#spearhead_1944
1 messages Β· Page 2 of 1
yeah, it looks the same as the client, right. You'll have vanilla folders like addons, Expansion, Orange etc. Put it right next to those.
Then once it's transferred, add "SPE" to the modlist, just like "vn" for SOG.
alright thanks
hum that confirms my first test. I just found I need to select CDLC from launcher to be able to use the map , didnt remember I had to do that for the others DLC but maybe CDLC don't work the same way.
Is there a purpose for the medical halfback varients? Can someone also tell me why the medics are given white crosses despite being combatants? Like why do they get insignia if they function as normal combatants
Nah I'll wait, I don't usually buy dlc and then wait to see if they add more content
it's 10% discount currently, and we dont know if this cdlc will be discounted later on steam halloween or winter sale
That's okay, it's only 20$, I'm just waiting to see if they support it longer than a few monthsd
more revenue = more stuff to release
Any "must have mods" for Spearhead, besides Faces of War?
If i wanted to add the Spearhead 1944 cdlc to my server, would i need to add SPE; in the command line?
yes, and spe
All CDLCs are opt in, they wont autoload
Because these videos bypass all our volume adjustments in audio options :harold:
Can you implement some control on them? Pleaseee
Currently not planned, maybe
they angy they dont get the stuff they want, while the page itself shows what the cldc will contain
Why are the Germans a BLUEFOR faction and US GREENFOR? π
https://steamcommunity.com/profiles/76561198027843419/recommended/1175380/
Well I would reply, but they disabled comments...
Mac version of spearhead will be coming with the 2.14 update (There are currently missing features and atleast one crash bug in the current mac build)
But if you want, you can load the compat data from workshop, and it will work (unless you run into that crash)
Sorry but HUGE disagree on that.
Also - weirdly political somehow saying the Germans are "good guys" but I won't get into that
Whatever justification for having Germans on BLUEFOR now goes against all of ARMA and makes it more difficult to integrate the module
Its news to me that BLUEFOR/GREENFOR/REDFOR says anything about "good" or "bad" guys.
Well my point is more that nowhere in Arma is it stated that Blufor = Good guys and that Opfor = Bad Guys. They are essentially just coloured teams. We followed the same general convention used by most WW2 mods available for Arma 3 to maintain compatibility with existing content.
"OPFOR" is not an ARMA term. It's a universal term for OPPOSING FORCE and is normally applied to 'bad guys'
Regardless of any weird justification - like I said, it goes against ARMA standard convention - to include ALL of CDLD - and just makes it hard to integrate
and just makes it hard to integrate
How?
I mean. I think its pretty obvious
Most BLUE/RED/GREENFOR factions are clear.
If it was obvious, I wouldn't be asking for an explanation?
No matter what I say, you're going to just keep using this ...'we don't consider good / bad' stuff
I am genuinly curious in why you think it's a problem from your perspective.
I'm blown away. I don't know what to say, that we are now considering the Nazi's not a 'bad' faction. It's mind blowing
or an Opposing Force
No one said that
He did: #spearhead_1944 message
This is the full conversation, if that helps with clarity.
I don't know what you are reading, but clearly not the same text as we are.
He says its not related to Good/Bad at all.
And you are now saying he called Nazi's "good". I don't see that at all.
Still the question, why does it cause issues for integration, maybe these can be fixed? Can you explain what the issues are?
He asked you to clarify how it makes it hard to integrate, if you're trying to make him look like he said they're good guys you're just looking for drama now.
No drama. Just weird.
Changing the faction would be 'weirder' as suddenly no WW2 mod is compatible with the dlc
that's all it is
besides the sides can be called 'Blufor' and 'Redfor' and opfor doesn't even come into it
Baggage of 20 years of Arma/OFP modding, that's all to it.
Sure - REDFOR symbols are shown as 'enemy' in ARMA. That's how it is.
enemy = bad guys, in simple terms
What about when you are playing as Redfor?
Then the other side are considered "Opfor" are they not?
As they are the Opposition force.
IIRC russians were marking themselves as red on the map...
and Germany marked themselves as blue on the map
the colors for the factions match what was used in the era too.
Colors....sure. But ARMA isn't just colors. It's symbols linked to friendly, hostile, civilians, etc factions
It's WW2 tho, you need to accept that not everything from vanilla works for the DLC and they can't change every part of the engine as they need to have compatiblity with everything.
I don't think there's anything more to discuss about it.
Well yes its unfortunate that Arma has engine limitations (Red/Blu/Green/Civ factions). But we are not going to overhaul the whole two decades of faction system just for one CDLC just because a handful of players aren't able to look over that limitation.
When I play as russians, I am a "Red" faction, I still use blue markers on the map for myself, and red markers for enemy. No problem.
.
cope
if you think BLUFOR/GREENFOR/OPFOR have anything to do with politicals you are too self centered
they literally dont
Every country's enemy is considered OPFOR and they are considered BLUFOR to themselves
so trying to put blufor and opfor to specific countries makes no sense at all
"Good" or "Bad" guys is entirely subjective.
Just a weeeeeeeeird way of justifying it. Especially for WW2 content.
I see the other perspective of technical limitations of ARMA though. I would recommend THAT be the selling point and not the good vs bad debate in a WW2 context.
i mean you came in with the argument that it was about good and bad
That's how ARMA classifies the factions. Literally defined with NATO icons and graphics. But I also didn't. I asked about BLUE/RED/GREENFOR
It's done like that so soviets can be Opfor and never be allied with blufor Germans, but can be allies or enemies of indfor American/Brit factions
Allies during ww2, enemies during alt history post ww2 shit
Ww2 mods have been like this for years for this reason
It's nothing political.
tbf who cares what side they are on
It's purely gameplay adaptation
And spearhead follows this trend
its a game bro
also i mean i play REDFOR the most
so i cant relate to BLUFOR being good guys 
eye of the beholder type deal.
so following your "logic",for german side, allies are also opfor - opposing force π
depending on the side you're playing on, the definition of who's the enemy will change, obviously...
ARMA 3 is laid out as BLUEFOR, OPFOR, GREENFOR - the core of the game designates those colors and icons, which are associated with hostile, neutral, friendly, etc.
It was already explained here that it follows historical mod faction convention, so I'm good. It makes sense.
But its weird that the initial response was some weird theorical view on good vs bad
π
π
I don't think we need to go over a already solved topic again
true
Good DLC, btw. ARMA feels good in WW2.
It's nice that we also have a map that covers the area south of St Lo, which is usually overlooked in most games. Lots of tough fighting in that area. St Lo is also depicted as destroyed in-game, as it was in July 44. Nice touch
well it is led by IFA44 Devs

Y'all with your political and moral side judgements. The only way to look at it correctly is that your faction is either on side 0, 1, 2 or 3. The rest is subjective :trollface:
nowadays it has to be they, them or theirs, to not offend anybody...
r/whoosh?
my side is empty
Didn't the allies mark themselves as green in maps during WW2 anyway?
back then everything was black'n'white so they didn't use colors
tricolor film, notably not invented until much later in 1935, long after WW2
Hey everyone, can anyone help me setup the spearhead 1944 files so I can play the campaign on my dedicated server with my friends?
Iβm sorry for being a nuisance, just a little lost on the whole setup part. I use FASTER for the server
Actually the Germans, at least in the early war marked themselves in blue, the British in red and French in green. Seen on a situation map before Dunkirk in the IWM
Wonder when BLUFOR and OPFOR became an allied thing? Post WW2 when the adversary became the USSR?
Picking this CDLC up Friday w I have to to mess with it. Looking fwd to it!
Question is how is the map and is it historically accurate? Are the roads towns, cities, villages where they should be, and can be referenced on google maps and ww2 maps (SOG Khe Sahn map is very close)? Knowing ARMA, answer is yes.
Normandy has been build from real world data reference but it is scaled smaller and some artistic/gameplay freedom has been taken
check youtube vids
pretty much everyone has to decide that for themselves
Cool, thanks! It's like 75x75km?
no
12x12
The top down sat image reminds me of livonias
there is vegetation from Livonia, yes
Depends on what ur looking for
I really like the option to choose a faction when starting the Normandy Combat Patrol mission, but when I have RHS mods loaded the missions starts (I can hear shooting and other sounds) but my screen stays black (except for hints). Does anybody know how to fix that?
Good Day
I hope you all are well
I wanted to ask and i hope theres someone who can advice or assist me
I wanted to know is there a way i can use spearhead DLC for the Exile mod to basically make it an open world WW2 Scenario type of thing ?
Is it possible to make the wavy frontlines like in the single player but in a different mission? Like where the green is for the americans and the blue for the Germans
Yes, although there are a few limitations to it. Read the head of SPE_MISSIONUTILITYFUNCTIONS_fnc_generateFrontline for instructions. Feel free to ping me if you need assistance
Where would I read that? Sorry for dumb questions
In the Editor, go into the Functions viewer
Gotcha
Is there any plans to do IFA3 Redux? Like they did with Unsung?
how do i get the scenarios to host them on a dedicated server?
I absolutely love the tank damage system and shots bouncing and cookoff effects. It would be awesome if RHS implemented this system for their vehicles
rhs doesnt really work on a3 anymore
they are more or less moved completely over to Reforger.
What's that supposed to be the fancy name for Arma 4?
I like this mod it breathes new life into the game. I was wrong before
Unless they have more or less moved completely to a CDLC!? π
that would be strange considering PuFu is actively on reforger π€£
and hes lead
anyway off topic
How come the swastika is an X
Like on the periscopes of german tanks the little stamp on the glass
It's a forbidden symbol, we cannot use it
Forbidden by? Steam? BI?
Wow... So historical accuracy is taboo?
I think there needs to be a law implemented to protect history.
uhhh no?
There's no free speech in Europe ain't nothin we can do about it
they just dont wanna be taken down in a lot of countries
they kinda need to sell for money you know?

I wonder if the next US president could be like...
Be a shame if we pulled all those US bases and military funding facing east...
"In 1991, in Czechoslovakia, the criminal code was amended with 260 which banned propaganda of movements which restricted human rights and freedoms, citing Nazism and Communism. Later the specific mentions of these were removed citing their lack of clear legal definition. However, the law itself was recognised as constitutional.
The police may cancel such events only once it becomes clear that protesters are inciting hate, which is deemed illegal in the Czech Republic. Legal regulation of hate crimes in the Czech Republic is contained in Act 140/1961 The Criminal Act (amended by Act 175/1990)."
So it's probably legal in Czechoslovakia but not in other extremely cucked nanny states (UK, Germany, Canada, etc)
Therfore they went with the option that gives the greatest amount of reach to different nations customers. While extremely gay, it's understandable
American moment, Czechoslovakia does not exist since 1993
i was sitting here thinking
lmao
czech repub
I was gonna say lol.
So do the laws from 1991 still apply?
yes
Okay lol. The US hasn't had to go through so many big changes like that, but I think we're due. Having our own mini fall of Rome over here.
I'm going to fire up spearhead with OPTRE and see how many shermans/tigers a UNSC Scorpion tank can handle lol
Hahaha
would you be willing to dm with just general help I am very slow when it coems to like scripting and coding
It's already very late here. I will try to prepare an official documentation tomorrow. Feel free to ping me if I forget π¬
no worries I go to work soon so some time tomorrow works
Great job R3vo.
Is that operation cobra or something different? I was wondering if I could play it singleplayer
Also I'm sure this has been asked 5 billion times but are there plans to add German voices
Is that operation cobra or something different? I was wondering if I could play it singleplayer
You can host your own session and play the campaign this way. This is however not recommended
Also I'm sure this has been asked 5 billion times but are there plans to add German voices
No comment at this point
where can i find the mission names that i can plug into my server?
alright after a bit of work i got it
for anyone else here it is
class Missions {
class Mission_one {
template = "SPE_M00_Operation_Cobra_Prologue.SPE_Normandy";
difficulty = "Custom";
};
class Mission_two {
template = "SPE_M01_Liberation_of_Saint_Gilles.SPE_Normandy";
difficulty = "Custom";
};
class Mission_three {
template = "SPE_M02_Liberation_of_Canisy.SPE_Normandy";
difficulty = "Custom";
};
class Mission_four {
template = "SPE_M03_Quibou_Dangy_March.SPE_Normandy";
difficulty = "Custom";
};
class Mission_five {
template = "SPE_M04_Defense_of_Pont_Brocard.SPE_Normandy";
difficulty = "Custom";
};
class Mission_six {
template = "SPE_M05_Villebaudon_March.SPE_Normandy";
difficulty = "Custom";
};
class Mission_seven {
template = "SPE_M06_Liberation_of_Saint_Denis_le_Gast.SPE_Normandy";
difficulty = "Custom";
};
class Mission_eight {
template = "SPE_M07_Defense_of_Saint_Denis_le_Gast.SPE_Normandy";
difficulty = "Custom";
};
class Mission_nine {
template = "SPE_M08_Operation_Cobra_Epilogue.SPE_Normandy";
difficulty = "Custom";
};
};
Host a Lan server and you can play through the campaign. Works fine for me! I love the atmosphere and the game mechanics.
how come when i load the spearhead cdlc onto my server, the campaign missions dont show up in the mission select menu
Are you running CBA? Make sure to switch it to show official content.
Came here to say I'm loving the CDLC. Great to have a set of quality content without having to get a ton of mods in various states of creation.
Praying for Willy Jeeps, Kubels and 2-1/2 tons. 
how do i do that
There's a toggle button in the top right.
yes
spe;@3den Enhanced;@ace;@Alternative Running;@Animate;@Better Convoy;@Better Inventoy;@Blastcore Murr Edited;@CBA_A3;@CH View Distance;@CUP Terrains - Core;@CUP Terrains - CWA;@CUP Terrains - Maps;@CUP Terrains - Maps 20;@DUI - Squad Radar;@Enhanced Movement;@Enhanced Movmement Rework;@Forgotten Fronts 40 - 45 [DEAD];@Foxholes;@Gruppe Adler Pace Count Beads;@Gruppe Adler Trenches;@iFatigue - no sway and stamina;@Improved Melee System;@MCC Sandbox 4 - Mission Making The Easy Way;@Ladder Tweak Remastered;@sellect's Whistle;@Tank Shell Fly Sound;@Task Force Arrowhead Radio BETA;@TFAR Animations;@TGP Main Mod;@WMO - Walkable Moving Objects;@Zeus Enhanced;@Zeus Enhanced - ACE3 Compatability;@NATO Markers+;@Reduced Haze Mod v31
thats my comand line
Yeah but do you have SPE on the server?
Spe not czech.
Let me ask yall. Is this DLC a better platform to build a standard mod framework off of than IFA3, FoW, etc.?
sure, higher quality and models but rather limited content (but still plentiful), a good investment since it will get more stuff in the future
And I'm assuming if people just port IFA3, FoW, FF, etc assets to this DLCs framework, we could have a more cohesive foundation for WW2 mods in general?
that's an idea
I mean I'm pretty sick of all the weird mod incompatibilities and patch on hotfix on patch jobs to stitch them all together
But i guess SH1944 will have to prove its worth first that its codebase is the superior choice compared to all the other WW2 mods?
time will tell
No i want the answer nowwwww πππ
anyone else notice these stills in the campaign?
||(For some odd reason someone decided to block embed perms in a channel that probably needs them)||
because they show;
1. the beaches of normandy (or some other region w/beaches)
**2. **british forces
3. Canadian forces with a bren carrier
of which none are in the current release. but I suspect may be teasers for coming things of interest π
so far sh1944 looks like a ifa3 clone right now
1 may be sicily
sog is a clone of unsung and globmob is a clone of CWR3
any other open-minded comparisons?
water is wet is a good one
all the cdlc chat in this server are like this
oh no you found easter eggs of what's to come
@pearl coral
flamethrowers are actually a World at War reference actually
UK assets were deleted π
Their is more coming to this dlc right? Cause this DLC is pretty bare bones.
its pretty good for init release
CDLCs always receive large updates after release.
Well the Models were originally intended to be for the IFA3 Update but the Lead Dev decided to want to be a DLC
omg wow
its almost like the Spearhead Devs are the same devs that do IFA3
OMG WOW you really hacked the system today bro
Squad is a clone of PR
Arma 3 is Arma 2 + 1
wrong, these all new
You should not really spread this kind of false rumours. not a good look on you
be better than this man.
pour your salt elsewhere
completely disregard that IFA3 team and HOW team are completely different entities
steam comment quality content
FR tho
lmao
the steam comments are such copium
i remember comments about paying mods even tho thats what the community always talked about "The modders basically make the games nowadays should basically pay them bro"
BI Paying the Modders -> The community still complaining

Wrong ? I got a very good source for my argument.
and i work in the project so?
they lied to you!
Betrayal
That's because the Steam community is not a hivemind so it's not the same people who complain about paid mods that those who suggest that modders should be paid π
please provide
true and fair but its close 
I never said that the assets arent new. I said that the assets was going into IFA3 Update but then it changed and its in the DLC
And btw i think the Sounds of the M1 Garand, Kar98K and MG42 are from Battlefield V
they are not
brother and christ
it's more of a 50/50 according to BI website
and you have not yet provided that source
and a firm handshake
ik
but its still basically paying the modders
for info 'freedom of speech' is usually the first line of defense of dumb people. 'I said it because I can' should be the last defense, there should be a reason before that.
imagine thinking the US has full freedom of speech.
TRUE
it's more like modders paying bi in the end lol
I compared them right now the M1 Garand sounds like it but given how Arma sounds are they sound dumbed down
also true
dude is still salty after his call of duty mod got DMCAd
well they still are not
Not really.
and that source you mentioned?
they forgot Freedom of consequences
you're the one coming here with false allegations and refusing to provide any source for your claims, so I guess really 
that source
My Comparisson right now with Battlefield V
bro
no on the IFA thing
ok ok if they are both aiming for realism
you said you have a source
you can eitehr cough up that source or admit you lied
source: trust me bro?
Or lets say its someone on HOW ?
becaues I have many sources on HOW that can say otherwise
and there are lot of people who like to spread malicious lies for whatever reason
also that "IFA3 clone" thingy is also pretty baseless since how can it not be similar if they are portraying the same theatre of war and almost the same year of it
Very baseless because HOW Team are merged with IFA3
because if they are going for realism ofc it sounds the same bro
no they aint
they are separate entities
what are you talking about now
A Gun recorded never sounds the same
I will exceptionally be a bit rough here but
source or GTFO
brother in christ
Dr House forgot his pills
Sound libraries are a thing xD
he's playing BF5, most likely recording sound π
ive only been modding in the community for you know maybe a decade and some dude on sh44 channel calls me "Baseless" real.
veteran destroyed rn

No comparing the sound
well you do write ArmA 3 in your profileβ¦
Because i was curious
yes bro
i have to be CORRECT
so how about that source already?
You think i give out a name ? Btw i dont know what the problem exactly is with my statement that a HOW Team Member told me when he worked on the Assets for the DLC and he thought its gonna be for IFA 3
yes I think you gonna give out a name of someone who spreads such lies
you are the classic liar bro
Lou is heating up the Hammeur
you are the guy who talks about his source
but when he asked for names
hes like "Sorry bro cant tell you that, im protecting him bro"
Because i dont betray my mates ?
REAL
Its called Loyalty
ah, that's not a source then, that's assumption
he thought its gonna be for IFA 3
either you source your claims because they are important ones, or you don't back them up and you back down. as easy as that
contact a BI representative with evidence, or get nuked to oblivion from this server if all you can do is spread baseless claims.
its crazy
then why did you even bring it up
sounds like a hearsay to me
your honor
you just did, by attacking their project. so either stop right here or provide (in DMs if you will) evidence
one more word on this from you and you're ejected.
Because it was interesting to know how the DLC was build up
but you betrayed him anyhow even you r saying is real
no you werent. you directly attacked the reputation of the team. not ask questions
In which kind of way did i attacked the project ? You know i bought the DlC to support them.
"hey guys, these are rips / paid mods"
think a bit
What ?
I never said they are ripped
sounds?
They sound similiar okay
Forget the sound thing
And btw i think the Sounds of the M1 Garand, Kar98K and MG42 are from Battlefield V
π
forget this channel please.
But please tell me where did i said its a paid mod ?
source of your IFA claim, thanks
No ?
no bro stop coping
dont get sidetracked
you literally inferred it
oh boy they got ur tail now
haters always have the loudest the voices 
they have to come join the discord just to hate on CDLC every time one releases
My Comment about the IFA3 thing was not about beeing ripped from IFA3. I said they were CREATED for an Update and then the Update thing was scratched so its gonna be a DLC π€¦ββοΈ
and that is not true
And that came from someone who worked on the Assets when he was in the IFA3 Team.
well who was it
damn thats a lot of people bro
and why do you say that, if not to infer that an IFA3 update has been scratched to make it a CDLC? still, without a source?
Not possible, CDLC needs full IP ownership of the models.
You can't simply change from "oh we'll make mod update" to "it's a CDLC now"
Does it matter ? Its not that i hate the DLC or something i just said thats the way how the dlc thing came up ?
!mute 856672181559230504 2d #spearhead_1944 'IFA3 models, BF5 sounds' nonsense after several warnings - source or get out
Silence!! Γ²_Γ³
...
I keel u, @wanton carbon!! Γ_Γ
sturmfall7#0000 now has 3 infractions.
that's my limit.
but that is not the way it came up.
yes
whole lot of shenanigans about ripping and stuff
he was pretty hostile ever since his CoD rips got DMCAd by Activision.
New contender after Nyu 
The bannings continue. π
ok so since he's gone, @gritty nest when should we expect the rest of unrealeased IFA3 models in Speerhead? 
Has anyone asked about why the Germans are Bluefor today already?

I looked away for like half an hour...
QFT
quote mining for the win!
too long

Okay I'm glad you feel that way. Still didn't provide any response to my actual question
i did tho
its the next sentence
CDLCs always receive large updates after release.
i mean jeez, GM is on 1.3
1.5*
oh its 1.5?
Yup
That's what that "Decade of modding" does to you π
the decade of modding was for veteran
im a zoomer in terms of sqf
like 1 year max
lol
sadly
Also updates are not guaranteed. Its just that every team so far decided to provide further content afterwards for free.
Picking up SQF in ~2022 should be forbidden.
One of the CDLCs should have implemented some functionality using Intercept, that way BI would have been forced to ensure Intercept works in the future (or the CDLC breaks), thus enabling everyone else to make mods using a sane programming language π

SQF is great tho
idk tbh i only know LUA real well
tbh the more i look at SQF
it doesnt look awful
but thats because my brain is starting to cope probably
No, you're great!
||SQF isn't, though... π¦ ||
it's easy to read, it's fast to prototype in, it gets the job done.
and thats all you can ask out of a coding language
it's easy to read
No. It's. Not. π
sqf is cool because anyone can pick it up and understand it in no time, unlike Enforce...
depends on whos typing it
tbf
but thats any language
Let me fetch a slide from one of my presentations I was giving at a programming conference...
ok but enforce has 50x more potential
but i get what u r saying
although i say that and idk everything i look at it im like nope
still, it's a complicated language you need to dedicate plenty of time to do stuff, especially things that can be done with SQF in a way shorter time span
but im also a fully homegrown coder
I would appreciate if someone made some sub-language of sorts for Enforce that would be as simple as SQF for at least the mission making purposes
what's unreadable in that?
thats not that bad
You basically yead it like a natural language sentence
Check the arrows
side of the killer firendliness side of victim less than 0.6
I don't need the arrows I know operator precedence.
And it's awesome as it makes the SQF read like sentences basically.
Well, Mikero claims otherwise... π
just wondering can you rock with enforce personally?
or you dont code in it?
not really a person to get any opinion on SQF from tbh.
The image has actually the shittiest example you could imagine.
I don't, I already spent way too much time trying to master C++ and I feel it's time wasted, especially that Enforce is supposed to be similar yet I feel dumb looking at it
It should have binary operator taking arguments from binary operator if anything.
not unaries
i feel dumb looking at it same.
i feel extra stupid
idk people seem to be getting into it
I am a simple man, i prefer this setDamage 1 over some high-level language mumbo jumbo
although i feel like a lot of sqf guys aint really rocking with it
although thats probably more because you still code so much shit in a3
we're sidetracking the channel a bit
This may not be the best place to have SQF pro-con discussion.
right
Pretend I said that with my scary orange role showing.
Let's just agree to disagree. As a professional programmer with no SQF background (hence I don't know which one is an unary command and which one is a binary) SQF is often unreadable to me π€·ββοΈ
IFA3 is a Spearhead clone
"back on topic"
"not that topic!"
you have to point to the right channel when u moderate

damn I can't add funni emote to that, he has me blocked 
lol
I don't remember reading that in the handbook.
discord moderator handbook
no memes in general please refer to #memes

hes a big mean bully
Would take it as a compliment if the accusation wasn't so insulting :P
not true π
prove it
it's ok, it has been dealt with - muted, he left
Good.. Think "hater" π π
Bluefor - map "blue" , red - opfor , green - other... it is too map colour. Whe FoW and CSA38 released, they had to change side (OFP, ArmA , ArmA II and firs relase in ArmA III ... 2005-2015 this same but after 2015 change π )
Hello : D just bought this dlc
bit weird that the germans dosent speak german.. xD
currently muted due to no german radio protocol available (at the moment). but ambience noise is there.
so it will be fixed? : >
Soonβ’οΈ
It's not strickly speaking "broken". More like missing. We are having discussions about what we can do about it.
If you own GM, run this from console, and all your German units (including player and any newly spawned units) will speak German for duration of mission.
[] spawn { while {true} do { { private _unit = _x; if (!(_unit getVariable ["jboy_speakerAssigned",false]) and toLower (uniform _unit) find "spe_ger" >=0) then { _unit setVariable ["jboy_speakerAssigned",true]; _unit setSpeaker selectRandom ["gm_voice_male_deu_01","gm_voice_male_deu_02","gm_voice_male_deu_03","gm_voice_male_deu_04","gm_voice_male_deu_05","gm_voice_male_deu_06","gm_voice_male_deu_07"]; }; } foreach allUnits; sleep 60; }; };
Thank you. I was just messing around with the GM voices in Spearhead and was figuring out a way to do this with a script. I'm glad you guys are taking a look at this. This is a matter of taste but the sound in ARMA is a big reason why I play and the lack of the voices were making Spearhead feel very sterile.
Agreed, need voices for increased immersion. I'm working on getting SOG AI mod fully compatible with Spearhead, and adding the GM voices is part of it.
Could someone explain how the tank damage system works with regards to tracks? There's been a couple times where my tank had had one or both sets of tracks destroyed and I was immobilized, and then after a whole the tracks seem to fix themselves. I never got out of the tank nor did I see any AI repair it
AI no repair track. It is arma system, when is repair truck near, game "automatic" repair tank π you play ArmA 3 and no PS
I would need to look up the code but we have a difficulty adjustment system running on lower difficulties that might auto repair your tank until it can move again.
But as I said, not 100% sure.
Currently, is SH44's codebase "better" than the big WW2 mods everyone is usually forking off of, aka IFA3 or FoW?
Or is it just different?
I ask cuz I wonder if it's worth attempting to unify all future WW2 mods for ARMA3 under SH44 codebase, instead of what seems like either IFA3s subset or just separate mods (FoW, CSA38, FF) etc.
maybe
Is it too early to tell?
what are the criteria, what goal, what point, what perf, ?
It's just the absolute mess of hotfix/patching/minimodding to get all these separate ww2 mods to play nice is a complete nightmare rn
And could SH44 be an answer to that?
Β―_(γ)_/Β―
most missions have rearm trucks - either US near the start locations and US supply points, or German ones you can "acquire"
do you mean config tweaks or scripted adjustements/systems?
I see, thank you
There is one SP mission, Der Zahnarzt. However we made the BI game modes, Combat Patrol and Escape also playable alone - as group leader or under AI leadership (in hosted session/dedicated server).
The campaign can be also played by yourself via dedicated server (or hosted - needs powerful PC). There are various systems to help make it playable like various revive features, check respawn, indirect fire support, custom difficulty adjustment.
Just as a whole - in the same way SOG tweaked the AI to fit the setting.
still working on the documentation. hopefully in coming days/next week more will become available - please be patient π
will be addressed - sorry about that!
No worries just seeing if it was out yet π i would love to know what the different lighting effects do
I am loving the dlc
very happy with it! π
did you get this solved by now?
did you get this working for your server?
did you get it working with TFAR? you need to give the respective units radios via mission parameter or console/CBA settings
yes works in SP. can be configured via module or scripting (docu incoming soon)
(more) medical items in the cargo space
did you get you server set up and working?
can you please make a report on our discord or issue tracker and attach the rpt log. ty!
SPE version of exile will be available very soon π
thank you so much
the official modes or community modes from our partners?
yep you can play the campaign by yourrself due to AI support, revive feature, respawn and other systems to make it playable alongside friendly US forces - best go low difficulty tho
If you do I recommend SOG AI when (I think it will be) updated
Makes the way of commanding squad way easier
Just as a whole in the same way SOG
thank you πββοΈ maybe @dry wing can assist and share some insights once he is around
indeed @loud stone does excellent work with his AI mod π
PS: sorry for the message spam - only today found some time to answer questions here π
as an exclusive sneak peek πΌ
for now you can make use of the great German RP by GM with SPE (mod will be on workshop soon)
(requires to load both GM and SPE ofc)
or use the good old Iron Front German RP via IFA3 for SPE
enjoy π€
This mod badly needs the bigger German halftrack, Stug, and Jeep π
Thanks kju! Congratulations on releasing your awesome DLC. I know it was a ton of hard work! I'm currently updating SOG AI to work cleanly with Spearhead, should be done in a few days.
CSA38 and FF guys cooperate with IFA3 for SPE π
π BI have limits for models and more - what added
Is there anything you can do with Germans who surrender?
or do you just let them walk around
Also does anything happen if you shoot them? I was surprised when I was playing coop and my teammates actually didn't shoot the surrendering Germans - I've assumed since that there is some sort of punishment for it, so that's why they don't shoot them
Depends on how you set up the module parameters. You can make them immortal or not. POWβs should be able to show you on the map approximate location of some other units of the same faction. There will be a proper guide how to use specific modules
is AI capable of reviving player in the advanced revive system?
That would be a really nice feature to have.
Note that your AI squad mates in SOG AI do revive player (sog ai coming soon to Spearhead!).
I hoped for a built-in feature tho, it's for a custom scenario and healing-capable AI is the only thing I need right now. But I have some scripts saved for that ocassion
The AI are capable of reviving both other AI and players with the spearhead revive system.
When you are down the hint box that tells you how far away the nearest friendly is should update to tell you that an AI is trying to come and revive you I think.
when I tried the AI would not revive me >:(
Hi. I have never played Arma, but have loads of experience in other tactical games. I'm really interested in the spearhead DLC. Would I be able to learn straight from spearhead, or should I play the base game first?
I would suggest you play some of the basic showcase missions in the base game first, then jump into Spearhead.
thanks!
You can start with the Infantry Showcase mission in the base game, you may want to try it a couple of times until you get the hang of things. Or you could start out in the mission editor, just put down a unit, and start learning the controls.
Is the infantry showcase the mission that's quite a lot harder than the version in the campaign? :P
It's not that hard. Just GL everything
It's not easy for someone just starting, but it's not that hard, however, that's why I also suggested starting in the editor.
As people have said, it's worth playing the prologue or showcase missions since they teach you the mechanics, but after that feel free to jump into spearhead. The gameplay isn't much different in regards to controls, it's just a switch of time period and a couple extra features. You don't need to play through the whole campaign or anything to that extent, once you know which buttons do what you can jump right in.
It's possible to just jump straight into spearhead if you wish, looking through the settings menu should give you an idea of what most of the features are, and you can always use the ingame encylopedia if you need a tutorial. Still, I do suggest playing the prologue just since it does a great job of explaining all the mechanics.
q, anyone here from Asia/Oceania or East coast ... can you see the Spearhead 1944 servers located in Singapore and USA east ?
I tried from NYC, I see the Singapore servers but while the lowest ping to me servers are USA they are named EU # - are they the USe ones?
example : EU: 85.190.150.106:5102 USw: 37.10.126.71:5102 USe: 109.230.208.231:5102 SG: 128.0.113.134:5102
grahame, which server in USA is named EU for you ...
Actually, is my launcher borked... https://cdn.discordapp.com/attachments/433065860199088128/1134252933014364190/20230727183500_1.jpg
In direct connect the USe one above is found fine and named USe #5
Also SG one shows fine in direct connect search too
probably just need full refresh / restart of the launcher
Sorry meant in game server browser... never checked launcher lol - never use it for ARMA π€£
guess same thing, maybe some caching issue
Will restart ARMA and let you know
Regarding the Steam Launcher, I just checked its server browser and that USe server and other ones show up. Man, is it slow compared to the in game one, really slow
After restarting the game, the in game server browser is still showing the same wrong names it seems
π must be some caching issue ... as the names are correct in server config and on direct query
Anyone knows how to export mission from Spearhead? I want to load .PBO to dedicated server.
@stray folio do you man custom missions or those shipping with SPE?
Man, is it slow compared to the in game one, really slow
Thanks π
I've only seen your message now. Do you still have that issue? (yes, I realize that it's been hours since you posted)
I can see that the #21 server is now named as "EU", if that's what was the problem.
@wooden wing the missions shipped with SPE. Particularly the Escape one.
@stray folio there is no extra upload necessary - only the SPE folder. you can get also the small server only version (~2 GB)
Thank you for responding to my question kiju. Im trying to export the Escape mission to have is in .PBO format. In other words, how can I open the Escape mission in Editor?
you can't.
Thanks!
we will try to release sources to make it easier for mission makers to use our campaign framework and systems, and also game modes to allow porting to other community terrains. its still early for that tho
hey is "sp" the code to launch Spearhead on a dedicated server?
@wanton prawn Better late than never https://community.bistudio.com/wiki/Spearhead_1944_Frontline_Function
Thank you plenty! I appreciate it so much
Feel free to dm me if something is unclear or could be improved
Will do! π thanks again!
One question that I just wanted to make sure I asked while reading it over. So the last step. Every player that connects needs to add that script to see the line or?
Nope. Just add the code into the init.sqf as described.
Init.sqf file is ran on every client
Gotcha!
Will this DLC get an update adding Brits and Canadians
π€·
Cause it would be a nice addition
π think not good ask dev "what going to add"
What?
π dev this think dont know too.
this DLC should get a dinosaurs update, a possibility to make Dino D-Day mission without any mods is a very crucial thing for WW2 content

Given that we are only 3 days post release, we aren't 100% sure ourselves ,on what we might add and when. Plus even if we did, we wouldn't be able to say.
If Dinosaurs died 65 million years ago. How come we aren't 65 million and 23
π you have "true". Limit is only time. For example - for first release CSA38 i need 3 years and i had basis in me A2 models. When people begin new project from ground need time.... if you don't want to just buy models on webs and only added to game (modern game this system use π ). I remember game Red Orchestra 2 - one tank , i mean panzer IV - one year work - but for CDLC guys this no a job but hobby. This people have Job, Family, hobbys etc.
NO!
There are already dino mods out there.
Adding dinos to SPE will cause people to flock here and complain that instead of improving the already existing raptors, modders decided to go the paid-mods route instead! π©
disregard forgot I'm not using ace arsenal (vanilla one sucks)

oi quick question, how exactly does rearming vehicles work, i had the engine off, got out, when to the rearm truck in the convoy and activated the direct support but nothing happened


Hello. Trivial question. Upon purchasing this latest cdlc I noticed that there is a feature whereby the weapon cannot glitch on objects such as walls, vehicles etc I find that it is a crucial feature for Arma 3 (already available in Reforger), my question is how come it is not introduced then in the base game? I also take this opportunity to congratulate the guys for Spearhead 1944, a well done CDLC indeed
Is it that the weapons are facing down when you get too close to a wall or vehicle?
For instance?
yes precisely
down or up, the bounce of the weapon off objects
it is therefore no longer possible to shoot through an object, and that is still a terrible thing in Arma
I find it surprising that in this CDLC they found a solution moreover already present in Reforger as mentioned, but in the base game it is not yet present. I wonder what the reason is since it is really an important feature for a game imho
if it was important it would've been included 
There are pros and cons. Our wall avoidance system isn't perfect either. There are a number of exceptions we have built into the system. π€·
definitely, however better always an imperfect solution, which still works in most cases I suppose, than the possibility of being killed through a brick wall
So I tested this dlc on Warlords over bots. That's a lot of fun. But Germans lack half-track with full squad possibilities
It's very hard using just Opel without armour to get into action. I prefer to fight with armoured vehicles but it's like 4 places? In their halfrwck. It's too small
I don't count driver and gunner because I always let them be inside and help us on foot
there will certainly be a release of new content in the future. Each CDLC on its first release seemed to me to have limited content compared to how much content it had as time went on
I'm overall excited very much. I have a lot of fun. And sound design is something beautiful and this classic cliche Menu music is pure love. Reminds me of old games
I always like Arma but I was never super excited to play this game. It was too complicated. But now I spend couple of hours in this dlc and I understand almost everything. I just don't understand how artillery works. I play warlord on single. I love it. It so much fun for Me and totally chill gameplay
For me It's best dlc ever happened for this game. But I'm in love in WW2 genre and history. So it was easy love for me
German voice acting should be added first and then bigger german halftrack. That's the basics I think.
Is it just me, or does the new Fire Support module not work in MP? Or is it just not intended to be MP compatible?
And also: Since you made a "custom" arsenal Version (with custom Icons and filtered equipment), is there a way for me, to use it in a mission without having to create a filter myself?
Via Zeus?
Oh that, yeah it's not a huge issue, if you want to shoot through an object then maybe pick a larger bullet and do it a little bit further away.
I was saying the opposite. Shooting through a wall, with the gun barrel sticking out the other side has been the problem for years on Arma. With this CDLC, however, it has been solved brilliantly. So I was wondering why the same solution had not been introduced so far in the base game
I think this has been talked about for years, and in a 'shooter game' it's really a consistent problem. I was positively surprised by several pieces of content that belong in this CDLC. This solution, however, is what impressed me the most.
If the base game could draw from the well-done work of all these CDLCs, especially those features that do not affect performance, it would be perfect
What do they do? Just move building positions away from the walls?
oi quick question how exactly does
Im talking about the feature, where a player with a special kind of Radio backpack can call in air- or artillery support
Oh, IFS.
Yes
Well it is used in our campaign, which is MP. So it certainly works in that environment. Off the top of my head I am not sure if the field manual entries for it only cover it's appearance in the campaign or how to use it elsewhere too, but I would start looking there if you haven't already. We are also looking into documentation for our modules and features to likely go on the BI wiki in the near future.
It works perfectly find in Eden and in a localy hosted session, but not on our dedicated server
Just to clearify:
I just need to set up the module and play as a unit with one of the backpacks in question. No syncing needed, right?
I am not sure. I am endeavouring to find someone in the team whom worked with the system to double check.
Another thing I noticed:
I can use it in Eden, eventhough I dont have a radiobackpack
Here is the code to create a ww2 filtered arsenal. Will show SPE equipment and if you have other ww2 mods, it should show that gear as well.
["Open",true] spawn SPE_Arsenal_fnc_arsenal;
Unfortunately the module is incorrectly set up - sorry for the inconvenience!
Try to execute this in initPlayerLocal.sqf:
[] call SPE_MissionUtilityFunctions_fnc_IFS_init;
//support call availability specific conditions in form of strings. _unit variable represents unit tested for calls availability. If ANY of included conditions is true, calls will be available for unit of allowed side. Best practice for performance: the more complex/heavy condition, the lower/further in the array
if (isNil "SPE_IFS_ArtyAvailability_specific") then
{
SPE_IFS_ArtyAvailability_specific =
[
"_unit getVariable ['SPE_IFS_Transmitter',false]",//_unit is set as a transmitter via 'SPE_IFS_Transmitter' OR
"(vehicle _unit) getVariable ['SPE_IFS_Transmitter',false]",//is inside a vehicle set as a transmitter via 'SPE_IFS_Transmitter' OR
"_unit isEqualTo (leader _unit)",//is GL OR
"((toLower (backpack _unit)) in SPE_IFS_AcceptedRadioBackpacks)",//has proper backpack OR
"[_unit] call SPE_fnc_IFS_hasRadio",//has a radio OR
"(vehicle _unit) isKindOf 'Tank_F'",//is inside a tank OR
"((crew (vehicle _unit)) findIf {((_x getVariable ['SPE_IFS_Transmitter',false]) or {((toLower (backpack _x)) in SPE_IFS_AcceptedRadioBackpacks) or {[_x] call SPE_fnc_IFS_hasRadio}})} >= 0)",//_unit in the vehicle with someone able to transmit
"((_unit nearEntities [['Tank_F'],((vehicle _unit) getVariable ['SPE_IFS_ArtyAvTransmitterDst',SPE_IFS_ArtyAvTransmitterDst]) select (missionNamespace getVariable ['SPE_CDA_currentDifficulty',difficulty])]) findIf {((side _unit) getFriend (side _x)) >= 0.6}) >= 0",//is close enough to an allied tank OR
"((_unit nearEntities [['CAManBase'],((vehicle _unit) getVariable ['SPE_IFS_ArtyAvTransmitterDst',SPE_IFS_ArtyAvTransmitterDst]) select (missionNamespace getVariable ['SPE_CDA_currentDifficulty',difficulty])]) findIf {(_x isEqualTo (leader _unit)) or (((toLower (backpack _x)) in SPE_IFS_AcceptedRadioBackpacks) and {(((side _unit) getFriend (side _x)) >= 0.6) and {not ((side _x) in [civilian,sideFriendly,sideLogic])}})}) >= 0",//is close enough to own GL or an allied radio carrier unit OR
"((_unit nearEntities [['CAManBase','LandVehicle'],((vehicle _unit) getVariable ['SPE_IFS_ArtyAvTransmitterDst',SPE_IFS_ArtyAvTransmitterDst]) select (missionNamespace getVariable ['SPE_CDA_currentDifficulty',difficulty])]) findIf {(_x getVariable ['SPE_IFS_Transmitter',false]) and {(((side _unit) getFriend (side _x)) >= 0.6) and {not ((side _x) in [civilian,sideFriendly,sideLogic])}}}) >= 0"//is close enough to an allied unit or land vehicle set as a transmitter via 'SPE_IFS_Transmitter'
];
};```
Depending on difficulty its available without a radio / radio backpack.
It can be customized as by defining the desired conditions in the above SPE_IFS_ArtyAvailability_specific array.
@cinder wave does that help?
I will test it soon and get back to you. We are currentyl mid OP
What would the main difference be between the β.30-06 8Rnd Clipβ and β.30-06 8Rnd Clip (M1/Ball)β?
That could also be the reason why:
I have it on the lowest difficulty on my machine, and on the hightes on our server
not sure if there is any difference between them in game but M1 ball is a newer type of bullet for Garand. The former one's name would be M1906 iirc
should get synchronized
Anyone played koth spearhead....any good?
How do you get the WW2 Unit Voice Overs mod to work with this? It doesn't show up in addon options
Also, why are the Americans/French independent and Germans Blufor, and nobody is Opfor
I think the Americans should be Blufor, Germans Opfor (and not just because the are the "bad guys", the red opfor color would match their all red flag) and French should be indep
Sides are configured that way to maintain compatibility with other WW2 modes. It goes back all the way to OFP ww2 mod IIRC. Regardless, you can change sides yourself in parameters
blufor doesnt necessary mean a good guys, those are just sides
Right, well as it stands it's really lame when German AI are saying "MAN, 300 METERS, SOUTH!"
And with unit voiceovers Germans are saying "GOT THAT MOTHERFUCKER!!!" whereas the Americans are yelling "somebody is shooting me heeellllp" in a european accent
the vanilla spearhead already have ambience voice over
Nop. This system is in WWII mod ArmA III community 10 years
π when change side, not possible use with another mods.
And German colour for WWII maps is blue and for allied is red
For example
If you own GM, you can execute this code in console, and the Germans will no longer be mute and speak German:
[] spawn { while {true} do { { private _unit = _x; if (!(_unit getVariable ["jboy_speakerAssigned",false]) and toLower (uniform _unit) find "spe_ger" >=0) then { _unit setVariable ["jboy_speakerAssigned",true]; _unit setSpeaker selectRandom ["gm_voice_male_deu_01","gm_voice_male_deu_02","gm_voice_male_deu_03","gm_voice_male_deu_04","gm_voice_male_deu_05","gm_voice_male_deu_06","gm_voice_male_deu_07"]; }; } foreach allUnits; sleep 60; }; };
not like it hasn't been replied here too - close to one of his responses π
What do I do with this?
What about the non-owners compat patch?
No idea on that.
Can I post screenshots here?
I just hit a Panzer IV from the side while it was driving downhill at full speed and it's turret went into orbit
fucking amazing
Yeah but redfor is usually for russian factions, so you can use these units to fight the russians from ifa3 or northern fronts
We are also constantly getting bombed by our own planes, because we are next to an enemy vehicle. I think thats because of the option "Check for armored vehicle something something something", right?
There's two types of rifle ammo available 'ball' and 'heavy-ball'
for 30-06 this is M2 Ball and M1 Ball
the difference is damage and ballistics
heavy ball does slightly more damage (will generally always one shot) but has slightly higher ballistic drop
we included it this way from feedback in pvp modes where bolt action users would get frustrated about hitting at close range but not killing vs. semi auto/autos
so they're included for scenario makers
it's still somewhat realistic because the difference between these rounds is usually one is completely made of lead + a copper jacket (heavy ball) and the other is lead + jacket but a core of soft steel
I think I am confused on the module setup for fire support. It seems having it down gives everyone the ability to call in support, rather than just the individuals with the backpacks. Seems this was answered earlier today.
You can set the safety ranges higher or define exclude lists of units or areas
if (isNil ("SPE_IFS_SafetyDistance_MortarArty")) then
{
SPE_IFS_SafetyDistance_MortarArty = [75,75,75,75];
publicVariable "SPE_IFS_SafetyDistance_MortarArty";
};//friendly units closer than this value (in meters, reduced by target's value) will invalidate potential mortar artillery target. Per side: [east,west,resistance,other]
if (isNil ("SPE_IFS_SafetyDistance_HeavyArty")) then
{
SPE_IFS_SafetyDistance_HeavyArty = [100,100,100,100];
publicVariable "SPE_IFS_SafetyDistance_HeavyArty";
};//friendly units closer than this value (in meters, reduced by target's value) will invalidate potential non-mortar artillery target. Per side: [east,west,resistance,other]
if (isNil "SPE_IFS_SafetyDistance_CAS") then
{
SPE_IFS_SafetyDistance_CAS = [50,50,50,50];
publicVariable "SPE_IFS_SafetyDistance_CAS";
};//friendly units closer than this value (in meters, reduced by target's value) will invalidate potential CAS target. Per side: [east,west,resistance,other]
if (isNil "SPE_IFS_TargetBlackList") then {SPE_IFS_TargetBlackList = [];};//units inside this array will be not targeted by IFS, nor units close to them (in base safety radius)
if (isNil "SPE_IFS_AreaBlackList") then {SPE_IFS_AreaBlackList = [];};//No target within included areas will become a target of IFS. Also IFS will try to avoid any shells dropping inside those areas. No 100% warranty. Accepted are all entries handled by inArea command (trigger, marker, location or [center, a, b, angle, isRectangle, c] array. If object is given as a center, area will be each check updated depending on object's position)
I think it usually depends on who is drawing the maps as it's widespread military consensus to draw friendlies black and blue and hostiles in red
This is the truth of it.
nop, not true.
π mainly blue is WH and red i USSR
"Where greenfor?"
π you not know this mention.. sides solved all mods for cooperation in year 2016
IF was mainly as USSR vs WH
FOW and CSA38 had before year 2016 as red WH, but all mods change side after year 2016
so all ww2 mod scenes were agree to all of this side set up since 2016, but alas some casual players doesn't know about it.
yes... π
A for next.. Wehrmach officer pencils are only black blue and red
i still can't believe people leaving neg review thinking dev is making a mistake when setting up the side
sides are ok. Change sides in CDLC = end compatibility with all WWII addons or mods
"Yeah changing it would be a middle finger to all the WW2 mods out there" - Kerc
Huh, neat. We had a bunch of switchable pencils at home, red blue black
yes, this is true. In year 2016 FOW and CSA had sides - REd wehrmach, Blue allieds, but people in this year mainly play IFA, all mods change. first CSA and next FoW
wait pencils?
Pen
π€£ ach... i remember... i had 35 years ago
Ok, i tried it now:
I set my local difficulty exaclty like it is one our dedicated.
I changed a few of the settings in the module
I added [] call SPE_MissionUtilityFunctions_fnc_IFS_init; to the initPlayerLocal.sqf
It's still the same as before. It works for all slots in Eden, for all slots on a locally hosted server (through Eden), but not on our dedicated
The code block you provided is the initial instanciation for the array, right? So i could theoretically overwrite the array?
Also curiously the module seems to work on our dedicated in some way, because we were passivly assisted by friendly CAS (even though it keep bombing us, when we were next to the target), but neither did the enemy call for support nor was it activly possible for us π€
Also curiously the module seems to work on our dedicated in some way, because we were passivly assisted by friendly CAS (even though it keep bombing us, when we were next to the target), but neither did the enemy call for support nor was it activly possible for us π€
Yeah, currently the modules do not add support action for players. AI however as long as it's local to the server should use IFS
Correction:
The enemy does also call in CAS
How were the American forces made opfor for the SPE Warlords scenario? I've got the faction set to opfor in the Warlords init and have them listed in my description.ext as:
class CfgWLFactionAssets
{
class EAST // --- OPFOR
{
class InfantryUnits
{
class SPE_US_SquadLead {};
class SPE_US_Medic {};
class SPE_US_Assist_SquadLead {};
class SPE_US_Autorifleman {};
class SPE_US_Rifleman_AmmoBearer {};
class SPE_US_Grenadier {};
class SPE_US_Assist_Autorifleman {};
class SPE_US_Rifleman {};
};
};
};
They still remain independent and dont make a move on any sectors. If I script them to join an opfor group they call in reinfs which then just starts a fight because the reinfs are independent
Feel like I'm missing something small and obvious, anyone done this before?
damn people still goin on about wehmacht being blufor
also other than the very obvious thing of there not being a driver
what is the benifit of using the (driverless) tanks
do they not demount and sustain against more damage or?
You can drive and shoot without changing seats
ahh from a ai standpoint does it change it at all?
very impressed with the spearhead dlc
Why is the American medics colors inverted from what it usually is. In most pictures, they have a white background with a red cross (armband and helmet) but in this mod it's a red background with white cross. I know some of them are that wat but it's not common.
I assume that itβs an AI soldier who is locked to the driver position and whoβs locality is automatically transferred to any player boarding the vehicle.
Ahhh that makes sense
most likely to avoid Red Cross issues
Omg lol
Haven't you asked the same question yesterday?
nope
people really forget that this is a game not a reconstruction
I still don't understand how the unit voiceover mod is supposed to work because everyone is so vague they just post scripting mumbo jumbo
I need a tutorial video I don't understand scripting
there have been mods posted above
I saw someone post a .pbo file idk wtf I'm supposed to do with that
read and thou shalt know
read what
text
?
Yeah, sorry for that. Just noticed it was on a different discord
What mod
I can't babywalk you through it sorry
anyone else getting texture errors? like the whole german uniform being pitch black and the US shirts being pitch black as well?
tried repairing Steam cache?
Copyright is a real thing

It's easy for mods to do reconstruction
But Official CDLC can't do that 
Is there a list of weapon class names? including magazine class names? Need to add weapons to a spawning back pack for escape.
Just Dl'ed this and pretty nice! Question is how to setup the support module that's included ? Is there PDF manual that I missed? Didn't see anything in the SPE folder.
The documentation is work in progress. For now. In single player, just place it in your mission.
ok thanks! Don't sync to anything?
Nope.
Cool man! Thanks!
Just be aware, in dedicated and hosted is has still some issue currently
Ok
Thanks
You will find the documention here https://community.bistudio.com/wiki/Spearhead_1944_Indirect_Fire_Support_(IFS), once it's ready.
Thank you
Thank you
Again π π Do you like feed this discord? Red Cross is International Red Cross. Video Games Aren't Allowed To Use The "Red Cross" Symbol. For use you need permission by the International Committee of the Red Cross. In the US, using the red cross is a violation of 18 U.S.C. Β§706. π For games is Red Cross similiar problem as use HakenKreuz. Similiar problem - not politically correct π This is only work for mods.
less AI, less perfomance drain - mainly for player use to be able to control the tank without another player or AI
These will be on workshop shortly
Why cant i play Blitzkrieg?
Whatβs wrong @hoary shuttle?
When i wanna play Multiplayer on Spearhead 1944 i see that there is a gamemode called blitzkrieg. but it says no servers found with the current modset/filters and i have no filters and no mods?
@sturdy raptor Would you mind pinning this?
Spearhead 1944 Documentation: https://community.bistudio.com/wiki/Category:Spearhead_1944
The Red Cross is a symbol for medical neutrality, spearhead does not have non-combatant medics, therefor putting the red cross on them would make no sense.
Hi, im trying to work on something for the tanks in the DLC, i have the tank set up with a custom ammo loadout, and it is linked to a respawn module, however when the tank dies and the respawn module respawns it, it fully resets the vehicles ammo to default, as well as its appearance and its inventory.
How can i set the respawn module to respawn the tank exactly as it was set in the editor before it died?
You can't turn off (skip) cutscenes in missions MP campaign? Before the cutscene ends BattEye kicks players (BattlEye: Quert Timeout)
The Red Crystal, along with the Red Cross and Red Crescent are all protected symbols.
As the tanks seem to for some reason change controls a little in gunner view, how do I zoom in on the SH tanks? The same controls that work on all other DLC and basegame tanks, just not SH tanks, or do the SH tanks not have any zoom options?
all the tanks we have have only fixed magnification scopes for gunners
the american tanks have periscope views if you zoom out - we don't change any of the keybinds
Are you war thunder player? zoom not real π
unfortunately not yet available - still polishing it up a bit more. it will be available on this weekend including servers (can be played also locally/in SP)
@cursive bone can you advise please
I'll have to investigate this re: the ammo
the appearance and inventory is strange and sounds like an oversight on the respawn module
how comfortable with scripting are you? because yeah it seems like thats an oversight from BI with the module - but it'd be possible to script the changes back using the eventhandler
Not very and we are trying to do this with as little scripting as possible, at least via files and such, if there is a way we can do it via the expression of the respawn module that would be best
For clarification The module is resetting EVERYTHING, the appearance, ammo, inventory, the whole lot
I wrote this eventhandler just now:
//Vehicle Respawn handler
[missionNamespace, "respawn",
{
params ["_newVeh", "_veh"];
//Note _veh gets deleted too early to be useful
//Vehicle customisation
private _customization = _newVeh getVariable ["BIS_fnc_initVehicle_customization",nil];
if !(isNil "_customization") then
{
([_newVeh] + _customization) call BIS_fnc_initVehicle;
};
if !(_newVeh getVariable ["SPE_System_VehicleLoadout_Enabled",true]) exitWith {};
private _ammoArray = _newVeh getVariable ["SPE_System_VehicleLoadout_Array",nil];
if (isNil "_ammoArray") exitWith {}; //No saved ammo loadout so just exit
[_newVeh,[true,_ammoArray]] spawn SPE_fnc_System_ammunition_updateAmmoLoadout;
}] call BIS_fnc_addScriptedEventHandler;
you can copy paste
params ["_newVeh", "_veh"];
//Note _veh gets deleted too early to be useful
//Vehicle customisation
private _customization = _newVeh getVariable ["BIS_fnc_initVehicle_customization",nil];
if !(isNil "_customization") then
{
([_newVeh] + _customization) call BIS_fnc_initVehicle;
};
if !(_newVeh getVariable ["SPE_System_VehicleLoadout_Enabled",true]) exitWith {};
private _ammoArray = _newVeh getVariable ["SPE_System_VehicleLoadout_Array",nil];
if (isNil "_ammoArray") exitWith {}; //No saved ammo loadout so just exit
[_newVeh,[true,_ammoArray]] spawn SPE_fnc_System_ammunition_updateAmmoLoadout;
into the module expression line
it will restore the customisation and vehicle ammo but the inventory is uh, a bit hard due to how the respawn module works unfortunately
i cant find an answer anywhere. does the dlc have campaign missions? and are they work well?
I repeat the question.
Why can I join your MP campaign missions (players on the server) but I can't start it first.
While watching the "cutscene" BattEye kicks players (BattlEye: Quert Timeout)
I asked my friends to check - the result is the same.
Spearhead has a multiplayer campaign + two singleplayer showcases and they work well as long as you have a decent PC
if you don't get an answer here join their discord where all people who made Spearhead are.
- sp/coop mission
Honestly definently would be cool to have a mike force type of a setup when it comes to multiplayer. Probably would increase sales too
it's more of a coop campaign, you can play it with bots on Lan
I repeat the question
There is a server already online being run that has Mike Force for Spearhead. You have to have both Prairie Fire and Spearhead enabled to play it. IIRC itβs being hosted by Bro Nation
Played on it a bunch already and Iβve been loving it. The counter attacks seem to come down on us harder than anything Iβve experienced
SOG AI Mod just updated to support Spearhead 1944!!! Hoo-ah!
Works for Campaign, Escape, and Combat Patrol. In campaign, it's best to choose leader of an infantry squad (Support, Tank Hunter, or Recon), because the other squads drive tanks and half-tracks, and SOG AI does not help with vehicles.
SOG AI is now compatible with Spearhead 1944. I'm making maximum use of their Wounded/Heal/Revive voice files to increase immersion.
Get SOG AI on Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2812560646
You can play the great Spearhead Campaign with SOG AI. Since SOG AI is an infantry Squad mod, it's best to only choose to play the infantry groups. SOG AI won't add value if you are playing a tank or halftrack group. Have fun!
Get SOG AI on Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2812560646
That sounds cool, ill check it out! Since i have them both
i just got global mobilization, should i get this or iron curtain next
this (personal taste that does not represent BI position on the matter)
why ask these on Spearhead's channel then?
you know what, you got me
buy everything
twice
moar monies
google each of them and check what they offer, if something builds up your interest - buy it. Every CDLC shows different theatre (of war)
You wouldnt happen to have the ip and port for the server?
i dont have enough money
i highly doubt i'll buy tac ops
don't ruin yourself then π
see https://community.bistudio.com/wiki/Category:Arma_3:_CDLCs
https://community.bistudio.com/wiki/Global_Mobilization
https://community.bistudio.com/wiki/S.O.G._Prairie_Fire
https://community.bistudio.com/wiki/CSLA_Iron_Curtain
https://community.bistudio.com/wiki/Western_Sahara
https://community.bistudio.com/wiki/Spearhead_1944
for a quick overview of CDLCs
see https://community.bistudio.com/wiki/Category:Arma_3:_DLCs_%26_Expansions for DLCs
What's the "explosion" classname of the incendiary grenade? I had an idea of spawning the incendiary explosion on a soldier carrying a flamethrower when he is killed
If ever this works, could you make this a composition?
The ANM14 thermite or the WP?
anm14
its particle effect is scripted you'd want to look at the SPE_fnc_thermite_ammoInit function in function viewer
@loud stone kudos to your efforts and excellent work π
official SPE servers were updated with today's hotfix and are on latest #perf_prof_branch
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.
Thanks kju. You and your team did a fantastic job, I'm really enjoying your DLC.
Fantastic DLC! The map alone is worth the price imo. Combined with Alive, it's epic!!!
True that. Map is beautiful (even has flowing rivers for pete's sake!). Combined Arms missions very well crafted. Imagine how hard it is in ARMA to get vehicles to move down narrow roads and arrive where they need to go, and NOT run over friendly infantry on the way--a major scripting accomplishment! Plus lighting in night missions very cool. A righteous Medic system (with tons of voice line variations to maximize immersion). Then all the excellent detail in vehicles, uniforms, weapons, etc. And don't forget destroyed tanks cooking off!
Oddly enough, vanilla Arma AI driving is not bad on this map, at least until a tracked vehicle decides to go offroad.
I sent 20 vehicles on different routes for an unrelated test and they all got somewhere near the target.
if they do 360s on offroad perhaps it's the similar issue as with vanilla (and definitely IFA3) tanks where you have to place driver in a separate group
Looked more like they weren't thinking far enough ahead and then doing random walk around the hedges.
I feel like the tracked vehicles should be driving through the hedges, but I guess that's not a thing.
infantry doesn't go through them either no? I guess it's but an AI limitation then, dunno if can by bypassed without some ordinary scripting
They made small gaps in hedges for infantry to pass through. Without those, AI pathfinding would be a frustrating mess to observe.
Agree 100%. The only thing that I have issues with is the AI behavior module; it just lags the hell out of my Alive campaign. Also, the support module is a bit buggy, but when I'm about to get overrun by Panzers, the cavalry arrives and knocks out the tank(s), called by another unit apparently. But I can't call for support currently.
on Altis vehicles do not go through the swamp marsh bushes iirc
...and, as stated, the vehicles actually stay on the road, very tight too when combined with Alive's new pathfinding.
I was impressed in campaign how tracked vehicles pause when player squad in road ahead of them. Plus I'm pretty sure they scripted the infantry AI to sense that situation, and get off the road to allow them to pass.
I dunno, vanilla AI does that.
It's just not always successful in avoiding them even when it's trying.
Well, not the infantry-getting-off-the-road part.
Stock infantry behaviour has no road sense :P
Seems vanilla gets janky when they have to avoid something that shouldn't be there.
I'm pretty sure about additional infantry AI scripting, since I had given AI move commands to positions in road, and they decided to leave those positions on their own (which does not happen when commanded by SOG AI, so must have been additional script running telling them to move).
I too noticed this behavior.
Hi Kju, congrats on the release. Terrain is excellent. This is the first ever mod/dlc where you can actually flank AI without them noticing.
All round excellent and well worth the cost. Hope it returns the investment
SOG set the standard, you just managed to make it higher
How does the Artillery Sky Lights object work? I placed one but it doesn't seem to be doing anything.
iirc it produces cloud particles -black and red - that resemble clouds being lightened up by artillery
dunno the height and density but it is very low and I noticed it only on spectator lol
@dry wing can you advise please
@formal finch scripted a system for AI infantry to clear the road for passing by cars/trucks/tanks - however its not always active as quite performance intensive. so may or may not have seen that in action π
there is some mission specific scripting with tank or convoy advance in relation to supporting infantry. however the said case sounds more like vanilla A3 π
Agree 100 The only thing that I have
I making a mission right now where the infantry is following a tank, I can tell you there is a lot of problems just getting a tank to follow a road, and the infantry to follow the tank. If the infantry gets within 3-4 meters of the tank, weird things start happening. I had to have the driver, and commander in their own group, set to careless, and the gunners in their own group so they would shoot at targets. In the mission, the player is the squad leader of the infantry, you have to keep everyone in the squad away from the tank, or like I said, weird/bad things happen. Arma being Arma.
Is there a Spearhead_1944 version of Endgame (perhaps with a different name)?
try agent as driver, or careless and driver only as separate group, or our custom WPs
@vivid scarab made an Endgame scenarios π
I remember driving tanks through them? Or maybe we are talking of different things
For the Tank DLC campaign
Yes I made one as kju said, hasn't been published yet due to delays but I'm planning on doing it tomorrow/during the weekend
Hopefully there is more content on the horizon, Spearhead has been tons of fun for me
What "weird/bad things" happen?
It messes with the tank's pathing, sometimes the tank will even go back the opposite direction from the next waypoint. It will also run over the AI units sometimes. Even the ground units getting within a few meters of the tank makes it squirrely, it just generally becomes very unpredictable.
this is standard arma 3 ai shenanigans tbh i also have issues with ai pathfinding etc...
sometimes i feel like arma 2 has better ai handling than arma 3
Yes, while the AI have issues navigating the Normandy map, the issues with the tank waypoints is just Arma being Arma, and is no fault of the CDLC.
It may not be worth the effort, but you could try running a loop on tank that monitors player's AI squad. It would then forceSpeed of tank to match average speed of squad, forceSpeed lower if squad in front of tank but at least 10 meters away, and pause tank if any AI withing 10 meters in front of tank. And make driver an Agent, with combatMode BLUE and Behaviour CARELESS. Maybe also give chats to player if any of his team is blocking tank so he can manage them better. And if tanks have horns, honk them when blocked.
are there any units i can join for this DLC specifically?
Does the DLC improve AI outside of mission conditions? Or are the stated improvements just scripted for campaign
I kind of like the idea of the tank blowing a horn every time a unit gets too close, but I really don't want to run a script constantly checking for that, as the performance isn't that great on the map as it is. Setting the tank crew to careless seems to get them to follow the waypoints fairly well, I'll probably just have a hint at the start of the mission telling the player to keep the AI away from the tank, and just let the player manage the AI.
Which improvements are you referring to?
There is a scripted system for it. Parts of it are available through the AIS module (documentation WIP)
My experince from working on the campaign is; Keep vehicles and AI separated e.g. don't have them run side by side.
For those who wanna learn more about some of the Features. The Field Manual is now fully available on the Biki https://community.bistudio.com/wiki/Spearhead_1944_Field_Manual
This makes me to realize we don't have vanilla Field Manual in BIKI
we do
Do we?
(not the Reforger one)
Oh good to know. I'm not going to read it anymore
We do, but it's let's put it that way...simple
Yes while the AI have issues navigating
best to join the spearhead 1944 discord and check the units channel
https://community.bistudio.com/wiki/Spearhead_1944_Indirect_Fire_Support_(IFS)
For those interested in IFS. All variables have now been documented. If something is unclear feel free to ping me.
what would be the smallest mod with ww2 cars/unarmed vehicles that would complement Spearhead? I don't feel like loading IFA just for two or three cars.
I searched around recently and failed to find anything.

IIRC D3S has one car from the era and it's probably too flashy to work.
I did some thinking and S&S has one or two Willys' jeeps but I think they might be much more different than what was used in WW2.
If anyone fancies making a 30s-40s car mod I can guarantee it'll get fast-tracked into Antistasi support :P
I guess cars weren't very international then though.
hmm, I could use a honse mod instead... Too bad they can't drag carts.
I wonder who made that building because I remember it from some scenario I played on Suursaari (it was either a terrain object or something from Northern Fronts). This one looks way more "modern". π
I don't know of anything, but if you have SOGPF, they have some civilian cars that could be passable. You could also use the jeeps, and deuce and a half. Not perfect, but maybe better than nothing.
I think the next update for spearhead is Stalingrad with the soviets
I think it's little green men on Mars.
I don't think that's a realistic expectation. I think some of the obviously missing assets of the Germans, and the US may be added, and maybe some things for the Brits.
I feel like some QOL stuff should be vanilla from this. Like more menus when paused. Or the chance to use virtual arsenal on any map
Aside from that, the shooting feels more satisfying
Nope, its the battle of the Atlantic, ocean map, u-boats and multi-crew battleships.
would be nice if they add naval ships
or the imperial japanese
You mean nazis on that dark side of the moon, like in Iron Sky?
Faces of war has π―π΅ troops and equipment
Eastern or African or Pacific front won't fit into the name "Spearhead 1944" but lovely to see
Especially after I'm a Japanese
Rising Storm has the best Japanese soldiers in every gaming scene, I'd like to see similar
They might import the models and add better textures, just like the csla dlc
A showcase of the audio features of our Arma 3 CDLC "Spearhead 1944".
Get it here: https://store.steampowered.com/app/1175380/Arma_3_Creator_DLC_Spearhead_1944/
Timestamps:
00:00 - Intro
00:03 - Dedicated plane flyby sounds
00:17 - Vehicle engine sound ducking
00:46 - Tank interior hit sounds
00:55 - Tank exterior hit sounds
01:07 - Shell ric...
Just finished the campaign as Able and loved it, is it worth replaying as other squads or is it the same?
Absolutely.
Each squad has two voting options so there is quite some replay value. And of course, no one forces you to stick to the planned path
Also, playing on a different difficulty can change the experience a lot
Well I know what to do for next week π Guess the AI in Able will be glad they'll get a commander that doesn't drive into walls every 5 seconds π
Any plans to add more US and German ranks? Gotta have Sergeant First Class and Staff Sergeant. And whatever the german equivelent is
I'm a little late but 100% worth it!
Is spearhead pretty active still?
You can always activate it
Jokes aside if you're looking for players to hang with, you can check the Discord
https://community.bistudio.com/wiki/User:POLPOX/Sandbox/A3Credits/SPE
Made an article to credit all of contributors, just like other CDLCs articles
It is always strange and interesting to see how many are gathered and worked after one goal. What have I done, what have we done?
Looks nice. Can you create an official page for it?
Maybe. I mean, you can actually steal it
Then I do it tomorrowπ
π¦
You wouldn't steal SPE end credits
No voices for this dlc?
@dark wharf do you mean German radio protocol?
is there a spearhead discord?
yes, see pinned messages
Guys I have the impression that some uniforms are strictly identical to uniforms of IFA3.
I have a question for the mod makers
Is there some kind of AI mechanic that simulates accidental friendly fire? (In my case, an American Sherman tank firing on me from the rear at about 500 meters even though I was also an American Sherman)
Or is there a glitch where Indep and Blufor are considered allies (even though they are set as enemies in the editor)? Because I killed a Panzer IV that wasn't shooting at me and then after it exploded my own tanks fired on me
nop... when you are team killer, another AI shot at you π
Arma has a rating system that adds or subtracts points for various actions. It is fairly dumb. If you go into negative numbers you're considered sideEnemy and then everyone shoots at you.
you are wrong; refer to #spearhead_1944 message
I know that but in the editor I have Indeped set as hostile to Blufor and Opfor and yet the German tank wasn't shooting me and the American tank shot me AFTER I killed the German tank




