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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We've finally finished it!

Version 6 was a long time coming and was delayed numerous times, including from the recent Hurricane Irma. I want to thank the hundreds of people who gave their feedback on the testing versions and the mod in general; there were so many people who were enthusiastic for this version. Likewise, I want to thank the Elite Supporters who have donated to me through Patreon and Paypal. Although I have yet to actually use the money that people have donated to me, it's appreciated. And lastly, I would like to thank the other Elite Force developers who contributed to this version: kevinfoley, Jose21crisis, Rangar, and TheTCREngineer. Although this project is my baby, these people have helped tremendously. (Special shoutout to sandman332 as well.)

So what's new?

A lot of people have been very excited about this version, and with good reason. The equipment, and how it is used, has been changed rather dramatically.

For starters, the Breaching tab has been removed entirely, and a sixth Tactical slot has been added. C2 has been made into a Tactical item, and the Breaching Shotgun has been made into a weapon. (The Breaching Shotgun has a 100% chance to breach doors, whereas for other shotguns this chance is random and based upon ammo type and door material).


The newly reorganized equipment page. Note that you can now assign a loadout or a tab to a specific team member or group, and that the Breaching tab has been removed in favor of a sixth Tactical slot.


In addition to these change, you now have access to the following pieces of new equipment:

  • S10 Helmet. This helmet and gas mask combination restricts your field of view and is bulky, but has good protection and completely eliminates the effect of CS gas. (The original gas mask has been renamed Respirator and no longer restricts your field of view)
  • M1Super90 Defense. This shotgun was cut from the game, and has been readded with new textures. It is unlocked at the start of the game.
  • 3-packs. Wedges, stingers, flashbangs, and CS gas grenades can now be gotten in 3-packs. Do note that 3-packs have the weight and bulk equivalent of FIVE of those items, however.
  • Suppressed M4A1, Suppressed G36K, Suppressed UMP. Just like the originals, but suppressed.
  • Frangible Breaching Ammo. This new type of shotgun slug ammo will never overpenetrate doors.


The new S10 Helmet and M1Super90 shotgun are both visible in this screenshot.

Note the reduced field of view while wearing the S10.


Ironsights!

Yes, in addition to all of these changes to equipment, you now have the ability to go into ironsights!


The MP5 in ironsights.


Ironsights are a modification of the Zoom mode. They are fully 3D; most of the weapon models have been altered to facilitate this. Your accuracy recovery is improved while in ironsights and your recoil is reduced significantly. If you aren't happy with this feature though, the original SWAT 4 style of zoom is available as well.

New Extra Mission: Brewer County Courthouse!

Brewer County Courthouse is the second Extra Mission to be added to SWAT: Elite Force. It is a modification to the original multiplayer level with slight tweaks to the layout, fully voiced briefing and dispatch, and a new set of fully voiced suspects.


The loading screen for Brewer County Courthouse.


In this mission, SWAT is needed to deescalate the situation at the Navin M. Johnson Memorial Courthouse of Brewer County, where armed gunmen believed to be part of the Sovereign Citizens movement have shot up the building. The newly established Cyber Crimes Unit has been monitoring traffic on web forums and has noted a strong response to new restrictions on cigarettes as being one possible motive. Stay on your toes.


Other Changes

  • The AI can be ordered to SEARCH AND SECURE. When doing this, they will search the nearby area for suspects to arrest, evidence to collect, and bombs to defuse.
  • Lightsticks can now be thrown, not just dropped.
  • The HUD now displays how many grenades, wedges, lightsticks, etc that you have left, while one of those pieces of equipment is in hand.
  • AI will drop lightsticks as they clear rooms.
  • You can now pick which entry to use while in All Missions.
  • Door locks can now be checked with the Melee key.
  • You can now vote while in Career CO-OP and all of the voting code was rewritten from scratch, with new features like voting to end the current map.
  • New Heavy suspects wear Heavy armor. You'll want to pack APs for these guys.
  • Many bug fixes.

The full list of changes to the mod can be found here.

Now testing V6

Now testing V6

News 1 comment

Ready to try out V6? We're ready for you to test it. Find out how you can test V6 before it comes out and help us make it an awesome release.

Elite Force Patch 5.3 Released

Elite Force Patch 5.3 Released

News 18 comments

A new patch has been released for Elite Force V5, fixing snipers in multiplayer, adding GameRanger support and improving the quality of AI, among other...

Elite Force Patch 5.2 Released

Elite Force Patch 5.2 Released

News 5 comments

A new patch for V5 has been released, addressing a crash introduced in V5.1 and fixing some other things.

Elite Force Patch 5.1 Released

Elite Force Patch 5.1 Released

News 10 comments

A new patch for V5 has been released, including some important bugfixes and new Speech Recognition features.

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SWAT: Elite Force v5x -> v6 Upgrade.

SWAT: Elite Force v5x -> v6 Upgrade.

Patch 9 comments

Use this to convert an older version of the mod (v5, v5.1, v5.2, or v5.3) to the latest version, v6.

SWAT: Elite Force v6

SWAT: Elite Force v6

Full Version 5 comments

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

SWAT: Elite Force v5x -> v5.3 Upgrade

SWAT: Elite Force v5x -> v5.3 Upgrade

Patch 29 comments

This is an outdated patch. Please update your game to Version 6 or above.

SWAT: Elite Force v5x -> v5.2 Upgrade

SWAT: Elite Force v5x -> v5.2 Upgrade

Patch 18 comments

This is an outdated patch. Please update your game to Version 6 or above.

SWAT: Elite Force v5 -> v5.1 Upgrade

SWAT: Elite Force v5 -> v5.1 Upgrade

Patch 6 comments

This is an outdated patch. Please update your game to Version 6 or above.

SWAT: Elite Force v4x -> v5 Upgrade

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Comments  (0 - 10 of 841)
Guest
Guest

Can you play this MOD with a video game controller like the original Swat 4?

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eezstreet Creator
eezstreet

If you could with the original SWAT4, there's no reason to suspect you can't do it in this mod. The only two things that I can think of that were deliberately removed were Barricaded Suspects/VIP Escort/Smash and Grab/Rapid Deployment modes, and the ammo pouch.

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Slackliner
Slackliner

I truly love this mod overall, but is there any way to command your squad to do what you want them to do at all times? I was going through a mission and asking them to open and clear, but they kept repeating "not right now boss, I'm busy" even though things were clear. This has happened on a few occasions, not a regular occurrence, but extremely annoying when it does. The only way it appears to get them out of it is to go into another area, usually with suspects, and then they'll suddenly respond.

I know the game has its issues, but if there's any way to get them to focus on your commands as being the priority, it would be greatly appreciated. :)

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LeRutY
LeRutY

Markdownshare.com

"Officers will no longer report that they are busy when issued an order."

6.1 will be a great update, it also makes changes to the bulk system.

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Slackliner
Slackliner

Thanks Jose21 and LeRutY. The update notes look awesome and I'm definitely looking forward to 6.1. Do you have an approximate time frame when you'll be releasing it? :)

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eezstreet Creator
eezstreet

There's one more test version (minimum) between that test version and what gets released. The next test version will be sometime this weekend I think. After that test version comes out, there will be a bit of time (probably like a week or two) for it to be thoroughly tested, and then there will be a release.

v6.1 will probably not be the last patch in the v6x series, with further patches focusing on more administrator tools and bugfixes.

Reply Good karma+1 vote
Slackliner
Slackliner

Thanks for the info eezstreet and looking forward to v6.1. In the meantime though before your next update releases, is there anything I can easily change in one of the files that would make voice commands more responsive? Even if I use the words Red or Blue they sometimes don't respond until the 3rd or 4th time I say it. I've tried a couple of different mic's and setups but it's made no difference unfortunately.

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LeRutY
LeRutY

That´s normal, sometimes you also have to give commands twice or more via command menu, it´s a bug in SWAT 4. It doesn´t make a difference using voice or not.

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Slackliner
Slackliner

Thanks for clarifying that. Too bad there wasn't an easy fix for that issue, but no matter what it's still an awesome game overall thanks to you guys continuously updating your mod and fixing what you're able to. :)

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eezstreet Creator
eezstreet

You can maybe edit the SpeechCommandGrammar.xml in SEF/System and supply it with new phrases, and that might help.

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Slackliner
Slackliner

Thanks eezstreet. I had already tried that by adding different names for red and blue, but it was still the same result. Sometimes the voice command works right away but then other times it doesn't. I was hoping there might be something in one of the configuration files that I could change but I haven't noticed anything to do with voice other than the grammar file.

I don't know if you watched it already but here's the link again to the recent video I made and you'll notice what I mean early on in the gameplay. Youtube.com
I also mistakenly referred to your mod as special elite force instead of swat elite force, but in my view, it's a special (awesome) mod to me. :)

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Jose21crisis
Jose21crisis

This is a noted problem and will be fixed on the next update

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SWAT 4: The Stetchkov Syndicate
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Highest Rated (5 agree) 10/10

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

Sep 3 2016 by lato190

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