SWAT: Elite Force is a massive overhaul of SWAT 4: The Stetchkov Syndicate, making it into a more realistic tactical police simulator.
This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.
The first version of SWAT: Elite Force. Now packaged properly with the correct files.
# 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.
# HOW TO INSTALL #
Copy the folder containing this folder (SEFMod) into your SWAT 4 directory (the one containing Content and ContentExpansion).
By default this folder is located in C:/Program Files (x86)/SWAT 4 or C:/Program Files (x86)/Sierra/SWAT 4
To run the game, use the "Launch SEFMod.bat" file. To run SWATEd, use the "Launch SwatEd.bat" file.
You can make a shortcut to these .bat files for more convenience.
# VERSION HISTORY #
v1 - First release
# 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.
** It always bothered me having to switch between the two games, so I have put them together. In the future, there will be a 'Custom Missions' campaign which have some user-created missions.
* 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.
** There's still some room for improvement, but I found it incredibly unrealistic that Food Wall employees would shoot at their patrons, for example.
* 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.
** This is a small thing but it has huge ramifications. Since some doors will be trapped, you will need to take alternate routes instead of using the same strategy every time. Lots of replayability and rooted in real life scenarios.
* New secondary objective: collect drug evidence. Static drug bags have been replaced with new ones that can be collected.
** The bags count towards the "Secure All Evidence" procedure.
* 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.
** It seems odd to me that the player could use suspect equipment in CO-OP but not in the singleplayer campaign. Also weird: you can't equip gas masks yet you're immune to gas but not flashbangs. Really odd.
* 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.
** Civilians would scream if they are in the same room as a suspect. This didn't make sense on a lot of maps, such as Children of Taronne Tenement or the other High Risk Warrant missions.
* 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.
** It's completely unrealistic for TASERs to work 100% of the time on a civilian without injuring them. TASERs have been known to cause deaths. You will be held to a realistic standard in my mod.
* 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's also some new commands, such as CHECK FOR TRAPS.
* 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 seems to take some wild liberties as to what qualifies as a passing mission. You could shoot all of the suspects illegally (in some cases without getting any penalty) on Food Wall on Hard and still beat it. You would be FIRED if you did this in real life.
** A person being incapacitated is a big deal, and an ambulance would need to be ordered. Failing to disclose this could put their lives in jeopardy, so it makes sense for this to be a penalty. It did this for officers though (?) which I found odd.
* 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.
** Major gripe. I hate having to pause the menu to see if I've found all the civilians. Likewise, not finding out until the end of the game that a kill (which you might have forgotten about) was illegal is extremely frustrating.
* Many many many many bugfixes.
# KNOWN ISSUES #
* Does not work in Multiplayer due to changes to the GUI.
* Yes, the game is HARD AS NAILS. It's supposed to be. It's a police simulator and meant to train SWAT operators.
* Haven't made anything new for the main menu yet. Don't be surprised when THE STETCHKOV SYNDICATE shows up, I just haven't changed the logo yet.
* No new missions in Additional Missions campaign. It's still a WIP.
* The game sometimes freezes during loading. Hit ENTER a few times and it will clear itself up. The internal script garbage collector crashes for reasons unknown but it's completely harmless.
* Currently there are missions with incorrect descriptions for the New Equipment panel. This will be fixed.
* CHECK FOR TRAPS command sometimes seems to ignore stack formation and pick an officer at random. Same thing for MIRROR UNDER DOOR. Problem of the original game.
* Seems to crash randomly on a few maps, I haven't really pinned down the problem yet. Has something to do with doors.
* Officers sometimes ignore orders, you might have to issue a command two or three times. Problem of the original game.
* DEPLOY GRENADE LAUNCHER command doesn't seem to work. Problem of the original game.
* DEPLOY PEPPERBALL command doesn't seem to work. Problem of the original game.
* Throws an assertion when an officer ordered to restrain a civilian is ordered to disarm a bomb. Nothing I've changed would've caused it, so again, probably an issue with the original game. Also harmless.
# FULL LIST OF CHANGES #
## GAMEPLAY ##
### Missions ###
- The Stetchkov Syndicate missions have been merged with the original SWAT 4 missions to have one linear campaign.
* They are sprinkled in, not shoved afterwards.
* The original missions have some order differences, such as Fairfax Residence coming before Food Wall.
- Like The Stetchkov Syndicate introduced, each mission has equipment that is unlocked.
* See the section titled "Changes to specific missions" for more details on what has been changed
- When creating a new campaign, you have a choice of either using the new altered campaign or "additional missions" which were created by the community.
* Currently incomplete (there are no maps yet, but the framework for it is built)
- Some missions now contain traps! An (almost fully) working feature that was cut from the game for some reason.
* Traps can be disarmed using the Toolkit, or by an AI controlled officer with the Disable command.
* AI Controlled Officers can detect the presence of traps on a door with a new CHECK FOR TRAPS command.
- Some missions now contain extra drug evidence! You will need to collect these to get a perfect score.
* Drug evidence can be collected by AI controlled officers with a "Secure Evidence" command.
- "Press ESC and debrief to exit the game" now shows on ALL missions, not just Food Wall, Fairfax Residence and Qwik Fuel.
- When a mission objective is complete, it will notify in white text at the top of the screen.
### Score ###
- Stiffened penalties and added new ones:
* AI-Controlled officers using C2 can now trigger "Incapacitated a Hostage", "Killed a Hostage", "Unauthorized Use of Force" and "Unauthorized Use of Deadly Force" penalties
* Snipers can now trigger "Incapacitated a Hostage", "Killed a Hostage", "Unauthorized Use of Force" and "Unauthorized Use of Deadly Force" penalties
* Not reporting a downed hostage or suspect will trigger a new penalty: "Failure to report downed civilian" or "Failure to report downed suspect"
- Removed the "Failure to prevent destruction of evidence" penalty on Funtime Amusements
- In singleplayer, penalties are displayed in the chat as they happen.
- Changed values of penalties:
* "Unauthorized use of deadly force": -10 -> -20
* "Incapacitated a hostage": -5 -> -25
* "Killed a hostage": -15 -> -50
* "Incapacitated a fellow officer" -15 -> -25
* "Injured a fellow officer": -5 -> -10
* All other penalties remain the same.
### Singleplayer ###
- Added missing dialogue for "Open and Make Entry" command
- If one member of a team remains (ie, Jackson is the only one alive on Blue), Lead will say their name instead of their team (so, "Jackson - Mirror Under the door)
- Fixed a bug where AI-controlled officers could only drop one lightstick
- Players can suffer effects of CS gas if not properly protected
* Likewise, the player will not be harmed by flashbangs if they have a helmet
* (Previously, the player was immune to CS gas but not flashbangs, despite having the complete opposite equipment for this)
### Suspects ###
- Modified morale alters:
"Weapon Drop" morale modifier increased substantially.
"Flashbang" morale modifier increased
"Gassed" morale modifier increased
"Stung" morale modifier increased
"Tased" morale modifier decreased
"C2 Stun" morale modifier decreased
"Shot" morale modifier substantially increased
"Killed Officer" morale modifier increased
"Nearby enemy killed" morale modifier increased for higher-skilled suspects
- Suspects will maintain suppressive fire for twice as long when they are barricaded
- Compliant suspects will wait longer before deciding to pick up their weapon
- (Non-Insane/Non-Polite) suspects take twice as long before shooting hostages
- Added a new quality: Polite. Any suspect archetype with this quality won't attempt to shoot hostages.
** NOTE: Does not apply to Quick Mission Maker
- Added a new quality: Insane. Any suspect archetype with this quality will shoot hostages *much* faster (basically instantly) and ignores distance checks.
** NOTE: Does not apply to Quick Mission Maker
- Using your Shout button on a restrained suspect will taunt them. Examples include "You have the right to remain silent," etc. Doesn't do anything, it's just an easter egg. Warning: The suspect may have some unkind words for you in return.
### Civilans ###
- Greatly increased morale of all civilians, making them harder to give up
- Added a new quality: Fearless. Any civilian archetype with this quality won't scream when in the same room as a suspect - only if they are threatened or there is a gunshot.
** NOTE: Does not apply to Quick Mission Maker
- Using your Shout button on a restrained civilian will soothe them. Examples include "It's okay, we'll get you out of here," etc. Doesn't do anything, it's just an easter egg.
## GUI ##
* New splash screen
### Equipment Menu (SP): ###
- Weapons now have a detailed information panel with statistics like their manufacturer, etc
- Can now select body armor for AI-controlled officers and yourself
- You can also select more choices for helmets, including riot helmets, terrorist helmets and gas masks
- Cleaned up the appearance of the top tabs
- Breaching tab on right is relabelled "BREACH AND PROTECTION" for clarity
- Corrected typo for label on Secondary tab
"Select secondary weapon and equipment" --> "Select secondary weapon and ammunition"
### Graphic Command Interface ###
- Performed a drastic redesign of the menu to promote both speed and functionality
* "Open and ..." commands have been moved to a submenu: "OPEN >>>"
* STACK UP has been renamed to TRY LOCK
* New command: CHECK FOR TRAPS - officers will try the lock and will report if the door is trapped. Clunky, but it works.
* TRY LOCK, CHECK FOR TRAPS, Optiwand commands have been moved to a submenu: "INVESTIGATE >>>"
* Due to this design, when viewing a door through another doorway, you can issue both Move and Open commands with no ambiguity.
- Allowed the player to issue Breaching commands even when doors aren't locked
* These are available via a new submenu: "BREACH >>>"
- The GCI is now dynamic in that drop-down menus (such as "OPEN >>>") can only appear in certain contexts (OPEN and BREACH will only show on doors)
- Deploy Lightstick has been moved out of the Deploy menu (Drop Lightstick command) so they can be dropped faster
### Career Menu ###
- Removed "-EXP-" tag before all TSS missions in the menu
### Settings Menu ###
- Fixed a bug where the music would get glitched
## EQUIPMENT ##
* Colt Accurized Rifle:
- Corrected muzzle velocity
* Grenade Launcher:
- Given real world name (HK69 Grenade Launcher)
- Greatly increased damage dealt from direct impact
- May now be equipped as a secondary weapon
* AK47 Machinegun:
- Fixed inaccurate description
- Fixed name (AK-47 Assault Rifle)
- Now selectable in Singleplayer
- Corrected muzzle velocity
- 1 less magazine
* GB36s:
- Corrected wrong name (is now H&K G36K)
- Updated description
- Corrected muzzle velocity
- 1 extra magazine
* 5.56mm Light Machine Gun
- Corrected wrong name (is now M249 SAW Light Machine Gun)
- Fixed incorrect muzzle velocity
- Now selectable in Singleplayer
* 5.7x28mm Submachine Gun
- Corrected wrong name (is now FN P90 Personal Defense Weapon)
- Completely redid the description (as it's totally wrong)
* Gal Sub-machinegun
- Corrected wrong name (is now Silenced IMI Uzi)
- Updated description
- Now selectable in Singleplayer
- May now be equipped as a secondary weapon
* 9mm SMG
- Corrected wrong names (H&K MP5A2 SMG and H&K MP5A2 SSD)
- Added automatic firing mode
- Updated description
- Fixed incorrect magazine size for FMJ (holds 30 rounds, not 25)
- Corrected muzzle velocity
* .45 SMG
- Corrected wrong name (H&K UMP SMG)
- Updated description
* 9mm Handgun
- Corrected wrong name (Glock 17)
- 2 extra magazines
* Mark 19 Semi-Automatic Pistol
- Corrected wrong name (Desert Eagle .50AE)
NOTE: The name is technically correct (as a Desert Eagle Mark XIX is designed to fire .50 AE rounds), but I felt the need to change it
- Fixed typo in description
- Fixed incorrect muzzle velocity
- Slightly reduced recoil
- Added an extra clip
* 9mm Machine Pistol
- Corrected wrong name (TEC-DC9 Machine Pistol)
- Completely redid the description
- Now selectable in Singleplayer
- May now be equipped as a Primary Weapon
- 2 extra magazines
* TASER Stun Gun:
- Cut TASER stun gun probe spread by 50%
- Changed the name (TASER M26C Stun Gun)
- Doubled the range (The M26C and its sister weapon have cartridge variations that can fire up to 35 feet)
- Has a chance to incapacitate or even KILL hostages if not used correctly. Avoid use on the elderly, drug-users and people with health conditions.
- Fixed typo in description
"The Taser stun gun works on the principal" -> "The Taser stun gun works on the principle"
* Cobra Stun Gun:
- Changed the name (TASER C2 Series Stun Gun)
- Changed the description
- Reduced the range (The C2 series can only fire up to 15 feet)
This is good for balance too!
- Like the TASER stun gun, the Cobra stun gun has a chance to incapacitate or kill hostages.
The double fire mode doesn't increase the chance of cardiac arrest, but it does increase lethality. Use caution.
* Colt Python:
- Now selectable in Singleplayer
- 3 extra magazines
* VIP Colt M1911:
- Now selectable in Singleplayer
* Sting Grenade:
- Doubled the range and vastly increased damage to be more realistic
- All equipment that reduces the effect of sting grenades in MP also works in singleplayer
- Can detonate pipe bombs, oxygen tanks, and gas cans
* Flashbang:
- Increased the damage and radius to be more realistic
- Can detonate pipe bombs, oxygen tanks, and gas cans
* Added two new head armor items:
- Riot Helmet: Offers slightly less protection than the Helmet, but also reduces Pepper Spray and Gas durations
- ProArmor Helmet: Offers highest possible protection, but confers no other bonuses.
* Helmet:
- Renamed to Tactical Helmet
- Provides protection against flashbangs in singleplayer
* C2:
- Increased the damage radius, stun angle and stun radius. It is now more risky to use C2.
* Pepperball Gun:
- May now be equipped as a Secondary Weapon
* M4Super90:
- May now be equipped as a Secondary Weapon
- Added new ammo type: 000 Buck
- Renamed "12 Gauge Slug" -> "Sabot Slug"
- Corrected magazine size (5 -> 7)
SWAT 4 uses the magazine size from a civilian version of the shotgun. The Law Enforcement and Military models have 7 round magazines.
* Nova Pump:
- Corrected invalid magazine size (8 -> 7)
- Added new ammo type: 000 Buck
- Renamed "12 Gauge Slug" -> "Sabot Slug"
* M4A1 Carbine:
- Corrected muzzle velocity
* Ammo Pouch:
- Fixed misleading description (it gives ammo for all guns, not just the primary)
- No longer affects the Less Lethal Shotgun
## MISSION CHANGES ##
WARNING: This section contains spoilers
Missions are listed in order that they occur
Morale has been modified across the board.
If an equipment is not listed as unlocked by a mission, it is unlocked by default.
* Fairfax Residence
- CAUTION! May contain traps! (Evidence shows that they were cut from the original game on this mission)
- Restored a cut conversation between Lead and TOC that triggers when tripping a trap
- Restored a cut conversation between Lead and TOC that triggers when arresting the accomplice
- Gladys Fairfax is Fearless
- Gladys Fairfax has a chance to die from the taser
- Melinda Kline has a very small chance to die from the taser
- Corrected typo in mission briefing location info ("Information is specualtive regarding the basement." -> "Information is speculative regarding the basement.")
- Does not unlock any equipment
* Food Wall Restaurant
- The armed waiter is Polite
- All patrons are Fearless
- Corrected typo in mission briefing timeline ("Alex Jimenez is observed entering Food Wall Restauraunt" -> "Alex Jimenez is observed entering Food Wall Restaurant")
- Unlocks the Nova Pump shotgun
* Qwik Fuel Convenience Store
- Possible drugs that need collecting
- The suspects on this mission may be carrying drug evidence.
- Alice Jenkins is Insane and has a moderate chance (50%) to die from a taser
- The other suspects have a decent chance (35%) to die from a taser
- Made loading screen text consistent with other missions ("3721 Pitkin Avenue, Qwik Fuel" -> "3721 Pitkin Ave., Qwik Fuel")
- Unlocks the Less Lethal shotgun
* FunTime Amusements
- A penalty is no longer issued when suspects flush drugs
- Drug flushers are Polite
- Corrected missing loading screen text ("1401 Gower St., FunTime Amusement Arcade")
- Corrected a typo in briefing description
- Unlocks the Gas Mask
* Victory Imports Auto Garage
- Made loading screen text consistent with other missions ("487 29th Avenue, Victory Imports" -> "487 29th Ave., Victory Imports")
- Unlocks the Ammo Pouch
* Our Sisters of Mercy Hostel
- Both entryway doors now correctly have MAKE ENTRY commands on them.
- Locked a bunch of doors
- The residents (elderly) have a very high chance of dying from a taser
- Removed objective: Rescue Lionel McArthur
- Made loading screen text consistent with other missions ("Our Sisters of Mercy Halfway House, 796 Newbury St." -> "796 Newbury St., Our Sisters of Mercy")
- Unlocks the TASER C2 Series
* Old Granite Hotel
- Fixed wrong snipers. Sierra 1 was where Sierra 2 is supposed to be, and vice versa.
- Unlocks the Colt Python
* A-Bomb Nightclub
- Possible drugs that need collecting
- Unlocks the Riot Helmet
* Northside Vending and Amusements
- CAUTION! May contain traps. (Evidence shows that they were cut from the original game on this mission)
- Restored a cut conversation between Lead and TOC upon tripping a trap
- Restored a cut conversation where Red Two would muse about how much money the laundromat was making
- Some doors were opened that are now closed. Likewise, some doors that were closed by default are now open.
- Fixed a bug where the front door had MAKE ENTRY commands on the wrong side (unless you want to MAKE ENTRY into an alleyway..?)
- The laundromat door now has MAKE ENTRY commands assigned to it (since you are entering the laundromat, after all)
- Louis Baccus is Fearless
- All suspects are Polite
- Made loading screen text consistent with other missions ("1092 Westfield Road, Northside Vending" -> "1092 Westfield Rd., Northside Vending and Amusements")
- Unlocks the FN P90 PDW
* Red Library Offices
- Made loading screen text consistent with other missions ("732 Gridley Street, Red Library Inc." -> "732 Gridley St., Red Library Inc.")
- Unlocks the Colt Accurized Rifle
* Seller's Street Auditorium
- All of the static drug bags were removed. They have been replaced with drug evidence which can be collected.
- Andrew Norman is Insane and has a very small chance to die from the taser
- Made loading screen text consistent with other missions ("The Sellers Street Auditorium, 1801 Sellers St" -> "1801 Sellers St., The Sellers Street Auditorium")
- Unlocks the HK69 Grenade Launcher
* DuPlessi Wholesale Diamonds
- No changes
- Unlocks the ProTec Helmet
* Children of Taronne Tenement
- CAUTION! May contain traps. (Evidence shows that they were cut from the original game on this mission)
- All civilians are Fearless
- Andrew Taronne is Polite
- All civilians have a very small chance to die from the taser
- All suspects (except Andrew Taronne) have a very small chance to die from the taser
- Made loading screen text consistent with other missions ("2189 Carrols Road, Taronne Tenement" -> "2189 Carrols Rd., Taronne Tenement")
- Unlocks Night Vision Goggles
* Department of Agriculture
- Made loading screen text consistent with other missions ("Government Plaza, Offices of the Department of Agriculture, 2112 Geddy Avenue" -> "2112 Geddy Ave., The Department of Agriculture")
- Unlocks the AK-47 Assault Rifle
* St. Micheal's Medical Center
- The Terrorists are Insane
- Hyun-Jun Park's Security Detail are Polite and will -never- attack
- Corrected various inconsistences in the mission strings (It's referred to as "Memorial Hospital" in the location info, and simply "St. Micheal's" in the loading screen, but "St. Micheal's Medical Center" in the voiceover)
- Unlocks the Silenced IMI Uzi
* The Wolcott Projects
- The homeless are Fearless
- The homeless have a very small chance to die from the taser
- The loading screen and dispatch are inconsistent. Dispatch says "1210 Canopy Road" while the loading screen and mission text say "Blakestone Avenue". Corrected the text to use the Canopy Road address instead.
- Does not unlock any new equipment
* Stetchkov Drug Lab
- CAUTION! May contain traps!
- All of the static drug bags were removed. They have been replaced with drug evidence that can be collected.
- All of the external doors now correctly have MAKE ENTRY commands on them.
- Locked a bunch of doors
- The civilians are Fearless
- The civilians have a very small chance to die from the taser
- The suspects are Polite
- Made loading screen text consistent with other missions ("Stetchkov Drug Lab, 653 Tovanen St." -> "653 Tovanen St., Stetchkov Drug Lab")
- Unlocks the TEC-DC9 Machine Pistol
* Fresnal St. Station
- The elderly have a chance to die from the taser
- Fixed typos in briefing timeline ("First Units Arive" -> "First Units Arrive"; "First units arive and perimeter established" -> "First units arrive and perimeter established")
- Unlocks the Desert Eagle .50AE
* Stetchkov Warehouse
- CAUTION! May contain traps!
- All of the external doors now correctly have MAKE ENTRY commands on them.
- Locked a door
- The civilians are Fearless
- The suspects are Polite
- Made loading screen text consistent with other missions ("The Stetchkov Warehouse, 2770 Harrington Rd." -> "2770 Harrington Rd., The Stetchkov Warehouse")
- Unlocks the M249 SAW Light Machine Gun
* Mt. Threshold Research Center
- The suspects are Insane
- Does not unlock equipment
# CREDITS #
Irrational Games and Sierra for the game.
Anything else was my own work.
# LICENSE #
This software is licensed under the GNU General Public License v2. You can read it in more detail in LICENSE.md.
Ok so I tried your mod here are somethings for you to look into.
1) The officer AI will not deploy pepper gun when equip.
2) The Officer Ai dont move in quick enough.
3) The officer Ai just let the suspects run away.They don't give chase and let the suspect run in another room where they get gun down.
4) The officer reactions are slower then before it like they could careless whats going on.
5) you took out the multiple command where I can have a team at one door and another at the other taking the the room at same time.
1. This is mentioned in the "Known Issues" list
2. I didn't notice this but I will take a closer look at it.
3. They're supposed to. It'd be an unauthorized kill if they shot at a fleeing suspect.
4. I've noticed this and I'm trying to improve this.
5. Nope, you can still do it. Try holding CTRL while issuing a command, and then do Inititate.
3) The officer Ai just let the suspects run away.They don't give chase and let the suspect run in another room where they get gun down. I understand it would be a unauthorized kill but,but here is what I am saying they would at least pursue them and or taze them or if the suspect shoots at them they would have to take him down. Cause if they don't pursue them,then later on they could come behind and kill one of your team mates. In real life they would go after that person before entering the next room.
eezstreet is limited by how the game works. IIRC the SWAT members in the vanilla game don't chase suspects often either.
I would rather them not chase after suspects. It makes it harder to wrangle my teammates and do things tactically.
I thought about adding in a series of options though on the command menu, like STEALTH MODE and some other things.
It would be cool if there is a code or something in the init file to allow you to look down iron sights or scope. I know z zooms but that is not very realistic. Do you think there is something like that in the game.
Most of the guns are missing faces on the right side, so it wouldn't really work.
Quick Question: on SSF3.2 you could arrest individuals regardless of if they were complying or not. Is there a way to do that in this?