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Releases: eezstreet/SWATEliteForce

v7.1

24 Jun 10:30

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Features:

  • Added a new "Configuration" feature to the weapons. Instead of selecting a weapon and its attachments from the list of weapons, you can pick the attachments separately.
  • All suppressed and Aimpoint version of weapons are now different selectable configurations.
  • Remington 870 Breaching is now a selectable configuration of the Remington 870.
  • Improved meshes and/or textures on the following items, all of which were made by Beppe: various doors throughout levels, first person hands, M4A1 (changed from Brettzie's), M870 Breacher (is now considered an attachment to the M870), Nova Pump, Less Lethal Nova, UMP45, Glock 17, P90 (now has proper ironsights), M4Super90, SCAR-L, MP5, G36K
  • Added Holographic Sight variants for M4A1, UMP, MP5, G36K and M4Super90. (Thanks to Beppe for these models)
  • Added unsilenced version of the Colt Accurized Rifle. (Thanks to Beppe for this)
  • Added CQB M4A1 variants (Thanks to Beppe for these models)
  • Removed player ports from admin broadcast messages as this is unncessary noise
  • Added 'ShowPlayerIPInJSON' option to SwatGame.SwatAdmin (default: OFF) to expose player IPs to JSON.
  • Added a 'Report Bug' button to the main menu (thanks to wsevren for this)
  • Restored the vanilla SWAT 4 menu music
  • When crosshairs are disabled, contextual icons such as door mirroring now appear. (thanks to wsevren for this fix)
  • The scoring relating to suspects being neutralized has been changed:
    • Suspects neutralized (max): 4 -> 10
    • Suspects incapacitated (max): 13 -> 15
    • Suspects arrested (max): No change; 20 -> 20
  • Toolkit interactions have been made slower to encourage breaching:
    • Lockpick (base): 4 seconds -> 10 seconds
    • Bomb Defuse (base): 4 seconds -> 10 seconds
  • Added a threat cooldown. If a suspect was just firing at you and the suspect surrenders/was stunned/flees (if not Insane), there is a small window of time that you are legally allowed to shoot.
  • Rounds are chambered in between reloads. (If you have 19 rounds in a 20 round magazine and reload to a full magazine, it will display 20 + 1/20. Thanks to beppe for the idea.)
  • Lightsticks never fall through the floor any more. (thanks to Beppe for the fix)
  • The toolkit and detonator no longer have weight/bulk, to eliminate discrepencies between the equipment screen and ingame weight.
  • SWAT AI will spot suspects without visible weapons as "unarmed individuals" when mirroring.
  • SWAI AI will announce that they've spotted an unarmed target when seeing a suspect without a weapon.
  • SWAT AI will no longer open a door whose trap they are assigned to remove.
  • Custom skins can now alter the first person hands texture.
  • Enabled the following npcs so that they can be used in custom missions: Lian Niu, Evil Waiter (shows up as Male, Asian Chef), Allen Kruse, Simon Gowan, Jewel Thief from the Diamond Robbery Mission, and the hosptial terrorist from the hopstial mission. Thanks to Warzaid for this.
  • Shotguns have a tighter choke, and are a more appealing option because of it. (Edit made by EFdee)

SEF Bugs Fixed:

  • FN FAL now has the correct kind of ammo for it. Thanks to beppe for this.
  • Fixed many ironsight misalignments.
  • Fixed game crashing when exposed to CS gas. Thanks to beppe for this.
  • Fixed sometimes penalties triggering when they weren't supposed to.
  • Fixed MP5SD6 not coming back up after low-readying.
  • Fixed P226 having no textures in Low video settings. (thanks to TheSuggester for finding the bug, Beppe for finding the fix, and thanks to wsevren for performing the fix)
  • Fixed vote locking (for players or globally) not working in WebAdmin.
  • Fixed icons not appearing correctly on the Equipment panel for some weapons (M249 SAW, etc)
  • Fixed night vision goggles missing their third person mesh.
  • Fixed SEF bug: XDM third person position was too far forward (thanks to Beppe for this)
  • Fixed SEF bug: On certain maps, talking with localized messages enabled caused a crash.
  • Fixed SEF bug: Server crash under certain circumstances
  • Fixed SEF bug: Lightsticks are green on the belt and in third person hands, but are blue/red when thrown.
  • Fixed SEF bug: Officers ask you to "break out the cuffs" if you are holding cuffs or someone else is securing the person in question.
  • Fixed SEF bug: Suspects wouldn't shoot at doors when barricaded (thanks to sandman332 for the fix)
  • Fixed SEF bug: You could juke suspects (especially low skill ones) by moving in zigzags etc. Now, they will always fire after a period of time, even if their target is not perfectly acquired.
  • Fixed SEF bug: Suspects wouldn't pick up weapons, they would just flee. (thanks to EFdee for this)
  • Fixed SEF bug: The M4Super90 and M1Super90 did not have breaching contexts on doors (thanks to EFdee for this)
  • Fixed SEF bug: The Uzi did not have correct weapon sounds in third person (thanks to beppe for this)
  • Fixed SEF bug: The optiwand would not transfer correctly in singleplayer (thanks to Severn for this)
  • Fixed SEF bug: FPS issues in multiplayer with movement (thanks to beppe for this)
  • Fixed SEF bug: Suspects can no longer proceed through doors that you have locked (they can however, go through doors that they have locked or are locked at the start of the game..)
  • Fixed SEF bug: "Drop lightstick" now plays the correct animations in first person
  • Fixed SEF bug: "Drop lightstick" was bugged in multiplayer

TSS Bugs Fixed:

  • Fixed weapons clipping a lot in first person (thanks to Beppe for this)
  • Fixed being unable to punch after pressing zoom key on handcuffs
  • Fixed players on the red team look like suspects with the default skin
  • Fixed contextual HUD reticles (lockpick, wedge, etc) stretching massively in widescreen resolutions and looking ugly.
  • Fixed local spawners (such as the DOA spawners on St. Micheal's Medical Center) not working in QMM.
  • Fixed wrong gamma in SwatEd. Thanks to Masterscape for this.

v7.0

24 Jun 10:27

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Major Features:

  • New and altered equipment!
    • Added new weapons: SCAR-H (+3 variants), AKs-74u, MP5K PDW (+suppressed), Colt 9mm SMG (+suppressed), Glock 18 and Glock 19.
    • Added Brettzie's M4A1 as a replacement for the original M4A1! It also has suppressed and Aimpoint variants, for a total of 4 varieties of M4A1.
    • Added two new armor variants.
    • Added the ability to take no weapon!
    • Weapons have received visual tweaks: G36K, MP5 (silenced), UMP (silenced), Desert Eagle
    • Gas and pepperballs are now less effective.
  • New commands: Sharing is caring!
    • You can now order your AI-controlled officers to share a piece of equipment with you. These are located in a new submenu, called SHARE >>
    • You can now give your teammate a piece of tactical equipment (lightstick/grenade/wedge/optiwand/pepper spray) by pressing melee at your teammate while you have that item equipped.
    • The INVESTIGATE menu has been spruced up. You can now order your team to either MIRROR FOR TRAPS (replaces CHECK FOR TRAPS), MIRROR FOR CONTACTS, or MIRROR FOR ALL, which combines the two commands, but is slower.
  • New AI behavior!
    • SWAT AI can now be affected by less lethals! There's now a very clear reason why you want to grab a gas mask over helmets for your AI.
    • SWAT AI can now use grenade launcher! When issuing any order which uses grenades, they will use the grenade launcher instead, if it has ammo.
    • SWAT AI, when deploying a wedge, will no longer move out of the way when bumped by a door.
    • SWAT AI will better cover each others' backs when moving to locations (or falling in) and will continue movement actions when distracted by civilians or suspects.
    • SWAT AI will utilize the pepperball gun and beanbag shotguns automatically against uncompliant, running suspects (only while following a FALL IN or MOVE TO order)
    • Suspects will now try to escape when they are compliant, and the player is not watching. Now it's not only weapons that you need to worry about...
    • Suspects now have a random chance to either investigate or barricade, instead of it being based solely on where the suspect spawns.
  • Upgraded Quick Mission Maker!
    • Have you ever wanted to create your own campaign path? Perhaps with custom levels? Now you can!
    • You can now use custom maps and write your own briefings for the Quick Mission Maker.
    • The Quick Mission Maker now has finer control over suspects and hostages through an ADVANCED MODE.
    • Additionally, you can create a progression and unlock system for your custom campaign.
    • Refer to the section titled QUICK MISSION MAKER CHANGES for more details.

New Features (All):

  • Added new weapons: SCAR-H (+3 variants), AKs-74u, MP5K PDW (+suppressed), Glock 18, Glock 19, No Weapon, Colt 9mm SMG (+suppressed)
  • Implemented Brettzie's M4A1.
  • Implemented new Desert Eagle model
  • Added 2 new armor pieces: Heavy Kevlar Armor (Level IIIA) and Heavy Ceramic Armor (Level IV).
  • Added Hardcore Mode. Unlocked when the SWAT 4 + Expansion campaign has been completed at least once.
  • You can now order your officers to give you a grenade, lightstick, C2, optiwand, pepper spray or wedge.
  • SWAT AI now uses grenade launchers correctly.
  • SWAT AI can no longer do direct impact damage with grenade launchers.
  • SWAT AI no longer moves out of the way when bumped by a door, if they are deploying a wedge. Note, if they are moving into position to deploy the wedge, they will still move out of the way.
  • SWAT AI no longer run when they are issued a MOVE TO command.
  • SWAT AI better "slice the pie" while moving for a MOVE TO or FALL IN command.
  • SWAT AI will not stop to engage targets when issued a MOVE TO or FALL IN command.
  • SWAT AI will further distance themselves from uncompliant suspects/hostages when executing the move & clear command.
  • Optimized SWAT AI pathfinding for Close Door, Deploy Pepper Spray, Deploy Taser, and Mark With Lightstick commands.
  • You can now issue a DEPLOY WEDGE command on an open door. When used, officers will close the door and then deploy the wedge, instead of having to issue two separate commands. (note, it was possible to have officers wedge doors open when using the Speech Command Interface. This has been fixed.)
  • TOC now responds to SWAT AI reports.
  • CHECK FOR TRAPS has been renamed to MIRROR FOR TRAPS and requires an optiwand to be equipped on an officer to use.
  • MIRROR/SCAN DOOR has been renamed to MIRROR FOR CONTACTS
  • Both MIRROR FOR TRAPS and MIRROR FOR CONTACTS have had their speed increased by about 20%.
  • Added a new command: MIRROR FOR ALL. This command combines MIRROR FOR TRAPS and MIRROR FOR CONTACTS, but takes about twice as long.
  • Suspects will attempt to escape when compliant and not being watched.
  • Suspect archetypes now dictate the investigate/barricade chance instead of it being dictated by spawn point.
  • Suspects will remain in a barricaded state, even after firing upon a door.
  • Suspects will close doors after firing upon them while in a barricaded state. The time it takes to do this is random.
  • Removed the weapon pickups at the beginning of the Training mission
  • Added two new Weapon Cabinet objects to the beginning of the Training mission. When you use them, you can exchange your weapon for something else. Good for testing all of the weapons easily!
  • Lightsticks will now correct their position when they fall through the geometry. 99% of the time, they won't fall through the floor.
  • After checking a lock, the default command context option will be "Open and Clear"
  • When aiming at an uncompliant civilian or suspect, the default command will change to a DEPLOY command which suits the situation.
  • Added a first person viewmodel FOV slider to Video Settings
  • When opening/clearing or moving/clearing, officers drop lightsticks at their feet instead of at the doorway.
  • Maps have the ability to randomly open or lock doors which were ordinarily closed.
  • In multiplayer, you can modify the amount of suspects and hostages that spawn (check the Advanced tab on Host Game)
  • Added new admin permission, "View IPs". When a role has this permission, it can see player IPs in the WebAdmin interface.
  • Added new admin permission, "Toggle Voting". When this is used, voting can be temporarily disabled.
  • Added new admin permission, "Toggle Player Voting". When this is used, a player's voting rights can be temporarily taken away.
  • When a person logs in as a guest on WebAdmin, their name shows up as "Name (WebGuest)" instead of "Name (WebAdmin)" to better differentiate between admins and guests.
  • Player names show up according to the color of their team in WebAdmin
  • WebAdmin now shows player status (Ready/Not Ready/Not Available/Injured/Healthy/Incapacitated) and shows who is the leader.
  • WebAdmin now shows the current map and server name on the main interface.
  • WebAdmin now displays voting messages, as well as commands that are issued (e.g, "FALL IN") in order to minimize abuse.
  • You can now pull JSON data from WebAdmin. For more information, see the section titled Admin System in the README.md.
  • The MP5 now has beefer sound effects when firing in semi-automatic mode.
  • Added the option to disable Ironsights zooming
  • Added a new Controls category, "Multiplayer"
  • Renamed "Zoom" in Controls to "Aim Down Sights/Zoom"
  • Renamed "Melee" in Controls to "Melee/Check Lock/Give Item".
  • Added an entrance selection box to the debriefing menu, so you don't have to sit through an extra loading screen to change the entrance.
  • Added ability for actors to be hidden based on system time/date. Currently only used in one place (there is a Jack-o-Lantern in the Training mission that shows up on Halloween)
  • Added console command: "swapweapon" which opens the weapon cabinet screen
  • All reserved keys are now editable. The "RESERVED" category has been renamed to "NUMBER ROW"
  • Added new keybind, "Melee" (only does melee, won't check locks or give items)
  • Added new keybind, "Check Lock"
  • Added new keybind, "Give Item"
  • Added new keybind, "Drop Lightstick". Added by popular request, it lets you drop lightsticks like the original game did (instead of throwing)
  • Renamed keybind "Use" to "Shout For Compliance/Interact"
  • Added new keybind, "Shout For Compliance" (only shouts, doesn't interact with things)
  • Added new keybind, "Interact" (only interacts, doesn't shout)
  • Added 21:9 resolution options to the menus (2560x1080, 3440x1440, 3840x1600)
  • Removed "Instant Action" from the main menu.
  • Removed "Play Quick Mission" from the main menu.
  • Added option to make a Quick Mission Maker career in the Career menu.
  • Removed gametype selector on Host Game menu. Replaced it with a selector for Quick Mission Maker missions or Missions.
  • Removed CO-OP QMM gamemode (you can still play Quick Missions in CO-OP but the interface makes much more sense and doesn't use a separate gamemode)
  • The chatlog now uses a minimum of 2 digits when showing the day, month, hour, minute, and second.
  • The effects of each grenade are now based on the distance to the affected individual.
  • The suspects loadouts and equipment for each mission has been revised and updated to be more in line with the descriptions of the briefing, as well as featuring some of the new weapons.
  • CS Gas now has a somewhat random effect. Sometimes it might fail to gas someone immediately if they are right next to the grenade. Generally, it works better as the grenade is closer to the person.
  • Pepperball gas cloud radius reduced by 50%. You need to aim closer to the face to get an effect.
  • Pepperball gas cloud update rate changed from 0.6s to 1.0s, so there is sometimes some random lag in the effect occurring.
  • Pepperball effect is random. Sometimes it will take multiple shots to affect someone.
  • Pepperspray cone reduced by 50%, you need to ...
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v6.4

24 Jun 10:27

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  • Added the option to go without helmet/armor/tactical items, for keeping weight and bulk low. (You must still pack both weapons)
  • Nerfed flashbang damage and damage radius (stun properties unaffected)
  • DuPlessi's civilians now bleed out on a 15-25 minute timer, instead of a 10-15 minute timer.
  • Empathy morale modifiers are now based on line of sight and don't affect everyone in the same room at once.
  • Lightsticks are now colored based on team. (Lead in Singleplayer uses green lightsticks)
  • AI-controlled officers no longer stare at/watch restrained targets.
  • Added a new tab to the Host Game menu: Voting. From this tab, you can enable/disable voting, as well as enable/disable specific kinds of voting, such as Ban and Map votes. There are also other settings, like how long a vote takes, etc.
  • Added a new tab to the Host Game menu: Equipment. From this tab, you can disable specific equipment and pick a designated "less lethal" loadout. Disabled equipment will not show in the Loadout menu.
  • The chat log and admin logs have been merged together.
  • Added the option to have either multiple logs per day, or one large chatlog.
  • Added the option to configure the chatlog name (in SwatGuiState.ini)
  • The log now removes colored/bold/italic/underline tags, for better readability.
  • Greatly improved the speed (and in multiplayer, reduced the bandwidth) of opening the equipment page and switching tabs.
  • Location data in the chat can now be turned off (for the server) in SwatGuiState.ini
  • Voting settings are now stored in SwatGuiState.ini (instead of Swat4x/Swat4xDedicatedServer.ini)
  • Tweaked the collision of lightsticks a little bit
  • Restored a cut TSS feature where lightsticks would lose their glow and become "faded" in appearance.

Admin System Changes

  • Ingame admin logins now persist across level changes
  • Player mute status now persists across level changes
  • Added a new type of voting: Start Map
  • New admin permission: Force player to Spectator
  • New admin permission: Go to Spectator
  • New admin permission: Force Less Lethal loadout
  • WebAdmin now has an option to select players or map actions, in addition to performing them via command.
  • WebAdmin now displays tags ([b], etc) correctly.
  • WebAdmin now has messages colored in a similar way to how they are ingame.
  • WebAdmin now shows the friendly name of the weapon that killed/incapacitated someone, instead of the class name (ie, "HK33" instead of "SwatEquipment.HK33MG")
  • In WebAdmin, when entering a command wrong, it lists the usage of the command instead of silently failing.
  • Added WebAdmin commands: /forcespec, /switch, /nextmap, /startgame, and /abortgame, /forcell.
  • Other minor look/feel changes to WebAdmin

SEF Bugs Fixed:

  • When a player dies, it no longer lists the killer instead of the person who died as "fallen"
  • When a target is incapacitated with a taser or a C2 explosion, it no longer states "None.None" as the damage type.
  • When a target is incapacitated or killed with beanbags, direct grenade impacts, or triple baton rounds, the damage type is no longer blank.
  • When a player triggers a trap, the penalty message now shows their name.
  • Fixed bulk amount going negative on the display
  • Fixed the admin panel player list resetting which player was selected constantly
  • Fixed your equipment sometimes changing back to being an AKM/Browning Hi-Power in Multiplayer.
  • Fixed wedges weighing less than they were supposed to.
  • Fixed heavies not showing their skin properly in multiplayer games.
  • Fixed server crash on GetRoomName
  • Fixed a typo in the X2 Stun Gun description
  • Fixed Heavy Armor health amount being stuck at 100% in multiplayer
  • Fixed some stuff not being greyed out in the Admin panel when a player viewed the "Server Setup" tab like it should have been

TSS Bugs Fixed:

  • In CO-OP, suspect skins were visible but not usable (now, all skins can be used in co-op)

v6.3

24 Jun 10:26

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  • Added a new weapon: Suppressed P90
  • The Uzi, TEC-9 and AKM have flashlights now. (The TEC-9 always did, and does not have a modified model)
  • Tweaked the position of the P90 flashlight
  • Added a new option in multiplayer: Show kill messages. When this checkbox is ticked, arrests, kills, incapacitations, and player deaths are shown.
  • Penalty messages in multiplayer now show up as chat messages, and don't hide the chat when shown. (The penalty message in Singleplayer remains the same)
  • Added a new ingame Admin panel. From this panel, you can now kick, ban, go to the next map, etc. All players can use it, but only actions which can be carried out by their current role will be selectable.
  • Added a new WebAdmin panel. The WebAdmin can currently only be used to chat with players and check the server status.
  • Added a new Chat Log feature. When enabled (in Admin section of Host Game menu), all of the chat will be saved to a file: SEF/System/chatlog_YYYY_MM_DD.txt, where YYYY is the year, MM is the month, and DD is the day.
  • Added a new Admin Log feature. When enabled, all administrator actions will be saved to a file named SEF/System/adminlog_YYYY_MM_DD.txt.
  • New Admin privilege: Lock/Unlock teams.
  • New Admin privilege: Lock/Unlock a player's team.
  • New Admin privilege: Force all players to red/blue
  • New Admin privilege: Force a player to red/blue
  • New Admin privilege: Mute a player
  • New Admin privilege: Promote a player to leader
  • New Admin privilege: Kill a player
  • Campaign unlocks are now handled in SwatCareerPath.ini instead of SwatGuiState.ini so patches will not destroy server admin information
  • Adjusted a lot of the training mission text to better integrate TSS and SEF features.
  • The LaunchSEF.bat script will now check to make sure that the mod is installed correctly before launching. If it is not, it will give a detailed explanation as to how to fix the problem.

v6.2

24 Jun 10:26

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This is a quick fix patch to address some bugs.

  • Slight optimizations and tweaks
  • Fixed SEF bug: Crash in multiplayer when using certain loadouts
  • Fixed SEF bug: Weird leg movement speed in multiplayer when using certain loadouts
  • Fixed TSS bug: Can sometimes reload the same magazine back into the weapon, in certain conditions
  • Fixed TSS bug: The password dialog box (on Admin Login) didn't support all characters

v6.1

24 Jun 10:25

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New Features:

  • The accuracy system has been overhauled entirely. Weapons are easier to aim in general now.
  • Added an admin system to the game, featuring customizable roles and an MOTD system. For more information, check out the "Admin System" section of "HOW TO PLAY IN MULTIPLAYER."
  • A new mechanic has been added: Empathy Modifiers. Whenever you stun a target with a less-lethal piece of equipment (taser, pepper spray, beanbags, stinger grenades, punching, ... but not CS gas, flashbangs or pepperball gun), there is a chance that nearby civilians will feel the same morale modification. This will make it much less tedious to pepper spray all civilians in a room on maps like Mt. Threshold Research Center or A-Bomb Nightclub, where there are many uncompliant civilians.
  • Bulk now affects your weapon switching and reloading speed. Having less bulk means that you will reload your weapons faster and switch between equipment faster.
  • Added a new button, 'Pick Random Map', to the All Missions mission selection screen. Clicking the button will pick a random map to play. (You can click it over and over again until you find a map that you would like.)
  • Added a Map Filter combobox to the Host Game menu. You can filter maps in the list by their source (All Maps, Custom Maps or Stock Maps)
  • When hosting a game, you can now enable/disable the timer at the beginning or end of a map.
  • Redid the lighting on Brewer County Courthouse
  • A LOT of cut speech was restored, including: "arrested" lines by the player and AI officers, lines when the player goes rogue, AI responses to commands, AI responses to dead suspects, civilian lines when shot at, and a lot of the FunTime drug dealer lines
  • Named speakers from the TSS missions will now be labeled as such in their subtitles. For example, Andrew Norman will appear as "Andrew Norman" instead of "Male Suspect" (*). Band Members from Sellers Street Auditorium are labeled as such, and aren't "Male Civilian"
  • More blood will appear when shooting something
  • Suspects are now considered threats when they move towards a hostage for the purpose of threatening them.
  • Reduced suspect and civilian field of view (120 -> 80)
  • Increased officer field of view (120 -> 180)
  • Officers now turn faster, at the same speed suspects do.
  • Officers will no longer report that they are busy when issued an order.
  • Officers react faster to suspects.
  • Officers will no longer take cover if they are very close to a suspect
  • Officers use the same take-cover time as highly-skilled suspects do
  • Officers will clear rooms quicker
  • Officers will listen to (and respond to) sounds even when they have a current enemy
  • Suspects drop their weapons when cowering
  • Suspects are no longer a threat when cowering
  • Reduced the amount of sway on the sniper scope
  • Added a little blurb of text on the Campaign menu to better explain what each career path does

SEF Bug Fixes:

  • Fixed P90 flashlight
  • Fixed M4Super90 iron sights position
  • Fixed ambient sounds and scripted conversations on Meat Barn Restaurant
  • Fixed multiplayer spawn points on Brewer County Courthouse
  • Fixed Wild Gunner delay not working (fixed for real this time)
  • Fixed breaching ammo never breaching the door. (It now has a 50% chance to breach a metal door, and 75% chance to breach a wooden door, unless a Breaching Shotgun is used)
  • Fixed some Sovereign Citizen lines not playing correctly
  • Fixed Magazine count display on equipment panels only showing 2 digits (so pepperball only displayed as "20" instead of "200")
  • Fixed a bug where if a suspect or civilian was cuffed and then reported, then incapacitated or killed, would count as "failed to report downed suspect" even though they were already reported.
  • Fixed a bug where using the "say" command in the dedicated server or MarkMods WebAdmin panel would crash the server
  • Fixed a bug where deleting a campaign wouldn't wipe its stats or permadeath status, so creating another one of the same name would result in bugs
  • Fixed a bug where the M4A1 Suppressed in third person had a glowing silencer
  • Fixed the HK33 having a wrong model in third person
  • Fixed the MP5SSD6 having fingers covering the iron sights
  • Fixed a bug where creating a QMM with no civilians lead to a maximum score of 90/100 due to a bug in the way All Civilians Unharmed score was calculated

TSS Bugs Fixed:

  • Spoken lines by TOC on TSS missions are not longer cut off if the player used the shout button
  • Fixed some incorrect subtitles
  • Fixed a bug where using the Bulgarian Drug Worker as a suspect in QMM would cause sound bugs

v6.0

24 Jun 10:25

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Major Feature Overview:

  • First person improvements!
    • By hitting the zoom key, you will transition into (fully 3D) Iron Sights! While in Iron Sights, you suffer less recoil and firing your weapon affects your accuracy less. The visual representation of iron sights can be disabled in favor of the old behavior in the Game Options menu, if you prefer.
    • Lightsticks are thrown like grenades now. Chuck them across the room, or just drop them at your feet!
    • Tactical equipment (grenades, lightsticks, C2, pepper spray, wedges) now show how many you have in reserve on the HUD.
  • Equipment changes!
    • The breaching tab has been removed and a sixth tactical slot has been added.
    • C2 is now considered a tactical piece of equipment, and the breaching shotgun is a weapon. The breaching shotgun will breach a door 100% of the time, unlike other shotguns where this chance is random.
    • New silenced versions of base game weapons: Suppressed M4A1, Suppressed UMP and Suppressed G36C. More weight and bulk, but won't tip off suspects in adjacent rooms when fired.
    • Added a cut weapon from the game: The M1Super90.
    • 3-packs of Wedges, Flashbangs, CS Gas and Stingers have been added. They have 3 tactical items, with the equivalent weight and bulk of five of those items.
    • All shotguns now have Frangible Breaching Ammo, which doesn't ricochet or overpenetrate a door.
    • The gas mask is now called the Respirator and no longer restricts field of view. A new gas mask, the S10 Helmet, has been added!
  • Command interface overhaul!
    • New commands: SEARCH AND SECURE, SECURE ALL, RESTRAIN ALL, and DISABLE ALL.
      • SECURE ALL, RESTRAIN ALL, and DISABLE ALL will secure all evidence, restrain all compliant hostages/suspects, or disable all devices in a radius around the player, OR everything in the same room (whichever is farther, if the mission is NOT complete). SEARCH AND SECURE combines all three of these commands.
    • The lightstick commands got moved back to the DEPLOY submenu, and all of the DEPLOY commands were reorganized based on how frequently they are used.
    • The Classic Command Interface (CCI) has had all of its commands reorganized to play better.
  • More AI improvements!
    • High skilled suspects are much more dangerous.
    • Enemies have figured out how to equip heavy armor! Your AP rounds will be very important.
  • Menu improvements!
    • You can now apply a single tab (or a whole loadout) to another officer, another team, or element. It's much easier now to keep a consistent loadout amongst your men.
    • You can now select which entrance to use in an All Missions campaign.
    • You can now vote (in multiplayer) to end the current map, or to go to the next map. You can also vote in Career CO-OP mode.
    • The Join Game menu now won't show duplicate servers, the player sorting is better, and there is a link to download the server browser plugin.
    • The main menu now has a link to Discord and the Wiki and shows the mod version.

New Features:

  • Added Brewer County Courthouse mission, with new, fully voiced enemy types, new music, scripted sequences, and more.
  • Added ironsights to most weapons; several weapons have had their first person weapon model tweaked to have right-side faces and other improvements.
  • Added broad-secure commands (SEARCH AND SECURE, SECURE ALL, RESTRAIN ALL, DISABLE ALL)
  • Added first person weapon inertia (weapon sways with movement). Disabled by default, enable through Game Controls in Settings.
  • Added Suppressed M4A1
  • Added Suppressed G36C
  • Added Suppressed UMP
  • Added M1Super90
  • Added S10 Helmet
  • Added M870 Breaching. It will always breach a door 100% of the time.
  • Added Wedge 3-Pack, CS Gas 3-Pack, Flashbang 3-Pack, and Stinger 3-Pack.
  • Lightsticks are now treated the same as grenades, instead of being an instant-use item.
  • C2 is now considered a tactical item.
  • Breaching tab removed; sixth tactical slot added.
  • Added frangible breaching ammo for all shotguns. Frangible breaching ammo is guaranteed to never overpenetrate a door and is better against unarmored targets than the comparable Sabot Slug.
  • AI will now drop lightsticks as they clear rooms.
  • Improved textures for MP5, UMP, M870, M870 Less Lethal, MP5SSD6 and G36K
  • The Gas Mask has been renamed Respirator and no longer restricts your field of view.
  • Tactical items (grenades, wedges, lightsticks, C2) now show the number of items left when equipped.
  • You can now select which entry point to use on an All Missions Campaign by selecting it in the Mission Selection menu.
  • Rewrote the voting code from scratch. No longer allowed to vote for gametype; can vote to end current map or to go to next map.
  • Can vote in Career CO-OP if "Enable Voting" is checked in the map settings panel. (Voting specific maps and voting for next map are not allowed in this mode)
  • The breaching shotgun fire interface will now show for all shotguns, not just the breaching shotgun.
  • The pick lock fire interface will now show if you have a shotgun equipped.
  • Drastically improved the layout of commands in the Classic Command Interface (CCI)
  • Added the ability to assign the currently selected tab to an officer, team, or Element.
  • You can now assign the current loadout to an officer, team, or Element.
  • Pepper spray now shows the number of reserve cans when equipped (press the Pepper Spray hotkey to swap canisters once one is depleted)
  • Reorganized DEPLOY command sub-menu
  • Suspects will fire upon hostages twice as quickly.
  • St. Micheal's Medical Center will spawn more suspects in Multiplayer modes and also spawns heavy enemies.
  • Custom Maps which use St. Micheal's Medical Center or Mt. Threshold Research Center suspects will no longer have those suspects be insane, in order to prevent custom maps from becoming too difficult to play
  • High skill suspects are more likely to react to a thrown grenade now.
  • High skill suspects have much better accuracy.
  • High skill suspects will fire more rounds in a full-auto burst.
  • High skill suspects are less likely to flinch when affected by shots.
  • Suspects firing from cover may pause or regroup between shots.
  • Wild Gunners are now affected by the firing delay that SEF introduced.
  • Reduced the volume (slightly) of the M16 Third Person fire effect, and the dispatch audio for Meat Barn.
  • Removed the physics timer from lightsticks; they will now always retain their physics instead of losing them after 10 seconds.
  • Suspects will wait much less time between firing shots.
  • Altered the first person model of the HK33 so it can be aimed correctly with the iron sights.
  • Using grenades (not lightsticks) will now return the player to the last weapon they used, instead of the primary weapon always.
  • Wedges now return the player to their weapon after they are used.
  • Mod version is now shown in the main menu
  • Added a Discord and Wiki button to the main menu
  • Removed the CHECK FOR PATCH button in the server browser; added a DOWNLOAD PLUGIN button.
  • Removed map filter from server browser filter menu (was causing lag)
  • C2 now triggers dynamic music (like grenades and the AI shooting does)
  • In CO-OP, instead of the Ready button disabling the Equipment panel, hitting the Equipment button will automatically Un-Ready yourself.
  • SWAT 4 + TSS now selected as the default campaign path (instead of Extra Missions)
  • Added a console command to change the position of the weapon in first person.
  • Externalized the position of the weapon in first person and in iron sights.
  • LaunchSEF.exe now works correctly on Windows XP.
  • M1Super90 Defense shotgun added (cut content)
  • Enemies will now use the cut "ReportedBarricading" lines.

SEF Bugs Fixed:

  • AI-controlled officers no longer try and take cover when an enemy was at point-blank range, instead of firing at them.
  • Wedges now deplete weight when used
  • Fixed AI-controlled officers focusing on falling in than engaging suspects at times.
  • Beanbag shotguns now work correctly.
  • Fixed new shotgun ammo types (0 buck, 1 buck, 4 buck) not having correct drag values.
  • Fixed suspects shooting at you while fleeing even if they couldn't hit you.
  • Reynolds can now have Optiwand equipped if it isn't in his fifth tactical slot.
  • Fixed a bug where picking an All Missions Campaign and then going to the Play Quick Mission menu resulted in the UI thinking that you were playing your campaign again.
  • Fixed a bug where picking Career CO-OP and then going to the Play Quick Mission menu resulted in the UI thinking that you were playing Career CO-OP again.
  • Fixed lots of equipment missing from selection in Quick Missions.
  • Fixed a bug where Quick Missions which had locked loadouts still let you pick which weapon to use.
  • You can now order Secure Evidence/Restrain at the same time as a disable command.

TSS Bugs Fixed:

  • Fixed duplicate servers in the server browser
  • Fixed weird player count sorting in the server browser
  • Fixed lightsticks not dropping if the player is wearing heavy armor
  • Fixed a bug where if a suspect unlocks a door, it will still be "known" as a locked door.
  • Fixed a pathing error with Jackson on Fairfax Residence, videotape room
  • Fixed a bug where the enemy "CallForHelp" speech was rarely/if at all triggering.
  • The enemy "AnnouncedSpottedOfficerSurprised" speech now plays.
  • Fixed a bug where applying a loadout to the whole team while in a Quick Mission which has locked loadouts no longer works; it will prevent it from applying to locked officers.
  • Fixed a bug where enemies could (rarely) spawn in an unreachable spot in The Wolcott Projects
  • Fixed a bug on Fresnal St. Station where hostages that spawn on the train platform could scream endlessly after a suspect escaped.
  • Removed an unreachable mirror point near the train platform in Fresnal St. Station where you could order your officers to mirror at

SWAT: Elite Force v5.3

04 Jun 16:02

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Special thanks to kevinfoley, who made a lot of changes here. His contributions are marked with [kf]

  • Rewrote SpeechCommands grammar file from scratch (see SpeechCommands.md for changes) (kevinfoley helped with this)
  • Added missing speech commands from v5 (for specifying breaching method)
  • Minor optimizations regarding the optiwand
  • Snipers now report when they've lost sight of entry team on all maps, not just Qwik Fuel (they only do this once)
  • Another possible fix for the RotateAroundActor crash
  • Improved the quality of shadows on the highest Shadow Quality setting. [kf]
  • Flashlights have a smaller cone but longer range [kf]
  • On the highest Shadow Quality setting, more things (such as AI-controlled officers, guns, etc) will cast shadows [kf]
  • In All Missions campaigns, it will display the author of the map and a short description (if available) in the Mission Selection menu
  • Chat messages now display the room name of where they were spoken from (except when spectating or in pregame)
  • In the Classic Command Interface (CCI), a lot more commands will return you to the main screen, including PICK LOCK and MAKE ENTRY commands.
  • In the Classic Command Interface (CCI), issuing a command will immediately return you to the main screen (if it does this to begin with) instead of waiting for Lead to finish talking.
  • Cut content restored: Blood spray texture that was not used [kf]
  • Fixed SEF bug: Sniper rifle not firing in multiplayer
  • Fixed SEF bug: Sniper rifle viewport not controllable on listen servers
  • Fixed SEF bug: Breaking a door with the breaching shotgun (in a dedicated server/multiplayer) would sometimes not disable the antiportal
  • Fixed SEF bug: Officers were reporting that they lost their contact way too often [kf]
  • Fixed SEF bug: Missions not sorted alphabetically sometimes in an All Missions campaign
  • Fixed SEF bug: Restart Mission button not working correctly in an All Missions campaign
  • Fixed SEF bug: Officer in a T-pose after returning to main menu after completing a mission in an All Missions campaign
  • Fixed SEF bug: High-scores not saving in All Missions campaign
  • Fixed SEF bug: The drag (bullet damage loss over distance) property was being calculated wrong and adding drag to bullets twice when they passed through objects.
  • Fixed SEF bug: Some commands missing from the main command menu in Multiplayer
  • Fixed SEF bug: Some commands being greyed out in the main command menu in Multiplayer
  • Fixed TSS bugs: The AI target sensor got rewritten from scratch, fixing the following TSS bugs:
    • SWAT AI unable to hit things at very close distances
    • SWAT AI not taking range into account when firing pepper spray, taser, etc
    • SWAT AI could sometimes shoot hostages/suspects who were in the way of their target
  • Fixed TSS bug: Doors broken with shotgun by AI would have a delay before they appeared broken to the player - this is fixed. [kf]
  • Fixed TSS bug: Officers don't reply when ordered to cover an area, they just do it
  • Fixed TSS bug: Wrong caption on QUICK OPTIONS/ADVANCED OPTIONS tabs in the Host Game menu

SWAT: Elite Force v5.2

05 May 14:20

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  • Fixed a crash in multiplayer
  • Fixed issues with grenade animations at high FOVs
  • Slowed down the animation speed of dropping weapons.

SWAT: Elite Force v5.1

21 Apr 06:21

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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)

WEAPON CHANGES

All weapons have been adjusted again, to reflect more realistically their weight. The general changes for the weapons are:
-Pistols: Increased recovery speed.
-SMGs: Increased recovery speed, with some exceptions:
-Suppressed UZI: Reduced recovery speed.
-MP5SD6: Reduced recovery speed.
-Suppressed MP5K: Adjusted accuracy, recoil and recovery stats.
-Suppressed MP5A4: Reduced recovery speed.
-UMP: Reduced recovery speed.
-Rifles: Increased recovery speed, with some exceptions.
-M16A1 and Suppressed M16A1: Reduced recovery speed.
-HK33A2: Reduced recovery speed.
-Scoped HK33A2: Reduced recovery speed. Increased zoom.
-Suppressed Accurized: Reduced recovery speed.
-Shotguns: Reduced recovery speed, with some exceptions.
-Remington M870, Less Lethal and Breaching Variants: Increased recovery speed.
-Grenade Launchers:
-HK69: Reduced recovery speed.
-ARWEN 37: Increased recovery speed.
-Other weapons:
-M249 SAW: Reduced recovery speed.
-Pepperball Launcher: Increased recovery speed.
-Taser X26P and X2: Increased recovery speed.