This member has provided no bio about themself...
Go for it!
It's on the to-do list.
Delete Content/Animations/FP_fnp90.ukx (if it exists), and then use the v5 to v6 upgrade.
Try changing the resolution, not the ViewportX/ViewportY.
Not sure I understand what you mean, could you share a screenshot?
That could be possible for some weapons. For some (marksman rifles), it would always have to zoom.
The S10 helmet included in v6 is a combination helmet and gas mask. In v6, the original Gas Mask is named Respirator and doesn't restrict the field of view.
The crosshair is already disabled when aiming down the sights. (And you can disable the crosshair when not in ironsights, in the Game Options menu)
As for the zoom-in, there's a good reason for it. If the Ironsights feature is disabled (and you have Old Style SWAT4 zoom enabled), the ironsights will function like a zoom button.
Can you show a screenshot of the issue? Is this with the test version or v5.3? And do you have other mods installed?
hi, let me see if I can address each of these specifically:
- There is a known bug where heavy armor does not appear to lose health, in multiplayer. It actually does, the visible value is just bugged and always displays 100%. In singleplayer it works fine but you do NOT lose armor health if you are hit anywhere other than the chest (that's the only region it actually protects)
- The AI will automatically tase some suspects already in specific situations (they are trying to flee off of the map or they are trying to run away to flush drugs). The problem with making the AI tase automatically is that, of course, some civilians or suspects are vulnerable to a heart attack from the taser. It'd feel like a penalty that is beyond the player's control.
- Gas is not very effective at forcing compliance. Bangs, stingers, etc are much more effective (stingers are tied with tasers as the top morale draining piece of equipment, but they are quite dangerous). If you're going to use gas, you absolutely *need* to be fast and coordinate with your team. Micromanaging your forces is part of the game. The alternative of course is that you can drop a bang in the room to get almost everyone in the room to comply immediately.
Make sure you install a base version and a patch, not just a patch.
Make sure you install a base version and then a patch, and not just a patch.
Hi, some resolutions are bugged and there is sometimes an engine bug where the audio doesn't work - just restart the game if you encounter it.
Make sure that you're not installing a patch. Install a base version, and then a patch.
The location where you installed it, with the GOG.com installer.
First I've heard of any issue with them. Did you install the mod correctly?
We hit some delays, but it should be coming out very soon. The last test version is actually being prepared.
You mean in All Missions? There aren't any briefings in those and it's intentional because the game will crash if there's no briefing for the mission (and All Missions missions don't have a guaranteed briefing for them)
There are already new weapons in this mod. Some of them are from other mods, some are unique to this mod. I have no intention of porting weapons from other games, but I plan on making it very simple to add custom weapons like SWAT 3 did at some point.
EDIT: On your second point: yes, if anyone makes a penalty, everyone will see it.
1. It already does.
2. I'll let you play it and determine whether or not it needs to be slower ;)
There will be a feature similar to what you're describing, but it won't be in v6.
Make sure that the volume is turned up. Maybe try restarting the game - it can happen sometimes.
It's only waiting on a few things which are taking a little longer than expected. It should only be a little while longer.
Hi, make sure you have selected SWAT 4 + TSS in the campaign path box, not Extra Missions (which is default).
Do you mean v6? Or v7?
It seems that you have selected the Extra Missions campaign, which in the version you tried (v5.3), only has one mission in it. When you're creating your career, you have three options: Extra Missions (custom missions added by the mod), SWAT 4 + TSS (a combined SWAT 4 + TSS campaign) and All Missions (a campaign with everything unlocked, and all missions on your hard drive available at the start).
The Meat Barn was my first attempt at working with missions, so naturally there are going to be bugs. However, you might try the SWAT 4 + TSS campaign and have a better time. ;)
Check out the Files section.
SEF has a Speech Recognition feature thatl ets you issue commands with your voice. It might not work on non-English versions of the game.
Unfortunately the AI is prone to doing that but it's less of an issue with this mod. Try to use grenades (CS/stinger/flashbang) to deal with threats as you're breaching the room.