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I'm not really interested in PvP for this mod, but it's an interesting idea.
The SWAT 4 Discord is pretty active, try it! Discord.gg
OK, but what about when you run SEF? :p Does SWAT 4 open or does the cmd window just open and close?
Try using the print screen button.
I'm not sure. I need to fix some issues with co-op and also maybe do a beta test to make sure there's no issues with it deploying. It's a very large update with a lot of changes.
Actually there is, but it involves some modification of your .ini files. You'll want to open your Campaign.ini file (SEF/System/Campaign.ini). Find the section with your campaign (for instance, the default is "[Campaign_Officer_Default]"), and change AvailableIndex to 20 and in this section, you'll want your MissionResultsName to look something like this: Pastebin.com
Does SWAT 4 open at all when you run as administrator?
Sorry, is that a mod, or a specific version of the game?
I could've sworn that I replied to this!
I believe I have sent him a private message but I will look into that.
This is a feature that I have been looking into. I also wanted to have a command where you can order your teammates to clear a room after throwing a grenade.
Try running the game as Administrator, or providing write permissions to your entire SWAT 4 folder. The problem is because your game doesn't have permissions to write the file.
Crashing with what? Can you be more specific?
Are you running an English version of the game?
Hi, I think something might have went wrong with your download! Try installing the v2 -> v3 upgrader. Not sure what happened, I think some files got mixed around again. The file got corrected.
I have set up a Discord for the SWAT 4 community. You can use it to communicate with other SWAT 4 players.
There are servers. Install the MarkMods server list mod. There is always at least one server full.
It sounds like you installed the files wrong.
You're supposed to copy the whole SEF folder and paste it into your SWAT 4 folder so there's three folders there - Content, ContentExpansion and SEF.
Note that The Stetchkov Syndicate is required to be installed to use this mod.
That's correct. When installed, you should have an SEF folder that is next to the Content and ContentExpansion folders.
I haven't noticed these issues, but I've developed it primarily on an English version of TSS so that might be where the problem is. I agree though about suspects, High skill suspects in particular are pretty ridiculously hard.
By 'not switch' do you mean in the campaign..? What difficulty are you playing on?
I will look into it. The problem I've had with the game is that I have no way to tell how to convert map/engine units into real world units.
The ballistics system is a bit complicated, but it functions with Newtonian physics as far as I can tell. Bullet damage is calculated by momentum (Mass * MuzzleVelocity). Each cartridge uses a different mass, each weapon uses a different muzzle velocity. FMJ bullets have twice as much mass but JHP rounds always do a minimum of 30 damage whenever they penetrate armor. Momentum falls off over distance. Armor simply reduces the amount of momentum the bullet does as it hits.
For shotguns, the Sabot slug is a single round with more mass, whereas 00 buck is scattershot with an added internal damage like JHP. In SEF, 000 buckshot is scattershot that functions similar to FMJ.
My plan with weapons is to copy all of the muzzle velocities, mass, internal damage, etc into a spreadsheet and try to rebalance everything around a particular weapon. I can use a SWAT AI officer to test how viable a weapon should be with actual results from ballistic vest tests. Of course, I also need to make sure there's no abnormalities, such as armor affecting body parts that it isn't.
- Going to make a spreadsheet with all of the information
- Then going to gather up real world analogue information from ballistic vest research
- Try to determine which weapon is the most accurate
- Use that weapon as a baseline (I used the AK47 as a baseline for muzzle velocities)
- Change everything to make sense
Random. Fairfax for instance has 4 different spawn points and only 0-1 of the traps will spawn. Same thing with static drug evidence, it's random how much will spawn, if any. (Qwik Fuel has 0-1 drug evidence spawn, although in that map it only spawns in one place. A-Bomb I think has 0-2 but in random locations)
They're there, they just don't spawn 100% of the time and only in set locations.
Fairfax for instance has 4 spawn points and can spawn 0-1 of them. Highest chance is in Taronne which spawns 0-3 of them from 6 spawn points.
I actually never had an error regarding the options menu, perhaps you can clarify? Thanks for the info though.
Can you share your fix with me? That would help a lot.
And yeah, you probably have seen me on |ETS| :p The next version of the mod will be multiplayer compatible and have some multiplayer-specific features!
If you have this issue, try downloading v1 and using the v1-to-v2 upgrade. That should fix it.
I do. :) I might be playing here soon.
You'll probably run into me at some point! I play on |ETS| as well.
Thank you! I really appreciate it when people show others this game, regardless of whether my mod is involved. I really think this game is a treasure. But enough gushing. :)
I actually think the officers have just the right balance of personality and serious demeanor. I haven't actually played SWAT 3, but I've heard a lot about it and I should dig in soon. I can understand where you're coming from though.
Hm, no, I tried to look at your comment history and didn't see anything.
I actually haven't heard of the lightstick bug until you told me, I will try and replicate it.
I usually play on |ETS| - perhaps we will meet ingame sometime!