Arma 3
SPEX - Spearhead Extended
82 Comments
Heavy Ordnance Works  [author] 26 May @ 11:48pm 
@ overtheborder99
Please join our discord to get support on that. ty
overtheborder99 13 May @ 3:15pm 
Have you added faction switch for Warlords? I don't see a way to change factions- just lets me be US.
Kerc  [author] 27 Apr @ 9:01pm 
It's on the cards to add a waypoint. It wasn't included/brought over from IFA3 because the IFA3 one has a lot of existing issues and needs a rework, and unfortunately a lot of AI 'tricks' don't work well for boats in A3
CPT. Tom Hanks 23 Apr @ 2:15pm 
Could you by any chance add an amphibious landing module like the one in IFA mod for the LCVP? I cant get the boats to unload troops at the beach
Math 16 Apr @ 5:20am 
@GarDaddy, you need to active the Spearhead CDLC in the DLC section of the Arma 3 launcher ( or purchse if if you don't own it yet ).
Jaki 30 Mar @ 10:34am 
@Cai, no, this will all remain as a separate mod to go alongside the CDLC
CaiNX10A 30 Mar @ 4:22am 
So this will eventually be added to the CDLC?
Jaki 17 Mar @ 4:19pm 
@GwarDaddy, it sounds like you don’t own the CDLC and are using a non-owners compat mod instead. Are you using SPE uniforms?
GwarDaddy88 16 Mar @ 11:03am 
im getting a pop up something about airborne uniforms or something i have very lil mods for SH1944 cant fig it out
Jaki 7 Feb @ 5:42pm 
@Kill Lixus, sorry you're experiencing that issue! Are you referencing to the module or waypoint? Module is in the SPE CDLC. Either way, could you please report it on our discord bug tracker so we can more easily investigate it?
KILL LIXUS [FO148] 7 Feb @ 3:28pm 
First of all, we would like to congratulate you on your excellent work, it is truly admirable. We have detected that the line parachute module is not working correctly in multiplayer mode. While several players perform the jump correctly, the rest do not teleport to the jump zone and fall without parachutes.
Jaki 29 Jan @ 3:37pm 
@warkshawn, are you getting any errors?
warkshawn 29 Jan @ 1:05pm 
Will not open and run.
NCR RANGER JD 25 Jan @ 11:30am 
Remaster de UK Units please
domokun 21 Jan @ 7:17am 
Thanks for your AMAZING work. Also any plans to release Commonwealth units? e.g. Brits, Canada, Aus, NZ, SA, Indian
Jaki 8 Jan @ 2:26pm 
@Jinn, there shouldn't be any teleportation when paradropping from the C-47. Are using any script or playing a specific mission for that to happen? Just tested it and I can't reproduce it.

@Perkomobil, are you running any other mods?

@pappagoat, you can initiate the static line jump. Check C-47 in config view
Jinn 7 Jan @ 9:54pm 
Noticing a teleportation problem when players try to paradrop out of the C47; once they eject they're teleported to the bottom left corner of the map. Seems to work fine with AI though.
Perkomobil 2 Jan @ 10:45am 
Hi! I don't know if it is a me-issue, but no aircraft in-game have sounds when this is loaded. Not the C-47, at least
pappagoat 3 Dec, 2024 @ 7:51am 
Possible to have the static line jump as an independent script for use outside of the WP script?
pappagoat 3 Dec, 2024 @ 6:02am 
Love the new C-47 jump animations, but when inside the aircraft the static line should be held in the left hand and ran over the left shoulder, not the right.
Jaki 2 Dec, 2024 @ 11:31am 
@crystalsexton, you need to be a glider pilot behind a C47. Then you’ll see an action to tow
crystalsexton31 2 Dec, 2024 @ 10:41am 
how do we tow the gliders
Heavy Ordnance Works  [author] 29 Nov, 2024 @ 8:15am 
@ RogueSeas
The 2.18 version is available for Mac via a separate branch for now:
https://sp.zhabite.com/app/107410/discussions/0/4697910068985749070/
RogueSeas 28 Nov, 2024 @ 9:41pm 
So, I was trying to play a custom scenario that depended on SPEX, and it gave me an error about missing a pilot cap and kicked me back to the menu. So I updated the mod and relaunched. Now, upon launching the same scenario my game crashed with the following error: "Bad version 75 in p3d file "ww2|spex_structures\signs\spex_wallsign_small_01.p3d' I loaded up game again and tried to loaded into an unrelated scenario that was also dependent on SPEX and had the same result. Worth note play on Mac means I just had to deal with this not working sometimes but this seemed strange to me since the mod should be fully updated.
Rob Actual 27 Nov, 2024 @ 5:04pm 
@76561198192726397 there's a unique waypoint for the LCVPs to unload their dudes at the beach. I forget what it's called. Something like amphib assault. Double click your final point and look under the special/non standard options should stick out
76561198192726397 25 Nov, 2024 @ 8:35pm 
btw that carentan map is badass. thanks for that. its nice to have a ww2 map thats more urban.
76561198192726397 25 Nov, 2024 @ 8:34pm 
you can adapt this to drop whatever you want out of the back of trucks, out of planes, out of helicopters, out of boats etc. you can drop a vehicle or whatever object in the game. you can replace "plane1" in ✠0 = [crate1, plane1] execVM "crateDrop.sqf"✠ to choose a different plane to drop a crate attached to it so you can have multiple planes doing airdrops at once.

i use it a lot in SOG for helicopters dropping off ammo crates.
76561198192726397 25 Nov, 2024 @ 8:34pm 

_crate = _this select 0;
_plane = _this select 1;

_crate enableSimulationGlobal true;
_crate hideObject false;
detach _crate;
_para = createVehicle ["B_Parachute_02_F", [0,0,100], [], 0, ""];
_para setPosATL (_plane modelToWorld[0,0,200]);
_crate attachTo [_para,[0,0,0]];


the script is above. put it in the mission folder and name it "crateDrop.sqf".

change "B_Parachute_02_F to whatever the WW2 parachute classname is you want to use. idk what it is.

this will hopefully make it look like the crate is being thrown out the door and deploying a parachute.
76561198192726397 25 Nov, 2024 @ 8:34pm 
how the fuck do you get the LCVPs to work? i did transport unload, nobody gets out. i put the code for lowering the ramp in a move waypoint right behind the transport unload. ramp still doesnt drop and nobody gets out. any ideas?

@Stefanzo @Corporal Ray Person

(any code is between the maltese crosses)

i have a trick for this ive been using for a while (same with trucks or anything else). get an ammo box and place it by the door where it would be thrown out. name the plane something like "plane1" (it doesnt really matter). name each crate like "crate1", "crate2" etc. (also doesnt matter). in the crate init put this ✠this attachTo [plane1];this hideObject true;this enableSimulationGlobal false;✠.

make a little sqf script (ill add it in the next post).

put a move waypoint over where you want it dropped. in the waypoint init put ✠0 = [crate1, plane1] execVM "crateDrop.sqf"✠.

put whatever crate you want to drop where "crate1" is in that.
Jaki 20 Nov, 2024 @ 2:40pm 
@Corpora Ray Peterson, it's not intended in its vanilla setting. It might be something ace can look into.

@Frost @Rob, I suggest you join Spearhead's Discord for questions like those for the time being
Corporal Ray Person 19 Nov, 2024 @ 5:51am 
Another great update, however not quite sure if this was intended but you can't load cargo into the C-47 like crates
Stefanzo 12 Nov, 2024 @ 12:42pm 
Amazing update I can fully get away from ifa3 now and just us the CDLC! would love to see Para 75mm Howitzer and some more landing craft and ships even if they are just inactive objects for the map!
Frost 12 Nov, 2024 @ 2:21am 
Yeah, a mini guide (or wiki integration) would be nice to make understood to us, editing goats, how to use it <3
Rob Actual 11 Nov, 2024 @ 6:05pm 
@Lego R2D2, please forgive my ignorance. I was able to find the actions in the config but lack the coding skill to put this in the correct syntax in the inits of the C47 & Waco glider. Would you, or anyone, be able to assist? I presume the C47 needs a variable name and then I use
"_this call SPEX_fnc_System_Gliders_TowAttach" and point it to that variable and set it to true. Tried several ways to no avail.

https://i.gyazo.com/6e49cd951221e125e90947caa906a719.png
https://i.gyazo.com/93c6fb2ddb229c1a210cfc7f4bb06b0a.png
Matt 11 Nov, 2024 @ 1:58pm 
Fantastic Update!
XxwhirlwindxX 11 Nov, 2024 @ 1:33pm 
whelp. The jump waypoint will only eject whoever is in the door. The rest of the AI just sit there while the plane circles.
Henderson 11 Nov, 2024 @ 11:14am 
Rob, your best bet is to look into the config of each vehicle (their user actions specifically) and see how the functions handle attaching the two vehicles and spawning the rope. You can figure it out from there.
mkalireza 11 Nov, 2024 @ 10:11am 
Yes :steamhappy: . Thanks. :steamthumbsup:
pappagoat 11 Nov, 2024 @ 10:08am 
There's a problem with the gliders like in I44 that when they are spawned in the air by a script they don't fly, just nose right into the ground.
Rob Actual 11 Nov, 2024 @ 8:23am 
The question is... can we setup the glider to be towed in flight in the editor? I'd love to start my boys in a glider behind a C47 piloted by AI
primkup 11 Nov, 2024 @ 5:42am 
You added Carentan?!

HELL YEAH
HELL YEAH
HELL YEAH
HELL YEAH
Dr.Rebus 11 Nov, 2024 @ 4:54am 
I hope Italian units soon, at least RSI units as "Decima Mas" for Italian theatre conflict from 1943 to 1945.
mkalireza 14 Oct, 2024 @ 8:56am 
Good update with nice game update 1.1, If it is completed and imports to CDLC, what would be better. thank you guys. :steamthumbsup: :steamhappy:
stardust25 2 Oct, 2024 @ 1:10pm 
A market garden map would be cool possibly.
pappagoat 27 Sep, 2024 @ 4:26pm 
Can the Utah Beach map bee added to Alive.
RedCavalry_9 22 Apr, 2024 @ 8:26am 
Hey, will Italian units be added to this mod. Since JM Second Assault has been removed from the workshop a while ago.
Garrettich 14 Mar, 2024 @ 2:31am 
Super awesome map design! This map together with the new Omaha and the Normandy map from the CDLC really spoiled me. Great job to all involved in the making of this! Thank you for this content.
[EC] Zadra 18 Feb, 2024 @ 12:51pm 
No description !!
Blood Lightning 3 Feb, 2024 @ 1:03am 
Map isn't suitable for tanks
=_X_=™© 28 Jan, 2024 @ 6:36pm 
absolutely stunning work on the map , you can tell alot of reading and studying maps went into making this terrain , all the locations are here of course scaled down for arma , so many stories connected here .

Great work and thanks for sharing !