This version is out of date. Please use the latest version of SWAT: Elite Force for the best experience.
Major Changes in v4
- Introducing, Extra Missions! These are a second, Irrational-quality campaign of missions for you to explore. You will need to create a second campaign (in the menu) and select Extra Missions from the dropdown box (SWAT4 + TSS are selected by default). The Meat Barn Restaurant is the first mission to be unlocked.
- CO-OP finally working. We've fixed a great deal of the co-op bugs and can confirm the game works over the network. The Join Game menu option now appears. When ready in CO-OP, you can hit a new NOT READY button to unready yourself. The response interface has been cleaned up. The optiwand is slightly better in laggy situations. Lastly, if you are the only one on a server, all votes will succeed.
- Weight and Bulk System. Two new bars have been added to the equipment screen: Weight and Bulk. Weight indicates how heavy your equipment is, and slows you down. Bulk indicates how large your equipment is, and makes your interactions slower. Your weight is shown ingame on the HUD.
- More Loadout Options. You may now pick how many magazines you want to bring, which affects your weight and bulk. Pistols can now be equipped in primary weapon slots.
- New Ballistics System. Bullets are subject to drag (momentum/damage falloff over distance) and ricochet (bouncing off of hard surfaces). The Less Lethal Shotgun can now kill people at point blank range. Body Armor is much more effective; heavy armor has ceramic plates that may break with usage but otherwise is capable of stopping nearly any projectile in its tracks.
- LEADER THROW commands. You will now see a new set of commands, such as "OPEN, LEADER AND CLEAR." These commands allow you to throw the grenade instead of the AI doing it. (Double entries only require one grenade)
- Other minor features. You can now lock doors with the toolkit. The officer AI is much smarter, and won't form "death funnels" at doors as easily. Gangster AI types will sometimes hold their guns sideways. The console has been improved. An FOV slider and Mouse Smoothing checkbox have been added to the options menus, and a Take Screenshot keybind was added. Much more in the full changelog.
Thanks, bro!
Fanks, Daddy!
Fantastic!
The Speech Recognition button is greyed out for me, I have VoIP enabled. Any clue?
Hi, make sure you have the Microsoft Speech Recognition library installed. DKMulle's Speech Recognition Improvement mod includes it, so installing that mod will probably help.
Ah that makes sense. Thanks. Is there any link I can get this off of or is it just a Microsoft feature?
I think this is what you're looking for:
Microsoft.com
Thank You for uploading! Great mod!
Hi,
i would like to ask if the following features could be implemented in future updates of the Elite Force mod:
-> new command for SWAT officers:
- force the civilian or suspect to surrender,
- order SWAT team members to swap current weapon,
- order SWAT members to use their equipment (Taser, Grenade Launcher, Pepper Gas etc,) on civilians and suspects.
Thank You in advance for the answer!
SWAT members can already use Tasers and Pepper Spray when ordered, if you aim at a Civilian or Suspect and go to the Deploy menu.
Cool, great job! One question: Is there a level list available somewhere - we would like to play your "remixed" campaign in the proper order in coop, where you can only select single missions.
Thanks in advance!
********************SPOILERS*********************
Hi, the missions are as follows:
Fairfax Residence, Food Wall Restaurant, Qwik Fuel Convenience, FunTime Amusements, Victory Imports Auto Center, Our Sisters of Mercy Hostel, A-Bomb Nightclub, Northside Vending and Amusements, Red Library Offices, Sellers Street Auditorium, DuPlessis Wholesale Diamonds, Children of Taronne Tenement, Department of Agriculture, St. Micheal's Medical Center, The Wolcott Projects, Stetchkov Drug Lab, Fresnal St. Station, Stetchkov Warehouse, Old Granite Hotel, Mt. Threshold Research Center
Great, thanks a bunch!
Thank You for the quick answer, i didn't know that.
I cant advance throught missions... I'm stuck at northside vending and amusements....
And when I tried to change the fov it just.... freezes the game or crashes it
Hi, the FOV bug is a known issue and will be addressed in a bugfix patch.
If you are stuck at a mission, make sure you have the correct score to advance (Normal requires 50 points to advance)
I'd like to start of by thanking you for your time and effort in making this mod, it really improves upon the vanilla SWAT 4 experience significantly.
Additionally, I have two questions for slight tweaks to the mod:
Is there any way I can make the less than lethal (LTL) Shotgun more likely to cause serious harm? My friend and I are able use it point blank without issue, requiring at least 3 rounds to cause an incapacitation, allowing for preemptive fire without repercussions. Alternatively, is there a parameter for increasing the fail chance of the LTL shotgun, where the hit target is less likely to immediately comply? Even armored targets (i.e. during the our sister of mercy hospital mission) comply with one or two hits from the LTL shotgun, making it very overpowered and 'gamey' to use.
In addition to this, is there a way to increase the AI's likelihood of fake surrenders and picking up a weapon again after a surrender? At the moment I and a friend alone, equipped only with the LTL shotgun, are able to clear virtually every map with a rating of 100. We would love to do some tweaks to increase the difficulty of these missions.
Thank you in advance, it's a fantastic mod, we just want to increase the challenge a little. Hope you can help.
Is anyone else finding the difficulty significantly lower in this version in comparison to version 3? After updating I restarted the campaign and have so far been able to beat every mission in one or two shots. A week earlier, when playing version 3, I was having loads of trouble with some of the missions. I like how I can now actually rely on the friendly a.i in v4 though.
A lot of the changes (suspects not firing upon you instantaneously, the officer AI being better) indeed make the game easier, however v5 has already been started and will have a great deal of changes that will make the game harder.
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.
Like you, I have gotten further than I was able to in just two days in v4 as opposed to say a week in v3. The difference being I have able to do it cleanly -- as in no officers hurt, player uninjured. I actually just finished the Wolcott Projects mission first shot on v4, with player uninjured, officers uninjured and a total score of 90. In v3, this mission was extremely difficult and I don't believe I actually passed it before v4 rolled out.
I don't think there's any way for the officers to deploy less-lethal means automatically when clearing rooms where the suspect is disoriented. Usually I give the suspects a punch myself; which leads them to comply.
Although, even if there was a way that you could get the AI to automatically use less-lethal means, I can foresee there being problems with that -- leading to officers being downed where they should not have been. In my opinion, player intervention with these suspects is probably the only solution.
This mod near perfect to me and I think the key to making it perfect is difficulty tweaks -- which lies somewhere between the difficulty of v3 and the difficulty in v4.
Oh, and one last thing: is there any way that I can tweak the behavior of suspects to increase the difficulty for now while I wait for v5? I remember back in v3, I tweaked the civilian's morale through their archetypes file just a little to tie me over till v4 (which in v4 the civilian morale is just right in my opinion).
I suggest an EMPTY option for secondary weapon.
"Gangster AI types will sometimes hold their guns sideway"
Best feature
10/10
Still have to laugh about your comment XD