Spearhead 1944 - 1.1.0
New Content
Added: Mortain Terrain - 8x8km
Added new Scenarios
- Battle of St. Barthélemy (SP)
- Attack on Mortain (SP/COOP)
- Prizefighter (SP)
- Panzerkampfwagen (SP/COOP)
Added: FM 24 M29 (Bipod)
Added: G-503 MB 4x4
Added: G-503 MB 4x4 (Armored)
Added: G-503 MB 4x4 (M1919A4)
Added: G-503 MB 4x4 (M1919A4 Armored)
Added: G-503 MB 4x4 (M2)
Added: G-503 MB 4x4 (M2 Armored)
Added: G-503 MB 4x4 (Medical)
Added: G-503 MB 4x4 (Patrol)
Added: G-503 MB 4x4 (Patrol M2)
Added: G-508 CCKW 353
Added: G-508 CCKW 353 (Ambulance)
Added: G-508 CCKW 353 (Ammo)
Added: G-508 CCKW 353 (Fuel)
Added: G-508 CCKW 353 (Open)
Added: G-508 CCKW 353 (Repair)
Added: G-508 CCKW 353 (M2)
Added: M2 .50 (Trench)
Added: M2 .50 (Tripod)
Added: M20 Armored Utility Car
Added: M3 105 mm Howitzer
Added: M3 105 mm Howitzer (Direct)
Added: M4(105) Sherman
Added: M4 (Early) Sherman
Added: M4A1 (Early) Sherman
Added: M4A3(105) Sherman
Added: M4A3(75)W Sherman
Added: M4A3(76)W Sherman
Added: M4A3-T34 Calliope Sherman
Added: M4A3-T34 Calliope Sherman (Artillery)
Added: M4 Sherman (Composite)
Added: M8 Armored Car (with and without M2 HMG)
Added: Pkw.Kfz. 1 R200
Added: Pkw.Kfz. 1 R200 (Canopy)
Added: Pkw.Kfz. 1 R200 (MG34)
Added: PzKpfw V Ausf.G Panther
Added: Sd.Kfz. 142/1 StuG III G (Early)
Added: Sd.Kfz. 142/1 StuG III G (Late)
Added: Sd.Kfz. 142/1 StuG III G (SKB)
Added: Sd.Kfz. 142/2 StuH 42
Added: Sd.Kfz. 173 Jagdpanther
Added: Brno-Enfield Mk II .303 Light Machine Gun
Added: FG 42 Ausf. E
Added: M1917 Bayonet muzzle attachment
Added: M1918A2 BAR (Converted)
Added: M1918 BAR
Added: M1A1 Carbine
Added: M1 Carbine Ammo Pouch (OD#7) side attachment
Added: M1 Carbine Ammo Pouch side attachment
Added: M37 Riot Gun 12G
Added: M37 Trench Gun 12G
Added: M9A1 Bazooka
Added: M9 Bazooka
Added: MAS Mle. 36
Added: MP 35/I
Added: No.3 Mk.1* Enfield
Added: RPzB 43 Panzerschreck
Added: RPzB 54 Panzerschreck
Added: ZFG42 Optic attachment
Added: Smoke Grenade Blendkörper 2H
Added: Lamp Type A-1 (Red, Green, Orange, Blue and White)
Added: M3 Tripod and Disassembled M2 .50 Cal MG for deployment
Added: US TL-122 Flashlight
Added: US T5 Parachute
Added: US M2 Airborne Helmets
Added: US HBT 1942 Caps
Added: US Wool Jeep Caps
Added: US 1937 Wool Uniform
Added: US Airborne Uniforms
Added: US 1943 Uniforms
Added: US 1943 Airborne Uniforms
Added: US M1936 Airborne Web Gear Vests
Added: US M1923 Airborne Cartridge Belt Vests
Added: FFI Adrian Helmets
Added: German 2213 Signallampe
Added: German NCO Peaked Caps
Added: German Side Caps
Added: German Stahlhelm 1935 Helmets
Added: German Stahlhelm 1940 Helmets
Added: German 1936 Field Uniforms
Added: German 1940 Field Uniforms
Added: German ST Tank/SPG Crew Uniforms
Added: German Light Gear Vests
Added: German GM30 Gas Mask
Added: Fallschirmjäger Stahlhelm 1938 Helmets
Added: Fallschirmjäger 1938 Jump Smocks
Added: Fallschirmjäger 1940 Jump Smocks
Added: Fallschirmjäger 1942 Jump Smocks
Added: Fallschirmjäger Uniforms
Added: Fallschirmjäger RZ20 Parachute
Added: Fallschirmjäger Equipment Backpacks
Added: Luftwaffe Flak Uniforms
Added: Luftwaffe Field Gear Vests
Added: Luftwaffe Painted Gear Vests
Added: Luftwaffe Blue Gear Vests
Added: Osttruppen Kubanka Hats
Added: Osttruppen Uniforms
Added: Cossack Uniforms
Added: Cossack Officer Vests
Added: Vichy France Milice Berets
Added: Vichy France Milice Adrian Helmets
Added: Vichy France Milice Uniforms
Added: Vichy France Milice Web Belt Vests
Added: Additional US Field Bag, M1936 Variants (Landing)
Added: Additional US Haversack, M1928 Variants (Landing)
Added: Additional US M1 Helmet Variants (Covered)
Added: Additional US 1942 Wool Uniform Variants (Combat Boots)
Added: Additional US Winter Jacket Variants (Combat Boots)
Added: Additional US 1943 HBT Uniform Variants (Tucked, Combat Boots)
Added: Additional US M1923 Web Gear Variants
Added: Additional US M1936 Web Gear Variants
Added: Additional US M1937 BAR Belt Variants (OD#7)
Added: Additional French Adrian Helmet Variants (Net, Covered)
Added: Additional German Field Equipment Variants (Gas Capes, Painted)
Added: Additional German Stahlhelm Helmet Variants (Burlap Cover, ST Camos)
Added: Additional German Field Uniform Variants (ST Camos)
Added: Additional US division insignias
Added: Cow (Placeable in Editor and Animals module)
Added: Black Rat (Spawns ambiently)
Added: US A-5 Air Delivery Container (Weapons, Ammo, Medical, Explosives and static weapons)
Added: German ML-AB-250 Container (Weapons, Ammo, Medical, Explosives and static weapons)
Added: Abbaye Blanche.
Added: Agricultural prop set.
Added: Chapel.
Added: Civilian prop set.
Added: Low bocage variants.
Added: Mine Crane.
Added: Mine Entrance.
Added: Mine Office.
Added: Mine Oven Tall.
Added: Mine Oven.
Added: Mine Platform.
Added: Mine Shed.
Added: Mortain Church.
Added: Platform objects.
Added: Roof and pole versions of the log wall object.
Added: Shop 05.
Added: Tarp set.
Added: Townhouse 1-3.
Added: Train Station.
Added: US Ammo Crate props.
Added: Ruin models for all SPE bridges.
Added: Decoy 01 and Decoy 02.
Added: Various US and German military themed signs.
Content Changes
Terrain
Changed: Disabled Normandy as standard world.
Changed: Various object placement fixes on Normandy.
Vehicles
Added: Additional m4 decal sets
Added: Additional strings for m4 customisations
Added: Further vehicle hud optimisations
Added: New muzzlebrake muzzleflash to appropriate German vehicles and potential fix for muzzleflash not hiding on destroyed vehicle
Added: Smaller muzzleflash to M1 57mm AT Gun.
Added: Smaller muzzleflash to Panzer III with 5cm cannon
Added: New Sdkfz250 sounds.
Changed: Adjusted FFV limits on opel blitz
Changed: Panzer 4 and Nashorn. Increased brake torque
Changed: PrimaryObserver to 0 on Commander MGs on tanks to fix 3den bug
Changed: Simplified compile method for vehicle hud variable lookup
Changed: Updated collision sounds on all vehicles
Changed: Vehicle hud caches hitpoint values for better performance
Changed: Vehicle hud hitpoint colors now use Text, Warning, Error colors for damage states
Changed: animateOccupied function now supports an array of animations as well as a single string
Changed: All tanks with muzzle brakes to use the new engine gunparticle version.
Changed: Command cursor also to be available for cars (armored/HTs).
Changed: Parachute simulation turn/bank sensitivity so it behaves less odd.
Changed: Increased parachute fall speed
Changed: Tank damage effects: gun muzzle position is no longer offset for smoke.
Changed: Doplnovani memorypoint adjusted on Blitz Truck
Changed: Increased supplyRadius on supply vehicles/boxes to 10 (from 6.8)
Changed: Static MG are now immune to rifle fire - health pools more consistent between them
Changed: Tank water resistance/damage etc to be more in line with vanilla
Changed: Trench/bipod Leg IK function to use proxy position for determining leg position
Changed: Updated M4, Tiger and Panther driver view limits.
Changed: Penetrability of trucks so rifles can penetrate the (metal) parts at close ranges.
Changed: Tiger H1 exhaust effects.
Changed: Improved vehicle hud: no longer breaks when underwater, slight optimization.
Changed: P47 and FW190 exhaust effect.
Changed/Tweaked: Activated the doppler effect on all vehicle sounds.
Weapons
Added: Magazine proxies for BAR 1918/A2
Added: Magazine proxies for G43
Added: Magazine proxies for M1A1 Bazooka
Added: Magazine proxies for M3A1 Grease Gun
Added: Magazine proxies for MP40
Added: Magazine proxies for STG44
Added: Magazine proxies for Sten gun
Added: Scripted eventhandler for after an altReload is completed (_unit namespace SPE_altReloads_afterReloaded)
Added: weaponDisassemblyEnabled is now checked in order to disassemble static weapons
Changed: (ai) cost values for AT rifle grenades
Changed: Bayonet hit detection for buildings, units and all other objects
Changed: Disposable launcher script so it won't remove magazines in your inventory
Changed: Disposable launchers arsenal script so it will only remove excess magazines
Changed: Increased (ai) cost value for rifle grenades from 10 to 50
Changed: Lowered AI engagement range with launchers and grenade launchers
Changed: Lowered M45 mass as it no longer needs to be artificially heavy
Changed: Optimisation on WallAvoidance script
Changed: Potential fix for AI weirdness with static cannons by making Gunner effectiveCommander
Changed: Sensitivity/SensitivityEar on statics to be in line with Man class
Changed: Simplified altReloads to allow for 'this' to be used to refer to current weapon class
Changed: altReload should better support magazine proxy revolving animation source
Changed: Suppression and Danger values of most projectiles and grenades to be in line with Arma 3.
Changed: Coax MG particle effect to be less obtrusive
Characters
Changed: US pilot cap hideable eagle selection
Changed: US ranger patch now assigned via eventhandler instead of hiddenselections
Changed: Standardized mass and capacity of uniforms.
Changed: Updated assigned armband wound textures for FFI uniforms.
Changed: Updated assigned armband wound textures for US HBT uniforms.
Changed: Updated assigned armband wound textures for US uniforms.
Changed: Updated german officer wound texture.
Changed: Updated weighting for US wool 1942 HBT unbloused uniforms.
Changed: Weight of glasses/dust goggles.
Changed: Updated removed ranger patch from ranger units hiddenselections (insignia already applied through eventhandler).
Assets
Changed: Around 25 new compositions
Changed: Large versions of German and US flags
Changed: Minefield loadouts
Changed: Removed usage of armoured_ammorack bisurf as it was incorrectly assigned, cleaned up model properties
Objects
Changed: Improvements to bocage mound visual consistency.
Changed: Visual refactor of sandbag object set.
Changed: Remodel of SPE_Bridge_Wood_01.
Changed: Increased repair radius from 6m to 10m on maintenance crane.
EMM
Added: Tooltip to MP toggle button.
Changed: Localized profile string.
Changed: Localized toggle music button.
Changed: Replaced & special character with 'and' word.
Changed: Spotlight image in custom main menu.
Other
Added: Paradrop module is now available in 3den and Zeus. Allows for dropping of units/groups and ammo boxes.
Added: Parachutes now leave a landed parachute decal upon landing
Added: 'SPE_LandedParachute_Created' scripted eventhandler when landed parachute simple object is created.
Added: 'SPE_Paradrop_Module_ParachuteCreated' scripted eventhandler when parachute is created in paradrop module.
Added: 'SPE_System_TankLoadout_Updated' scripted eventhandler when tank loadout updated.
Added: Disposable launchers stored in backpacks can now be swapped to by AI
Changed: PostInitZeus function now runs when the zeus display is opened to better support a player becoming zeus mid mission.
Content Fixes
Vehicles
Fixed: Case ejection wouldn't take into account the velocity of the unit
Fixed: Switching magazines now has priority for loading progress bar in vehicles
Fixed: Vehicle cartridge ejection script was normalizing velocity memorypoint
Fixed: Vehicle hud didn't support primary turrets with a non-standard animation name
Fixed: Vehicle hud would stop updating at extremely low framerates
Fixed: Heading indicator for static weapons was not moving with the rest of the vehicle hud when adjusted in the UI editor
Fixed: 250/M3 Halftrack exterior cameras were offset.
Fixed: Missing direction/position for Coax MGs on tanks.
Fixed: armorComponent for hitengine was missing for trucks.
Fixed: US pilot parachutes had the wrong parachute class set.
Weapons
Fixed: FM24 29. Added separate rvmats for metal and wood parts
Fixed: Multiple statics were missing zamerny memorypoint
Fixed: Wall avoidance broke reloading when firing from vehicle
Fixed: Adding muzzle attachment to an empty weapon would load a duplicate magazine
Fixed: Hotkey definition in Bayonet field manual entry to use the more common nextWeapon bind.
Characters
Fixed: Vanilla parachute model was being overwritten
Fixed: Some cigarettes were desyncing at higher lods.
Fixed: Base uniform weight now inline with Arma 3 vanilla.
Fixed: US armbands now support wound textures.
Fixed: Visible crotch gaps on German Feldbluse
Fixed: Weighting issues on German 'backpack' straps
Fixed: Civilian uniform ground models missing textures.
Fixed: Incorrect ground model on various headgear/helmets.
Fixed: Incorrect wound selection definitions on ST uniforms
Fixed: German officer panzerwraps missing wound material definitions.
Fixed: US Armored 2nd LT. had incorrect loadout (Greasegun added).
Fixed: US haversack backpack strap clipping with gasmask bag strap.
Fixed: US medic vest with garand pouches had the same capacity as without.
Assets
Fixed: Broken eventhandler inheritance on minefield objects
Objects
Fixed: 3den editor object `iconImage`(s) sized and rotated to better represent the associated objects.
Fixed: SPE_Straw_Bale shading issue in res lods.
Fixed: SPE_StreetLamp_*, removed unnecessary sections, changed glass alpha sorting.
Fixed: Very dark distance lod in SPE_A3_Stonewall_01_s_10m.
Fixed: Water tower ladder stopped working if the object damage == 1
Fixed: Improved resolution lods for Dugout Object set.
Fixed: `SPE_House_Small_01` external door handle rotation direction.
Fixed: `SPE_Stonewall_Low_Dam_1/2_..` pathlod was not working correctly.
EMM
Fixed: Faulty bool check.
Fixed: Faulty server entries in server history were not filtered out correctly.
Fixed: Non-valid event name triggered by main menu display.
Fixed: S&D spotlight button not localized.
Other
Fixed: Replaced custom font for mission loading screen to support Chinese/Russian locale.
Fixed: Some hipfire functions were running in 3den when they shouldn't be
Fixed: Zeus artillery barrage module wouldn't work when copy pasting modules.
Fixed: Offset Static weapon Zeus module was acting weirdly when used for the first time and on multiple vehicles.
Fixed: Towing wheel height detection to use Roadway lod rather than Geo as its less likely to have holes leading to faulty detection.
Fixed: setTurretLimits was incorrectly running local to the vehicle rather than local to turret.
Missions
Highlights
Added WW2 version of BI Game Mode Scenarios for Mortain
- Combat Patrol
- Escape
- Warlords
- Zeus
Updated German faction showcase with 1.1 assets and moved to Mortain
Updated US faction showcase with 1.1 assets
Updated WW2 Combat Patrol game mode in various ways
Updated WW2 Escape game mode in various ways
Added Hunter Squads Module
Added Repair Action Module
Added Patrols Module
Added additional character portraits
Added Singleplayer Params UI
Added Main Menu cutscenes for Mortain
Added new images for Main Menu
Campaign
Added: Exposed "respawn with former equipment" as mission parameter.
Added: Exposed "AI respawn" as mission parameter.
Updated: French units to use new French RP.
Updated: German units to use new German RP.
Changed: Black waiting screen for JIP while SITREP video still plays.
Changed: Disabled bridge destruction in Normandy campaign missions.
Improved: Campaign mission naming for MP browser.
Improved: Respawn markers are to be localized on the client.
Improved: Unified scenario naming - missing SPE tag for Operation Cobra campaign.
Fixed: Disabled teamswitch in the campaign framework.
Fixed: Enabled voteUI text expansion, localized vote text too long for UI.
Fixed: Mission name and description not shown properly in MP lobby.
Fixed: Disabled ESC respawn button during cutscene phase.
M1
Added: Various yet missing voice over.
Changed: CAS for players and automated CAS has to be unlocked first by destroying the German AA gun truck.
Changed: Coding of MG awareness conditions.
Changed: Moved German unit out of MG42 NW of crossroad area as it stopped the trigger to complete.
Fixed: Missing removal AA and mortar on side not chosen by dog.
Fixed: Move eastern AA gun truck further to the center to be on the path of Dog.
Fixed: Respawn location text was not localized.
Fixed: M4A1 mentioned instead of M4 in voting.
M2
Fixed: Missing simulationEnabled check in "Germans remaining in Cansiy" condition.
Fixed: Missing space between + and text in voting text.
Fixed: Respawn location text was not localized.
M3
Changed: Campaign mission to use new assets from 1.1.
Changed: Updated task images required by campaign revision.
Changed: Marker link colour in task description text changed from blue to the default orange.
Fixed: Respawn location text was not localized.
Fixed: Missing marker in marker link text in the briefing.
Fixed: Missing task images / multiplayer task localization.
M4
Added: Various yet missing voice over.
Changed: Campaign mission to use new assets from 1.1.
Changed: Added "disable mines" waypoints for Baker.
Changed: Added custom waypoints for northern vote via dummy for Baker.
Changed: Minefield cleanup handling.
Changed: Randomized waypoint position in relation to difficult level for assault groups.
Changed: Task image used for "Defend Pont Brocard".
Changed: Updated Able and Easy voting text to reflect separated voting.
Changed: Made "incoming" voice line at mission start only heard by groups starting in Pont Brocard.
Fixed: Briefing minefields marker reference.
Fixed: Custom task identifier used for Able and Easy.
Fixed: Dangy and notre task assignment to Able and Easy.
Fixed: Task location for "Defend Pont Brocard".
Fixed: Pont Brocard Bridge Fortification height adjusted due to terrain change.
Fixed: Function definition moved to global for remoteExec use.
M5
Added: Various yet missing voice over.
Changed: Campaign mission to use new assets from 1.1.
Changed: Added Cows to fields with dead cows.
Changed: Reduce VO trigger distance for some events from 250 to 150m distance.
Fixed: Mortar and crew is not to be removed any more and was repositioned into mission area again.
Fixed: Mix up of voice lines.
Fixed: Able&Charlie voting marker.
Fixed: Players in Dog were not beamed to voted start position.
Fixed: Respawn location text was not localized.
M6
Added: Missing French conversion.
Added: Various yet missing voice over.
Changed: Campaign mission to use new assets from 1.1.
Changed: Excluded German spotters from AIS.
Changed: Improved Sniper in Lengronne stays crouched now.
Changed: Improved Shutters now open correctly.
Fixed: Faulty task description for 'Clear La Traveliere'.
Fixed: Tank wording in voting.
M7
Added: Various yet missing voice over.
Changed: Campaign mission to use new assets from 1.1.
Changed: Added punishment for playableUnits too close to German spawn positions.
Changed: Added “Reinforcements incoming” countdown at mission end.
Changed: Made completed subtasks get hidden after 30s instead of 60s.
Changed: Reduced spawn distance of Germans and safety distance to US units.
Changed: Germans wont use spotting rounds with mortars/heavy artillery.
Changed: Tweaked voice over flow at mission start.
Changed: Unconscious playable units will not be considered for German start/spawn positions.
Improved: Added top right info countdown about reinforcement arrival (mission end).
Improved: Getting too close to German start/spawn positions will get punished by precise German mortar/heavy artillery fire.
Improved: US Friendly Support integration.
Fixed: Difficulty initialization wasn't completed to determine custom difficulty.
Fixed: Removed obsolete ModuleHideTerrainObjects_F area in the initial German spawn area in the NE.
Fixed: Flow of some conversations.
Fixed: Initial waypoint position for Germans.
Fixed: Waypoint offset system for German infantry.
Fixed: Character names of Pyramid 6 and Olympic 6.
Fixed: Able&Easy voting marker.
Fixed: Portrait for support units.
Fixed: Germans are to start to retreat/flee once the American reinforcements arrive and eventually surrender altogether.
Fixed: Incoming truck/tank 3d task icons should no longer be submerged or float up high.
Fixed: Some ammo boxes were invisible.
Scenarios
Changed: Class name in cfgMissions.
Changed: Mission order in showcases list (vanilla).
Changed: Standardized mission naming.
Changed: Standardized scenario naming.
Changed: Standardized showcase naming.
Changed: Standardized COOP tag.
Changed: Improved Added support of ammo crate detection for factions.
Fixed: Random defaults for faction selection.
Faction Showcases
Changed: Disabled German Faction Showcase on Normandy as superseded by the new Mortain version.
Changed: Reduced view distance from 1000 to 750 in US faction showcase.
Fixed: Code execution - left CDA system active.
Der Zahnarzt
Changed: Ingame/Narrator voice lines changed to radio variants.
Changed: Unit Conversations to use functions from utilityFunction instead of mission defined.
Fixed: Obsolete revive system was used for SP.
Fixed: Holdaction icon covered hold action progress bar.
Fixed: Disabled teamswitch.
Fixed: Mission name and description not shown properly in MP lobby.
Combat Patrol
Added: Exposed "respawn with former equipment" as mission parameter.
Added: Exposed "AI respawn" as mission parameter.
Added: Hill and vegetation to location types options.
Added: Mission parameter to include/use only NameLocal StrongpointArea locations.
Added: New 1.1 factions.
Added: New defend task.
Changed: Replaced assistant role with second medic slot.
Changed: BI game modes to apply correct language after dynamic faction selection.
Changed: Black screen transition at mission start.
Changed: Coding - admin info message now shown repeatedly.
Changed: Coding - now different group types are used for each spawn.
Changed: Coding - player presence detection by enemies.
Changed: Correct FAK type assigned to playable units based on faction choice.
Changed: Default vehicle classes if none found for given side.
Changed: Disabled duplicate respawn tickets mission parameter option.
Changed: Enemy vehicle randomization.
Changed: Exfil location placement in escape task.
Changed: Enemies to stalk in escape task is now difficulty level based.
Changed: Reduced faction/group selection timeout from 60s to 30s.
Changed: Separated console parameter in mission parameters.
Changed: Set default viewDistance to 900 m for BI game mode scenarios on Mortain.
Changed: Updated scenarios images for BI game modes on Normandy.
Changed: Defend task also completes if no more enemies are close to the area to defend after 10 minutes.
Changed: Enemies first get a MOVE waypoint before a GUARD inside the zone for the Defend task.
Changed: Enemy reinforcements will start coming immediately in the Defend task.
Changed: Enemy side may have automatic IFS plane support based on difficult level.
Changed: Made ammo crates visible in 3d and on 2d map for Defend task in cadet mode.
Changed: Made friendly AI spawn in building at mission start for Defend task.
Changed: Reduced Defend task time till mission end for Veteran and Hardcode.
Changed: Standardized mission parameter titles case in English.
Changed: Time delay till alarm gets raised depends on difficulty now.
Changed: Improved Friendly AI is on GUARD for Defend task.
Changed: Improved New enemy reinforcement no longer spawn if the objective has been completed.
Changed: Improved Newly spawned groups get also behavior adjusted.
Changed: Improved Removed non fitting voice over at mission start for Defend task.
Changed: Improved Spawn some ammo crates for Defend task (amount based on difficulty level).
Changed: Show ammo crates still on 2d map in Veteran mode for task defend.
Changed: Combat Patrol to use respawn menu - group respawn in cadet mode, group leader only in Veteran and none in Hardcare.
Improved: Delay defend task end only if alive enemies remain.
Improved: Tasks texts are to be localized on the client.
Fixed: Broken admin custom location voting.
Fixed: CAS function does not need RE from the server.
Fixed: Coding - faulty execution order lead to custom difficulty level not handled correctly.
Fixed: Coding to work with additional location types.
Fixed: Correct CAS plane assignment in dynamic faction system.
Fixed: Correct plane type assignment for IFS call.
Fixed: Faulty early setting of SPE_CDA_isCutscene to false.
Fixed: Faulty tent used for German faction.
Fixed: JIP no longer leads to forcedRespawn.
Fixed: Replaced obsolete group variable names (to achieve more dynamic group use).
Fixed: SPE_selfhosted was set by dedicated server leading to "wait for admin" message.
Fixed: Set default distance for non standard location types.
Fixed: Side for FAK type detection.
Fixed: Side for UpdateLanguageForSide.
Fixed: Timeout handling for faction and group selection in SP/hosted/non admin.
Fixed: Word case of AT Soldier slot in mission lobby.
Fixed: Object drawing distance wasnt increased on the dedicated server if plane reinforcements get spawned.
Fixed: Mission name and description not shown properly in MP lobby.
Fixed: Missing CAS plane assignment to faction selection.
Fixed: Respawn with former equipment was overwritten by game mode respawn loadout handling.
Fixed: Timeout handling for faction selection.
Fxed: "Missing waiting for admin faction selection" message.
Escape
Added: Exposed "respawn with former equipment" as mission parameter.
Added: New 1.1 factions.
Added: Patrols and units in buildings near escape points.
Changed: Replaced assistant role with second medic slot.
Changed: BI game modes to apply correct language after dynamic faction selection.
Changed: CAS event to use scripted IFS system when view distance is too low for engine calculated plane attacks.
Changed: Changed CAS, mortar and artillery support events to scale with difficulty level.
Changed: Coding of special event handling.
Changed: Correct FAK type assigned to playable units based on faction choice.
Changed: Enemy AI needs to actually know about playable units to call for support.
Changed: Enemy AI needs to know about playable unit and be close enough to target it (instead of basic random selection).
Changed: Frequency of events is scaled per difficulty level now.
Changed: GC settings to be less aggressive.
Changed: Made side detection more robust.
Changed: Reduced faction/group selection timeout from 60s to 30s.
Changed: Scenarios images for BI game modes on Normandy.
Changed: Separate console parameter in mission parameters.
Changed: Set default viewDistance to 900 m for BI game mode scenarios on Mortain.
Changed: Show "waiting for admin faction selection" text only when not already done.
Changed: Updated CAS, mortar and artillery support events to use SPE IFS.
Changed: Enemy side may have automatic IFS plane support based on difficult level.
Improved: Special event plane abilities when played on DS.
Improved: Special event plane abilities.
Improved: Tasks texts are to be localized on the client.
Fixed: Correct CAS plane assignment in dynamic faction system.
Fixed: Correct plane type assignment for IFS call.
Fixed: JIP did not receive correct loadout.
Fixed: JIP no longer leads to forcedRespawn.
Fixed: JIP still saw faction selection dialog even when already set.
Fixed: SPE_selfhosted was set by dedicated server leading to "wait for admin" message.
Fixed: Self-hosted check with JIP.
Fixed: Side for FAK type detection.
Fixed: Timeout handling for faction and group selection in SP/hosted/non admin.
Fixed: Word case of AT Soldier slot in mission lobby.
Fixed: Mission name and description not shown properly in MP lobby.
Fixed: Coding - if not group (type) was selected, choose one automatically. BI#1528
Fixed: Faulty CAS plane assignment.
Fixed: Respawn with former equipment was overwritten by game mode respawn loadout handling.
Fixed: Timeout handling for faction selection.
Fxed: "Missing waiting for admin faction selection" message.
ZEUS Game Master
Changed: Debug console order in mission parameters.
Warlords
Added: new 1.1 factions.
Changed: BI game modes to apply correct language after dynamic faction selection.
Changed: Reduced faction/group selection timeout from 60s to 30s.
Changed: Set default viewDistance to 1200 m for BI game mode scenarios on Mortain.
Changed: Set default viewDistance to 900 m for BI game mode scenarios on Normandy.
Changed: Default side/faction for location defenders to Milice.
Changed: Improved Extended unit map markers can be customized for friendly and enemy side separately now.
Fixed: Timeout handling for faction and group selection in SP/hosted/non admin.
Fixed: JIP still saw faction selection dialog even when already set.
Fixed: Mixed up CAS plane side selection.
Fixed: JIP may no longer see the faction selection dialog if voting was completed already.
Fixed: Airdropped plane gets landing gear damaged.
Fixed: Disabled teamswitch.
Fixed: Airdropped planes having broken airframe on hosted server.
Fixed: Coding - HandleDamage not always return a damage value.
Fixed: Index out of bounds with itemsPool check.
Fixed: Mission name and description not shown properly in MP lobby.
Arsenal
Changed: Vehicle targets should not be possible to get destroyed.
Fixed: WW2 Arsenal doesn't automatically group items by mod.
Fixed: _damage variable can become undefined.
Fixed: AI infantry targets dont copy uniform choice.
Fixed: Weapon Attachments were not showing.
Revive
Added: Audio voice over falling unconscious again.
Added: Audio voice over feedback when the unit gets revived by AI.
Added: Audio voice over when AI withstands from unconscious state.
Added: Audio voice over when crew takes damage inside a vehicle (but not falling unconscious).
Added: Hint info message about the amount of FAK taken or used with user actions.
Added: Moaning audio voice over when falling unconscious.
Added: SPE_isTalking flag to subtitle system.
Added: Unconscious crying, moaning and pleading while down.
Changed: "You've become too exhausted to call for help" not shown in cadet mode as not relevant there.
Changed: "grab fak action" can be disabled now globally with 'SPE_allow_grab_fak = false;' or per unit with '_unit setVariable ["SPE_fnc_allow_grab_fak",false];'.
Changed: "not enough FAK" hint wording.
Changed: 'unit allowDamage false' skip handleDamage processing.
Changed: AI can also revive other AI or players inside a vehicle.
Changed: AI helper to stop if very close after double the timeout.
Changed: AI under player command will automatically revive if the player is dead or unconscious.
Changed: Additional custom voice over when getting unconscious.
Changed: Audio feedback when dragged.
Changed: Audio feedback when stabilized.
Changed: Audio voice over falling unconscious again after crawling.
Changed: Audio voice over when recovering from unconsciousness.
Changed: Bleedout delay is infinite in recruit difficulty.
Changed: Bleedout delay should use "Difficulty based" by default.
Changed: Coding - DEH only to trigger when necessary.
Changed: Coding - exit HD quickly if only low damage was taken.
Changed: Coding - extracted shared code to function.
Changed: Coding - one can customize force respawn time for AI via 'missionNamespace setVariable ["SPE_ForceRespawnTimeOfAI",_seconds];'.
Changed: Coding - optimized unconscious 3d icon check.
Changed: Coding - reduced grab FAK action to 10m radius.
Changed: Coding - refactored duplicate code to one function.
Changed: Coding - timing to wait till custom difficulty could be handled by CDA.
Changed: Coding - variable init setup.
Changed: Custom revive action also orders AI unit to to assist unconscious unit.
Changed: Debugging - 'SPE_ShowAllEnemyMapMarkers=true;' allows to show enemies position on 2d map outside Eden.
Changed: Disabled code to abort AI revive when another unit is already doing so - as its not reliable/breaks certain valid revive actions.
Changed: Increased action priority for grab FAK action to be on top.
Changed: JIP player is not getting actions added if playable wasn't AI before.
Changed: Limited "cancel call for help" action duration to one second.
Changed: Logic defaults.
Changed: Multiple medkits in inventory only reduce FAK by one for medical actions.
Changed: One can disable auto captive set when becoming unconscious as infantry with 'SPE_ER_BecomeCaptiveOutsideVehicle = false;'.
Changed: One can enable auto captive set when becoming unconscious as infantry with 'SPE_ER_BecomeCaptiveInVehicle = true;'.
Changed: Players will no longer automatically stop calling for help after some time if 'SPE_revive_exhaust_callout = false;' is set.
Changed: Reduced hold action time by half for call for help and cancel action.
Changed: Reduced wait between two unconscious to crawling from 60s to 50s and 30s in cadet mode. Especially in cadet mode it was confusing to wait so long as you didnt get the failed to roll over message.
Changed: Revive module parameter setup.
Changed: Reviving action to be only possible if the player is alive and not unconscious.
Changed: Show custom revive action only when the player is the group leader.
Changed: Show different chat message when an unit inside a vehicle gets revived.
Changed: Show grab FAK action only if inventory has enough space to pick one up.
Changed: Show systemChat only in cadet mode.
Changed: Stabilize bleeding action is only to need one FAK (except in SP with cadet mode none are required).
Changed: System design of "combat healing" (AI under player lead commanded to revive another unit).
Changed: Time for a player to automatically call for help randomized somewhat.
Changed: Virtual spectators don't need to run the revive HD.
Changed: When falling unconscious in a vehicle, one no longer gets captive state by default.
Changed: Wording for "combat healing" notification message.
Changed: Wording for "combat healing" option.
Changed: Opening inventory/interacting with ammo containers is possible while in crawl mode.
Improved: Coding - ensure HD only executes on local units.
Improved: Added ability to have revive for playable/switchable AI only.
Improved: Vehicle role display for unconscious units inside vehicles.
Fixed: "call for help" timeout didn’t get reset.
Fixed: Calling for help audio stopped when getting a crawl mode a second time without revive or respawn.
Fixed: Certain hit points were not accounted for by Revive system.
Fixed: Code context - SPE_revive_helper and SPE_revive_being_treated not reset if a player revived the unit.
Fixed: Coding mistake from refactor making _difficulty undefined in actions.
Fixed: Dead, former unconscious, unit should not moan any more.
Fixed: Disable bleeding system when stabilize action gets disabled via module or mission parameter.
Fixed: EjectDeadGunner handling.
Fixed: Error in revive system if additional difficulties exist.
Fixed: FAK count required for revive actions was not taken from module/mission parameter settings.
Fixed: Faulty coding of string format.
Fixed: Flawed logic when taking damage while unconscious or in crawl mode. Correct is: in basic revive mode you don't take damage/get unconscious again or in advanced mode when damage taken isn't too high.
Fixed: Function naming lacking _fnc_ tag.
Fixed: Grabbing from container didn’t remove FAK.
Fixed: Kill action to be available only when the target is still alive.
Fixed: Missing "SPE_revive_incap" set false in special case.
Fixed: Missing variable reset if revive attempt by AI gets aborted as not close enough in time.
Fixed: Missing variable sync when leaving unconscious state.
Fixed: Multiplier text.
Fixed: On-screen error if "Take FAK" without a weapon.
Fixed: Only apply/limit damage if higher than threshold.
Fixed: RequestAI function could be terminated too early and thus not clean up variable states properly.
Fixed: Reset SPE_revive_incap state to false when AI withstands from unconscious state.
Fixed: Revive actions were affected twice by difficulty modifiers.
Fixed: SPE_revive_helper variable needs to be synchronized.
Fixed: Unconscious AI may only force respawn when respawn is actually available.
Fixed: Unconscious AI should not force respawn while getting revived.
Fixed: Moved code comments out of string condition definition.
Fixed: "vehicle hit" call out only to happen with high enough damage.
Fixed: "vehicle hit" call out only to happen once per hit event.
Fixed: "vehicle hit" call out only to happen once regardless the amount of crew.
Fixed: SPE_revive_being_treated state was not set by AI reviving.
Fixed: SPE_revive_incap state was not synchronized.
Fixed: SPE_revive_vehicle_animation was not synchronized.
Fixed: Coding - 3d icons for unconscious units were not always shown.
CDA
Changed: Exposed also enemy 2d map markers to function and as mission parameter.
Changed: 'unit allowDamage false' skip handleDamage processing.
Changed: Coding - allow allowDamage override used in SP ('player setVariable ["SPE_CDA_SkipAllowDamageModification",true]').
Changed: Coding - allow variable default override.
Changed: Coding - ensuring correct execution order.
Changed: Coding - optimized target indicator with caching.
Changed: Added SPE_CDA_AutomaticMedic/SPE_CDA_AutomaticExplosiveSpecialist/SPE_CDA_AutomaticEngineer variables to activate automatic trait and equipment handling for players or player groups.
Changed: Automatic allowDamage adjustment in SP to be opt-in via '_unit setVariable ["SPE_CDA_SkipAllowDamageModification",false]'.
Changed: Disabled nameTags advanced hint in non cadet mode.
Changed: Disabled smoother anims in MP.
Changed: Made automatic ambient animal deactivation opt-in via SPE_CDA_DisableAmbientLife variable.
Changed: Made automatic WP completion opt-in via SPE_CDA_UpdateCurrentWaypointAutomatically variable.
Changed: SPE_AIHasRespawn variable (desc.ext and global variable) is used to control and check AI respawning now.
Changed: To force drawing icons on the 2d map of non simulated or hidden vehicle for GC status set 'SPE_DrawUnitVehicleIconsDebug_IncludeAll = true;'.
Changed: To force showing unit status next to icons on the 2d map of non simulated or hidden vehicle for GC status set 'SPE_DrawUnitVehicleIconsDebug_DisplayText = true;'.
Improved: Coding - ensure HD only executes on local units.
Improved: NameTags to show unit/crew role if not on permanent display.
Fixed: Auto repair player tank only when not on fire and with crew inside.
Fixed: Auto repair tank only when not on fire and with crew inside.
Fixed: CDA difficulty synchronization when custom difficulty is used.
Fixed: Repair action to work also on non tanks.
Fixed: Setting to disabled 2d map markers.
Fixed: Repair action to support mortars and other vehicle types without hitpoints.
Fixed: Unit death time was not set correctly for 2d map display.
Fixed: Vehicle death time was not set correctly for 2d map display.
Fixed: Planes only to triggerDynamicSimulation if SPE_CDA_EnableDynamicSimulation is set.
Fixed: Autoheal/autorepair must also run on clients for units local to them.
Fixed: Timestamp for autoheal/autorepair was not synchronized over network in all cases.
Fixed: Timestamp for autoheal/autorepair must be set to current time if undefined.
Fixed: Timestamp for autorepair needs to be reset if unit enters an empty vehicle.
IFS
Changed: Added forceDelay and forceSpottingRound parameter to SPE_fnc_IFS_SpawnArtyStrike.
Changed: Added SPE_IFS_SupportActionAvailable variable to skip IFS action check when unnecessary.
Changed: Standardized SPE_IFS_availableCalls defaults for all sides.
Changed: Standardized SPE_IFS_CASActivity defaults for all sides.
Changed: Coding - side detection for IFS incoming message made more robust.
Changed: Debugging of IFS arty fail states via target status variable.
Changed: Debugging of IFS arty system with engaging chat message.
Changed: IFS incoming 3d icon to show side arrow if not on-screen.
Changed: Replaced hardcoded SPE_IFS_RDTable with dynamic detection.
Changed: Surrendering and medical voice over.
Changed: 'unit allowDamage false' skip handleDamage processing.
Changed: Increased FO distance significantly (SPE_IFS_FOToTargetMaxDistances).
Changed: Arty definition with new assets.
Changed: SPE_IFS_DS_ProviderBlackList with new calliope variant.
Changed: Radio definitions to include b_spe_ger_radio_battery.
Changed: Increased cycle checking time from to 2 to 5 seconds.
Changed: Increased SPE_IFS_PairingTriesPerBattery from 5 to 25 to make it more likely to find a target.
Improved: Added shell spawnDirection override via 15th parameter in SPE_fnc_IFS_SpawnArtyStrike.
Fixed: Correct side for arty/mortar gun crew.
Fixed: Correct side for CAS plane crew.
Fixed: Faulty plane side mapping.
Fixed: Faulty side index for east+west side for CAS call check.
Fixed: Handling for SPE_fnc_IFS_SpawnArtyStrike when there is no artillery object.
Fixed: Missing default definition for SPE_IFS_SupportActionAvailable.
Fixed: Side check to be based on group side for CAS call.
Fixed: Typo in variable name that broke IFS heavy arty operating on its own.
Fixed: Standardized Heavy Arty Guns amount default for all side (to 3).
Fixed: Hints were not localized correctly on each client.
AI Tweaks
Changed: Added SPE_Unstuck_AutoRepair_NonMobile variable to be able to disable auto repair from Unstuck system.
Changed: Coding - compute stress value max once per second.
Changed: Coding - extracted SPE_fnc_UnstuckVeh (all-in-one) to (distributed) EachFrame processing.
Changed: Coding - latest unit/vehicle position added to unstuck cache only after clean-up by distance check.
Changed: Coding - stop double execution of AISuite.
Changed: Coding - unstuck position cache to drop position beyond the movementThreshold.
Changed: Logging and 2d map debug visualization of Unstuck system.
Changed: 'unit allowDamage false' skip handleDamage processing.
Changed: Added global infantry and vehicle exclude for Unstuck system ('SPE_Active_Unstuck_Infantry = false;' and 'SPE_Active_Unstuck_Vehicles = false;').
Changed: SPE_mobilityHitPoints definition.
Changed: AutoRepair as part of the unstuck system is disabled by default.
Changed: Improved Added side specific customization of AutoRepair from unstuck system via SPE_Unstuck_AutoRepair_NonMobile_Sides [east,west,guer,civ,default] array.
Fixed: AI info share couldnt be disabled with 'SPE_Active_InfoSharing=false;'.
Fixed: Anti-road collisions component is to be disabled by default.
Fixed: Auto repair of non mobile vehicles as part of Unstuck system.
Fixed: Coding to avoid double execution of EachFrame code.
Fixed: Default position handling by unstuck system.
Fixed: Default values should not be set for certain parameters in this script.
Fixed: SPE_LocalDebug should be disabled by default also in SP.
Fixed: Unstuck didn't check "ANIM/MOVE/PATH" disabledAI state.
Fixed:Removed stray : at AIS module property.
RFS
Changed: Surrendering and medical voice over.
Changed: Randomized delay more for surrendered to automatically walk as POWs to avoid "synchronized behavior" for a group surrendering event.
Changed: Reduced max distance for surrendered to acknowledge a captor from 80 to 40 meters.
Changed: AI/RFS module to be in the correct module category.
Changed: Increased radius for enemy presence to trigger surrendered unit to fully give up from 20 to 50 meters. And made distance configurable via SPE_Surrender_Range.
Changed: Not only the closest POW should call out if he gives in to interrogation.
Fixed: Surrendered unit moved to [0,0,0] if no nearestEnemy exists.
Fixed: Surrendered units turned always north.
Fixed: Interrogated units did not call out when they rejected give away information.
Fixed: Missing timeout for isReadyIfSurrenderedOrEndingState unit considering to flee.
Fixed: New surrendered units loose memory of previous nearest enemy.
Fixed: Retreat or flee call out is to be done once per unit - not per group.
Fixed: Surrendering call out is to be done once per unit - not per group.
Fixed: Surrendering units only did a call out when the timeout hit - not when close enough to a captor.
Add Explosive Action
Improved: MinDamage and minCrewDamage no longer have the chance to heal the vehicle if values < 1 are used.
Improved: Now supports additional custom action conditions.
Repair Action
Added: Debug mode. Set 'SPE_RepairAction_Debug' to true to enable
Added: Vehicle type condition with debug message if failed
Changed: Damage thresholds are now global and can be changed
Changed: Damage thresholds can now be modified
Changed: Implemented cruise control instead of fuel removal
Changed: In cadet mode, vehicle is always fully repaired now
Changed: Repair script now uses hit indices instead of hitnames
Changed: To fully repair vehicle 24 ticks are now always required
Removed: Some conditions from conditionRepairAction.sqf that are already checked by addAction engine implementation
Removed: Vehicle type condition (was move to addRepairAction)
Map Vote
Changed: Map vote tiles can now adjust text description ui size.
Changed: Improved Updated mapVote ui input validation.
Fixed: Mapvote expandable scroll bar too long at vote start.
Fixed: Mapvote scroll bar covering advantage text.
Fixed: Mapvote ui tile expansion inconsistent when vote tile was selected.
Fixed: Script error when mapVote UI tile expansion was disabled.
Language system
Changed: Language system to support detection based on custom faction parameter "SPE_language" or factions' side based fallback.
Changed: Language system to support side specific override via 'missionNamespace setVariable [format ["SPE_Language_%1",_side],_language,true];'.
Changed: Language system to support synchronization of the language (local vs global setting).
Changed: Language system to support resetting the language - instead of using the stored language.
Changed: French language tag from FR to FRE.
Changed: Standardized playMidMissionHQCommanderSubtitle call.
Changed: Disabled GRS06 voice profile as German spoken by non native not good enough.
Changed: Improved Language system to support faction specific assignment override per mission.
Changed: Improved Language system to support faction specific language setup for ER/RFS/IFS voice over.
Fixed: Added overlooked USS03 English voice profile.
Subtitles
Added: Function to play unit specific incoming voice file.
Changed: Subtitle UI is now centered when no portrait was provided.
Changed: Subtitles UI.
Changed: Subtitle UI revision (noUIScale).
Changed: Spectator UI is now temporarily hidden during Subtitle.
Changed: Improved Subtitle positioning when spectating.Changed: Mid mission conversations should be recorded under Log diary record.
Updated: MidMissionSubtitle function remoteExec param adjusted to allow for more options.
Improved: Added support for lip sync for speaker of mid mission subtitle message.
Fixed: Missing _fadeDelay fallback (if was 0/negative - ie from missing sound definition).
Fixed: SPE_VoiceIdentities should be done only by the server and synchronized.
Localization
Added: Translation for sides in AI tweaks.
Changed: German localization in a few Revive strings.
Fixed: Spotlight text to WW2 Arsenal using the vanilla Arsenal string.
Functions
Changed: Fixed wrong logging.
Changed: Vehicle selection combo is selected by default.
Changed: Opt-out of fn_SPE_debugDisplay Improved.
Changed: Added a way to prevent fn_SPE_debugDisplay from initializing.
Changed: Fixed script error caused by commands only available in diag.
Changed: Mission functions are not available in UInamespace - changed to missionNamespace.
Changed: Updated `fn_handleSandbagDamageState`, cleanup of eventhandlers if sandbag state change was triggered via script.
Improved: Coding - cache vehicle position names.
Fixed: Function definition moved to global for remoteExec use. [vehicle respawn]
Fixed: Invalid `isNil` check in handle sandbag damage state function.
Fixed: Vehicle respawn check for function parameter.
Credits
Changed: Improved Fixed wrong scaling for hold action in credits.
Improved: Images in credits will no longer clip with text.
Improved: Text being cut off.
Misc
Added: Group creation and deletion logging to captureArea.
Added: Sandbag damage state handler function.
Changed: Coding - avoiding duplicated repair action.
Changed: Its now possible to paste multiple classes into the classes attribute [Modules].
Changed: Mission parameter logging.
Changed: Mission parameter selection is automatically logged in MP.
Changed: Support vehicle detection.
Changed: WP removal function.
Changed: Added more values to viewDistance customization mission parameter.
Changed: Naming of debug variable for captureArea.
Changed: Replaced too basic viewDistance customization mission parameter with custom version.
Changed: Unified naming for portraits.
Changed: To forceRespawn on JIP, on has to set now in initServer.sqf: 'missionNamespace setVariable ["SPE_ForceRespawnOnJIP",true,true];'.
Changed: Error checking in spe respawn menu if required elements are not present. [Respawn].
Improved: Coding - handle additional custom difficulty levels.
Fixed: Default values for custom difficulty.