This is an outdated patch. Please upgrade your installation to Version 7 or above.
Changes
- Some additional improvements to speech commands (thanks to kevinfoley for these changes):
- You can now report things to TOC using your voice!
- Improved the speech commands with CS gas
- A new SpeechCommands.md file has been provided which lists all the things you can say to trigger voice commands.
- Adjusted the weapon accuracies (see Weapon Changes for more information)
- Reduced the drag of beanbag ammo by 25% so it can hit more distant targets
- AI will now wait before entering a room after a gas grenade goes off. The amount of time depends on what equipment your officers have equipped. (thanks to kevinfoley for this change)
- Halved the melee range (170 -> 85)
- Reduced the damage done by torso shots against all targets
- Increased the damage done by 9mm AP and .223 ammunition
- Suspects have a chance to drop their weapon immediately upon surrendering, making it less likely to shoot them accidentally
- Added a "grace period" to compliance. If a suspect becomes compliant and you accidentally shoot them within a moment of their surrender, no penalty is ensued.
- Restored cut dialogue: Officers will report when they've lost sight of a suspect.
- Fixed SEF bug: Investigating enemies were considered threats (for the purposes of penalties and officer AI)
- Fixed SEF bug: Fleeing suspects who were attacking were *not* considered threats (for the purposes of penalties and officer AI)
- Fixed SEF bug: Rare glitch where SWAT AI could shoot hostages intentionally
- Fixed SEF bug: The AI could "miss" and not break a door with the breaching shotgun. They will now fire up to two times, and if they miss both times, the door will break on its own.
- Fixed SEF bug: Colt Accurized Rifle, HK69, HK33, M16A1, AKM, G36C and Commando Rifle had wrong animations for AI-controlled officers
- Fixed SEF bug: M16A1 had 30 round magazine for JSP and JHP ammo and 20 round magazine for others (now it's 20 rounds for all)
- Fixed SEF bug: Manager on Meat Barn had a ridiculously high amount of morale (3.0)
- Fixed TSS/SEF bug: Suspects could be "juked" by running in a circle around them and/or spamming crouch, which would foil their AI and prevent them from firing. This was more pronounced in SEF since enemies take longer to fire their weapon.
- Fixed TSS bug: Punching a restrained suspect would make them stand up.
- Fixed TSS bug: Punching while changing weapons (or when finishing an arrest) would cause weird bugs, including turning your weapon invisible and going into a T-pose
- Fixed TSS bug: Compliant/arrested "Wild Gunner" AIs (the kind with M249 SAWs) would be sweeping back and forth still, which looked odd (they still do this while they are stunned, but it'll require some reorganization of the code to fix this properly)
"AI will now wait before entering a room after a gas grenade goes off. The amount of time depends on what equipment your officers have equipped."
Could you elaborate on this? Do they wait less time before going in if they have gas masks equipped? What if only one officer in the entering team or element does, how is that taken into account?
If they all officers in the entry team have gas masks, then they'll wait 1 second. If all officers have the riot helmet, they'll wait 1.5 seconds. Otherwise they'll enter after 2 seconds.
from v4:
1) FB grenades often kill the player or civs because AI officers drop them too close.
2) The stinger grenade somehow has two different models.
Did you fix these bugs?
I wasn't aware of the stinger grenade having two different models, can you elaborate?
As far as the AI dropping the grenades in the wrong spots, it's really up to the specific doors causing the issues, they have to be modified manually. If you have some examples of where that's happening, I can fix that manually for those doors.
The stinger model in player's hands was different from the usual stinger in v4 during training. Speaking of wrong spots, in Fairfax on v4 AI officer dropped the nade right too close, killing the player.
In v5.1. I can't proceed in the campaign (extra missions). I've finished Meat Barn twice with different score (76 and around 80) but there is no next mission.
There was also one general protection freeze when I was about to deploy gas to the second floor with Blue waiting downstairs.
The general protection fault error (aka No Label) is fixed by setting Swat4x.ini in SEF directory to read-only once you've set everything to your liking.
It would be nice to include this into readme.