed: Attribute display names for IFS conditions Changed: Clicking the checkbox in the backback control of IFS module now works on all resolutions. Changed: Coding - in case multiplier array definition is empty. Changed: Fixed wrong translation for BLUFOR in modules. Changed: Group leader has only access to IFS in cadet mode (if without radio himself or other radio coms nearby) Changed: IFS incoming notification text structure. Changed: IFS module description along with BI wiki link Changed: IFS module init to handle new condition attributes Changed: Improved translation for IFS condition. Changed: Moved variables from missionNamespace to logicNamespace Changed: Multiple improvements and additions to the IFS module Changed: Parameter names so it's more clear what they do Changed: SPE_IFS_AmountMultiplier would always get rounded Changed: SPE_IFS_CASAvailability_Side was not set correctly by the IFS module Changed: Selection behavior for backpack attribute controls of IFS module. Changed: Some static animations that weren't working properly. Revive Added: Better communication for FAK requirement Added: Handling for group joining. Added: Handling for spawned units. Added: Revive injured unit in vehicle action Changed: Disabled check for ACE medical to disable Enhanced Revive by default if found. Changed: Introduced optional SPE_PlayerSideFinal boolean to be able to delay adding additional FAK to players (i.e. when side switching is done). Modules Added: Add explosive Action module Added: Module to adjust vehicle dispersion Changed: Made order of sides consistent in attribute controls Changed: Made translation and linking to biki consistent EMM Changed: Adjusted column width to avoid text overlap in QP/ASB. Changed: Button List's width is now reduced on ultra wide and super ultra wide. UI Added: Ability to adjust position of vehicle hud independent from Arma 3 one Added: New UI color presets for GUI, IGUI, Map and Subtitles Added: Support to change marker colors of Spearhead 1944 specific markers Added: The option to adjust marker colors for allied, axis and animated briefing markers to aid color impaired people Changed: Adjusted default presets to match Spearhead 1944 theme. (Affects only new profiles) Changed: Animated briefing markers now show correct color in Eden Editor Changed: Many code improvements regarding custom debriefing UI Changed: Moved Revert Button to the left one grid to better separate it from Clear Button Changed: SliderInteger attribute would show 'm' behind value Other Changed: Added optional notification about placement mode when switching to custom composition in Eden Editor Changed: Disabled smoke occluder particles and reenabled blockAIVisibility on regular smoke for smoke grenades Changed: Re-enabled editor feedback sounds. Content Fixes General Fixed: Multiple LOD issues with various objects Fixed: Multiple incorrect editor previews and inventory images Fixed: Multiple object placement fixes on Normandy terrain Fixed: Multiple typos and missing strings Vehicles Fixed: 116th Panzer Division "Greyhound" insignia naming. Fixed: Multiple decal issues Weapons Fixed: Equipping a rifle grenade/bayonet attachment would duplicate a magazine Fixed: typicalSpeed and caliber macro for HEAT projectiles was incorrect leading to slightly higher performance overall Characters Fixed: Adjusted cheekbones of the Albert Davidson face to reduce clipping with facewear Fixed: Civilians wearing vanilla watches Fixed: HBT Coverall underarm geometry stretching Fixed: Misassigned hiddenSelections texture path for shovel on assault vest Fixed: Multiple clipping issues Fixed: Multiple ground model issues Fixed: Multiple texture issues Fixed: Multiple wound texture issues on many uniforms Fixed: Rather excessive and visible LOD changes with some uniforms and headgear Fixed: Shading issues on SCR300 models Fixed: Sturmtrooper Command section wasn’t appearing in Zeus Assets Fixed: Added Flamethrower ammunition to ammunition box Objects Fixed: Editor placed Wall mounted street lamps now sink into the floor instead of falling over. Fixed: Missing resolution LODs added to river parts models Fixed: Removed buildingPos in bocage models Fixed: Typo in SPE_Dugout_Pile_02 model path. Functions Fixed: Static weapons were not detected by createVehicleListOfGivenFaction function. Sounds Fixed: Bad title definitions for binaural sound effects Fixed: Positional (bullet) ricochet sounds had no speed of sound (SoS) simulation activated Missions Texts Fixed: Missing German translation for credits quote. Fixed: Missing space before colon in French localization for a few strings. Campaign Fixed: Blocked respawn button during mission intro phase. Fixed: Campaign JIP players no longer require a ticket and do not have to wait for the entire respawn delay to spawn for the first time Fixed: Dedicated server - Server plays only intro and skips the mission Fixed: Disabled problematic setPos to bottom left for JIP. Fixed: JIP player could get stuck in SITREP no video waiting phase. Fixed: Missing binocular for Baker squad leader in all missions. Fixed: Overset vote text for German/Russian localisation. Fixed: Removed all radioItem from unit equipment in mission.sqm as handled by scripted system Fixed: Removing array position based respawn positions shows script error. Fixed: Waiting screen for late JIP if the SITREP video start was missed. Animated Briefing Fixed: Incomplete frontline filling in certain situations. M1 Fixed: Voting texts for Able and Charlie were switched/mixed up. M2 Fixed: Missing space between + and text in voting text. M3 Fixed: Unknown enum rpt error if trigger activation is set to `"INDEPENDENT"` instead of "GUER" M4 Fixed: Fox voting was using Dog images Fixed: M3 HT levitated from the ground Fixed: Waypoint handling from voting for Able and Easy. M5 Fixed: Ammobox should no longer explode. Fixed: Positions and content of a few German ammo crates M6 Fixed: Mines on a road are no longer floating. Fixed: Sandbag stack. M7 Fixed: Removed inventory items from Opel Blitz which had simulation disabled Fixed: Unit order in Baker and Charlie. M8 Fixed: Mission end handling to be more robust in MP. Respawn Fixed: forceRespawn is now remote exec'd to where the unit is local. Fixed: Re-enable disabled units as respawn positions in the respawn menu if they respawn before the player does. Fixed: Reset serverHandled variable one the server when a client respawns. Extended Briefing Fixed: Continue button / leaving the extended debriefing doesn't stop the voice over. Fixed: Extended debriefing voice over should now stop playing if lobby is shown. Arsenal Fixed: ItemRadio, ItemMap, MediKit, MineDetector not visible in WW2 Arsenal. Fixed: WW2 Arsenal doesn't automatically group items by mod. Faction Showcases Fixed: Faulty debriefing color definition Fixed: Faulty, non SPE_GER_ItemWatch for a few GER loadouts. Fixed: Partially invisible units in US faction showcase. Fixed: Player is invulnerable and may get stuck in a crashed plane. Fixed: Too long German text in mission end message. Combat patrol Fixed: Disabled teamswitch. Escape Fixed: Disabled teamswitch. Warlords Fixed: Arsenal is to be enabled by default Fixed: Creating units in the air triggers freefall animation. Fixed: Default playable unit class from A3 to SPE in Warlords scenario. Fixed: Join in progress players have incorrect gear. Fixed: Player unable to open warlords interface after loading savegame. Fixed: Purchased vehicle marker remains indefinitely. Custom Difficulty Adjustment Fixed: Disabled CDA activation/deactivation via profileNamespace/options menu. Fixed: ItemRadio availability is to be based on cadet mode setting for the difficulty based parameter. Fixed: IssueRadios needs to be run also on AI units. Indirect Fire Support Fixed: clientside support messages when incoming fire from IFS. Fixed: Faulty variable in artillery detection. Fixed: Indirect Fire Support Module ->Autonomous CAS Script Error. Revive Fixed: Change jip target for remote execution. Fixed: Disabled __EVAL check for "ace_medical" being loaded as mikero tools can't deal with it. Fixed: Double execution of fn_SPE_reviveToksaInitPlayerLocal. Fixed: Early exit in parameter function execution. Fixed: On-screen error if "Take FAK" without a weapon. Fixed: remoteExec of setSpeaker - must be applied on all computers. EMM Fixed: Code case for game mode type identifier. Fixed: Ensure Editor button/entry remains visible in the vanilla menu main when SOG is loaded next to SPE. Fixed: No more duplicated buttons in the main menu. Fixed: Non enabled buttons need to be listed too in the standard main menu. Fixed: Overlapping of last played server widgets. Fixed: Text display width for serverShowCDLCsLabel. Fixed: Wrong button order in main menu. Other Fixed: Replaced custom font for mission loading screens to support all languages 6 3 Share this post Link to post Share on other sites