Introduction

SWAT 4 is a fantastic game. It took all of the shortcomings of SWAT 3 - mainly the poor GUI and lack of realism and made it into a nicely packaged product.

Unfortunately it's very apparent that this game was rushed. There's tons of bugs, especially in multiplayer, and a cursory glance at the files reveals loads of missing content that never made the final cut of the game.
I spoke to one of the programmers - Terrance Cohen - through email, about the game. They received a great deal of input from SWAT and police alike to make the most realistic game that they could but ultimately had to cut quite a bit of their original vision down to make the game more appealing towards...well, gamers.
I think I could do better.
There are very many glaring inaccuracies with the game. For starters, the game doesn't penalize you for killing hostages with the snipers, which I think is silly. Suspects have a much greater variety of behaviors and are made to be more realistic. There's some rather baffling logic here. You can't equip your officers with gas masks and the ammo pouch doesn't display what actually happens with your weapons.

Enter SWAT Elite Forces.
I originally wanted to try and market this mod as a police officer trainer, but I stopped getting interest in the project after encountering some bugs. I picked the game up again and started playing on |ESF| and remembered this mod. So, I started work on it again and took a much harder look at the engine, trying to figure out how everything works, and resumed work on it. I think I've got it to the point where people would really like it.

I wish I could do more with the game. I'm not an artist by any means, so a lot of the other things that I wish I could do (TASER rounds for shotguns, fixing a lot of the bad bump maps and flat shaded textures) aren't in the pipes. I do plan on dabbling with maps at some point, so there may be a custom campaign. I may include some community maps as part of the new campaign.


Changes, Summarized

As mentioned before, there were many inaccuracies with the game. I went for those first, before addressing some of my other grievances with the game: mainly the cut content and clunky expansion pack content.
Some of the changes are as follows.

  • The Stetchkov Syndicate and base game missions are compressed into one campaign. As in The Stetchkov Syndicate, some equipment will need to be unlocked.
  • Suspects employ a greater variety of tactics. "Insane" suspects will shoot without hesitation at hostages. "Polite" ones on the other hand, won't make this a priority.
  • Traps. This is a huge cut feature from the game. Some doors may be trapped with bombs or alarms, and you'll need to adjust your approach to deal with it.
  • New secondary objective: collect drug evidence. Static drug bags have been replaced with new ones that can be collected.
  • More equipment options. This includes a few cut equipment items, such as riot helmets. You can equip your AI-controlled officers with armor of your choosing now, and they can drop more lightsticks.
  • More realistic reactions, from both suspects and civilians. Times have changed from 2004 - the public has a deeper sense of mistrust for police officers. This mod reflects that. Oh, and civilians won't scream like madmen at inappropriate times.
  • Equipment is also much more realistic. Flashbangs are now very dangerous pieces of equipment, and TASERs can make the elderly or drug-addled go into cardiac arrest. Be careful of that.
  • Commands are easier to give with a new Graphic Command Interface with lots of submenus instead of a single long list. You can now issue BREACH commands on unlocked doors as well. MOVE and OPEN commands are now both available at the same time, so you can issue door commands through other doorways. There are a few totally new commands that can be issued to your team.
  • Harsher penalties. Incapacitated hostages and suspects now need to be reported to TOC; deadly force is more scrutinized and can be incurred by more means (AI controlled officers using C2 and snipers are two good examples)
  • The game reveals much more information to you. A warning will display when you have made a penalty, and a message will show when you have completed an objective.
  • Many many many many bugfixes.

License

This product is licensed under the GNU General Public License, meaning anyone is free to modify the source code. The license is provided with the download.

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A patch is now available for SWAT: Elite Force Version 5. This addresses some critical bugs that were discovered after release, including a bug which made shotgun breaches not work correctly. Some longstanding issues from The Stetchkov Syndicate were also fixed, including a bug that made restrained suspects stand up.

A new SpeechCommands.md file was added. This lists all of the speech commands that you can issue in the game using the Speech Command Interface. And you're going to need it, because now you can report things to TOC using your voice! This has been a commonly requested feature and thanks to the help of kevinfoley, it is in the game.

We will be working on a second patch to Version 5 as there's more minor features that we want to add before focusing on the next big version. Exams are coming up, and we have been busy.

For a full changelog, check out the download page, here.

Elite Force v5 Released!

Elite Force v5 Released!

News 32 comments

The fifth iteration of the Elite Force mod for SWAT 4 is available now!

Now Testing V5

Now Testing V5

News 6 comments

Find out how to receive access to the testing version of v5, and what it contains.

Now Accepting Donations + v5 News

Now Accepting Donations + v5 News

News 8 comments

An update about what Version 5 will have, as well as information on how to donate to the mod and what your donations will go towards.

Elite Force Patch 4.1 Released

Elite Force Patch 4.1 Released

News 5 comments

A bugfixing patch has been released to address issues raised in v4.

Add file RSS Files
SWAT: Elite Force v5 -> v5.1 Upgrade

SWAT: Elite Force v5 -> v5.1 Upgrade

Patch 2 comments

The latest patch for SWAT: Elite Force. Make sure you have V5 installed before updating with this patch.

SWAT: Elite Force v5

SWAT: Elite Force v5

Full Version 36 comments

The latest version of SWAT: Elite Force. Use this if you are installing the mod for the first time.

SWAT: Elite Force v4x -> v5 Upgrade

SWAT: Elite Force v4x -> v5 Upgrade

Patch

Use this to convert an older version of SWAT: Elite Force (v4 or v4.1) to the latest version, v5.

SWAT: Elite Force v4 -> v4.1 Upgrade

SWAT: Elite Force v4 -> v4.1 Upgrade

Patch 29 comments

The patch for SWAT: Elite Force v4. Make sure you have V4 installed before upgrading to this patch.

SWAT: Elite Force v4

SWAT: Elite Force v4

Full Version 25 comments

This version is out of date. Please use the latest version of SWAT: Elite Force for the best experience.

SWAT: Elite Force v3 -> v4 Upgrade

SWAT: Elite Force v3 -> v4 Upgrade

Patch 3 comments

Use this version on a v3 installation to upgrade to v4.

Comments  (0 - 10 of 382)
Slackliner
Slackliner

Not quite sure what's going on in v5.1, but I'm noticing that my team isn't responding as often to a lot of my voice commands, especially when I separate them into red and blue.

For example, I'll say "blue, check under that door" while pointing at it, and they simply don't respond. I'll then say the same thing to red and the same thing happens even if I add the word team after blue or red. But if I say everyone or all, check under that door, then they respond.

This happened on occasion in V5.0, but now it's happening a lot more frequently in v5.1. I absolutely love the fact that I can now report to TOC verbally, but the individual teams not responding as often has me wondering what's going on. Any ideas, or is anyone else encountering this?

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Wilk222
Wilk222

I have a question - I was changing MPOnly weapons to SPOnly and I saw a line that says: "VIPGrenade". What the hell is a VIP Grenade?

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eezstreet Creator
eezstreet

I'm not actually sure. I think it's a smoke grenade.

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eezstreet Creator
eezstreet

Elite Force v5.1 will be releasing today. There are some important bugfixes to issues that were caused by SEF, and some longstanding TSS issues got corrected too, like the bug where suspects could stand up after being restrained.

There will be another patch, v5.2. We're open to feedback and ideas about what you'd like to see in the next patch, but the following ideas are things we're considering:

- "Restrain All" command

- "Secure All" command

- Check Lock button

- Restraining uncompliant, stunned suspects

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Ark@ne
Ark@ne

This video on YouTube has added CCI commands like "on my signal" which would be useful for setting up a double breach of a room, i.e. blue team on one door and red on the other, etc.

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eezstreet Creator
eezstreet

You can already do "On my signal" by holding the CTRL key during gameplay.

You'll be happy to know however that TheTCREngineer (the person behind that video) is one of the developers working on Elite Force. :)

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VicRattlehead
VicRattlehead

I think the AI should automatically pick a locked door then proceed with clearing the room if the player gives them open and clear orders. If the player wants them to standby if the door is locked, then they can use the try lock order for that.

Naturally, the AI should still report that the door is locked and that they are picking it so that the player will be aware of the delay in the AI's carrying out of the open and clear order.

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VicRattlehead
VicRattlehead

Also, I'd like to add that the reason this is an issue for me is that because in SWAT 3, if your squad encountered a locked door, the command option to pick the door will be available to the player without having to point his crosshair at the door. Door interaction and room clearing orders to a team will always be available to the player if that team is stacked on a door.

In SWAT 4, I often find myself giving an order and moving on, then having to go back to point at the door again to give the pick order and the open and clear order again. I can use viewports but doing that can take more time and key presses, either way it's still slow and tedious.

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eezstreet Creator
eezstreet

Unfortunately a lot of the command context stuff is stuff that I can't modify very easily. It's all native C++ code that I don't have access to.

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Slackliner
Slackliner

Thank you so much eezstreet for continuing to modify and make this game as good as possible. The restrain and secure all commands are something I'd definitely give a thumbs up to implementing as the voice commands add so much immersion to the game, and anything else you do and add is simply a plus in my opinion.

I'm just truly thankful that there are people like you out there that continue to put in so much time and effort in trying to improve upon and keeping a game alive that deserves that kind of support and recognition.

If there's anything I can do to try and help just let me know. Thanks again for what you do. :)

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SWAT 4: The Stetchkov Syndicate
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Highest Rated (3 agree) 10/10

Nice features. traps and stuff. it makes swat 4 harder.

Sep 3 2016 by lato190

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