Back To Los Angeles is a mod heavily inspired by SWAT 3. It takes big influence from its aesthetics, setting and gameplay. This mod's goal is to bring a new and fresh SWAT 4 experience while running on top of the well-known Elite Force mod.
Use this to update a v1.2.5 - v1.2.6 installation to the latest base version, v1.2.7
New equipment:
Gameplay Improvements:
AI Improvements:
Bug Fixes:
Miscellaneous:
Suppressed Assault Rifles muzzlevelocities have been reverted so now they are as punchy as before
LaunchSEF.bat from BTLA now doesn't need you to have SEF installed
Added a Launcher to Extras folder (Thanks Scape)
MP5, MP5A5, MP5SD5, MP5SD6 and UMP Aimpoint position has been fixed to fit like they do in real life, providing a much clear view of your targets
UZI now has 32 rounds instead of 25
Some suppressed weapons GUI ammo were incorrectly labeled as non-subsonic ammo.
UMP 45, SG552 and Colt SMG now have new sound both for their regular and suppressed versions
Third Person weapon sounds have been buffed up, now they have 6db's plus as their First Person counterparts
Shell Casings aren't as loud as before
Some GUI sounds have been changed
Footsteps sounds have been improved, they aren't as heavy as before but they are still easy to distinguish, and loud enough to clearly hear them.
Earrape pump sound when firing the M870 has been fixed
Glock 21 suppressed, Glock 17 suppressed and Glock 19 either had a wrong bulk or weight values. For example. the Glock 19 had the same bulk as the Glock 21 (WTF), ruining the main purpose of the gun.
Zoomed FOV has been changed to 75 to provide a better view while aiming down sights
C2 standalone, x3 pack and x5 pack now work as they should, before, you would get 3 charges even if you choose the standalone version.
Lockpicking, removing wedges and removing C2s time has been changed to 8.0 seconds so it's a lot more viable now. Defusing a bomb now takes between 10-12 seconds.
Flashbangs fuse time now is 1.0 seconds.
CS Gas cloud isn't as big as before, providing a better view of your targets.
Dynamic Mode and Stealth Mode (AKA Run and Walk) now can be differentiated between each other, Stealth is now truly stealth, moving slowly, while Dynamic now is truly Dynamic, you move a lot faster when you need to. Crouching speed has been adjusted to be a bit slower than Stealth. Light Armor, Heavy Armor and No Armor have different speed base values. Light Armor (195) Heavy Armor (185) No Armor (205). Also, you now run by holding the shift key, instead of just toggling it.
Armor has been improved, now it will truly protect you from ballistics, of course, this won't make you invincible but you won't go down as easy as before while using Helmets and/or Armor. Helmets that have goggles, glasses or ballistic visors now provide an increased protection.
Pro-Tec + Fernez Gas Mask has been added
Oakley's glasses now protect you from pepperspray instead of flashbangs.
Score system has been improved a bit more, now killing suspects give you an slightly higher score (0.55). Yes, killing suspects give you a small bonus. Trap trigger penalty has been removed, it was stupid. Now when you display a penalty message on screen, depending on the type of penalty (if it was critical or not) they will display a different color. For example, killing a hostage will display a red text instead of yellow.
AI reaction times have been improved to a greater extent, now suspects are harder than before, especially Medium and High level suspects. They reaction times are counted in miliseconds, but this is the same for officers to stay on par with suspects. Other changes are the chances that suspects have to perform certain actions, for example, when they flee, there's a higher chance that they will lock doors and barricade there, or when you look away and you didn't cuffed a complaint suspect, they will get a higher bonus to their morale and they will try to flee (this may vary between archetypes). Other minor changes have been done but they aren't as important as these
Some enemy archetypes have been revised
Multiplayer skins have been added, for now, only 10 ten of them. Most of them consist on default SP skins but tweaked for MP, for example, Red Team has a black uniform as they did in Vanilla and you can choose between Reynolds or Girard, the same goes for Blue Team.
Source code is now available in the Extras folder, i've also included the official BTLA Icon and Singleplayer skins there.
Decals like bullet holes, blood and explosions as well as shell casings now last a lot longer (1 minute)
Shotgun spread has been improved, so now 18" barrel shotguns are accurate and more viable than before, while 14" barrel shotguns spread is worse.
Iron Sight view has been improved (STILL A WIP), this means that they no longer have Zoom but you can still see your targets very clear (M4A1 and variants (CQBR), G36c and variants, MP5 and variants (MP5A5, MP5SD), P90 and variants, Colt SMG and variants, AKM and variants, SG552 and variants done for now) Thanks to Sphee for this suggestion.
Improved MP5SD sights (no longer blocked by your hand, thanks to Beppe for helping me with this)
Browning HP now has a tactical flashlight.
Improved some third person meshes, before, some Aimpoint models looked huge on certain weapons like the M4.
Shotgun reload speed has been slowed down a bit.
Magazine weights and shotgun rounds weights have been changed to real values.
You can carry up to 80 shotgun shells now.
New sounds have been added: Bullet hits, Footsteps, cloth, equipping sounds, foley and some weapons.
Reverted Toolkit sounds to the original.
Pistol round shells now truly sound like pistol round shells, before, they shared the same sound with the rifles.
Nearclip 3 command is set by default to prevent some clipping issues with weapons (Thanks to Beppe for sharing this function)
Flashbang fuse time is now 1.5 seconds (as the real Model 7290).
Flashbang and Sting Grenade stun time changed to 12.0 seconds for the AI (same as the player).
Glock 17 and Glock 18 suppressed now correctly use subsonic ammo.
Desert Eagle magazine size changed to 7.
Pepperball gun magazine capacity reverted to 200.
Pistol recoil has been increased a bit, before, they didn't felt too powerful. Still, not as huge as in SEF.
Flashlight size has been increased, before, it was too tiny
Benelli M1014 Entry, Benelli Nova Entry, and Glock 18 have been added with some variants to choose from
MP5K and MP5KPDW now have Aimpoint variants.
P90 now has an Aimpoint variant.
Lot of missalligned sights have been improved.
New Flashbang model to simulate the one in SWAT 3 which was based on the CTS Model 7290 Flashbang.
Improved Pepperspray texture to make it look like a real Mace OC Pepper Spray.
New HD loading screens (1024x1024) have been added for both the SWAT 4 + Vanilla Campaing and the SEF Campaing.
Added Meat Barn Restaurant and Brewer County Courthouse missions to the SWAT 4 + Vanilla Campaing.
Improved GUI images have been added.
New mod logo and menu text logo made by Mantas.
Sting grenade damage has been nerfed to prevent them from killing you very easily.
Certain enemy archetypes have been improved (thanks to JalapenoPepsi for some suggestions)
Tactical Aids tab have been expanded, now slot 1, 2 and 3 are for grenades and 4, 5 ,6 are for Optiwand, Wedges, C2 and Pepperspray
Removed NVG's idle sound
Further improvements on movement speed to make it feel closer to SWAT 3's
Every weapon now has an improved aim down sights view
New shotgun sounds (M1, M1014, Nova, Remington 870 (including Breaching shotty) have been added
New shell casing sounds have been added
New sound for NVG's has been added
New grenade bounce sound added
Improved AI Sound Radius for some sounds
New equipping sounds that play randomly for every weapon and tactical aid
Decals and shell casings now last 3 minutes on the floor/walls before dissappearing
Updated some weapon descriptions
Some enemy archetypes have been adjusted
Further improvements on shotgun spread
Changed equipping and unequipping speed to 2.0 for pistols and tactical aids, certain lightweight weapons have an equipping speed of 1.3
Some adjustements on weight and bulk for certain tactical aids and weapon configurations
Reverted MP5K and MP5K PDW muzzlevelocity to their original value
CQBR now uses the M4A1 muzzlevelocity
Some adjustments on magazine weights (Desert Eagle, P90, UZI)
Increased Pepperspray range from 300 to 400
Suspect time to shoot at hostage changed from 2.5 max to 1.5 max
Remington 870 model doesn't hover on the player's hands anymore
Changed Sting grenade damage from 10 to 20
New gamma settings to make the game colors look realistic (it also darkens the game a bit)
New keybinds have been added (wheel up - equip next weapon, wheel down - equip previous weapon, G - drop a lightstick, middle mouse button - aimdown sights)
These are alternative keybinds, you can steel use the default ones as always)
New voice lines for Multiplayer (Thanks Sphee)
Further adjustments on AI Sound Radius for some sound effects
Increased AI Hearing Radius From 800 to 5000 (Max for Unsuppressed weapons and certain Explosions)
Further adjustments to Enemy Archetypes (Thanks to JalapenoPepsi for some tips)
Improved ADS view for some weapons
Added some Suspect-only pistol variants to certain archetypes to avoid some inconsistencies
Taser X2 now has a flashlight like it's real life counterpart
AKM now has a more accurate looking flashlight mount
Improved textures on some weapons to look more like their real counterparts
Decals, Shell Casings (also beanbags) and Grenade Cannisters now have a lifespan of 10 minutes, long enough for them to stay until you finish a map
Lightstick now have a lifespan on 1 hour. Light radius changed from 10 to 8 since 10 was too much
Further improvements on shotgun spread values, especially for 14" barrel shotguns
MP5SD5, MP5SD6, MP5K Supp., MP5K-PDW Supp., Glock 17 Supp. and Glock 18 Supp. now use their no attachments variant muzzlevelocity
Improved Taser X2 accuracy
MP5K-PDW may now be equipped as a secondary (including attachments)
Removed M4 Super 90 and Nova from the secondary slot (Entry variants make more sense)
M1 Super 90 Entry Gun model has been improved to look like SWAT 3's
Springfield M1911-A1 now rocks an old SureFire flashlight like SWAT 3's
Remington 870 Breaching has a flashlight again with fixed positions
Movement speed has been improved. Medium Body Armor (Level IIIA) And Enhanced Body Armor (Level IV) now have their own movement speeds
Improved MomentumToPenetrate values on body armor and helmets (Thanks Vitto for this hint)
Now suspects and hostages have a higher chance to respond to your taunts eg "Save it for your lawyer"
Some further adjustments done to AI Reaction Time
Some recoil adjustments for HK69A1, MP5K-PDW, FN FAL, G3A3 and 14" barrel Shotguns
Flashbangs and C2 now have new sounds and variants (C2 now has 3 explosion sounds, Flashbang has 2)
New Booby Trap sounds
New C2 foley sounds
New Pepperball gun sound added
New "Stunned" sound or Tinnitus added
New Glock 21 sound
New SG 552 sound
Pump action now can play 3 different sounds
You can now take more damage when shot at your arms
Improved Ragdolls from the SSF Mod (Sheriff Special Forces)
Suspect-Only weapons like the SR25 and the HK53 have unique sounds, to make sure that you know which weapon they have equipped
New Paperdoll added (Thanks f4)
Implemented Glock 30 into the game
Fixed Tec-9 firerate
Some adjustments to movement speed
Fix for RotateTowardsActor crash (Thanks Scape)
S10 gas mask flashbang protection added to match real life counterpart
A lot of useless headgear variants have been deleted to keep things as clean as possible
GP-5, S10 Gas Mask, Boonie Hats, Ball Caps and Ballistic Face Mask moved to MP Only
Improved headgear and body armor order on the GUI to make it easy for you to choose your favourite variant
A lot of weapons have been moved to MP Only, only appropiate SWAT Weapons are available at the campaing
Fixed minimum rounds to carry for shotguns (5 to Remington 870, M1 Entry, Nova Entry and M4 Super 90 entry, 8 rounds for Nova and M4 Super 90)
Changed some unlocks to fit the new SP equipment
Changed some weapon variants names
Added new first person overlays to most headgear (Thanks Mantas for providing some new overlays and giving me some ideas)
Improved some headgear, fixed headsets position (it was resting too low on the head)
Improved Opti-Wand FOV and resolution, now it provides a high quality view of your targets
Reverted Opti-Wand weight to SEF's (1.29 kg)
Added SWAT 3 briefing theme to Settings menu
Fixed AKS-74U iron sight position
Decreased shotgun sounds and pellet hits a bit
Removed equipping sounds on Flexcuffs, Optiwand, Detonator, Wedge and Toolkit, they only play cloth sounds when equipped now
Improved recoil on MP5SD6 and MP5A5 (to fix the bulk/weight tradeoff)
Fixed a few not zeroed sights
Fixed Boonie hat bug on Multiplayer
Fixed some leftovers related to certain weapons
Fixed an enemy archetype