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Is there any command that automatically checks for traps so we don't have to give several commands to the AI at the door?
Check the lock
Check for traps
Mirror the door
Gets old after a while especially saying it via voice.
The new executable will not function. Windows 10 latest updates. First time I'm trying it. Windows can't access the specified device path. Or you may have inappropriate permissions to access them. Also right clicking on this .exe or trying to interact it almost freezes up my file browser and only this file. Something isn't right with it.
I thought since the game was on sale for less than $3 on steam I would pick it up. Here are the issues I am running into.
I run a 2560x1080 monitor. I need help coming up with the proper config settings to make it look right. I read through each comment and there is a link to customize your graphics. Though it is talking about 1080p. Not my resolution. I need some help from anyone if they are willing.
Also from what I read you can install the Island War mod and it contains all the other mods listed here as well. Is that correct? Or do we need to download all the files?
Maybe it is late and I'm not thinking properly. Hope someone can clear up the resolution settings for me.
use evolve @ evolvehq(DOT)com not sure if links are allowed in comments. It is better than himachi and other LAN software. My buddies and I use it on any game to host LAN games on arma 3, swat 4, and anything else.
The basic solution and idea is that the AI SWAT needs a way to not hesitate before they shoot a bad guy. The SWAT AI also need a way to deploy less lethal from a secondary slot or a equipment slot against non compliant but non life threatening bad guys.
I do not wish to arm all my guys with less lethal so they can fire on a bad guy. In my eyes I should be able to run a full lethal loudout with less lethal secondary options and still get somewhat of the same results as long as there is time for the team to deploy them safely.
I just did a whole string of missions without losing officers. This is not a problem on my end. The last mission was the warehouse mission and I lost an officer because one of the bad guys fled into the other team who was waiting around the corner. The AI SWAT let the bad guy run at them, with an AK in his hands, because 'he was not a threat' and then when the bad guy wanted to shoot. He did and killed one officer, wounded the other before he was killed by the second officer.
There are issues and limitations of SWAT 4. I'm bringing them up because if you can change, fix, tweak them. It is worth it. Using my SWAT team as the first ones in to clear a room I've never done a mission where they have not been wounded. Using flashes, gas, and any other means. Not a single mission where all were green. Seems off to me.
I'm still having fun and enjoying the campaign. I can complete missions but it seems broken at times. I don't know if those broken issues can be fixed. That is what we are discussing. But nothing will get fixed if people don't talk about it. Or want to accept that maybe there are alternative ways to go about things.
The way the bad guys act, the mission order, and how everything works has been great. Just some issues with SWAT AI and you mentioned you had some too.
I am running ultra wide and I have no issues with the GUI. My resolution is 2560x1080 which isn't there but I just use the 4k resolution and works great.
I played a mission and one of my swat officers pulled a tazer on a fleeing bad guy all by himself. I'm not sure if this was programmed in but I've had an issue with it once before. My officer pulls out a tazer and won't switch back to his primary. Runs the whole mission with a tazer out.
Your first point is something I tried to bring up heavily and hope is addressed in v5. The SWAT AI need help in the worst way. I don't know if there is limitations to what can be done but something must happen.
It is unacceptable to lose officers or have wounded officers due to a dumb AI issue and not a tactics issue. Bottom line is if I'm smart enough to resolve it, the AI should be able to. Though I know that is hard given they can only mod and tweak so much.
The AI will stand and take the first bullet in many occasions. They will allow a stunned suspect to become coherent again and shoot them. They will not take down the suspect before he poses a threat. Either by less lethal means or maybe by a work around.
A work around might be the SWAT officers yelling for compliance on a stunned suspect is instant compliance. While the player would need to use less lethal means. We are quicker to think than AI.
I've played through most of the campaign without having further issues of losing officers. I enjoy the challenge. I hate the bad SWAT AI causing me headaches.
I've played further into the campaign and have been able to beat further missions without losing hostages or officers. However I can not run a mission clean. Meaning no officers being wounded. I guess the only way possible is if I lead the team into each room because I won't hesitate to shoot the bad guy before he gets me.
I run into scenarios where a suspect will be disoriented from flash, gas, stinger and the swat AI will yell and yell at him until it wears off. Instead of doing anything about it they let it wear off, bad guy wants to shoot, gets first shot off and wounds or kills an officer.
I don't know if officers can automatically be made to deploy less lethal means against a disoriented suspect or not hesitate when it comes time to make a shot. I love how it is difficult. I don't like how there is a gap between what I would do and what the AI will do. Which may or may not be able to fix.
It does work as intended. I've used both pump action shotguns and the mp5sd. Maybe when you extracted it, it got cut short. I would try to delete it all, make sure you install it properly according to the readme, and try again with a freshly extracted folder from the zip file.
I take a back seat role and let my guys do what they need to do without me getting in the way. They clear the room. I'll come in last. I've watched them hesitate and be shot time and time again. This is on the fun time amusements level where you rescue that undercover officer. Lost one officer each play through and three officers on another. Two shot by the same bad guy they were yelling at.
I can understand the missions where the presence of officers would trigger hostages being shot. I remember old rainbow six games. Some where pretty rough. However, line of sight and distance is being ignored? Why? That is like giving them hacks and breaking all logic. What if a piece of that code is somehow breaking the other instances of it. I don't know how it is structured.
I just can't imagine I'm having these issues so much with your mod and no other mod. I've never been as frustrated with SWAT as I have been with your mod. It really sucks because I really like it and where it is going. I enjoy realism, difficulty, but I don't enjoy when its out of my hands.
The slow to respond AI swat and bad guys who can kill hostages with magic is quite...annoying.
I'm having a hell of a time with my SWAT officers hesitation. I'm telling everyone that there is a true problem. When I play the mission several times over and lose officers in the same scenarios something has to be done. I don't want to say my profession over the net but its related. I understand use of force. Here are some different scenarios I'm seeing in the game
Using a flash, stinger, or gas grenade and it stuns the bad guys inside. There are stubborn bad guys as the team moves in to clear it. The bad guy is coughing and moving around freely as the officers start to move around the room. Then the bad guy is no longer stunned. Shoots an officer and then the officers react and shoot him (The bad guy if non compliant and approaching an armed officer should be shot or dealt with by the team. Either the team needs to temporarily stop clearing the room and focus on the threat or they need to neutralize that threat because a non compliant bad guy with a weapon in hand, pointing or not, while approaching an officer is not safe to allow)
-same thing except the bad guy doesn't get stunned, the officers stop and yell at him, bad guy pretends to surrender, then starts shooting, officers are wounded or incapacitated before they neutralize the threat (The officers should have a no ******** attitude on dropping suspects who pose a threat. There is no reason for an officer to take the first bullet unless they are hit in the side or back without warning)
Really there are a ton of tweaks. I've seen varied AI throughout all the mods that I've played. 11-99, SSF, remake, this one. I thought this one was the best I've seen but there are minor things like the hesitation of the AI officer and the shooting hostages by the bad guys that make it game breaking.
I want it to succeed.
Video of SWAT w/ MP5 burst/full auto shooting a suspect
Thank you for taking the time to respond. I want your mod and the future of SWAT 4 to be awesome.
1) Never lost a hostage except maybe to myself shooting one by mistake. On vanilla or mods that I can remember
2) It would seem that those bad guys would be forced in later missions and therefore possibly be game breaking. I don't understand why you would break logic/realism for difficulty sake. It is already difficult enough having my SWAT officers hesitate and get shot plus the hostage problem.
3) I'm having weird scenarios happen that I can not explain with hostages. I can make all the videos in the world but I do not have editing software to compress it for upload. I use to make youtube videos but I don't have anything for that anymore.
In my last scenario explained the bad guys were all dead with my swat team in there. The hostage was refusing to give up. They yelled at the hostage a few times and it got quiet. At the time I didn't know there was a non compliant hostage there. I sent part of the team to clear another room. I heard and saw muzzle flashes through the wall and the hostage died. No bad guys around, me and two swat guys standing in that room. The other swat team in the other room shooting it out with a bad guy who ended up surrendering.
I would really appreciate if someone could fine tooth comb the hostage shooting code you are using and make sure nothing is bugged. I feel with my experiences there is no way in hell I could lose this many hostages especially that one scenario
4) I doubt its ballistics and I think its the hostage script or something. I have done some modding, scripting of things in the past but have nowhere near the knowledge that you or many others do.
All I am saying is that there has to be something wrong. I can't be the only one losing hostages left and right while never having an issue in another mod.
Also i understand people play differently but i refuse to play a campaign running around with less lethal only just to avoid a bug or a hard to play situation. SWAT teams don't deploy full less lethal in a lethal situation. You meet force with force.
NOTE: I'm so very adamant in my statements because I want the future of SWAT 4 to succeed and I think you have the best vision for what SWAT 4 is.
I started off enjoying the mod more than the remake mod. The remake mod is more arcade like and the only way I could enjoy it was by making custom missions. However there are issues with this mod I've never had with SWAT 4. One, I am losing an officer every mission I play. They hesitate far too long and don't give the bad guys the respect they deserve. I will watch my officers point weapons at a bad guy, wait to take a bullet, then fire and take him down. EVERY time. It doesn't matter if I use gas, stinger, flashbangs the officers won't use the proper amount of caution or level of self defense necessary to protect themselves.
Also the deal with hostages being shot well I hope you'll respond to my comment above for that.
Please do not dismiss my problem as an issue with tactics. I've played vanilla SWAT 4 and every mod since from the moment of release until now. I have never had any issues completing missions. Usually I personally can't stand having an officer get shot but the bad AI was always a problem. Answer me this..
1) Does the vanilla game allow bad guys to shoot hostages?
2) Does your mod allow bad guys to shoot hostages and/or did you mod those settings
3) What if somehow the AI SWAT officers were shooting the non compliant hostages in an error
4) What if somehow the scripting used to shooting hostages was broken and allowed for shooting through walls or impossible shots
I did the A-bomb night club without changing a single tactic by giving my team all beanbag shotguns. I did not get involved in the shooting of bad guys. I passed. Also the mission prior i kept having hostages die.
Now the next mission over and I had three SWAT officers die on me. It is like they hesitate too long. Bad guy will pretend to surrender, they will yell at him, he points a weapon and starts shooting, delay happens. SWAT team gets hurt/killed.
Some situations a flashbang or other device doesn't get everyone in the room and the AI should have been able to cover their own ***. It wasn't like they were ambushed. Each time the bad guy was in front of them. In their face.
Is there a list of the voice commands you can use with speech recognition somewhere?
Also if you start using voice and then accidentally or start using key commands the switch between red, blue, and element gets bugged out. It may show blue and you give commands to red and the other way round too.
I think i made a post on another section but I'm having issues with hostages being killed. I can not get passed the A-bomb night club without a hostage being killed. I think there is a serious game breaking bug in this mod with hostages. I just played the A-bomb mission using CS gas this time to gas every room because flashes and stingers were not doing it.
The bar area had a hostage ducking down and hiding behind it. I my team in there who secured it. Killed the bad guys and were protecting this hostage who did not surrender. Was being stubborn.
I send half my team through the back door to the loading docks and I hear gunfire. I see muzzle flashes where this hostage is. After a few moments they say mission failed. So I run into the loading dock area to find 1 bad guy who surrendered and was behind a concrete pillar. Not to mention the concrete wall between him and the hostage.
Then the next room over had one bad guy in it still armed. Still no way for him to shoot this hostage unless it was through a wall.
There was one bad guy at the alternate entrance and that was all that is left. So I have NO IDEA how a hostage was executed with TWO SWAT officers watching her who had her secured for a good minute before the other two went into the loading dock area.
Something is broken. Without AI wallhacking or something :P my officers shot that hostage or a script killed the hostage. I don't know but its preventing me from enjoying the mod. I've had a hostage killed EVERY time I've played this A-bomb mission.
I'm curious to know if my AI SWAT officer are making bad shots or if the bad guys are executing hostages. I've failed missions several times because a hostage was killed after my team entered a room.
Latest example was one bad guy and one hostage in a bathroom. I knew they were there because I mirrored it. I had blue team stack up, and get ready with a stinger. Didn't want a flashbang to wound a hostage. The line up one on each side of the door (my officers), and when the one opens the door he is in perfect sight of the bad guy. Gunfire happens, hostage go down, fail mission. Officers and I rush the bad guy who if stunned by the grenade. We ended up having to shoot him.
This was on A-bomb and the prior mission i had the same problem too. It wasn't until I went gas masks and CS gas that I could pass it. So..I'm not sure how to avoid this because I don't know what the problem is. I wish you could control which side of the door your AI team stacked on. Sometimes they do a good job. Other times bad job. And you can't do anything except do it yourself.
I was just curious if you had to do all three things to ensure that there was nothing on the door. Maybe check lock and check traps can be one item. Unless of course each one of those things is checking a different script and can't be merged. I think the coolest option is to now include lead as the person who throws the grenade. Sometimes I felt like I was not even there. Just giving commands to the team. Now I can be a part of the process if I wish.
We are discussing the Remake mod here and I'm defending your mod. Your mod has the awesome AI. Their mod has the awesome textures and graphics. Right now either mod doesn't share that. I play your mod because the AI is far superior.
Question... Do you have to have your guys check the lock, check for traps, and mirror each time to ensure there isn't a trap? I would like a one full option that checks for locks and traps. Or a mirror option that does it all. Because if there is a possibility for traps then obviously you would check for it all in one sweep and not three commands.
All you need to know about R6 / Iron Wrath install
I have rainbow six gold on steam. Iron Wrath is not part of that. Can you still get Iron wrath somewhere. Or is it on steam and i did not see it?
I played all the way through R6 and Athena sword with no issues. Only that one mission. You can use this mod, rs 2.0, and malleus mod together. Best experience ever.
Green never got stuck. Just red if they were not controlled through the alpha code. And gold if they were not controlled through the back door. I ended up playing both manually.
Probably not your mod. Default plan was used on that map. Red team gets stuck at first Alpha go code. Stuck at the doors. Gold team gets stuck at the rear doors after they get off of the bus and walk back there. 75% of the time they got stuck.
I was able to use this mod on top of the two mentioned above. RS 2.0 and Malleus 1.05c. It works well and solves the ever so annoying issues of auto aiming bullsh.. terrorists. This makes the game enjoyable.
I did have issues on LionShadow with the rainbow AI not following waypoints properly. They would freeze. So far that is the only mission that had issues. These three mods will help your RS experience.
I currently use Raven Shield 2.0 & Rainbow Team AI Mod by Malleus 1.05C. These two work together flawlessly and I love it. 1.05c isn't the latest but its the only one that works with the latest RS 2.0.
What I want to know is how this mod will work with those two or if it will replace one of them. Will this mod work with those two mods?
also do you only need to use v6 of your mod or any of the old versions?
Instead of being idiots then figure out how to fix the issue. With the latest version of blitz you can see the additional factions but not click on them. Unsure why.