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No. You have to unlock them.
There are no functions in code yet to secure all evidence, restrain all, or report all to TOC. It's not possible therefore to add them to the command interface.
I'm not sure what you mean by "call out sit reps", can you clarify what you mean?
The game is probably having a hard time connecting to the master server. If you don't have the Swat4stats plugin, that might be the issue (and no servers would show up anyway)
This is a known issue that I'm not sure how to solve.
You can edit the SpeechCommandGrammar.xml in your SEF/System folder.
You might need the Microsoft Speech Recognition Library for Windows.
Just to clarify - it works when your headset is unplugged?
Still in testing. Just fixed a huge number of bugs today.
The V5 testing version is now available on our Discord:
The full changelog will be posted around the time that public testing starts. Probably in a few weeks.
Nope, it wouldn't require extensive editing at all. Just a matter of finding the plant texture in question and reducing the amount of force needed to penetrate!
The textures are going to get overhauled later, so it's likely we'll bundle those changes in with penetration refactoring.
Hi - the best guess right now is an April release date. There will be a testing phase later this month. Right now we are working on wrapping up the last of the features.
Currently there won't be bots, but it's a common enough request that we'll look into it.
It would require new weapon models unfortunately because the developers hid the faces on the side of the weapon.
Hi - as of right now, I don't know of a simple way to do this. There is an option in v5 (next upcoming version) to create an All Missions campaign, which will have all maps from your hard drive (Content/Maps, ContentExpansion/Maps, SEF/Content/Maps) loaded. That way you can play maps from any map packs without any issues.
Bullet penetration potential is mostly determined by the textures. There is work being done on an improved texture pack, and the MomentumToPenetrate of the surfaces will be touched on.
that might be because civilians triggered the traps. It's a known bug that we're looking into.
There is one. People just don't read it. ;)
Thank you for the report. Can you give a little bit more information behind this?
Hi, thank you for the report, I will look into it.
1. I haven't honestly tried QMM CO-OP, but I haven't touched anything regarding QMM either. If it doesn't work in SEF, it probably didn't in TSS.
2. They're implemented in v5
Only human players for Campaign CO-OP at the moment.
It uses the same approach that suspects use to take cover.
I'm not sure.
You can use the GEM mod with this one, and we are working on some HQ textures of our own.
It should. If it doesn't, try speaking clearer. ("Breach Bang and Clear" functions the same as "Breach Bang and Make Entry")
It does not currently, no.
I think that's already how it works, if I'm not mistaken? At least that's how it works in multiplayer.
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.
It would require going through all of the maps and adding extra stack up and clear points, which is a huge undertaking and won't work on customs. That, or compromising the AI so it can only do Fall In orders. Unfortunately not in the foreseeable future.
I haven't even shown off everything that is in v5. All in due time. ;)