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sandman332
sandman332 - - 32 comments @ HISTORICAL ADD-ON V2.4.6. (for BK V5 Steam store)

Just wanted to say how amazing this is. I only play Blitzkrieg and having this makes it even better. I had originally hoped that the Blitzkrieg devs would change the German iron crosses to the swastikas and the panzer elite to the SS for some things but that never happened. I am always for more realism especially when the Blitzkrieg mod is built around more realistic game-play.

Can't believe I never found this before, very great work! Hope to see it continued update for times to come!

Good karma+2 votes
sandman332
sandman332 - - 32 comments @ Elite Force v5 Released!

They were never in campaign coop to begin with. Its still coop so bots were not added. They are looking into it as it is a highly requested feature (bots for MP in general) but nothing yet.

Good karma+2 votes
sandman332
sandman332 - - 32 comments @ SWAT: Elite Force

Thats great to know thanks. The dispatch files are still there in the files not sure why they are skipping.

Is there a certain difficulty or certain maps that traps are more likely to spawn on? I saw it on fairfax almost evertyime i played it in campaign, but never in QMM.

Good karma+1 vote
sandman332
sandman332 - - 32 comments @ SWAT: Elite Force

I was also wondering if there would be a way that officer reload their less lethal shotgun all rounds at once. Right now they only reload one round at once, and only if they see a suspect. This makes it very easy for them to get killed. And if maybe they will reload all weapons when out of combat? They reload only when they see a suspect and it usually gets them killed.

Good karma+1 vote
sandman332
sandman332 - - 32 comments @ SWAT: Elite Force

I love the traps feature, is there anyway that they can be added to quick mission maker? Unless they are already there, but I haven't seen them.

I also noticed that for some reason, the initial dispatches are not working for me. They just automatically skip, they don't even try to play. I don't have the "disabled initial dispatches" enabled either.

And would there be a way for initial dispatches to play on the quick mission maker maps as well?

Thanks.

Good karma+1 vote
sandman332
sandman332 - - 32 comments @ SWAT: Elite Force v4 -> v4.1 Upgrade

Was wondering about that, as I played quick fuel and one of my officers just randomly took out his tazer and started using it instead of using his gun. Actually ordering him to tase an enemy seemed to bring back his primary weapon again.

Good karma+1 vote
sandman332
sandman332 - - 32 comments @ SWAT: Elite Force v4 -> v4.1 Upgrade

I feel like if there was a way for them to engage point blank suspects that would help a lot. Especially when they enter a room and stare at a suspect while he just puts rounds into the officer. The officer just stands there and takes it, never shoots back or nothing.

Good karma+1 vote
sandman332
sandman332 - - 32 comments @ SWAT: Elite Force v4 -> v4.1 Upgrade

Great! I had a few things I wanted to bring up though.

- I know that you improved the swat ai when moving and clearing, however there are a few instances where the swat ai will enter a room, and if there is a suspect blocking their path, they will just stand there and stare at them while the suspect pumps them full of rounds. Anyway of having them engage while moving into a room? This seems to happen in smaller rooms. A few examples being quick fuels bathrooms, the foodwall closet beside the kitchen, and the bathroom upstairs.

- I didn't see the changes listed so I just wanted to see if the recent commits where also added to this patch? (I saw the suspects fire mode was fixed, but was the swat officer firemode fixed as well, along with the "Suspects are considered threats when aiming" and "Suspects now do a speech when they see downed suspects"?)

- I used to be able to modify both of these lines ("PlayerBlockingPathTime" in "Swatpawn.ini") and ("NeedOrdersTriggerTimeDelta" in "Ai.ini") but for some reason with this mod, changing those lines doesn't do anything now. I hated how the swat ai always said "your in my spot sir" every few seconds, so I would increase it so I didn't hear it all the time, I know I can just move but instances like when you are mirroring a door with a team stacked up saying you are in the way and whatnot.

Very nice!

Good karma+2 votes
sandman332
sandman332 - - 32 comments @ SWAT: Elite Force

Forgot to mention a couple of things. I looked through the readme but couldn't find much detail. What is really the benefit in locking doors compared to either wedging them instead or just leaving them unlocked?

I also watched the video here for the older version of meatbarn for SEF and heard a few voice lines that are currently not in the current version of the map. One from sellers street when fields is talking about taking a girl on a date and Jackson replying about how it must have been a blind date. From the video, it triggered in the main restaurant area but doesn't seem to trigger anymore. I also heard a few others but can't quite remember.

Sorry to keep pestering you with questions.

Good karma+1 vote
sandman332
sandman332 - - 32 comments @ SWAT: Elite Force

I was going to bring up the check lock and forgt about it, this is something I would love to see in SEF as well. I loved the ability for myself to be able to check the door to see if it was locked, rather than making the team do it since it is something the player should be able to do by default.

I agree though, SSF would be a good reference.

Also, when there is a hotfix for V4 will it just be uploaded here as well? Thanks for your continued hard work!

Good karma+1 vote
sandman332
sandman332 - - 32 comments @ Elite Force v4 Is Here

I wanted to add if there is a way for maybe a future version, to make it so that if a unit is out of a grenade, let's say a gas grenade, and they have a grenade launcher with that same grenade, can it be made so they deploy a grenade launcher CS into a room before clearing it? I tried and they said they were out of CS even though they still had a full grenade launcher.

Good karma+3 votes
sandman332
sandman332 - - 32 comments @ Elite Force v4 Is Here

This is great! The meatbarn music is freaking awesome, and you guys did great work on the briefing as well. The actual volume of it is a little loud but still great.

I also had a couple of suggestions.

I saw these on the speech recognition mod and thought they would be nice additions for the next version.

- Officers can be ordered to pick up multiple pieces of evidence, or ordered to cuff all suspects in sight
- Multiple suspects/hostages can be reported at once to TOC

Keep up the great work and thanks! ;) :)

Good karma+3 votes
sandman332
sandman332 - - 32 comments @ SWAT: Elite Force

This mod has "Speech Recognition" this is the exact quote from SEF readme.

* Commands can be issued using your voice. To enable this feature, tick 'Use Speech Recognition' in the Audio Options.
** Functions exactly the same as in the Speech Recognition Improvement mod by MulleDK9. Not all commands from that mod are present however.

Good karma+2 votes
sandman332
sandman332 - - 32 comments @ SWAT: Elite Force

Wanted to add in something, there was never really a tutorial anywhere on how to add custom maps to the quick mission maker. I see that meatbarn will also be able to be used in QMM and I was wondering if maybe some time down the line you would make a tutorial on how this is done? I tried and never had luck, nobody really knew how to do it.

Also, is there anyway to have an option to hear the dispatches in quick mission maker maps? For supported ones of course, I mean like if you make a Foodwall Restaurant with a bunch of hock mask suspects whatever, the dispatches don't play because it's not an actual mission I guess.

Good karma+1 vote
sandman332
sandman332 - - 32 comments @ SWAT: Elite Force

This is great! I am eagerly waiting to see how much better the swat officer ai is compared to vanilla swat 4 as that was easily the thing I hated the most, the changes look good and sound interesting as well. Meat barn should be a nice change.

Good karma+1 vote
sandman332
sandman332 - - 32 comments @ SWAT: Elite Force

This would be great, if the MP community completely goes away (for whatever reason) it would be great to have something like that.

Good karma+2 votes
sandman332
sandman332 - - 32 comments @ SWAT: Elite Force

Sounds awesome. I use the mega map pack but there isn't really a guide on how to add custom maps so that they are playable in the quick mission maker. That is something I have been looking for how to do for a very long time.

Good karma+1 vote
sandman332
sandman332 - - 32 comments @ SWAT: Elite Force

This stuff got lost on older pages so I just wanted to post again to ask. I also wanted to know if you plan on adding more custom missions? Especially to the quick mission maker? Right now I am still not sure if I want to move over to this from SSF because it had a lot of custom missions that you could also modify for the quick mission maker which was awesome. Or if maybe you would plan to also put the custom maps SSF had over to your mod?

Lastly, I posted a page back about specific unused lines, example when a suspect kills another suspect by accident they have a line, but unused for all of them. The actual function never seems to activate. Whether it is broken, not implemented, or bugged I'm not sure.

"I also wanted to say I love that you restored the lines with fairfax residence, if you trip an alarm or you get the accomplice, it's great. However there are also a lot of cut enemy lines.

For example, this applies to all enemies,

AnnouncedSpottedOfficerSurprised
ReactedDownSuspect
ReportedBarricading (not to be confused with announcedbaricade lines)
ShotAFriend
ShotAtBreachedDoor

None of those lines ever are triggered, I have tried to find out why, I feel that the event response for them just never made it in to the full game, or is bugged, anyway that you might fix this issue?

The department of agriculture map also had "CantSee_expm04" lines for suspects and civilians where they complain they can't see anything because of all the smoke, but those lines don't seem to trigger either.

Thanks."

Thanks!

Good karma+1 vote
sandman332
sandman332 - - 32 comments @ SWAT: Elite Force

That's good to know. I also wanted to know if you plan on adding more custom missions? Especially to the quick mission maker? Right now I am still not sure if I want to move over to this from SSF because it had a lot of custom missions that you could also modify for the quick mission maker which was awesome. Or if maybe you would plan to also put the custom maps SSF had over to your mod?
Lastly, I posted a page back about specific unused lines, example when a suspect kills another suspect by accident they have a line, but unused for all of them. The actual function never seems to activate. Whether it is broken, not implemented, or bugged I'm not sure.

Thanks!

Good karma+1 vote
sandman332
sandman332 - - 32 comments @ SWAT: Elite Force

The Officer AI is still very dumb when compared to SWAT 3. No mod so far has been able to really fix their stupidity. Like the famous bug of them entering a room or walking right into a suspect, then the suspect just empty's it's weapon into the officer, and the officer ai never shoots back at them, just sits there playing the hit animation then dies.

Any chance that bug especially along with just making there ai better could be fixed? I hear a lot of things about suspect ai being made better, but it already really was compared to the lacking officer ai. Especially since this game is now majority single player and the missions are the best.

Thanks.

Good karma+1 vote
sandman332
sandman332 - - 32 comments @ TUT: How to Add custom Missions to Mission List

Would you be able to make a tutorial on how to add custom maps to the quick mission maker like SSF has also done?

Good karma+1 vote
sandman332
sandman332 - - 32 comments @ SWAT: Elite Force

I also wanted to say I love that you restored the lines with fairfax residence, if you trip an alarm or you get the accomplice, it's great. However there are also a lot of cut enemy lines.

For example, this applies to all enemies,

AnnouncedSpottedOfficerSurprised
ReactedDownSuspect
ReportedBarricading (not to be confused with announcedbaricade lines)
ShotAFriend
ShotAtBreachedDoor

None of those lines ever are triggered, I have tried to find out why, I feel that the event response for them just never made it in to the full game, or is bugged, anyway that you might fix this issue?

The department of agriculture map also had "CantSee_expm04" lines for suspects and civilians where they complain they can't see anything because of all the smoke, but those lines don't seem to trigger either.

Thanks.

Good karma+1 vote
sandman332
sandman332 - - 32 comments @ SWAT: Elite Force

This mod and SSF mod together would be the best thing ever, I want this mod for the traps, did you also restore the trap lines for fairfax residence if there is a trap on a door?

Good karma+1 vote
sandman332
sandman332 - - 32 comments @ Mega Map Pack v3.0

Sorry, another question, I mostly use SSF mod so I can still play these maps from the console, but is there anyway to use this feature (Includes Mega Campaign Mod: Play custom maps in career mode (TSS only)) in SSF?

When I installed the mod like the instructions said, the maps only show up in career mode for TSS, they don't show up in SSF mod, not even the career for it is there, even though that mod supports TSS and is a TSS mod, not a regular swat 4 mod.

Thanks.

Good karma+1 vote
sandman332
sandman332 - - 32 comments @ Mega Map Pack v3.0

Now that I see you have figured out how to start custom maps in career mode, have you figured out how to use them in the mission maker? I know a few mods have done it with user created maps like H.S.M.E and SSF but I'm having trouble finding out how they actually did it.

Thanks.

Good karma+1 vote
sandman332
sandman332 - - 32 comments @ SWAT Elite Forces (SEF) Mod v1.0

Also, what about other missing/cut lines? Like fairfax's booby trap lines and what not. Any plans to bring them back?

Good karma+1 vote
sandman332
sandman332 - - 32 comments @ SWAT Elite Forces (SEF) Mod v1.0

Very nice, mind telling me a few things? When you say, "Added several cut lines of dialogue to the game (including one which provided crucial information)"

Which lines were added? Specifically would be great, And how did you fix the ai lightstick bug? I have been trying forever.

Good karma+1 vote
sandman332
sandman332 - - 32 comments @ Initial release

I would like to know that as well, anyway of using it with SSF Mod 3.2?

Good karma+2 votes
sandman332
sandman332 - - 32 comments @ Operation: Black Mesa

Will you guys be announcing the 2015 kickoff date earlier then last year? Also, will this mod be coming out within the next 2-3 years? Or can that not be asked yet?
Great Work!

Good karma+2 votes
sandman332
sandman332 - - 32 comments @ Operation: Black Mesa

Even though that is a little tidbit of changelog, I still like it. Though, if it's anything like black mesa, then this, and/or Guard Duty as well won't be coming out for a few more years.

Good karma+1 vote