The patch for SWAT: Elite Force v4. Make sure you have V4 installed before upgrading to this patch.
This is a hotfix patch to address some common issues that have been raised.
Changes
- The taunt feature has been improved significantly. You now have to be aiming at the target in order to taunt at them.
- The FOV slider no longer freezes the game, and resolution options should now save correctly. (Review the updated installation instructions if it does not work.) Navigating away from the Video Options menu will bring up a "Please Wait..." dialogue as it saves settings.
- Widescreen improvements; the GUI has been tweaked so that certain widescreen resolutions (mostly 16:9 ones) won't have disappearing elements in the GUI. Ultrawide is still unsupported at the moment and there might be a few issues I missed.
- The Optiwand screen no longer shows your AI officers in root ("T-pose"). The optiwand screen no longer freezes frame and will preserve aim, allowing you to peek around corners better.
- The Nova Pump and M4Super90 have reversed roles. The Nova Pump may now be equipped as a Primary or Secondary weapon, and the M4super90 is now a primary weapon only.
- The Less Lethal Shotgun is now able to be equipped as a secondary weapon.
- Slightly improved penalty detection for Use of Force.
- Fixed typo on Silenced MP5 production year start (1964 -> 1974)
- Sellers St. Auditorium no longer displays the Colt Carbine text for New Equipment; it displays the UMP text correctly instead.
- Fixed an issue that caused magazine counts to "reset" themselves when switching away from a shotgun
- Fixed chat in multiplayer pregame having the wrong number of lines (thanks to KevinL and Sokol for this fix)
- Updated wedge description to explain the difference between using a wedge and locking a door.
- Suspects now use full auto like they're supposed to instead of bursts/single shot
Speech Command Interface Improvements
The speech command interface has received a number of improvements that should make it easier to use:
- Now distinguishes between "Mark with Lightstick" and "Drop Lightstick" properly
- Added missing commands: SECURE EVIDENCE, RESTRAIN and all of the LEADER THROW commands.
- Added a new keybind to the Key Config menu: Toggle Speech Commands. This button turns off/on the speech command interface; which is good for streamers.
- You can now shout for compliance at civilians, suspects, etc using your voice. Try "Police!", "Put your hands up!", "Drop your weapons!" or for roleplay purposes, "Police! Search warrant!"
- Commands involving "stinger" now use "sting" since this was often confused by the engine for "taser"
- Various other improvements, too many/minor to list.
Great! I had a few things I wanted to bring up though.
- I know that you improved the swat ai when moving and clearing, however there are a few instances where the swat ai will enter a room, and if there is a suspect blocking their path, they will just stand there and stare at them while the suspect pumps them full of rounds. Anyway of having them engage while moving into a room? This seems to happen in smaller rooms. A few examples being quick fuels bathrooms, the foodwall closet beside the kitchen, and the bathroom upstairs.
- I didn't see the changes listed so I just wanted to see if the recent commits where also added to this patch? (I saw the suspects fire mode was fixed, but was the swat officer firemode fixed as well, along with the "Suspects are considered threats when aiming" and "Suspects now do a speech when they see downed suspects"?)
- I used to be able to modify both of these lines ("PlayerBlockingPathTime" in "Swatpawn.ini") and ("NeedOrdersTriggerTimeDelta" in "Ai.ini") but for some reason with this mod, changing those lines doesn't do anything now. I hated how the swat ai always said "your in my spot sir" every few seconds, so I would increase it so I didn't hear it all the time, I know I can just move but instances like when you are mirroring a door with a team stacked up saying you are in the way and whatnot.
Very nice!
1) There is probably a way to change the minimum engaging distance (if it exist) so that officers can engage suspects at point blank range.
2) - Slightly improved penalty detection for Use of Force. I'm pretty certain is this one. And I did this very commit, along with the open for the suspects do a speech when they see a downed suspect, so I'm pretty sure both are in. And yeah, SWAT officers fire mode is fixed too
3) Not sure why it doesn't work, might need to check that on my end
Your first point is something I tried to bring up heavily and hope is addressed in v5. The SWAT AI need help in the worst way. I don't know if there is limitations to what can be done but something must happen.
It is unacceptable to lose officers or have wounded officers due to a dumb AI issue and not a tactics issue. Bottom line is if I'm smart enough to resolve it, the AI should be able to. Though I know that is hard given they can only mod and tweak so much.
The AI will stand and take the first bullet in many occasions. They will allow a stunned suspect to become coherent again and shoot them. They will not take down the suspect before he poses a threat. Either by less lethal means or maybe by a work around.
A work around might be the SWAT officers yelling for compliance on a stunned suspect is instant compliance. While the player would need to use less lethal means. We are quicker to think than AI.
I've played through most of the campaign without having further issues of losing officers. I enjoy the challenge. I hate the bad SWAT AI causing me headaches.
Again, I haven't experienced anything similar on the mod. In fact, to me SWAT AI is better at neutralizing suspects. They only have problems at point blank, where they seem unable to aim properly.
The only reason I lose officers is simply because they at times clear right instead of left and the suspect was on the left. Or if a suspect surprises us by appearing behind us (very rare)
You can't take down a suspect before he poses a threat. If he isn't aiming at anything, you can't shoot him. If he is running, you can't take him down either.
That work around would make less lethal weapons useless in single player. You could just send the team and the suspects would instantly comply. Where is the sense of using tasers then?
So far the only thing I lost on my campaign are hostages due to Insane suspects (happened when I entered first). I actually think that the problem might be on your end. I don't know of anyone else with AI problems.
The basic solution and idea is that the AI SWAT needs a way to not hesitate before they shoot a bad guy. The SWAT AI also need a way to deploy less lethal from a secondary slot or a equipment slot against non compliant but non life threatening bad guys.
I do not wish to arm all my guys with less lethal so they can fire on a bad guy. In my eyes I should be able to run a full lethal loudout with less lethal secondary options and still get somewhat of the same results as long as there is time for the team to deploy them safely.
I just did a whole string of missions without losing officers. This is not a problem on my end. The last mission was the warehouse mission and I lost an officer because one of the bad guys fled into the other team who was waiting around the corner. The AI SWAT let the bad guy run at them, with an AK in his hands, because 'he was not a threat' and then when the bad guy wanted to shoot. He did and killed one officer, wounded the other before he was killed by the second officer.
There are issues and limitations of SWAT 4. I'm bringing them up because if you can change, fix, tweak them. It is worth it. Using my SWAT team as the first ones in to clear a room I've never done a mission where they have not been wounded. Using flashes, gas, and any other means. Not a single mission where all were green. Seems off to me.
I'm still having fun and enjoying the campaign. I can complete missions but it seems broken at times. I don't know if those broken issues can be fixed. That is what we are discussing. But nothing will get fixed if people don't talk about it. Or want to accept that maybe there are alternative ways to go about things.
The way the bad guys act, the mission order, and how everything works has been great. Just some issues with SWAT AI and you mentioned you had some too.
I feel like if there was a way for them to engage point blank suspects that would help a lot. Especially when they enter a room and stare at a suspect while he just puts rounds into the officer. The officer just stands there and takes it, never shoots back or nothing.
Had fun playing this mod, made me come back for SWAT 4.
Any chance for 1366 x 768 resolution support for GUI? I've tested it and the GUI is still disappearing.
I am running ultra wide and I have no issues with the GUI. My resolution is 2560x1080 which isn't there but I just use the 4k resolution and works great.
I played a mission and one of my swat officers pulled a tazer on a fleeing bad guy all by himself. I'm not sure if this was programmed in but I've had an issue with it once before. My officer pulls out a tazer and won't switch back to his primary. Runs the whole mission with a tazer out.
That was probably on Subway Station or FunTime Arcade. The suspect was an Escaper or Flusher. SWAT AI tries to use less lethal weapons on those guys when they see them. As for the no switching back to primary.....well.....TSS bug. If fixed if that AI uses a tactical aid.
Was wondering about that, as I played quick fuel and one of my officers just randomly took out his tazer and started using it instead of using his gun. Actually ordering him to tase an enemy seemed to bring back his primary weapon again.
Hey, amazing mod! Any chance of adding team AI to co-op mode in 5v? It would be awesome if my friend and I could each lead a team (instead of just us two).
I came across a crash playing with the latest patch in single player campaign, the Fun Time Amusement level.
The full error message is below:
OS: Windows NT 6.2 (Build: 9200)
CPU: GenuineIntel PentiumPro-class processor 2400 MHz with 2047MB RAM
Video: NVIDIA GeForce 940M (7654)
SWAT Build Number: 4.1
Access Violation caused General protection fault!
History: UAI_RunnableAction::ProcessState <- action->ProcessState ['RotateTowardActorAction SP-Arcade.RotateTowardActorAction146'] <- UAI_Resource::ProcessState <- APawn::UpdateMovementAI <- ASwatPawn::TickSpecial <- ASwatAI::TickSpecial [OfficerBlueOne4 - Location: (-435.263733, 1434.054077, 184.000000)] <- AActor::Tick [Actor: 'OfficerBlueOne4' Actor->bDeleteMe: FALSE] <- ASwatRagdollPawn::Tick <- TickAllActors <- ULevel::Tick [(NetMode=0)] <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop->GenerateExtraCrashInfo [(GLevel: 'myLevel' PendingLevel: '(NULL)' NetMode: 'NM_Standalone'] <- MainLoop
That's a known issue. We are not entirely sure what causes it.
Wish it was compatible with Remake mod. And it was working perfectly together. Until i got to Red Libary level. And then game crashed on loading.
No Label
Crash Time: 02/13/17 14:55:06
OS: Windows NT 6.2 (Build: 9200)
CPU: GenuineIntel PentiumPro-class processor @ 3404 MHz with 2047MB RAM
Video: NVIDIA GeForce GTX 1070 (7849)
UserName: DaveCooper
ComputerName: WINDOWS5GBHF8B
Application location: E:\Games\SWAT 4\ContentExpansion\System\
SWAT Build Number: 4.1
Access Violation caused General protection fault!
History: ASwatPawn::execInitNativeAnimationSystemForPawn <- UObject::CallFunction [SCRIPT='SwatGame.SwatPawn.InitNativeAnimationSystemForPawn' OBJ='SwatHostage10'] <- UObject::CallFunction [SCRIPT='SwatGame.SwatPawn.InitAnimationForCurrentMesh' OBJ='SwatHostage10'] <- UObject::CallFunction [SCRIPT='SwatGame.SwatPawn.OnMeshChanged' OBJ='SwatHostage10'] <- UObject::CallFunction [SCRIPT='SwatGame.SwatRagdollPawn.OnMeshChanged' OBJ='SwatHostage10'] <- UObject::CallFunction [SCRIPT='Engine.Pawn.SwitchToMesh' OBJ='SwatHostage10'] <- UObject::CallFunction [SCRIPT='SwatGame.SwatAICharacter.InitializeFromArchetypeInstance' OBJ='SwatHostage10'] <- UObject::CallFunction [SCRIPT='SwatGame.SwatAI.Internal_InitializeFromArchetypeInstance' OBJ='SwatHostage10'] <- UObject::CallFunction [SCRIPT='SwatGame.Archetype.InitializeSpawned' OBJ='RedLibrary_Wilkins'] <- UObject::CallFunction [SCRIPT='SwatGame.Spawner.SpawnArchetype' OBJ='HostageSpawner17'] <- UObject::CallFunction [SCRIPT='SwatGame.SpawningManager.DoSpawning' OBJ='SpawningManager0'] <- UObject::ProcessEvent [Function SwatGame.SwatGameInfo.PostBeginPlay() on SwatGameInfo SP-RedLibrary.SwatGameInfo0] <- BeginPlay <- UGameEngine::LoadMap <- LocalMapURL <- UGameEngine::Browse <- ClientTravel <- UGameEngine::Tick <- UpdateWorld <- MainLoop->GenerateExtraCrashInfo [(GLevel: 'myLevel' PendingLevel: '(NULL)' NetMode: 'NM_Standalone'] <- MainLoop
Hi, thanks for the video. I will review it and there will be some tweaks to the AI. Jose has already made some changes with regards to the SWAT AI not being quite as hesitant as they were before.
Excellent mod.
A significant change (intended?) I noticed moving from v3-->v4.1 was that the perps respond to having a gun in their face and actually surrender!
Additionally, the slight delay in the perp opening fire on leader actually gives the player a chance to act - nice.
Thanks for your hard work.
Quick question, sorry if its a stupid one. How would I go about playing custom campaigns/missions using this mod?
Hi,
For right now, there is no way to play customs in v4 except in Multiplayer hosted games. v5 will add the ability to play customs via a new campaign created under the All Missions path.
Hi. Is that possible to play that mod with another HQ Textures mod? I Like that game, didn't played that mod (I'm downloading it acctually) and I would like to have better quality weapon models and all of the textures. Is that possible? If you think to add something to mod I would like to see 3D ironsights ans optics. That would be awesome fix to the game realism.
You can use the GEM mod with this one, and we are working on some HQ textures of our own.
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