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Ruby seems to be broken because random selection between MAS and Ruby is a "different" weapon, might cause problems with the shotgun and bayonet. If it doesn't work out you could perhaps try the BF1918 way and have the shotgun have bayonet on secondary since you don't snipe with it anyway.
Pistol animation speed problem is also on P38, TT33, Ruby and Beretta 34.
Also US shotgun kit is missing bayonet even though one is on the shotgun.
Edit: Fix for pistols is to add lines
AnimationStateMachine.addTransitionOne c_PIFire 0.5 1 Ub_FireNambu
in an animations .con file. Ruby seems to have one already but it was still broken.
There's only one for both AIs and player unfortunately and the modifiers are for equipment, in SwatEquipment.ini ReactionDuration for CSGasGrenadeProjectile and PlayerGassedDuration for CSBallBase.
Didn't realize it was changed in SEF to disable the effect for the Gas Mask altogether, which is good.
Related to this, even when wearing a full gas mask you're still affected by pepperballs (though for a shorter time). It makes sense for the Riot Helmet but when they cut it out and made the Gas Mask the only pepper defence it doesn't fit.
According to maker of Intensity mod, there is a bug in FH 0.7 where artillery whistling and ricochet sounds do not play ( Battlefieldsingleplayer.com ), is it possible to fix this in FHR or if it has already been fixed?
Also FH Nambu firing animation doesn't match actual rate of fire.
Will there be more bot improvements too?
There are some lines that can be modified to fix an issue with chat not scrolling to the bottom for some widescreen resolutions, you could add this to be automatically done if you switch: Ets-clan.co.uk
Are there any plans to modify weapon accuracy / modifiers and the zoom time? SSF changed those though later versions of the mod were focused on PvP so they might not be realistic enough for your liking.
There was also a check doors feature added for players similar to the campaign where you would be able to try the door without opening it and it would make a sound if it was locked (none it if wasn't). Unfortunately the source code for SSF isn't available but it seems like it would just be a modified door opening function.
SSF might be useful as a reference for other features you haven't thought of yet, though the last version available on ModDB was made by a different team that added stuff like unlimited wedges. The final version that was made by the original modder was 3.1 and is available here: Vmtfr.com
The 4 sounds with missing speakers were Deploy Grenade Launcher, Deploy Lightstick, Deploy Stingray, and one about arresting a suspect escaping with drugs, I PM'd you a link with a fixed version.
Was the zip sound when tying criminals up removed? It might not have been that realistic but it was useful as an indicator that you were done.
There's a TSS bug where some of the commands don't have a speaker in SoundEffects.ini, like Deploy Grenade Launcher, that causes a warning to show up in chat.
Is it possible to disable the advanced console in order to use the shot command to take screenshots in places like the menu?
Lastly whenever you update the mod, could you comment out Suppress=WindowedMode in Swat4X.ini or add a new option for Windowed in the Video options?
Also have all the ammo bugs been fixed?
Also someone mentioned in the Discord that the Co-op damage modifier is still 2x and when I checked SwatGame.ini MPDamageModifier for PvP games is also 1.25x, and the current beta build contains an enbseries.ini with no dll.
For realism purposes you might want to standardize the damage for the different difficulties as well.
Will you allow heavy armor guys to drop lightsticks? It was a weird exclusion in the original game.
As a quick last minute addition, if it isn't already in could you alphabetically sort the map voting list?
There was also a fix for Proper Map Names in the Mega Map Pack, that might be useful too:
And I think there was a bug in V3 with the Disable Dispatches option that would open a window about a file not writing, has that been looked at?
Are there any known (MP) bugs you've seen in the testing so far?
Have you found the cause of / fixed suspects being able to see through walls if you lean? I think it's different from accidentally leaning through doors.
It's useful to work around the "suspect will never surrender" bug if you haven't fixed it already.
Here's a list of top 10 SWAT bugs a clan came up with:
Are there any AI changes in the mod so far? The older mods like SSF and Code 11 tried to improve it, and got rid of the cheap instant AI headshot. There's some disabled features in the AI.ini config too.
Thanks, I scanned with their online scanner here ( Scan.kaspersky.com ) and it didn't find anything but sent it to them to check in case, up to you if you want to use it or not.
Scanned with some more scanners and didn't find anything either:
What antivirus did you use? I'll try to send it to them to check.
18 scanners found no virus: Virusscan.jotti.org
Just checked, the Chinook in TI doesn't deploy troops unless you tell it to.
Found another image with the Apache in similar positioning to the original Hind icon and rockets firing Nyerguds.arsaneus-design.com
Didn't TI have a workaround?
Could the Longbow be given a new icon in a future update? Since it doesn't feel right with the RA1 Hind one. Maybe based off of Vignette1.wikia.nocookie.net
Fog of War
Multiple Factory bonus
Attack Neutral Units
Also what do you think about the Hunter-Seeker option? Also do other players detect options changes if you host with this client that are not in the current CnCNet client?
In OpFor multiplayer, both teams have the Black Mesa flag instead of the OpFor team having the army flag.
Is it possible to enable the Weed Eater with No Superweapons on to be able to remove veins? Or have an option to only disable the Hunter-Seeker?
Also additional units don't seem to spread out at game start unlike in regular TS.
Will multiplayer options in the CnCNet client currently missing in the current version be added?
Sandpit, GDI and Nod.
Crashed while spectating an AI game:
Reason for it was that the RA sounds have a little bit more variety since the TD sounds feel like modifications on the same base sound.
Also even RA fans would face off against a GDI or Nod AI with the campaign or random AI factions turned on in Skirmish and not all features from RA being in the mod the TD factions feeling more developed would be a reason for them to try them out.
Getting the same problem as the other guys with the options, doesn't happen with other mods.
Also getting Join Game missing.