Spearhead 1944 CfgVehicles Modules
[SPE] Artillery Barrage
Category: [SPE] Fire Support
Available in Zeus: true
Module Description: Create an artillery shell on the module position. It will take a few seconds until it hits the ground.
Attributes
Type
Description: N/A
Property: N/A
Values
- 81 mm Mortar
- 81 mm Mortar
- 81 mm Mortar (WP Smoke)
- 75 mm Howitzer
- 75 mm Howitzer
- 105 mm Howitzer
- 105 mm Howitzer
- Nebelwerfer 280 mm Rocket
- Calliope 114 mm Rocket
[SPE] Ordnance
Category: [SPE] Effects
Available in Zeus: false
Module Description: Create an artillery shell on the module position. It will take a few seconds until it hits the ground.
Attributes
Type
Description: N/A
Property: N/A
Values
- 81 mm Mortar
- 81 mm Mortar (WP Smoke)
- Mortar Smoke (White)
- Artillery Smoke (White)
- 75 mm Howitzer
- 75 mm Howitzer
- 105 mm Howitzer
- 105 mm Howitzer
- Nebelwerfer 280 mm Rocket
- Calliope 114 mm Rocket
[SPE] Illumination Flare (Continuous)
Category: [SPE] Effects
Available in Zeus: false
Module Description: Creates a signal flare on the module position (visible only at night).
Attributes
Color
Description: Smoke color
Property: N/A
Values
- White Flare
- Yellow Flare
- Green Flare
- Red Flare
[SPE] Ambient War Sounds (Global)
Category: [SPE] Ambient War Sounds
Available in Zeus: false
Module Description: N/A
Attributes
Condition
Description: A boolean condition that, when it turns false, stops the spawning of combat sounds
Property: N/A
Minimum Interval
Description: Minimum time (in seconds) between two successive sounds
Property: N/A
Maximum Interval
Description: Maximum time (in seconds) between two successive sounds
Property: N/A
Minimum Distance
Description: Minimum distance (in meters) from any given player: no player closer than this distance to the origin of the sound
Property: N/A
Maximum Distance
Description: Maximum distance (in meters) from any given player: at least one player within this distance from the origin of the sound
Property: N/A
Switch Sound Type
Description: Sets the distance ranges in the format [X,Y]: 0 to X will be 'close,' X to Y will be 'mid' and beyond Y they will be 'distant'
Property: N/A
Rifles Presence
Description: Sets the amount of presence of rifle shots in the combat sounds
Property: N/A
MG Presence
Description: Sets the amount of presence of MG bursts in the combat sounds
Property: N/A
MG42 Presence
Description: Sets the amount of presence of MG42 bursts in the combat sounds
Property: N/A
Cannon Presence
Description: Sets the amount of presence of cannon shots in the combat sounds
Property: N/A
Custom Sounds Presence
Description: Sets the amount of presence of custom sounds in the combat sounds
Property: N/A
[SPE] Ambient War Sounds (Area)
Category: [SPE] Ambient War Sounds
Available in Zeus: false
Module Description: N/A
Attributes
Condition
Description: A boolean condition that, when it turns false, stops the spawning of combat sounds
Property: N/A
Minimum Interval
Description: Minimum time (in seconds) between two successive sounds
Property: N/A
Maximum Interval
Description: Maximum time (in seconds) between two successive sounds
Property: N/A
Minimum Distance
Description: Minimum distance (in meters) from any given player: no player closer than this distance to the origin of the sound
Property: N/A
Maximum Distance
Description: Maximum distance (in meters) from any given player: at least one player within this distance from the origin of the sound
Property: N/A
Switch Sound Type
Description: Sets the distance ranges in the format [X,Y]: 0 to X will be 'close,' X to Y will be 'mid' and beyond Y they will be 'distant'
Property: N/A
Rifles Presence
Description: Sets the amount of presence of rifle shots in the combat sounds
Property: N/A
MG Presence
Description: Sets the amount of presence of MG bursts in the combat sounds
Property: N/A
MG42 Presence
Description: Sets the amount of presence of MG42 bursts in the combat sounds
Property: N/A
Cannon Presence
Description: Sets the amount of presence of cannon shots in the combat sounds
Property: N/A
Custom Sounds Presence
Description: Sets the amount of presence of custom sounds in the combat sounds
Property: N/A
[SPE] Flare Illumination
Category: [SPE] Effects
Available in Zeus: false
Module Description: N/A
Attributes
Conditional
Description: A boolean condition that allows flares to be spawned
Property: N/A
Minimum Interval
Description: Minimum time (in seconds) between two successive flares
Property: N/A
Maximum Interval
Description: Maximum time (in seconds) between two successive flares (if possible)
Property: N/A
Minimum Distance
Description: Minimum distance (in meters) between two flares of this area
Property: N/A
Max Flares Allowed
Description: Maximum number of flares deployed at the same time
Property: N/A
Color
Description: Flare color
Property: N/A
Values
- White Flare
- Red Flare
- Green Flare
- Yellow Flare
[SPE] AI Systems
Category: [SPE] Supports
Available in Zeus: false
Module Description: Enable the AI Tweaks and Retreat-Flee-Surrendering system and customize the setup.
Attributes
Affect spawned units
Description: Units created during the game will be affected by this module.
Property: SPE_AddSpawnedGroups
Player Side
Description: Which side represents the good guys.
Property: SPE_OurSide
Values
- Opfor
- Blufor
- Independent
- Civilian
Affect Player Side
Description: The good guys will be affected by morale simulation.
Property: SPE_AffectOurSide
Enable Fleeing
Description: Possibility of retreat and flee state.
Property: SPE_Active_Flee
Enable Surrendering
Description: Possibility of surrender state.
Property: SPE_Active_Surrender
Permanent Shock
Description: Probability of replacing flee and surrender state with permanent shock.
Property: SPE_PermanentShockProb
POW Timer
Description: Delay after which surrendered units will automatically become a POW.
Property: SPE_RFS_POWWalkTimer
Non-combatant Kills
Description: Can fleeing, surrendered, POWs and shocked units be wounded or killed.
Property: SPE_NonCombatantKillsAllowed
Clean Up Distance Retreating
Description: Minimal distance of the closest player required to delete fleeing or retreating units. Set -1 to never delete.
Property: SPE_CleanUp_Distances_Retreating
Clean Up Distance Surrendered
Description: Minimal distance of the closest player required to delete surrendered or panicked units. Set -1 to never delete.
Property: SPE_CleanUp_Distances_Surrendered
Clean Up Distance Panicked
Description: Minimal distance of the closest player required to delete POW units. Set -1 to never delete.
Property: SPE_CleanUp_Distances_Panicked:
Threat Range
Description: Maximal distance of the threats, that will affect units stress.
Property: SPE_MoraleAffectingTargetsRange
Flee Threshold
Description: Multiplier of the retreat and fleeing stress threshold. The lower, the bigger reatreat and fleeing probability.
Property: SPE_RFSThresholds_MultiplierRF
Surrender Threshold
Description: Multiplier of the surrender stress threshold. The lower, the bigger surrender probability.
Property: SPE_RFSThresholds_Multipliers
Player Threat
Description: Multiplier of players influence on the near enemy stress.
Property: SPE_PlayerStressMultiplier
Crowd Psyche
Description: Near fleeing or surrendered allies will increase the stress (a feedback effect).
Property: SPE_CrowdPsyche
Enable Unblocking
Description: Unblocking AI entities stuck on the move.
Property: SPE_Active_Unstuck
Hidden only
Description: Glaring unblocking techniques will be avoided if a player could see them.
Property: SPE_Unstuck_HiddenOnly
Hide Foliage
Description: Hide blocking foliage in front of the stuck vehicles.
Property: SPE_DoHideBlockingFoliage
Hide Objects
Description: Hide some types of map objects around the stuck vehicles.
Property: SPE_DoHandleBlockingStuff
Enable AI Tweaks
Description: General switch of various scripted AI tweaks.
Property: SPE_Active_TweakAI
Info Sharing
Description: Groups can broadcast limited information about known threats to allied groups in range.
Property: SPE_Active_InfoSharing
Rearm
Description: AI infantry low on ammo will try to get extra magazines from nearby sources, when situation allow.
Property: SPE_Active_TweakAI_Rearm
Diamond in Combat
Description: Infantry groups will use diamond formation in combat.
Property: SPE_DoDiamondInCombat
Group Cohesion
Description: Improved formation cohesion on the move by tweaking group members movement speed.
Property: SPE_DoCatchUp
Man Vehicle Seats
Description: Idle passengers will man important empty seats in the vehicles.
Property: SPE_DoManTurrets
Reliable Embarking
Description: Improve speed and reliability of embarking vehicles by AI units.
Property: SPE_DoReliableEmbarking
Affected Sides
Description: Which sides should be affected by reliable embarking feature.
Property: SPE_ReliableEmbarking
Disembark in Combat
Description: Tweaked rules of disembarking passengers from vehicles in combat.
Property: SPE_DoTweakDisembarkInCombat
Abandon redundant Crew
Description: Vehicle groups will leave behind redundant crewmen.
Property: SPE_DoLeaveFootmobilesBehind
[SPE] Indirect Fire Support
Category: [SPE] Supports
Available in Zeus: false
Module Description: Enable the Indirect Fire Support system and customize the setup.
Attributes
Enable AI-Artillery
Description: AI-Artillery assets can perform fire missions against reported enemies.
Property: SPE_IFS_ArtyActive
Rounds per Salvo
Description: Base amount of rounds fired during a single fire mission. Final count of fired rounds depends on target category.
Property: SPE_IFS_Amount
Rounds Multiplier (Infantry Targets)
Description: Multiplier of base rounds amount.
Property: SPE_IFS_AmountMultiplier_Infantry
Rounds Multiplier (Soft Targets)
Description: Multiplier of base rounds amount.
Property: SPE_IFS_AmountMultiplier_Soft
Rounds Multiplier (Hard Targets)
Description: Multiplier of base rounds amount.
Property: SPE_IFS_AmountMultiplier_Hard
Accuracy Multiplier
Description: Multiplier of maximal fire mission aim error (shelled position shift relative to intended position, not ballistic spread).
Property: SPE_IFS_Acc
Counter-fire Priority
Description: Counter-battery fire against known hostile artillery takes priority over opportunity fire against other targets.
Property: SPE_IFS_CounterBatteryFireIsPriority
Mortar fire on Tanks
Description: Mortars will be considered for fire missions against tanks.
Property: SPE_IFS_AllowMortarsAgainstTanks
Autonomous CAS
Description: Temporary aerial assets can occasionally perform CAS missions against known enemy targets.
Property: SPE_IFS_CASActive
Forward Observer Classes
Description: If forward observers array is not empty, groups including units of those classes will be added to this array.
Property: SPE_IFS_FOClass
Radio Backpacks
Description: Backpacks considered as proper radio transmitters used to determine, if player can request a support (all lower case!).
Property: SPE_IFS_AcceptedRadioBackpacks
Available calls
Description: Available amount of calls per side: [east,west,resistance,any other], each side entry includes calls amount for: [CAS,mortar,heavy artillery]; -1 makes support type unlimited. In cadet mode each group has separate limit.
Property: SPE_IFS_AvailableCalls
Artillery Sides
Description: Sets which sides have access to artillery support calls.
Property: SPE_IFS_ArtyAvailability_Side
CAS Sides
Description: Sets which sides have access to CAS support calls.
Property: SPE_IFS_CASAvailability_Side
Mortar Rounds
Description: Count of mortar rounds fired per request.
Property: SPE_IFS_RequestedMortarAmount
Heavy Artillery Rounds
Description: Count of heavy artillery rounds fired per request.
Property: SPE_IFS_RequestedHeavyArtyAmount
Mortar Spread
Description: Maximal mortar rounds ballistic spread. Most often spread is around 1/5 of the maximum.
Property: SPE_IFS_RequestedMortarSpread
Heavy Artillery Spread
Description: Maximal heavy artillry rounds ballistic spread. Most often spread is around 1/5 of the maximum.
Property: SPE_IFS_RequestedHeavyArtySpread
Mortar ETA
Description: Mortar support Estimated Time of Arrival.
Property: SPE_IFS_RequestedMortarETA
Heavy Artillery ETA
Description: Heavy artillery support Estimated Time of Arrival (seconds).
Property: SPE_IFS_RequestedHeavyArtyETA
Direct Support Sides
Description: Sets which sides have access to Direct Support support calls.
Property: SPE_IFS_DSAvailability_Side
Check for Friendlies
Description: Not armored friendly assets presence blocks direct fire support.
Property: SPE_IFS_DS_CheckFriendlyFire
Incoming Fire Notifications
Description: Maximal distance from incoming artillery or CAS fire for warning notification.
Property: SPE_IFS_IncomingNotificationRange
Incoming Fire Indicators
Description: Visibility distance for incoming fire 3D indicators.
Property: SPE_IFS_IncomingMarkRange
Advanced Hints
Description: Show in game advanced hints explaining module features.
Property: SPE_IFS_AllowAdvancedHints
[SPE] Advanced Revive Module
Category: [SPE] Modules
Available in Zeus: false
Module Description: Enable the Extended Revive system and customize the setup.
Attributes
Revive available to players
Description: Revive available to players
Property: spe_module_advanced_revive_SPE_ReviveEnabled
Values
- Disabled
- Enabled
Revive mode
Description: Revive mode
Property: spe_module_advanced_revive_SPE_ReviveMode
Values
- Difficulty Based (Basic, Basic, Advanced, Realistic)
- Basic
- Advanced
- Realistic
Requirement to revive
Description: Requirement to revive
Property: spe_module_advanced_revive_SPE_ReviveRequiredTrait
Values
- Difficulty Based (FAK, FAK, FAK, Medic)
- First Aid Kit
- Require Medic Trait
- None
Hold action medic multiplier
Description: Hold action medic multiplier
Property: spe_module_advanced_revive_SPE_ReviveMedicSpeedMultiplier
Hold action delay
Description: Hold action delay
Property: spe_module_advanced_revive_SPE_ReviveDelay
Force respawn delay
Description: Force respawn delay
Property: spe_module_advanced_revive_SPE_ReviveForceRespawnDelay
Bleedout time
Description: Bleedout time
Property: spe_module_advanced_revive_SPE_ReviveBleedOutDelay
Required First Aid Kits
Description: Required First Aid Kits
Property: spe_module_advanced_revive_SPE_ReviveFakAmount
Stop bleeding with FAK
Description: Stop bleeding with FAK
Property: spe_module_advanced_revive_SPE_ReviveAutoCall
Values
- Disabled
- Enabled
Unconscious unit 3D icons
Description: Unconscious unit 3D icons
Property: spe_module_advanced_revive_SPE_ReviveIcons
Values
- Difficulty Based (Enabled, Enabled, Medic Only, Disabled)
- Enabled
- Medic Only
- Disabled
Automatically call for help
Description: Automatically call for help
Property: spe_module_advanced_revive_SPE_ReviveAutoCall
Values
- Disabled
- Enabled
- Cadet Only
AI Automatically withstand
Description: AI Automatically withstand
Property: spe_module_advanced_revive_SPE_ReviveAutoWithstand
Values
- Disabled
- Enabled
- Cadet Only
Extra FAK required for self-revive
Description: Extra FAK required for self-revive
Property: spe_module_advanced_revive_SPE_WithstandExtraFAK
Values
- Difficulty Based (Enabled, Enabled, Medic Only, Disabled)
- Disabled
- Enabled
Self-Revive
Description: Self-Revive
Property: spe_module_advanced_revive_SPE_WithstandEnabled
Values
- Difficulty Based (Enabled, Enabled, Enabled, Disabled)
- Disabled
- Enabled
Self-Revive (AI)
Description: Self-Revive (AI)
Property: spe_module_advanced_revive_SPE_WithstandEnabledAI
Values
- Difficulty Based (Enabled, Enabled, Enabled, Disabled)
- Disabled
- Enabled
Units Affected
Description: Units Affected
Property: spe_module_advanced_revive_SPE_ReviveUnits
Values
- Playable Units
- Player Units