Arma 3
SPEX - Spearhead Extended
83 opmerkingen
Not a cool guy 30 mei om 18:38 
Why is hill 30 so small?
Heavy Ordnance Works  [auteur] 26 mei om 23:48 
@ overtheborder99
Please join our discord to get support on that. ty
overtheborder99 13 mei om 15:15 
Have you added faction switch for Warlords? I don't see a way to change factions- just lets me be US.
Kerc  [auteur] 27 apr om 21:01 
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 om 14:15 
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 om 5:20 
@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 mrt om 10:34 
@Cai, no, this will all remain as a separate mod to go alongside the CDLC
CaiNX10A 30 mrt om 4:22 
So this will eventually be added to the CDLC?
Jaki 17 mrt om 16:19 
@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 mrt om 11:03 
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 om 17:42 
@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 om 15:28 
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 om 15:37 
@warkshawn, are you getting any errors?
warkshawn 29 jan om 13:05 
Will not open and run.
NCR RANGER JD 25 jan om 11:30 
Remaster de UK Units please
domokun 21 jan om 7:17 
Thanks for your AMAZING work. Also any plans to release Commonwealth units? e.g. Brits, Canada, Aus, NZ, SA, Indian
Jaki 8 jan om 14:26 
@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 om 21:54 
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 om 10:45 
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 om 7:51 
Possible to have the static line jump as an independent script for use outside of the WP script?
pappagoat 3 dec 2024 om 6:02 
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 om 11:31 
@crystalsexton, you need to be a glider pilot behind a C47. Then you’ll see an action to tow
crystalsexton31 2 dec 2024 om 10:41 
how do we tow the gliders
Heavy Ordnance Works  [auteur] 29 nov 2024 om 8:15 
@ 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 om 21:41 
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 om 17:04 
@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 om 20:35 
btw that carentan map is badass. thanks for that. its nice to have a ww2 map thats more urban.
76561198192726397 25 nov 2024 om 20:34 
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 om 20:34 

_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 om 20:34 
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 om 14:40 
@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 om 5:51 
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 om 12:42 
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 om 2:21 
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 om 18:05 
@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 om 13:58 
Fantastic Update!
XxwhirlwindxX 11 nov 2024 om 13:33 
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 om 11:14 
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 om 10:11 
Yes :steamhappy: . Thanks. :steamthumbsup:
pappagoat 11 nov 2024 om 10:08 
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 om 8:23 
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 om 5:42 
You added Carentan?!

HELL YEAH
HELL YEAH
HELL YEAH
HELL YEAH
Dr.Rebus 11 nov 2024 om 4:54 
I hope Italian units soon, at least RSI units as "Decima Mas" for Italian theatre conflict from 1943 to 1945.
mkalireza 14 okt 2024 om 8:56 
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 okt 2024 om 13:10 
A market garden map would be cool possibly.
pappagoat 27 sep 2024 om 16:26 
Can the Utah Beach map bee added to Alive.
RedCavalry_9 22 apr 2024 om 8:26 
Hey, will Italian units be added to this mod. Since JM Second Assault has been removed from the workshop a while ago.
Garrettich 14 mrt 2024 om 2:31 
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 om 12:51 
No description !!
Blood Lightning 3 feb 2024 om 1:03 
Map isn't suitable for tanks